Virtual Movement Scaling Manager for VR Tracking FOV

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Solution Overview

Problem

Inside-out tracking systems in VR devices lose tracking when user hands move outside the device's field of view, making it difficult to simulate actions like pulling back a bow and arrow, as these movements naturally bring hands outside the tracking system's field of view.

Innovation Solution

The system applies scaled virtual movements based on a scale factor determined by how far the user's hand is from the edge of the field of view, allowing natural motion and precise control while keeping hands within the tracking system's view, using a virtual movement scaling manager to adjust and transmit scaled movements for display.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the user performs natural hand movements to simulate actions like pulling back a bow and arrow, then the realism of the VR simulation is improved, but the hands move outside the tracking system's field of view causing tracking loss

Engineering Contradiction:
Improverealism of simulated actionsVSAvoidtracking stability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent introduces a virtual dimension by mapping physical hand movements to scaled virtual hand positions. When hands move outside the physical FOV, the system creates a virtual extension of the tracking space, allowing hands to appear at natural positions in the VR scene while the physical controllers remain within the camera's actual field of view. This dimensional mapping resolves the contradiction by decoupling physical tracking constraints from virtual action realism.

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

Solution Approach 2:

The patent introduces a field of view extension manager as an intermediary component that mediates between the physical tracking system and the virtual representation. This manager calculates scale factors and adjusts virtual hand positions based on controller movements, acting as a bridge that translates limited physical FOV constraints into expanded virtual FOV capabilities, thereby maintaining both tracking reliability and action realism.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Area of stationary object

If the field of view is extended to track hands outside the original view, then tracking coverage is improved, but the system complexity increases

Engineering Contradiction:
Improvetracking field of viewVSAvoidsystem complexity
Core Design Contradiction:
Area of stationary objectVSDevice complexity

Solution Approach 1:

The patent changes the parameter of field of view from a fixed physical constraint to a dynamically adjustable virtual parameter. By introducing scale factors that can be modified in real-time based on hand position and action type, the system effectively extends the tracking FOV without adding physical cameras or sensors. This parameter-based approach allows FOV extension while avoiding the complexity of hardware modifications.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent makes the field of view dynamic by allowing it to adapt based on user actions and hand positions. The field of view extension manager continuously adjusts the virtual FOV boundaries and scale factors during VR sessions, enabling the tracking coverage to expand and contract as needed. This dynamic adaptation provides extended tracking capability without requiring a permanently complex system configuration.

Inventive Principle:
Principle #15Dynamics

3Reliability

If scaled virtual movements are applied to keep hands within FOV, then tracking stability is improved, but the naturalness of physical actions is reduced

Engineering Contradiction:
Improvetracking stabilityVSAvoidnaturalness of actions
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent applies different scale factors to different regions of the virtual space based on local action requirements. For example, when performing a bow-drawing action, the system applies a larger scale factor to the hand movement in the virtual scene, allowing the hand to traverse a larger virtual distance while the physical controller moves a smaller, more comfortable distance. This localized scaling maintains naturalness for specific actions while preserving tracking stability.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system performs preliminary calculations to determine appropriate scale factors before executing virtual actions. The field of view extension manager anticipates required hand movements and pre-calculates scaling parameters that will maintain both tracking stability and action naturalness. This preliminary preparation allows the system to apply optimal scaling in real-time without compromising the naturalness of user actions.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP3811186B1Input scaling to keep controller inside field of view
Publication Date: 2023.06.28 MICROSOFT TECHNOLOGY LICENSING LLC
  • EP3811186B1 patent drawingFigure 1
  • EP3811186B1 patent drawingFigure 2
  • EP3811186B1 patent drawingFigure 3

AI summary

Methods and devices for scaling virtual movement may include receiving from a positional tracking system attached to the computer device, a current physical location of a body part of a user being tracked for providing an input to a virtual reality simulation. The methods and devices may include determining a start position based at least upon the current physical location of the user for scaling virtual movements in the virtual reality simulation corresponding to received physical movements of the user. The methods and devices may include determining a scale factor to apply to the physical movements from the start position to generate scaled virtual movements of the physical movements. The methods and devices may include transmitting the scaled virtual movement for presentation on a display.