VR Movement Translation System Aligning Visual Vestibular Cues
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Solution Overview
Problem
Players in dynamic avatar movement virtual reality games experience motion sickness due to the discrepancy between visual cues and actual body position, as they stand still while their avatars perform dynamic movements.
Innovation Solution
A system and method that synchronizes virtual and real actions by translating the player's movements into corresponding actions in the virtual environment, such as waving arms while running or swinging them while jumping, to align visual and vestibular cues.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the avatar performs dynamic movements in the virtual environment, then the game becomes more engaging and immersive, but the player experiences motion sickness due to the discrepancy between visual cues and actual body position
Solution Approach 1:
Instead of moving the avatar independently while the player remains stationary, the system inverts the control paradigm by requiring the player to physically move their body to move the avatar. The player's real-world movements are captured and translated into avatar movements, making the player's physical state consistent with the visual feedback in the virtual environment.
Solution Approach 2:
The system introduces motion capture technology and translation software as intermediaries between the player's physical movements and the avatar's virtual movements. These intermediaries capture the player's body position and orientation data, process it, and translate it into corresponding avatar movements, ensuring synchronization between real and virtual states.
2Ease of operation
If the player stands still while controlling the avatar, then the player maintains physical comfort, but the disconnect between visual and vestibular signals causes motion sickness
Solution Approach 1:
The system inverts the traditional control approach where the player remains stationary and controls the avatar remotely. Instead, the player physically moves their body and this movement is directly translated to avatar movement, making the player's physical state consistent with the visual feedback in the virtual environment.
Solution Approach 2:
The system uses the player's own body movements as the control input mechanism. The player's natural physical movements serve both as the control signal and as the reference for the vestibular system, eliminating the need for external controllers and creating self-consistent sensory feedback.
3Object-affected harmful factors
If the system requires physical movements from the player, then visual and vestibular cues are aligned reducing motion sickness, but the device complexity increases
Solution Approach 1:
The system uses universal motion tracking technology that can detect various types of movements (translation, rotation, acceleration) through a single integrated sensor suite. The same hardware components serve multiple functions including position tracking, orientation detection, and motion validation, reducing the need for separate specialized devices.
Solution Approach 2:
The player's body serves as both the control interface and the reference frame for the vestibular system. By using the player's own movements rather than external controllers, the system reduces the number of physical devices needed while maintaining the alignment between visual and vestibular cues.
Data Source
AI summary
A computer-readable medium is configured to translate movements performed by a person onto a user in augmented or virtual reality has a headset display for wearing by the person, and a first controller and a second controller for holding by the person. Each of the first and second controllers are communicatively connectable to the headset display and including a thumbstick, a first button, a second button, a grip button, and a trigger button. The computer-readable medium is further configured to execute the computer-readable program code to enable the user in the augmented or virtual reality to walk forward by the person forwardly actuating the thumbstick of the first controller and turn by the person tilting left or right the thumbstick of the second controller or by the person physically turning left or right.


