VR Object Control for Real-World Collision Prevention

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Solution Overview

Problem

Existing VR applications fail to effectively prevent collisions between virtual objects and real-world objects while maintaining user immersion, due to limitations in real-world object detection, collision prediction, and immersion-breaking warnings.

Innovation Solution

A system that generates virtual objects in VR environments based on real-world object detection, calculates interaction and risk scores, and modifies virtual objects or adds visual deterrents to prevent collisions, while promoting immersion.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If VR applications provide immersive virtual environments, then user immersion and interaction quality improve, but collision risk with real-world objects increases

Engineering Contradiction:
Improveuser immersionVSAvoidcollision risk
Core Design Contradiction:
ReliabilityVSObject-affected harmful factors

Solution Approach 1:

The system performs preliminary detection of real-world objects using sensors (cameras, depth sensors, LIDAR) before virtual objects are placed in the VR environment. This advance knowledge allows the system to proactively prevent collision scenarios by adjusting virtual object placement or adding visual deterrents before the user interacts with virtual objects that could cause real-world collisions.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system introduces an intermediary layer between the virtual and real worlds by detecting real-world objects and using this information to mediate virtual object placement. The intermediary mechanism analyzes the correspondence between virtual and real spaces, and automatically adjusts the VR environment to prevent collisions while maintaining immersion, rather than using disruptive warnings.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Object-affected harmful factors

If manual safe area definition is implemented, then collision prevention capability improves, but user freedom and immersion deteriorate

Engineering Contradiction:
Improvecollision preventionVSAvoiduser freedom
Core Design Contradiction:
Object-affected harmful factorsVSEase of operation

Solution Approach 1:

The system performs automatic detection and mapping of real-world objects and boundaries without requiring user input. Sensors continuously scan the environment, automatically create or update the safe area model, and adjust virtual object placement accordingly. This eliminates the need for manual safe area definition while maintaining collision prevention capabilities.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The safe area is dynamically adjusted based on real-time sensor detection of real-world objects. As users move or place new objects in the real world, the system automatically updates the correspondence between virtual and real spaces, adjusting the safe area boundaries and virtual object placements accordingly. This dynamic adaptation maintains user freedom while ensuring continuous collision prevention.

Inventive Principle:
Principle #15Dynamics

3Object-affected harmful factors

If passthrough mode is used to see physical surroundings, then collision awareness improves, but immersion quality deteriorates

Engineering Contradiction:
Improvecollision awarenessVSAvoidimmersion quality
Core Design Contradiction:
Object-affected harmful factorsVSReliability

Solution Approach 1:

The system extracts only the essential safety information from the real world by detecting specific objects (furniture, boundaries, hazardous items) and using this extracted data to adjust the virtual environment. Instead of showing the entire real-world view through passthrough, the system selectively uses detected object information to prevent collisions while maintaining full virtual immersion.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system applies local adjustments to the virtual environment based on detected real-world objects rather than globally switching to passthrough mode. Visual deterrents are added only in specific locations where collision risk exists, and virtual objects are repositioned only where they conflict with real-world objects. This localized approach maintains overall immersion while providing collision awareness where needed.

Inventive Principle:
Principle #3Local quality

4Adaptability or versatility

If virtual objects are placed without considering real-world objects, then VR environment flexibility improves, but collision likelihood increases

Engineering Contradiction:
ImproveVR environment flexibilityVSAvoidcollision likelihood
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The system performs preliminary detection and mapping of real-world objects before placing virtual objects in the environment. By establishing the correspondence between virtual and real spaces in advance, the system can proactively identify potential collision scenarios and adjust virtual object placement or add visual deterrents before users interact with problematic virtual objects.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system continuously monitors the VR environment and real-world object positions, using sensor feedback to dynamically adjust virtual object placement. When new real-world objects are detected or when virtual objects are added or moved, the system recalculates potential collision risks and automatically adjusts the environment to maintain safety while preserving VR flexibility.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20260004535A1Systems and methods for controlling a virtual reality environment to help prevent collisions in the real-world
Publication Date: 2026.01.01 ADEIA GUIDES INC
  • US20260004535A1 patent drawing
  • US20260004535A1 patent drawing
  • US20260004535A1 patent drawing

AI summary

Systems and methods are provided for controlling a virtual reality (VR) environment to identify and address potential collisions with real-world objects while a user is interacting with the VR environment. A first virtual object at a first position is generated for display within a VR environment. A real-world object is detected near the VR device at a second position within the VR environment. An interaction score is determined for the first virtual object based at least in part on a potential interaction score with the real-world object. A risk score is determined for the first virtual object within the VR environment based at least in part on the real-world object. The first virtual object is modified based at least in part on the interaction score and the risk score. A second virtual object representing the real-world object is generated for display at the second position within the VR environment.