VR Simulation System Hand Motion Item Acquisition

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Solution Overview

Problem

Conventional simulation systems for virtual reality, such as racing games, limit user interaction by requiring continuous hand movement on a steering wheel, preventing the introduction of play elements like item acquisition, which detract from the immersive experience by making virtual reality less engaging.

Innovation Solution

A simulation system that allows users to interact with virtual items by making specific hand motions, such as raising a hand to acquire items, while maintaining the ability to control a vehicle with both hands, by setting item acquisition zones out of reach during normal gameplay and integrating items with the user's hand movements in the virtual space.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If item acquisition is introduced into a racing game, then play element diversity is improved, but virtual reality and sense of immersion are deteriorated when items are acquired irrelevantly to user intention or motion

Engineering Contradiction:
Improveplay element diversityVSAvoidvirtual reality
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system pre-positions items in the virtual space at locations that correspond to the user's actual hand positions or reachable areas. This preliminary arrangement ensures that when the user makes a natural reaching motion, they can acquire the item, maintaining the illusion that the interaction is intentional and physically grounded rather than arbitrary

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system introduces an intermediary mechanism that maps the user's physical hand motions in real space to virtual item acquisition. The hand motion serves as a mediator between the user's intention and the virtual item, creating a natural bridge that preserves virtual reality while enabling item interaction

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If the user operates a steering wheel with both hands throughout gameplay, then vehicle control is improved, but interaction with virtual items is prevented

Engineering Contradiction:
Improvevehicle controlVSAvoiditem interaction
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system dynamically adjusts the virtual hand positions and item locations based on the user's actual hand motions. When the user moves their hands off the steering wheel to reach for an item, the virtual hands and items move correspondingly, allowing temporary item interaction while maintaining vehicle control capability. The system continuously adapts to the user's hand position changes

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system segments the interaction space into distinct zones: the steering wheel area for vehicle control and the peripheral reaching areas for item acquisition. This spatial segmentation allows the user to maintain control of the vehicle through the steering wheel while enabling separate, intentional interactions with items in other zones through hand-reaching motions

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS11090554B2Simulation system, image processing method, and information storage medium
Publication Date: 2021.08.17 BANDAI NAMCO ENTERTAINMENT INC
  • US11090554B2 patent drawing
  • US11090554B2 patent drawing
  • US11090554B2 patent drawing

AI summary

A simulation system includes a processor including hardware. The processor performs an information acquisition process of acquiring user information including at least one of position information, direction information, and posture information of a user, a virtual space setting process of setting a virtual space, a moving body process of moving a user character corresponding to the user in the virtual space, a game process that is a process for a game in the virtual space, and a display process of generating an image in the virtual space as a display image to be displayed for the user. In the game process, the processor determines whether the user has made an item acquisition motion based on the user information, and upon determination that the user has made the item acquisition motion, performs a process of causing the user character to acquire an item.