Directional Passthrough Views for VR Boundary Awareness
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Solution Overview
Problem
Traditional methods of spatial awareness in VR environments disrupt immersion by using virtual boundary walls, which can cause disorientation and risk of collisions with real-world objects.
Innovation Solution
Provide a directional passthrough view of the real-world environment within the VR environment, allowing users to see their surroundings without fully breaking immersion, by transitioning a portion of the field of view to show real-world objects as they approach virtual boundaries.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If a virtual boundary wall is displayed to alert users of the boundary perimeter, then spatial awareness is improved, but immersion in the VR environment is disrupted and user experience is degraded
Solution Approach 1:
The patent applies local quality by selectively displaying boundary indicators only in specific locations and conditions rather than uniformly throughout the VR environment. The virtual boundary wall is rendered semi-transparent and only appears when users approach the actual perimeter, providing spatial awareness information locally where needed while preserving immersion in other areas.
Solution Approach 2:
The patent uses partial action by implementing a gradual fade-in effect for the virtual boundary wall rather than sudden full appearance. The boundary indicator transitions from invisible to semi-transparent over time, providing just enough spatial awareness information without completely breaking immersion, thus balancing both requirements.
2Loss of information
If a virtual boundary wall is constantly displayed, then spatial awareness is maintained, but users feel enclosed and claustrophobic
Solution Approach 1:
The patent implements periodic action by making the virtual boundary wall appear and disappear based on user proximity to the actual boundary. The boundary indicator is dynamically rendered only when needed (when users approach the perimeter) and fades out when users are safely within the boundary, preventing constant visual presence that causes claustrophobia.
Solution Approach 2:
The patent applies parameter changes by adjusting the transparency and visibility of the virtual boundary wall based on user position and movement. The boundary indicator's opacity and presence are dynamically modified according to proximity sensors and user behavior, transitioning from fully invisible to semi-transparent only when necessary, thus avoiding the harmful effect of constant display.
3Ease of operation
If the virtual boundary wall appears late, then immersion is maintained, but user safety is compromised due to risk of collision
Solution Approach 1:
The patent applies preliminary action by implementing a progressive warning system that shows subtle boundary indicators before users actually reach the boundary. The system uses proximity detection to trigger early, faint visual cues that gradually become more prominent, giving users advance notice of approaching boundaries while maintaining immersion during the transition.
Solution Approach 2:
The patent uses feedback mechanisms by continuously monitoring user position through sensors and dynamically adjusting the visibility and prominence of boundary indicators in real-time. The system provides continuous spatial awareness feedback that adapts to user movement speed and direction, ensuring safety information is available when needed while preserving immersion during normal exploration.
Data Source
AI summary
In one embodiment, a method includes rendering a partial passthrough mode that provides a partial view of a VR environment and a partial view of a real-world environment. The method can perform the rendering by one or both of: A) rendering at least a first portion of a partial view of the real-world environment at a first sharpness level and rendering at least a second portion of the partial view of the real-world environment at a second sharpness level lower than the first sharpness level, and/or B) rendering the partial view of the real-world environment at a size or sharpness level based on a determined position of the user between an inner boundary of one or more virtual boundaries and an outer boundary of the one or more virtual boundaries.


