VR Spectating Portal View Transitions

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Solution Overview

Problem

Current methods for spectating video games in virtual reality are limited by navigational difficulties, discomfort, and disorientation, particularly when transitioning between different viewpoints or following a player of interest.

Innovation Solution

The implementation of portal-mediated transitions between various spectator vantage points, including overhead, magnified, and third-person views, using a portal that initially appears larger and constricts to allow translational and rotational movements within a controlled field of view, enhancing user agency and reducing disorientation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a spectator navigates a game environment in virtual reality to view game action, then the spectator can view various happenings of interest, but the spectator experiences navigational difficulties and disorientation

Engineering Contradiction:
Improveviewing flexibilityVSAvoidnavigational comfort
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The viewing experience is segmented into distinct modes: an overhead map view for strategic navigation and a third-person player view for detailed observation. The interface is divided into multiple display regions, allowing spectators to switch between macro-level environment overview and micro-level player action without continuous navigation, reducing disorientation while maintaining viewing flexibility.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

An automated camera system acts as an intermediary between the spectator and the game environment. Instead of directly navigating the virtual world, the spectator controls a camera that follows players automatically. This mediator handles the complex navigation tasks, providing smooth transitions and stable views while the spectator maintains high-level control through simple interface interactions.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If a spectator follows a target player in virtual reality, then the spectator can view player performance closely, but the spectator experiences discomfort and disorientation

Engineering Contradiction:
Improveviewing detailVSAvoidspectating comfort
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The camera system dynamically adjusts its behavior based on spectator input and game state. The camera automatically follows the selected player, maintaining optimal framing and distance without requiring manual adjustment. This dynamic adaptation provides consistent close-up views of player actions while eliminating the discomfort of manual navigation and positioning.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system creates a virtual copy of the player's perspective through the third-person camera view. This copied viewpoint reproduces the player's movements and actions from a slightly offset position, allowing spectators to observe player performance in detail without experiencing the disorientation of first-person movement or the complexity of direct player control.

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If multiple views are provided simultaneously, then the spectator can access different vantage points, but the interface complexity increases

Engineering Contradiction:
Improveview varietyVSAvoidinterface complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The interface is segmented into distinct functional zones: an overhead map view occupying a primary region for strategic oversight, and a third-person player view in another region for action detail. Each zone serves a specific purpose and can be independently controlled or activated. This segmentation allows multiple views to coexist without creating a cluttered,难以操作的 interface, as each view has its dedicated space and control mechanism.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12023579B2Methods and systems for spectating characters in virtual reality views
Publication Date: 2024.07.02 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12023579B2 patent drawing
  • US12023579B2 patent drawing
  • US12023579B2 patent drawing

AI summary

Methods and systems for spectating a live video game are presented. In one method embodiment, an operation includes providing an interface for presenting an overhead view of an interactive environment of a video game on a head mounted display (HMD). The method also provides an operation for providing a magnifying window for displaying a magnified view of the interactive environment, where the magnified view is associated with a second vantage point that is closer to the interactive environment than is a first vantage point of the overhead view. The method further provides an operation for tracking a real-world position of a controller of the spectator and moving the location of the magnifying window to correspond to the real-world position of the controller.