VR Training Object Mapping with Forearm Controller Calibration
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Solution Overview
Problem
Existing virtual reality systems lack the ability to spatially locate and interact with real objects within a three-dimensional space, limiting the realism of physical hand motions, such as punching, in immersive environments.
Innovation Solution
A head-mounted display and handheld controller system is enhanced to map the position of a real-world object into the VR environment, allowing users to interact with both the virtual and physical objects by mounting the controller backwards on the forearm and calibrating the user's fist position relative to the controller, enabling realistic interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a traditional VR system uses handheld controllers held in hands, then the system can track head and controller movements, but the user's physical hand motions do not necessarily provide a real boxing experience
Solution Approach 1:
The patent creates a virtual copy of the real-world object (punching bag) in the VR environment that mirrors the physical object's position and properties. This virtual replica allows users to interact with it using natural physical motions, bridging the gap between real and virtual experiences without requiring complex operational procedures.
Solution Approach 2:
The system introduces a mapping mechanism as an intermediary that connects the physical world and virtual environment. This mapper translates real-world object positions into VR coordinate space, enabling seamless interaction between physical hand motions and virtual objects without direct complex control.
2Adaptability or versatility
If the system establishes a boundary area for VR experience, then the user stays within a defined safe zone, but the system cannot spatially locate and interact with real objects within three-dimensional space
Solution Approach 1:
The existing VR boundary system is enhanced to serve dual purposes: maintaining safety boundaries and enabling spatial mapping of real objects. The boundary system now functions not only as a safety constraint but also as a reference frame for locating and interacting with physical objects in 3D space.
Solution Approach 2:
The system performs preliminary spatial mapping of real-world objects before VR interactions begin. By pre-establishing the positions and coordinates of physical objects within the boundary, the system enables immediate spatial interaction without requiring complex real-time calculations during user activities.
3Measurement precision
If the controller is mounted backwards on the forearm, then the user's fist position can be calibrated relative to the controller, but this requires additional calibration steps
Solution Approach 1:
The calibration process is designed to be self-guided and automatic. The system prompts users through simple, intuitive steps and automatically calculates fist position based on controller location, eliminating the need for manual measurement or complex setup procedures.
Solution Approach 2:
The system dynamically adjusts calibration parameters based on detected fist positions and controller locations. By automatically modifying spatial parameters and offsets during the calibration process, the system achieves high measurement precision through adaptive parameter optimization rather than fixed manual settings.
Data Source
AI summary
A virtual reality (VR) system comprising a head-mounted display (HMD) and handheld controller set is enhanced to provide a more realistic end user VR experience, e.g., for boxing or other interactive training. In this approach, and in lieu of simply establishing a boundary area for the VR experience, the user also maps a position of a real-world object into a reference frame of the VR environment. This mapping is facilitated using the handheld controller itself, e.g., as positioned in a backwards-facing manner on the user's forearm. The real-world object is then simulated in the 3D VR environment as rendered by the VR HMD, and the user interacts with the real-world object (or its simulation) to provide a more enjoyable and useful interactive experience.


