Wearable Gaze Tracking for Multi-User Virtual Object Interaction
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Solution Overview
Problem
Existing virtual reality technologies face challenges in providing a synchronized and interactive simulated environment for multiple users located in different places, limiting the effectiveness of virtual object interaction and user engagement.
Innovation Solution
A system comprising wearable devices and computing units that track user gaze and limb directions to determine pointed virtual object portions, storing frequency counts and performing operations such as highlighting, concealing, or reshaping based on user interest, allowing for real-time interaction and analysis within a shared virtual environment.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If virtual reality environment is provided to multiple users located in different places, then user engagement and interaction are improved, but system complexity and synchronization challenges increase
Solution Approach 1:
The system divides the virtual environment into discrete virtual objects with defined portions and surface coordinates. Each user's interaction is tracked independently through their wearable device, allowing the system to manage multiple users through segmented, modular processing of individual user data within the shared virtual space.
Solution Approach 2:
The system implements real-time feedback by tracking user gaze direction and limb orientation, determining which portions of virtual objects users are pointing at, and providing immediate visual feedback through indicators displayed in each user's scenario. This feedback mechanism enables synchronized interaction across multiple users while managing system complexity through structured data collection and processing.
2Measurement precision
If user gaze and limb tracking is implemented to determine pointed virtual object portions, then interaction precision is improved, but computational requirements and processing time increase
Solution Approach 1:
Instead of processing the entire virtual environment, the system focuses computational resources on determining which specific portions of virtual objects users are pointing at. By tracking gaze direction and limb orientation to identify specific regions of interest on virtual objects, the system achieves high interaction precision while minimizing unnecessary computational processing of the complete virtual scene.
Solution Approach 2:
The system pre-establishes the virtual environment with defined virtual objects, portions, and surface coordinates before user interaction begins. This preliminary setup allows the system to quickly map user gaze and limb directions to pre-defined object portions during interaction, reducing real-time computational requirements while maintaining high measurement precision.
3Ease of operation
If real-time scenario updates are provided based on user movement, then user immersion is improved, but data transmission and processing load increase
Solution Approach 1:
The system extracts only the essential data needed for scenario updates: user movement information, gaze direction, and limb orientation. By processing and transmitting only these critical parameters rather than complete sensor data streams, the system maintains high user immersion through real-time scenario updates while significantly reducing data transmission and processing loads.
Data Source
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AI summary
Present disclosure relates to a system for providing a simulated environment and a method thereof. The system comprises a first wearable device and a computing unit. The first wearable device is configured to output a first scenario of the simulated environment, wherein a virtual object is being displayed in the first scenario. The first wearable device is further configured to track a first direction of a first object and provide a first indicator in the first scenario according to the first direction. The computing unit is configured to determine which portion of the virtual object is pointed by the first indicator, to store first information corresponding to the portion of the virtual object being pointed, and to perform an operation according to the first information.