Wearable VR Avatar Refresh via Motion Thresholds

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Solution Overview

Problem

Current virtual reality systems face challenges in managing system burden and power consumption when providing a shared immersive environment for multiple users, particularly due to the need for high-rate frame refreshments to maintain user visibility and prevent collisions.

Innovation Solution

A wearable device and computing unit system that outputs a simulated environment, where avatars are only refreshed when a user's motion exceeds a determined threshold (height, arm length, foot length, or step length), and users are only visible within a predetermined radar range, reducing unnecessary refresh rates and system load.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If high-rate frame refreshment is used to maintain user visibility and prevent collisions in virtual reality environment, then user immersion and safety are improved, but system burden and power consumption increase

Engineering Contradiction:
Improveuser visibility and collision preventionVSAvoidpower consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The system applies partial action by selectively refreshing avatars only when motion exceeds a threshold rather than continuously refreshing all avatars. This partial refresh approach maintains necessary user visibility and collision prevention while reducing overall system burden and power consumption compared to full-rate refreshment of all virtual objects.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system implements periodic action through motion-threshold-based triggering, where avatar refreshment occurs periodically only when motion events exceed the predetermined threshold. This conditional periodic refreshing maintains user safety and visibility while avoiding continuous high-rate updates that would increase power consumption and system load.

Inventive Principle:
Principle #19Periodic action

2Adaptability or versatility

If continuous avatar refreshment is performed for all users in shared virtual space, then user interaction and immersion are improved, but system burden increases

Engineering Contradiction:
Improveuser interaction capabilityVSAvoidsystem burden
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system applies local quality by implementing spatial filtering through the predetermined distance threshold. Avatars are refreshed and displayed only within the wearable device's field of view and predetermined distance range, rather than uniformly refreshing all avatars in the virtual environment. This localized approach maintains necessary user interactions while reducing system burden by processing only relevant virtual objects.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system performs partial action by selectively refreshing avatars based on motion threshold and spatial proximity rather than continuously refreshing all user avatars in the shared virtual space. This partial refresh strategy preserves essential user interaction capabilities within the field of view while significantly reducing system burden compared to comprehensive continuous refreshment.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentEP3385823B1System and method for providing simulated environment
Publication Date: 2021.06.16 HTC CORP
  • EP3385823B1 patent drawingFigure 1
  • EP3385823B1 patent drawingFigure 2A
  • EP3385823B1 patent drawingFigure 2B

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. The computing unit is configured to provide an indication corresponding to a mobile object in the first scenario when the mobile object is detectable in a predetermined distance distanced from the first wearable device.