XR Firearm Controller for Immersive Combat Training Without HMDs
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Solution Overview
Problem
Conventional VR-based combat training systems fail to provide realistic training using real firearms and lack immersion due to the need for separate equipment like head-mounted displays, limiting the ability to replicate actual combat scenarios.
Innovation Solution
A method and system for XR-based ultra-realistic combat training using a real firearm with an XR controller, where XR content is projected onto an environment, and the difficulty level is adjusted based on the aiming position of the firearm, incorporating interactions like trigger pulls and magazine replacements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If conventional VR-based combat training systems are used, then virtual training content can be provided, but the training lacks realism and immersion because separate equipment like head-mounted displays are required
Solution Approach 1:
The patent merges the XR controller with the real firearm into a single integrated unit, eliminating the need for separate HMD equipment. The controller combines targeting, firing control, and XR interface functions directly on the firearm, reducing overall system complexity while maintaining training realism.
Solution Approach 2:
The XR controller serves multiple functions: it acts as a targeting device, firing mechanism, XR interface controller, and communication device. This multi-functionality eliminates the need for separate equipment and simplifies the overall system while enhancing training realism.
2Adaptability or versatility
If HMD is worn for VR training, then virtual content can be displayed, but immersion is reduced and separate equipment is required
Solution Approach 1:
The patent extracts the XR display function from the HMD and relocates it to the XR controller attached to the real firearm. This allows trainees to maintain natural movement and weapon handling while receiving XR content through the controller, improving immersion without requiring separate head-mounted equipment.
Solution Approach 2:
The XR controller acts as an intermediary between the trainee and the XR environment. It provides XR content delivery and interaction functions while being integrated with the real firearm, allowing natural weapon handling and improving immersion without the constraints of HMD wear.
3Ease of operation
If real firearm training is conducted without XR integration, then realistic combat scenarios can be practiced, but the ability to adjust training difficulty and provide virtual content is limited
Solution Approach 1:
The system dynamically adjusts training difficulty levels based on trainee performance and XR controller interactions. The XR content can be modified in real-time to provide varying levels of challenge, making the training adaptable while maintaining realism through the use of real firearms.
Solution Approach 2:
The XR controller provides feedback on trainee actions such as trigger pulls, magazine changes, and aiming positions. This feedback mechanism enables the system to adjust training difficulty and provide appropriate XR content based on actual trainee performance, enhancing both realism and adaptability.
Data Source
AI summary
Disclosed is a method for extended reality (XR)-based ultra-realistic combat training using a real firearm with an XR controller. The method comprises: transmitting XR content from a service providing server to a splitter of an XR environment, and transmitting the XR content from the splitter to projectors of the XR environment; detecting, by sensors, positions of XR controllers and transmitting the detected positions to the server; receiving, by the server, interactions between the XR controller and the real firearm from the XR controllers; correcting, by the server, the XR content according to the interactions between the XR controller and the real firearm and the positions of the XR controller, and transmitting the corrected XR content to the splitter of the XR environment; and transmitting the corrected XR content from the splitter to the projectors and projecting the corrected XR content onto the XR environment by the projectors.


