XR Replay Interaction for Shared Spatial Relationships
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Solution Overview
Problem
Existing electronic devices with near-eye displays struggle to provide immersive and interactive extended reality experiences, particularly in multiuser communication sessions, where maintaining spatial relationships and user interactions across different physical environments is challenging.
Innovation Solution
The electronic device incorporates sensors, displays, processors, and memory to enable extended reality environments with interactive virtual objects, allowing users to switch between viewing modes and roles, and supports multiuser communication sessions with synchronized XR environments and avatars, maintaining spatial relationships and interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If users are placed in different physical environments with near-eye displays, then each user experiences their own local environment, but maintaining spatial relationships and interactions across users becomes difficult
Solution Approach 1:
The patent creates a virtual copy of the physical environment that all users share. Sensors capture the physical environment and generate a virtual representation that is transmitted to all participants, allowing them to interact in a common virtual space while remaining in their own physical locations. This copying approach preserves spatial relationships that would otherwise be lost when users are physically separated.
Solution Approach 2:
The system introduces a virtual environment as an intermediary between users in different physical locations. This virtual mediator contains the spatial relationships and environmental context that all users can reference, enabling them to maintain spatial awareness and interactions without being physically co-located.
2Ease of operation
If the display presents content from a viewpoint within the three-dimensional environment, then the user experiences immersion, but the ability to observe and interact with the overall environment is limited
Solution Approach 1:
The system dynamically switches between different viewing modes based on user needs. Users can transition from a first viewing mode with a viewpoint within the three-dimensional environment (immersive) to a second viewing mode with a viewpoint external to the environment (observational). This dynamic adaptability allows the same system to serve both immersion and overview requirements.
Solution Approach 2:
The display system is designed to perform multiple functions by supporting different viewing modes. The same near-eye display can present content from an internal viewpoint for immersion or an external viewpoint for observation, making the system universally applicable to both immersive and analytical tasks without requiring separate devices.
3Ease of operation
If the replay allows modification of virtual object pose, then user interaction and control are enhanced, but the complexity of managing replay state increases
Solution Approach 1:
The system performs preliminary actions by automatically pausing the replay at appropriate moments and preparing the virtual environment for modification. When a user wants to interact with a replay, the system proactively pauses the simulation and positions the virtual objects in their current state, ready for user manipulation. This preliminary preparation simplifies the user's task by eliminating the need for manual state management.
Data Source
AI summary
An electronic device such as a head-mounted device may present extended reality content such as a representation of a three-dimensional environment. The representation of the three-dimensional environment may be changed between different viewing modes having different immersion levels in response to user input. The three-dimensional environment may represent a multiuser communication session. A multiuser communication session may be saved and subsequently viewed as a replay. There may be an interactive virtual object within the replay of the multiuser communication session. The pose of the interactive virtual object may be manipulated by a user while the replay is paused. Some multiuser communication sessions may be hierarchical multiuser communication sessions with a presenter and audience members. The presenter and audience members may receive generalized feedback based on the audience members during the presentation. A participant may have their role changed between audience member and presenter during the presentation.


