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VR (virtual reality) dizzy prevention system and method based on space positioning

A virtual reality and spatial positioning technology, applied in the field of virtual reality systems, can solve problems such as marker point obstacle occlusion, visual landscape distortion, large computing load, etc., and achieve the goals of overcoming discontinuity or distortion, reducing system burden, and high refresh rate Effect

Pending Publication Date: 2017-02-08
BEIJING DANG HONG QI TIAN INT CULTURE DEV GRP CO LTD
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  • Abstract
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AI Technical Summary

Problems solved by technology

However, optical positioning has limitations in determining the position of objects through markers, because multiple markers cannot be combined infinitely, and if two sets of markers are too close together (for example, two players fighting back to back), it is easy Misdetection or unrecognized situation occurs
In addition, the overly complex venue environment will also make the marking points more likely to be blocked by obstacles, resulting in missed detection problems
In addition, the refresh rate of optical measurement equipment is low, which can easily cause delays in location information, resulting in distortion of the visual landscape and discomfort such as dizziness
[0009] Due to the exclusive limitation of its own scanning cycle, Lighthouse technology cannot achieve large-area coverage, and there cannot be too many obstacles to receive signals, and it is difficult to meet the requirements of multiple participants in the same space of the venue.
[0010] When VIO technology is started, it needs to add complex computing equipment to confirm its initial position. At the same time, long-distance and long-term use will generate cumulative errors that will cause data drift and image positioning accuracy. The resulting data deviation will cause visual landscape Distortion, causing discomfort such as dizziness
In addition, the single visual sensor used in VIO technology is expensive, and the amount of sampled data information is large, resulting in a large computing load and high performance requirements for image processing equipment.
[0011] The pulse emitted by TOF technology from the transmitter is a fan-shaped area, so when multiple moving objects are crowded together, there will be mutual shadowing, and the rear object is in the "shadow area" of the front object, resulting in no detection, resulting in data bias
Moreover, the pulse measurement cannot identify different objects, and does not meet the requirements of multiple participants using the same space in the venue.
In addition, if the measurement is performed by optical pulses, the requirements for components are high, and the working conditions are relatively strict, and the higher the scanning frequency, the longer the detection distance and the more expensive the price; if the measurement is performed by acoustic pulses and electromagnetic pulses , it is easily disturbed by the surrounding environment, and the resulting data deviation will lead to distortion of the visual landscape

Method used

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  • VR (virtual reality) dizzy prevention system and method based on space positioning
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  • VR (virtual reality) dizzy prevention system and method based on space positioning

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Embodiment Construction

[0042] The technical means adopted by the present invention to achieve the intended invention purpose are further described below in conjunction with the drawings and preferred embodiments of the present invention.

[0043] like figure 1 As shown, it is a schematic diagram of the first preferred embodiment of the virtual reality anti-dizziness system based on spatial positioning in the present invention. The virtual reality anti-stunning system includes an absolute positioning device 1 and a carrying device 2 . The absolute positioning device 1 is connected to the portable device 2, and the connection methods include but not limited to wired connection, wireless connection and the like. The carrying device 2 can be carried by a VR user.

[0044] The absolute positioning device 1 includes a controller 11 and at least one positioner 12 . The controller 11 is connected with each locator 12, and each locator 12 can be an optical tracker, which can emit optical signals such as vi...

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Abstract

The invention discloses a VR (virtual reality) dizzy prevention system and method based on space positioning. The system comprises an absolute positioning device, at least one carrying device and one system server, wherein the carrying device comprises an angle positioning module, a data processing module and a VR experience module; the data processing module further comprises a positioning data processing unit and an image analysis processing unit. In the use process, the positioning data processing unit obtains second posture data and first posture data of a user, and obtains accurate posture data through a correction algorithm; the positioning data processing unit sends the accurate posture data to the system server; the image analysis processing unit obtains the self accurate posture data, obtains the posture data of other users from the system server, and generates the VR experience data; the VR experience data is converted into VR experience information by the VR experience module; the VR experience information is further shown to the user. The VR dizzy prevention system and the VR dizzy prevention method provided by the invention have the advantage that the precise positioning requirements of the VR system aiming at a plurality of users in large-area long-time scenes can be met.

Description

technical field [0001] The invention relates to a virtual reality system, in particular to a virtual reality anti-dizziness system and method based on spatial positioning. Background technique [0002] Virtual reality (Virtual Reality, hereinafter referred to as VR) technology is based on intelligent computing equipment as the core, combined with sensing technology to generate a realistic virtual environment, through the system simulation of interactive three-dimensional dynamic vision and entity behavior through multi-source information fusion, users can Immerse yourself in that environment. [0003] There are two types of VR immersive experiences. One is angle-oriented immersive experience, which only includes 360° field of view rotation, which can be observed by freely rotating the body or head, such as the mobile phone box of GearVR; the other is The space-oriented immersive experience can not only realize 360° field of view rotation, but also move freely in the venue, ...

Claims

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Application Information

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IPC IPC(8): G06F3/03
CPCG06F3/0325Y02D10/00
Inventor 王磊
Owner BEIJING DANG HONG QI TIAN INT CULTURE DEV GRP CO LTD
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