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Virtual-reality anti-dizziness method

A virtual reality and anti-dizziness technology, applied in the field of virtual display, can solve problems such as narrow application and achieve the effect of eliminating dizziness

Inactive Publication Date: 2018-06-01
深圳奇境森林科技有限公司
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

The application of this patented technology is relatively narrow, and it is only effective when the virtual reality content is a static display object. When the virtual reality content is dynamic, or when the experiencer needs to experience the virtual reality content when moving again, the patented method is no longer applicable. Be applicable

Method used

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Examples

Experimental program
Comparison scheme
Effect test

Embodiment 1

[0024] Embodiment 1: a kind of anti-vertigo method of virtual reality, comprises the following steps: (1) motion path planning: the making of virtual content basically is to use these two game engines of Unity or Unreal at present, and the coordinate system of these two engines is The left-handed coordinate system, this content uses the coordinate system in Unreal to illustrate, the Z axis represents the up and down direction, the X axis represents the left and right direction, and the Y axis represents the front and rear direction. When experiencing virtual reality content, visual changes in the Z-axis direction are the most likely to cause dizziness, so it must be noted during design that the angle change in the Z-axis direction is best controlled within 10 degrees, and the maximum does not exceed 20 degrees. The experiencer will be less sensitive to visual changes in the X-axis direction, and the X-axis angle change is best controlled within 30 degrees, and the maximum does ...

Embodiment 2

[0032] Embodiment 2: a kind of anti-vertigo method of virtual reality, comprises the following steps: (1) hardware motion detection:

[0033] The virtual reality content communicates with the hardware in real time through the serial port, using Uart for transmission, with a baud rate of 9600, 8 data bits, 1 stop bit, and no parity. The hardware has designed the motion mode in advance according to the virtual reality content. When receiving the command sent by the virtual reality content through the serial port, it will move according to the command to ensure that the dynamic feeling of the virtual reality content and the hardware is completely matched when the experiencer experiences the whole process. Make the experiencer better immerse in the virtual reality content, and reduce the probability of the experiencer feeling dizzy.

[0034] (2) Lens effects

[0035] When experiencing virtual reality content, there will be a long-distance flash jump or a level jump to the next le...

Embodiment 3

[0040] Embodiment 3: a kind of anti-dizziness method of virtual reality, comprises the following steps: (1) motion road force planning

[0041] The path in this example is mainly straight forward, with some small-angle turns and jumps attached. The maximum turning angle is 20 degrees, and the Z-axis angle of the jump remains unchanged. The content of this example is a horse battle. The whole speed of the horse does not exceed 10m / s, and the acceleration is fixed at 5m / s.

[0042] (2) Create your own frame of reference

[0043] The frame of reference created in this example is the horse that the experiencer rides.

[0044] (3) Content interaction

[0045] This example is a three-person online connection, and the three experiencers will fight side by side throughout the whole process. The enemies in the virtual reality content will rush from the front, and the experiencers can perfectly experience all the content of the virtual reality without shaking their heads.

[0046] (4) ...

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PUM

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Abstract

The invention discloses a virtual-reality anti-dizziness method. The virtual-reality anti-dizziness method includes the following steps of (1) motion path planning; (2) reference system establishing;(3) content interacting; (4) image processing optimizing. According to the virtual-reality anti-dizziness method, software is combined with hardware, and through dynamic adaptation of the hardware andtechnology optimization of the software content, the dizziness feeling generated when an experience person experiences the virtual-reality content can be basically eliminated. Game content refinement, somatosensory equipment debugging and the image processing technology are comprehensively used, an effective dizziness processing solution scheme is developed, and the scheme has the replicability,can adapt to different game contents, and parameters of the content characteristics only need to be fine adjusted in the using process.

Description

technical field [0001] The invention relates to the technical field of virtual display, in particular to a method for preventing dizziness in virtual reality. Background technique [0002] In the Chinese patent application, the application document with the application number 201710229890.7 discloses a virtual reality anti-vertigo method and system patent. This patent is mainly aimed at teaching scenes. The method of resuming the display of virtual content when moving avoids the generation of dizziness. The application of this patented technology is relatively narrow, and it is only effective when the virtual reality content is a static display object. When the virtual reality content is dynamic, or when the experiencer needs to experience the virtual reality content when moving again, the patented method is no longer applicable. Be applicable. Contents of the invention [0003] The purpose of the present invention is to overcome the above-mentioned technical problems ex...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/52
CPCA63F13/52A63F2300/66A63F2300/8082
Inventor 张树博
Owner 深圳奇境森林科技有限公司
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