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
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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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