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Vestibular anchoring

A virtual reality and scene technology, applied in indoor games, instruments, calculations, etc., can solve problems such as limiting the range of experience and inability to convert experience into virtual reality

Pending Publication Date: 2019-11-29
MICROSOFT TECH LICENSING LLC
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0005] However, restricting the view displayed in a virtual reality environment to only the movements of the head may limit the degrees of freedom of movement traditionally provided by simulations that maintain independent manual input controls (such as those found in video games with first-person views).
By enforcing strict observance of head movements, users may be constrained within the confines of the physical space containing the VR system; this in turn may limit the range of experiences that can be provided through VR
[0006] For example, while video game simulations often allow users to run for miles across alien worlds while sitting on the comfort of a couch and pressing the thumbsticks of a gamepad, when limited to head movement, unless wearing a suit that matches the simulated terrain, Standalone VR rigs for miles of open space that might otherwise not be able to translate the same experience into virtual reality

Method used

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Embodiment Construction

[0021] The present disclosure relates to devices and methods for reducing or preventing simulated diseases when viewing VR scenes using a VR device. As used herein, a VR device may include generating and / or displaying virtual reality images (for example, from at least one virtual environment input), mixed reality (MR) images (for example, from at least two virtual environment inputs), and / or augmentation Reality (AR) image (for example, from at least one virtual environment input and one real environment input) device.

[0022] Vestibular anchoring is a technique in which a set of visual cues are provided to users in a virtual reality environment to allow applications to obtain virtual motion effects from sources other than the tracking system in a head-mounted display (HMD). The visual cues and the relative movement of the visual cues may be obtained based on head movement information received from the position tracking system (for example, the position and / or orientation of the...

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Abstract

Methods and devices for presenting a virtual reality image may include receiving head motion information from a positional tracking system that tracks a position and orientation of a head of a user and receiving virtual motion information independent from the head motion information for a virtual reality simulation. The methods and devices may include generating a first scene of the virtual reality simulation based on the virtual motion information and the head motion information. The methods and devices may also include generating a set of visual cues based on the head motion information andrendering a frame including the set of visual cues and the first scene of the virtual reality simulation. The methods and devices may include transmitting the frame of the virtual reality simulation for presentation on a display device.

Description

Technical field [0001] The present disclosure relates to computer graphics systems, and more specifically to presenting images on displays. Background technique [0002] One field of computing devices that has developed in recent years is gaming devices and virtual reality (VR) devices, which use graphics processing units (GPUs) to render graphics from the computing device to the display device based on rendering instructions received from the computing device. In the game device, the scene generated on the display device can be oriented or modified based on user input (for example, the movement of the external controller to cause the movement of the scene orientation, the introduction of items into the scene, etc.). Similarly, in a VR device, the scene generated on the display device can be oriented or modified based on user input, where the input can include detecting the movement of the user's head (e.g., the detected VR device (e.g., head-mounted display) (HMD))). [0003] A ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/5255A63F13/25A63F13/211A63F13/212
CPCA63F13/25A63F13/211A63F13/5255A63F13/212G06F3/012G06T19/006
Inventor M·L·布朗德
Owner MICROSOFT TECH LICENSING LLC
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