18229312. WEARABLE ELECTRONIC DEVICE DISPLAYING VIRTUAL OBJECT AND METHOD FOR CONTROLLING THE SAME simplified abstract (SAMSUNG ELECTRONICS CO., LTD.)

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WEARABLE ELECTRONIC DEVICE DISPLAYING VIRTUAL OBJECT AND METHOD FOR CONTROLLING THE SAME

Organization Name

SAMSUNG ELECTRONICS CO., LTD.

Inventor(s)

Kyunghwa Kim of Suwon-si (KR)

Sanga Yoo of Suwon-si (KR)

Sunho Kim of Suwon-si (KR)

Minseoung Woo of Suwon-si (KR)

Hyunjun Lee of Suwon-si (KR)

WEARABLE ELECTRONIC DEVICE DISPLAYING VIRTUAL OBJECT AND METHOD FOR CONTROLLING THE SAME - A simplified explanation of the abstract

This abstract first appeared for US patent application 18229312 titled 'WEARABLE ELECTRONIC DEVICE DISPLAYING VIRTUAL OBJECT AND METHOD FOR CONTROLLING THE SAME

Simplified Explanation

The wearable electronic device described in the patent application includes a display, a camera, and at least one processor. The processor is connected to the display and the camera and is configured to analyze a real space based on an image obtained through the camera. It then identifies areas where a virtual object can be displayed and determines the shape of a first area among these areas. The processor also identifies a virtual object corresponding to the shape of the first area and identifies at least one function related to the virtual object. Finally, it displays the virtual object of the first shape, which includes at least one icon corresponding to the function.

  • The wearable electronic device includes a display, camera, and processor.
  • The processor analyzes a real space based on camera images.
  • It identifies areas where virtual objects can be displayed.
  • The shape of a first area is determined and a virtual object corresponding to this shape is identified.
  • At least one function related to the virtual object is identified.
  • The virtual object is displayed with at least one icon representing the function.

Potential applications of this technology:

  • Augmented reality gaming: Users can interact with virtual objects in their real environment, enhancing the gaming experience.
  • Virtual shopping: Users can visualize and try on virtual products in their own space before making a purchase.
  • Navigation and wayfinding: Virtual arrows or signs can be displayed in the real environment to guide users to their desired destination.
  • Education and training: Virtual objects can be used to provide interactive and immersive learning experiences.

Problems solved by this technology:

  • Enhances user experience by seamlessly integrating virtual objects into the real environment.
  • Provides a more intuitive and interactive way to interact with virtual content.
  • Allows for better visualization and understanding of virtual objects in relation to the real world.

Benefits of this technology:

  • Improved user engagement and immersion in virtual experiences.
  • Increased convenience and efficiency in various applications, such as shopping and navigation.
  • Enhanced learning and training experiences through interactive virtual objects.


Original Abstract Submitted

A wearable electronic device including a display, a camera, and at least one processor operatively connected with the display and the camera, wherein the at least one processor is configured to, based on an image obtained through the camera, analyze a real space, based on a result of the analyzed real space, obtain a plurality of areas where a virtual object is displayable, based on receiving a first user input for displaying the virtual object, identify a shape of a first area among the plurality of areas, identify first shape of a virtual object corresponding to the shape of the first area, identify at least one function related to the virtual object corresponding to the shape of the first area, and display the virtual object of the first shape comprising at least one icon corresponding to the at least one function.