18233873. METHOD AND DEVICE FOR VISUALIZING SENSORY PERCEPTION simplified abstract (APPLE INC.)

From WikiPatents
Jump to navigation Jump to search

METHOD AND DEVICE FOR VISUALIZING SENSORY PERCEPTION

Organization Name

APPLE INC.

Inventor(s)

Ian M. Richter of Los Angeles CA (US)

John Joon Park of Chino CA (US)

David Michael Hobbins of Santa Monica CA (US)

METHOD AND DEVICE FOR VISUALIZING SENSORY PERCEPTION - A simplified explanation of the abstract

This abstract first appeared for US patent application 18233873 titled 'METHOD AND DEVICE FOR VISUALIZING SENSORY PERCEPTION

Simplified Explanation

The patent application describes a method for generating a third person view of a computer-generated reality (CGR) environment. Here is a simplified explanation of the abstract:

  • The method starts by obtaining a first viewing vector, which represents the direction in which a first user is looking within the CGR environment.
  • Based on this viewing vector and other depth attributes, a first viewing frustum is determined for the first user. A viewing frustum is a geometric shape that represents the field of view of a camera or viewer.
  • A representation of the first viewing frustum is then generated.
  • Finally, a third person view of the CGR environment is displayed, showing an avatar of the first user and the representation of the first viewing frustum next to the avatar.

Potential applications of this technology:

  • Gaming: This method can be used to provide a more immersive gaming experience by allowing players to see their avatar and their field of view in a third person perspective.
  • Virtual reality (VR): By generating a third person view, this method can enhance the sense of presence and immersion in VR environments.
  • Training and simulations: This technology can be used in training scenarios or simulations where a third person perspective is desired for monitoring or analysis purposes.

Problems solved by this technology:

  • Limited perspective: In CGR environments, users typically have a first person perspective, which may limit their awareness of their surroundings. This method solves this problem by providing a third person view, allowing users to see a wider field of view.
  • Monitoring and analysis: In certain applications, it may be important to monitor or analyze the user's field of view. This method solves this problem by generating a representation of the viewing frustum, which can be used for monitoring or analysis purposes.

Benefits of this technology:

  • Enhanced immersion: By providing a third person view, users can have a more immersive experience in CGR environments.
  • Improved situational awareness: The third person view allows users to have a better understanding of their surroundings, which can be beneficial in gaming, training, or simulation scenarios.
  • Monitoring and analysis capabilities: The generated representation of the viewing frustum enables monitoring and analysis of the user's field of view, providing valuable insights for various applications.


Original Abstract Submitted

In some implementations, a method of generating a third person view of a computer-generated reality (CGR) environment is performed at a device including non-transitory memory and one or more processors coupled with the non-transitory memory. The method includes: obtaining a first viewing vector associated with a first user within a CGR environment; determining a first viewing frustum for the first user within the CGR environment based on the first viewing vector associated with the first user and one or more depth attributes; generating a representation of the first viewing frustum; and displaying, via the display device, a third person view of the CGR environment including an avatar of the first user and the representation of the first viewing frustum adjacent to the avatar of the first user.