18368932. METHOD FOR CONTROLLING VIRTUAL REALITY CONTENT AND WEARABLE ELECTRONIC DEVICE SUPPORTING THE SAME simplified abstract (Samsung Electronics Co., Ltd.)
Contents
- 1 METHOD FOR CONTROLLING VIRTUAL REALITY CONTENT AND WEARABLE ELECTRONIC DEVICE SUPPORTING THE SAME
- 1.1 Organization Name
- 1.2 Inventor(s)
- 1.3 METHOD FOR CONTROLLING VIRTUAL REALITY CONTENT AND WEARABLE ELECTRONIC DEVICE SUPPORTING THE SAME - A simplified explanation of the abstract
- 1.4 Simplified Explanation
- 1.5 Potential Applications
- 1.6 Problems Solved
- 1.7 Benefits
- 1.8 Potential Commercial Applications
- 1.9 Possible Prior Art
- 1.10 Original Abstract Submitted
METHOD FOR CONTROLLING VIRTUAL REALITY CONTENT AND WEARABLE ELECTRONIC DEVICE SUPPORTING THE SAME
Organization Name
Inventor(s)
Choelmin Choelmin of Suwon-si (KR)
Chungwan Hong of Suwon-si (KR)
METHOD FOR CONTROLLING VIRTUAL REALITY CONTENT AND WEARABLE ELECTRONIC DEVICE SUPPORTING THE SAME - A simplified explanation of the abstract
This abstract first appeared for US patent application 18368932 titled 'METHOD FOR CONTROLLING VIRTUAL REALITY CONTENT AND WEARABLE ELECTRONIC DEVICE SUPPORTING THE SAME
Simplified Explanation
The wearable electronic device described in the patent application is designed to track the motion of a user and translate it into corresponding movements of an avatar in a virtual reality (VR) environment. Here are some key points to explain the innovation:
- The device includes a display and a processor that calculates the necessary space for the user's motion in the virtual space.
- It also determines a safe space for the user to perform the motion without any obstacles.
- By setting a scale value based on these spaces, the device can accurately scale the avatar's movements to match the user's motions.
- This technology allows for a more immersive and realistic VR experience by accurately mirroring the user's movements in the virtual environment.
Potential Applications
This technology could be used in various applications such as:
- Virtual reality gaming
- Physical therapy and rehabilitation
- Fitness and exercise programs
- Virtual training simulations for industries like aviation or healthcare
Problems Solved
This technology addresses the following issues:
- Inaccurate motion tracking in VR environments
- Limited physical space for users to move around in while wearing VR equipment
- Difficulty in translating real-world movements to virtual avatars
Benefits
The benefits of this technology include:
- Enhanced user experience in virtual reality environments
- Improved accuracy in motion tracking
- Increased safety for users by providing a designated safe space for movement
Potential Commercial Applications
With its wide range of applications, this technology could be commercially utilized in:
- VR gaming industry
- Healthcare and rehabilitation centers
- Fitness and wellness industry
- Training and simulation sectors
Possible Prior Art
One possible prior art for this technology could be motion capture systems used in the entertainment industry for creating realistic animations and special effects in movies and video games.
Unanswered Questions
How does this technology handle different body types and sizes of users?
The patent application does not specify how the device adjusts for variations in user body types and sizes to accurately scale the avatar's movements. This could be a potential area for further research and development.
What kind of sensors are used in the wearable device to track user motion?
The patent application does not provide details on the specific sensors used in the wearable device to track user motion. Understanding the sensor technology could be crucial for evaluating the accuracy and reliability of the device.
Original Abstract Submitted
A wearable electronic device includes a display, and at least one processor connected to the display, where the at least one processor is configured to obtain a first space necessary for a motion of a user corresponding to a motion of an avatar, the motion of the avatar being performed in a virtual space of virtual reality (VR) content displayed through the display, obtain a second space for safely performing the motion of the user, set a scale value, based on the first space and the second space, and based on obtaining the motion of the user, determine, using the set scale value, a size of the motion of the avatar, the motion of the avatar being performed by the motion of the user.