20240045494. AUGMENTED REALITY WITH EYEWEAR TRIGGERED IOT simplified abstract (Snap Inc.)

From WikiPatents
Jump to navigation Jump to search

AUGMENTED REALITY WITH EYEWEAR TRIGGERED IOT

Organization Name

Snap Inc.

Inventor(s)

Ilteris Canberk of Marina Del Rey CA (US)

Shin Hwun Kang of Los Angeles CA (US)

Doug Mead of Oakland CA (US)

AUGMENTED REALITY WITH EYEWEAR TRIGGERED IOT - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240045494 titled 'AUGMENTED REALITY WITH EYEWEAR TRIGGERED IOT

Simplified Explanation

The patent application describes systems, devices, media, and methods for an immersive augmented reality (AR) experience using an eyewear device. The eyewear device is portable and includes a processor, a memory, and a display projected onto at least one lens assembly. The memory stores programming that captures information depicting the environment surrounding the device and identifies a match between objects in that information and predetermined objects in previously obtained information for the same environment. When the eyewear device reaches a preselected location with respect to the matched objects, a physical output is provided to produce the immersive experience. The physical output changes as the position of the eyewear device moves to maintain the immersive experience.

  • The patent application describes an eyewear device that provides an immersive augmented reality experience.
  • The device includes a processor, memory, and display projected onto the lens assembly.
  • The memory stores programming that captures and compares information about the environment.
  • When the device reaches a specific location, a physical output is provided to enhance the immersive experience.
  • The physical output changes as the device moves to maintain the immersive experience.

Potential Applications:

  • Gaming: The technology can be used to create immersive gaming experiences where virtual objects are integrated into the real world.
  • Education: Augmented reality can be used in educational settings to provide interactive and immersive learning experiences.
  • Navigation: The eyewear device can overlay navigation information onto the real world, making it easier for users to navigate their surroundings.
  • Design and Architecture: Architects and designers can use the technology to visualize and interact with virtual models in real-world environments.

Problems Solved:

  • Lack of immersion: The technology solves the problem of limited immersion in traditional augmented reality experiences by providing a physical output that enhances the user's perception of the virtual objects.
  • Object recognition: The system solves the problem of accurately identifying and matching objects in the real world with predetermined objects in previously obtained information.

Benefits:

  • Enhanced user experience: The technology provides a more immersive and interactive augmented reality experience compared to traditional methods.
  • Real-world integration: By overlaying virtual objects onto the real world, the technology seamlessly integrates virtual and physical environments.
  • Improved object recognition: The system's ability to accurately identify and match objects in the real world enhances the overall functionality and usability of the eyewear device.


Original Abstract Submitted

systems, devices, media, and methods are presented for an immersive augmented reality (ar) experience using an eyewear device. a portable eyewear device includes a processor, a memory, and a display projected onto at least one lens assembly. the memory has programming stored therein that, when executed by the processor, captures information depicting an environment surrounding the device and identifies a match between objects in that information and predetermined objects in previously obtained information for the same environment. when the position of the eyewear device reaches a preselected location with respect to the matched objects, a physical output is provided to produce the immersive experience. the physical output changes as the position of the eyewear device moves to maintain the immersive experience.