18644990. METHODS AND DEVICES RELATED TO EXTENDED REALITY simplified abstract (Telefonaktiebolaget LM Ericsson (publ))

From WikiPatents
Revision as of 05:32, 18 October 2024 by Wikipatents (talk | contribs) (Creating a new page)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

METHODS AND DEVICES RELATED TO EXTENDED REALITY

Organization Name

Telefonaktiebolaget LM Ericsson (publ)

Inventor(s)

Gregoire Phillips of La Jolla CA (US)

Paul Mclachlan of San Francisco CA (US)

Héctor Caltenco of Oxie (SE)

METHODS AND DEVICES RELATED TO EXTENDED REALITY - A simplified explanation of the abstract

This abstract first appeared for US patent application 18644990 titled 'METHODS AND DEVICES RELATED TO EXTENDED REALITY

Simplified Explanation: The patent application describes a method for generating XR content tailored to a user's sensory preferences and scene configurations.

  • Obtaining user preference information, including sensory permissions.
  • Obtaining XR scene configuration information.
  • Generating XR content based on user preferences and scene configurations.
  • Providing the generated XR content to the user's XR device with sensory actuators.

Key Features and Innovation:

  • Personalized XR content generation based on user sensory preferences.
  • Ensuring users are only exposed to agreed-upon sensory stimulations.
  • Tailoring XR content to specific scene configurations.
  • Enhancing user experience by providing customized XR content.

Potential Applications: This technology can be applied in XR gaming, virtual reality training simulations, educational XR experiences, and immersive storytelling platforms.

Problems Solved: This technology addresses the challenge of providing personalized XR content that aligns with users' sensory preferences and scene configurations, enhancing user comfort and engagement.

Benefits:

  • Improved user experience in XR environments.
  • Increased user satisfaction through personalized content.
  • Enhanced immersion and engagement in XR applications.

Commercial Applications: The technology can be utilized in XR gaming platforms, virtual reality training programs, educational XR applications, and entertainment industries to deliver tailored and engaging experiences to users.

Prior Art: Prior research in personalized XR content generation and user preference-based experiences can provide insights into similar technologies and approaches in the field.

Frequently Updated Research: Stay updated on advancements in XR content personalization, user experience optimization, and sensory stimulation technologies to enhance the effectiveness of this method.

Questions about XR: 1. How does personalized XR content generation impact user engagement and satisfaction? 2. What are the potential limitations of relying on user preference information for XR content creation?


Original Abstract Submitted

A method performed by an XR rending device having an NCOD for generating, for a first user, XR content for an XR environment with which the first user is interacting. The method includes obtaining first user preference information for the first user, the first user preference information comprising sensory permission information indicating, expressly or implicitly, one or more sensory stimulations to which the first user agrees to be exposed. The method also includes obtaining XR scene configuration information for use in generating XR content for the first user. The method also includes generating XR content for the first user based on the sensory permission information and the XR scene configuration information such that the generated XR content does not comprise XR content for producing any sensory stimulation to which the first user has not agreed to be exposed. The method further includes providing the generated XR content to an XR user device worn by the first user, wherein the XR user device comprises one or more sensory actuators for producing one or more sensory stimulations.