18585911. Artificial Reality Simulation for Augment Manipulation Controls on a Two-Dimensional Interface simplified abstract (META PLATFORMS TECHNOLOGIES, LLC)
Contents
- 1 Artificial Reality Simulation for Augment Manipulation Controls on a Two-Dimensional Interface
- 1.1 Organization Name
- 1.2 Inventor(s)
- 1.3 Artificial Reality Simulation for Augment Manipulation Controls on a Two-Dimensional Interface - A simplified explanation of the abstract
- 1.4 Simplified Explanation
- 1.5 Key Features and Innovation
- 1.6 Potential Applications
- 1.7 Problems Solved
- 1.8 Benefits
- 1.9 Commercial Applications
- 1.10 Prior Art
- 1.11 Frequently Updated Research
- 1.12 Questions about XR Technology
- 1.13 Original Abstract Submitted
Artificial Reality Simulation for Augment Manipulation Controls on a Two-Dimensional Interface
Organization Name
META PLATFORMS TECHNOLOGIES, LLC
Inventor(s)
Moisés Ferrer Serra of London (GB)
Mykyta Lutsenko of San Mateo CA (US)
Matthew James Galloway of Berkhamsted (GB)
Walter J. Luh of Sunnyvale CA (US)
Christopher Law of San Francisco CA (US)
Jean-Francois Mule of San Francisco CA (US)
David Teitlebaum of Seattle WA (US)
Roman Leshchinskiy of London (GB)
Dalton Thorn Flanagan of New York NY (US)
Dony George of Sunnyvale CA (US)
David Michael Woodward of San Francisco CA (US)
Artificial Reality Simulation for Augment Manipulation Controls on a Two-Dimensional Interface - A simplified explanation of the abstract
This abstract first appeared for US patent application 18585911 titled 'Artificial Reality Simulation for Augment Manipulation Controls on a Two-Dimensional Interface
Simplified Explanation
The patent application describes a system and method for computing the position of user interface elements in three-dimensional space, projecting them into two-dimensional camera space, and dynamically adjusting their scale based on the user's distance from virtual objects.
Key Features and Innovation
- Compute position of user interface elements in 3D space
- Project position into 2D camera space
- Dynamically determine scale of elements based on user distance
- Simulate 3D XR experience on 2D interface
- Provide field-of-view feeds from virtual XR HMD to 2D interface
Potential Applications
The technology can be applied in virtual reality (VR) and augmented reality (AR) applications, gaming, training simulations, and interactive media experiences.
Problems Solved
This technology addresses the challenge of accurately positioning and scaling user interface elements in a three-dimensional space to enhance the user experience in XR environments.
Benefits
- Improved user interface experience in XR environments
- Enhanced immersion and interaction in virtual and augmented reality applications
- Dynamic scaling based on user distance for optimal viewing experience
Commercial Applications
- VR and AR gaming
- Training simulations for various industries
- Interactive media experiences for entertainment and education
Prior Art
Readers can explore prior art related to this technology by researching patents and publications in the fields of virtual reality, augmented reality, computer graphics, and human-computer interaction.
Frequently Updated Research
Stay updated on the latest advancements in virtual reality technology, user interface design, and XR experiences to further enhance the application of this innovative system and method.
Questions about XR Technology
How does this technology improve user interaction in virtual reality environments?
This technology enhances user interaction by accurately positioning and scaling user interface elements based on the user's distance from virtual objects, creating a more immersive and engaging experience.
What are the potential commercial applications of this system and method?
The commercial applications of this technology include VR and AR gaming, training simulations, and interactive media experiences for entertainment and education.
Original Abstract Submitted
In some implementations, the disclosed systems and methods can compute the position of the user interface elements in three-dimensional space, project the position into two-dimensional camera space, and dynamically determine the scale of the user interface elements per frame as either static or dynamic based on the distance between the user and the virtual object. In some implementations, the disclosed systems and methods can simulate a three-dimensional (3D) XR experience on the 2D interface (such as a laptop, mobile phone, tablet, etc.), by placing a virtual XR head-mounted display (HMD) into the XR environment, and providing feeds of the field-of view of the virtual XR HMD to the 2D interface.
- META PLATFORMS TECHNOLOGIES, LLC
- Moisés Ferrer Serra of London (GB)
- Mykyta Lutsenko of San Mateo CA (US)
- Matthew James Galloway of Berkhamsted (GB)
- Walter J. Luh of Sunnyvale CA (US)
- Christopher Law of San Francisco CA (US)
- Artur Kushka of London (GB)
- Jean-Francois Mule of San Francisco CA (US)
- David Teitlebaum of Seattle WA (US)
- Roman Leshchinskiy of London (GB)
- Dalton Thorn Flanagan of New York NY (US)
- Dony George of Sunnyvale CA (US)
- David Michael Woodward of San Francisco CA (US)
- G06F9/451
- G06T19/00
- CPC G06F9/451