QUALCOMM Incorporated (20240242443). PROXIMITY-BASED PROTOCOL FOR ENABLING MULTI-USER EXTENDED REALITY (XR) EXPERIENCE simplified abstract

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PROXIMITY-BASED PROTOCOL FOR ENABLING MULTI-USER EXTENDED REALITY (XR) EXPERIENCE

Organization Name

QUALCOMM Incorporated

Inventor(s)

Adithya Reddy Nallabolu of San Diego CA (US)

Upal Mahbub of Santee CA (US)

Samuel Sunarjo of Vista CA (US)

Gokce Dane of San Diego CA (US)

PROXIMITY-BASED PROTOCOL FOR ENABLING MULTI-USER EXTENDED REALITY (XR) EXPERIENCE - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240242443 titled 'PROXIMITY-BASED PROTOCOL FOR ENABLING MULTI-USER EXTENDED REALITY (XR) EXPERIENCE

    • Simplified Explanation:**

This patent application describes systems and techniques for enabling a multi-user extended reality (XR) experience. In one example, a user device receives a message from a host device prompting the user to join an XR room. The user device then connects to the host device, obtains images of a 3D scene of a physical environment, and transmits them to the host device. The user device receives synthetic content from the host device and renders it for the XR room based on the user's pose.

    • Key Features and Innovation:**
  • Enables a multi-user XR experience.
  • Allows users to join XR rooms hosted by other devices.
  • Utilizes images of a physical environment to localize virtual representations of users in XR rooms.
  • Transmits synthetic content from host devices to user devices for rendering in XR rooms.
    • Potential Applications:**
  • Virtual meetings and collaboration.
  • Virtual events and conferences.
  • Virtual training and education.
  • Virtual social gatherings and entertainment.
    • Problems Solved:**
  • Enhances the immersive experience of XR by localizing users in virtual environments.
  • Facilitates multi-user interactions in XR rooms.
  • Enables seamless sharing of synthetic content between devices in XR experiences.
    • Benefits:**
  • Improved user engagement and interaction in XR environments.
  • Enhanced collaboration and communication in virtual settings.
  • Increased realism and immersion in XR experiences.
  • Simplified setup and connection process for joining XR rooms.
    • Commercial Applications:**
  • Virtual reality platforms for businesses.
  • XR technology for remote work and virtual events.
  • Educational institutions incorporating XR for virtual learning.
  • Entertainment companies creating immersive XR experiences.
    • Questions about XR:**

1. How does this technology improve user engagement in virtual environments? 2. What are the potential challenges of implementing multi-user XR experiences?


Original Abstract Submitted

systems and techniques are described herein for enabling a multi-user extended reality (xr) experience. in one illustrative example, a user device can receive, associated with a user from a host device, a message comprising a prompt to join an xr room hosted by the host device. the user device can connect to the host device based on the message. the user device can can obtain images of a three-dimensional (3d) scene of a physical environment and can transmit the images to the host device. the user device can receive synthetic content from the host device. a virtual representation of the user can be localized with respect to the xr room based on features in the images matched with features of the 3d scene of the physical environment. the user device can render the synthetic content for the xr room based on a pose of the apparatus.