A63F2300/8082

METHOD FOR OPERATING COMPONENT, ELECTRONIC DEVICE, STORAGE MEDIUM AND PROGRAM PRODUCT

The present application discloses a method for operating a component, an electronic device, a storage medium and a program product, relating to the field of artificial intelligence technology, such as, the computer vision technology, the image processing technology and the augmented reality technology, the method includes: in response to a drawing operation on an operable component in a three-dimensional virtual space, displaying a drawn two-dimensional pattern on the operable component; in response to a model generating operation on the operable component, processing the two-dimensional pattern to generate a three-dimensional model; and displaying the three-dimensional model in the three-dimensional virtual space. In the solution provided by the present disclosure, an operable component which may be applied in a virtual space is provided, and a user may draw a pattern in the operable component, thus enabling a system to generate a three-dimensional model corresponding to the pattern.

Hybrid lens for head mount display
11517813 · 2022-12-06 · ·

A lens assembly, related methods and constituent optical elements are described. The assembly may be used to direct and focus light for various applications. In one instance, the lens assembly is used in conjunction with one or more sources of light such as projected images or video as part of a virtual reality system. The lens assembly includes two or more optical elements arranged to receive light or direct light through different spatial regions of the assembly at different focal powers corresponding to a first user viewing zone and a second user viewing zone. In one instance, the first user viewing zone is a peripheral viewing zone and the second viewing zone is a primary or non-peripheral viewing zone (or vice versa).

Virtual reality control system

Provided is a virtual environment control system for providing a virtual image related to at least part of virtual environment to a player who plays in a plurality of divided spaces through a wearable display device which the player is wearing, including: at least one first detecting device getting first detecting data related to a first play space; at least one second detecting device getting second detecting data related to a second play space; at least one auxiliary computing device generating a first virtual image and a second virtual image; a first wearable display device displaying the first virtual image to a first player located in the first play space; a second wearable display device displaying the second virtual image to a second player located in the second play space.

Systems and methods for a shared interactive environment

Systems and methods for maintaining a shared interactive environment include receiving, by a server, requests to register a first input device of a first user and a second input device of a second user with a shared interactive environment. The first input device may be for a first modality involving user input for an augmented reality (AR) environment, and the second input device may be for a second modality involving user input for a personal computer (PC) based virtual environment or a virtual reality (VR) environment. The server may register the first and second input device with the shared interactive environment. The server may receive inputs from a first adapter for the first modality and from a second adapter for the second modality. The inputs may be for the first and second user to use the shared interactive environment.

Interactive augmented reality experiences using positional tracking

Interactive augmented reality experiences with an eyewear device including a position detection system and a display system. The eyewear device registers a first marker position for a user-controlled virtual game piece and a second marker for an interaction virtual game piece. The eyewear device monitors its position (e.g., location and orientation) and updates the position of the user-controlled virtual game piece accordingly. The eyewear device additionally monitors the position of the user-controlled virtual game piece with respect to the interaction virtual game piece for use in generating a score. Augmented reality examples include a “spheroidal balancing” augmented reality experience and a “spheroidal balancing” augmented reality experience.

Brainwave entrainment using virtual objects and gamification
11517709 · 2022-12-06 · ·

A system and method for brainwave entrainment using virtual objects and gamification, in which brainwave entrainment is applied using some combination of gaming elements, brainwave is enhanced by virtue of the user's active participation, and long-term use is encouraged by virtue of the entertaining nature of the gamification. Depending on configuration, the system and method may comprise a display comprising virtual objects, a light-producing device (other than the display), an audio-producing device such as speakers or headphones, a haptic feedback device such as a vibratory motor, a means for monitoring the user's attention, and a software application which applies brainwave entrainment using some combination of the display, the light-producing device, the audio-producing device, and the haptic feedback device.

VR SYSTEM AND POSITIONING AND TRACKING METHOD OF VR SYSTEM
20220379197 · 2022-12-01 ·

A VR system and a positioning and tracking method of the VR system are provided. The VR system includes a head-mounted display and a gamepad. The head-mounted display includes a first inertial sensor, a first processor, and first cameras. The gamepad includes a second inertial sensor and second cameras. The first processor is configured to obtain 6DOF data of the head-mounted display under a world coordinate system based on the inertial data of the head-mounted display obtained by the first inertial sensor and the external environment images of the head-mounted display obtained by the first cameras, obtain 6DOF data of the gamepad under the world coordinate system based on the inertial data of the gamepad obtained by the second inertial sensor and the external environment images of the gamepad obtained by the second cameras, and generate 6DOF data of the gamepad on the head-mounted display.

APPLYING AUGMENTED REALITY-BASED GAMIFICATION TO HAZARD AVOIDANCE
20220379207 · 2022-12-01 ·

A computer-implemented method for utilizing augmented reality (AR) and gamification to help a user traverse an area that includes hazards. The method includes one or more computer processors receiving at an AR device utilized by a user, visual information corresponding to an area. The method further includes identifying one or more hazards within the area. The method further includes determining a path through the area that the user may traverse to avoid the one or more identified hazards. The method further includes generating a plurality of elements of AR content, where at least a first element of AR content indicates the path for the user to traverse. The method further includes displaying, via the AR device, the received visual information corresponding to the area to include the plurality of elements of AR content.

Method for generating multimedia data associated with a system for practicing sports
11511176 · 2022-11-29 · ·

Motion sickness is reduced for users of mechanical systems used to practice sports that comprise an immersive virtual reality device. In particular, the use of prediction and interpolation algorithms enable fluid movements to be displayed within the virtual environment.

Systems and methods for assisting virtual gestures based on viewing frustum

An endpoint system including one or more computing devices presents an object in a virtual environment (e.g., a shared virtual environment); receives gaze input corresponding to a gaze of a user of the endpoint system; calculates a gaze vector based on the gaze input; receives motion input corresponding to an action of the user; determines a path adjustment (e.g., by changing motion parameters such as trajectory and velocity) for the object based at least in part on the gaze vector and the motion input; and simulates motion of the object within the virtual environment based at least in part on the path adjustment. The object may be presented as being thrown by an avatar, with a flight path based on the path adjustment. The gaze vector may be based on head orientation information, eye tracking information, or some combination of these or other gaze information.