G06F2203/012

BODY JOYSTICK FOR INTERACTING WITH VIRTUAL REALITY OR MIXED REALITY MACHINES OR SOFTWARE APPLICATIONS WITH BRAINWAVE ENTRAINMENT
20220152452 · 2022-05-19 ·

A system and method for integration of body movement computer gaming control and brainwave entrainment comprising an attachment device configured to be attached to a portion of a user's body, a sensor attached to or integrated into the attachment device for detecting movement, a stimulation transducer for providing brainwave entrainment therapy, and a tether and actuator for providing feedback to the user about interactions with the virtual or mixed-reality machines or software applications.

Virtual reality haptic system and apparatus
11331557 · 2022-05-17 · ·

A virtual reality (VR) system includes a VR display and a VR movement apparatus that includes hand interfaces and foot interfaces that can support the hands and feet of a system user. The VR movement apparatus allow the user's limbs to move in 3-dimensional space that include vertical, lateral, and fore-aft direction movements. A computer running VR software coordinate and synchronizes the VR movement apparatus and the VR display to provide system users with simulated activities in a VR environment.

IMAGE GENERATION APPARATUS AND INFORMATION PRESENTATION METHOD
20220147138 · 2022-05-12 · ·

In an image generation apparatus, a viewpoint information acquisition section acquires information regarding a viewpoint of a user wearing a head-mounted display. A real space information acquisition section acquires information regarding a real space where the user and an information provider are present. A viewpoint control section moves the viewpoint in display from a user's viewpoint to another person's viewpoint including an object present in the real space in a field of view. An image generation section generates an image relative to the determined viewpoint and outputs the image from an output section.

Automatic transparency of VR avatars
11734906 · 2023-08-22 · ·

An object is displayed in a three-dimensional virtual reality environment so that a first user can view an avatar of a second user in a non-obstructive form when the avatar of the second user would otherwise obstruct a view of the object from the first user.

VIRTUAL REALITY USER INPUT SYSTEM AND METHOD
20220147148 · 2022-05-12 ·

A system and method for providing a user interface device for computing systems, and more specifically, a system and method for providing user interface input devices for use with a virtual reality computing environment.

A Virtual Reality System
20230259197 · 2023-08-17 · ·

A virtual reality system having a head mounted display for producing images of a virtual environment on the display, a tracking system configured to track the movements of a user and the head mounted display, and one or more wearable haptic components for providing haptic feedback. The system has a computer system that is programmed to generate a virtual environment for display on the head mounted display and a virtual user in the virtual environment corresponding to the user, respond to the tracking system and thereby control the head mounted display and virtual user movements to produce images of the virtual environment corresponding to tracking data from the tracking system, and control the one or more haptic components to generate a haptic effect in response to the tracking data from the tracking system and events in the virtual environment.

360-degree video for large scale navigation with 3D in interactable models

A method and system for authoring a three-dimensional (3D) presentation can involve dividing a scene into a grid of equals-sized segments or non-equally sized segments, wherein one or more 360-degree cameras record the scene from a center of each segment, and a size of the each segment is proportional to a complexity of an environment captured in the scene. One or more objects can be created within the scene for a user interaction with a 3D presentation of the scene in the context of a video stream. A logical center of the object(s) can be used as a center point for recording a 360-degree video by the one or more 360-degree cameras for use as a low fidelity background video when the user interacts with the 3D presentation of the scene. The 3D presentation can be based on a 3D model.

VIRTUAL INFORMATION BOARD FOR COLLABORATIVE INFORMATION SHARING
20220139056 · 2022-05-05 ·

An information board is displayed and used in a three-dimensional virtual reality environment wherein the information board is extended by adding discrete board segments through control inputs received from a user in the virtual reality environment.

SYSTEM AND METHOD FOR TARGETED NEUROLOGICAL THERAPY USING BRAINWAVE ENTRAINMENT
20220134181 · 2022-05-05 ·

A system and method for brainwave entrainment therapy that allows for targeted treatment of particular areas of the brain, particular neurological functions, particular neurological states, and combinations of areas, functions, and states. The system and method receive a neurological assessment identifying areas of the brain or neurological functions to be treated, select one or more treatment modalities and frequencies, select a treatment regimen, and apply brainwave entrainment using the modalities, frequencies and regimen while the subject engages in dual-task activities selected to stimulate the areas of the brain, neurological functions, or neurological states to be treated, enhanced, or altered.

Systems and methods for artificial intelligence-based virtual and augmented reality
11315325 · 2022-04-26 · ·

Examples of the disclosure describe systems and methods for generating and displaying a virtual companion. In an example method, a first input from an environment of a user is received at a first time via a first sensor on a head-wearable device. An occurrence of an event in the environment is determined based on the first input. A second input from the user is received via a second sensor on the head-wearable device, and an emotional reaction of the user is identified based on the second input. An association is determined between the emotional reaction and the event. A view of the environment is presented at a second time later than the first time via a see-through display of the head-wearable device. A stimulus is presented at the second time via a virtual companion displayed via the see-through display, wherein the stimulus is determined based on the determined association between the emotional reaction and the event.