Patent classifications
A63F13/212
Virtual, augmented and extended reality system
Systems, methods and apparatus for multi-realm, computer-generated reality systems are disclosed. A method for managing a multi-realm, computer-generated reality includes determining one or more variances between each activity of a first participant and a corresponding baseline activity for each of a plurality of activities associated with traversal of a managed reality system during a session, and quantifying the one or more variances to obtain a performance metric. The method includes combining at least one performance metric for each activity of the first participant to obtain a session performance measurement for the first participant.
Dynamic Mixed Reality Content in Virtual Reality
In one embodiment, a method includes using one or more cameras of a mobile computing device to capture one or more images of a first user wearing a VR display device in a real-world environment. The mobile computing device transmits a pose of the mobile computing device with respect to the VR display device to a VR system. The mobile computing device receives from the VR system a VR rendering of a VR environment. The VR rendering is from the perspective of the mobile computing device with respect to the VR display device. The method includes segmenting the first user from the one or more images and generating, in real-time responsive to capturing the one or more images, a MR rendering of the first user in the VR environment. The MR rendering of the first user is based on a compositing of the segmented one or more images of the first user and the VR rendering.
ADHESIVE ANTI-SLIP PAD
An adhesive anti-slip pad for placement on the finger, thumb, or palm of a wearer. The adhesive anti-slip includes a first side having a first surface comprising a textured material and a second side having a second surface comprising an adhesive. The adhesive anti-slip pad is configured to be placed on a thumb, finger, or a palm of the wearer. The adhesive anti-slip pad further comprises a thickness so that if the adhesive anti-slip pad contacts the surface of another object after placement of the adhesive anti-slip pad on the thumb, finger, or palm, the wearer receives a tactile response.
Hybrid lens for head mount display
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).
Hybrid lens for head mount display
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.
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.
Environment model with surfaces and per-surface volumes
In one embodiment, a method includes receiving sensor data of a scene captured using one or more sensors, generating (1) a number of virtual surfaces representing a number of detected planar surfaces in the scene and (2) a point cloud representing detected features of objects in the scene based on the sensor data, assigning each point in the point cloud to one or more of the number of virtual surfaces, generating occupancy volumes for each of the number of virtual surfaces based on the points assigned to the virtual surface, generating a datastore including the number of virtual surfaces, the occupancy volumes of each of the number of virtual surfaces, and a spatial relationship between the number of virtual surfaces, receiving a query, and sending a response to the query, the response including an identified subset of the plurality of virtual surfaces in the datastore that satisfy the query.
Brainwave entrainment using virtual objects and gamification
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
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.