Patent classifications
A63F13/285
Whole-body human-computer interface
A human-computer interface system having an exoskeleton including a plurality of structural members coupled to one another by at least one articulation configured to apply a force to a body segment of a user, the exoskeleton comprising a body-borne portion and a point-of-use portion; the body-borne portion configured to be operatively coupled to the point-of-use portion; and at least one locomotor module including at least one actuator configured to actuate the at least one articulation, the at least one actuator being in operative communication with the exoskeleton.
Whole-body human-computer interface
A human-computer interface system having an exoskeleton including a plurality of structural members coupled to one another by at least one articulation configured to apply a force to a body segment of a user, the exoskeleton comprising a body-borne portion and a point-of-use portion; the body-borne portion configured to be operatively coupled to the point-of-use portion; and at least one locomotor module including at least one actuator configured to actuate the at least one articulation, the at least one actuator being in operative communication with the exoskeleton.
Input apparatus, method, and game processing method
An example input apparatus includes an elastic member, a base portion and a strain gauge. The elastic member includes a first end portion and a second end portion, and at least a part of the elastic member is elastically deformable. The base portion holds the opposite end portions of the elastic member so that a ring is formed by the base portion and the elastic member. The strain gauge is provided on the base portion and detects a strain generated on the base portion due to deformation of the elastic member in response to an input from the user. Note that instead of the configuration where a ring is formed by the base portion and the elastic member, the input apparatus may be configured so that two elastic members are held by the base portion.
Range of motion control in XR applications on information handling systems
More realistic experiences can be provided to a user through the use of a wearable suit. The xR wearable suit may include materials with adjustable characteristics, such as friction, and electronics for controlling the materials to provide feedback to the user wearing the xR suit. In an xR game, the materials may be used to translate virtual damage to physical constraints on the user. For example, when an avatar gets shot in the leg and is debilitated, the user's leg motion can be constricted to understand that shortcoming and stay in sync with the avatar. Examples of such feedback materials include inflating ribs, sheet jamming, and mechanical devices.
Range of motion control in XR applications on information handling systems
More realistic experiences can be provided to a user through the use of a wearable suit. The xR wearable suit may include materials with adjustable characteristics, such as friction, and electronics for controlling the materials to provide feedback to the user wearing the xR suit. In an xR game, the materials may be used to translate virtual damage to physical constraints on the user. For example, when an avatar gets shot in the leg and is debilitated, the user's leg motion can be constricted to understand that shortcoming and stay in sync with the avatar. Examples of such feedback materials include inflating ribs, sheet jamming, and mechanical devices.
METHOD AND APPARATUS FOR USING VIRTUAL ITEM, DEVICE, AND STORAGE MEDIUM
This application provides a method and apparatus for using a virtual item, a device, and a storage medium, and belongs to the field of application programs that support a virtual chessboard. The method includes displaying a virtual chessboard and a virtual item bar in a user interface, a virtual chess piece located on the virtual chessboard and being a virtual character having permission to use a first virtual item, and the first virtual item being displayed in the virtual item bar; moving the first virtual item on the user interface following a drag operation, the drag operation being on the first virtual item; and assembling the first virtual item to the virtual chess piece and performing a first vibration reminder in response to the drag operation being stopped in a display range corresponding to the virtual chess piece.
METHOD AND APPARATUS FOR USING VIRTUAL ITEM, DEVICE, AND STORAGE MEDIUM
This application provides a method and apparatus for using a virtual item, a device, and a storage medium, and belongs to the field of application programs that support a virtual chessboard. The method includes displaying a virtual chessboard and a virtual item bar in a user interface, a virtual chess piece located on the virtual chessboard and being a virtual character having permission to use a first virtual item, and the first virtual item being displayed in the virtual item bar; moving the first virtual item on the user interface following a drag operation, the drag operation being on the first virtual item; and assembling the first virtual item to the virtual chess piece and performing a first vibration reminder in response to the drag operation being stopped in a display range corresponding to the virtual chess piece.
Decoding device, decoding method, and program
Provided is a decoding device including a decoding unit configured to decode encoded data in which a differential signal that includes a differential between a tactile signal and a reference signal has been encoded, and a signal addition unit configured to add the reference signal and the differential signal. In addition, provided is a decoding method by a processor, the decoding method including decoding encoded data in which a differential signal that includes a differential between a tactile signal and a reference signal has been encoded, and adding the reference signal and the differential signal that has been decoded.
Peripheral Devices Having Dynamic Weight Distribution to Convey Sense of Weight in HMD Environments
Methods and systems for adjusting a weight of a peripheral device while presenting content to a head mounted display are disclosed. One method includes processing instructions for rendering a virtual reality scene in the head mounted display. The virtual reality scene includes a virtual object. The method also includes receiving pairing of the peripheral device for use with the head mounted display for rendering the virtual reality scene and determining a movement of the virtual object. The method causes sending of instructions to the peripheral device for execution by a controller of the peripheral device to move a weight in the peripheral device. The weight is moved to provide a correlation to the determined movement of the virtual object.
Peripheral Devices Having Dynamic Weight Distribution to Convey Sense of Weight in HMD Environments
Methods and systems for adjusting a weight of a peripheral device while presenting content to a head mounted display are disclosed. One method includes processing instructions for rendering a virtual reality scene in the head mounted display. The virtual reality scene includes a virtual object. The method also includes receiving pairing of the peripheral device for use with the head mounted display for rendering the virtual reality scene and determining a movement of the virtual object. The method causes sending of instructions to the peripheral device for execution by a controller of the peripheral device to move a weight in the peripheral device. The weight is moved to provide a correlation to the determined movement of the virtual object.