A63F2300/8082

Augmented reality placement for user feedback

Methods and systems are provided for generating augmented reality (AR) scenes where the AR scenes include one or more artificial intelligence elements (AIEs) that are rendered as visual objects in the AR scenes. The method includes generating an AR scene for rendering on a display; the AR scene includes a real-world space and virtual objects projected in the real-world space. The method includes analyzing a field of view into the AR scene; the analyzing is configured to detect an action by a hand of the user when reaching into the AR scene. The method includes generating one or more AIEs rendered as virtual objects in the AR scene, each AIE is configured to provide a dynamic interface that is selectable by a gesture of the hand of the user. In one embodiment, each of the AIEs is rendered proximate to a real-world object present in the real-world space; the real-world object is located in a direction of where the hand of the user is detected to be reaching when the user makes the action by the hand.

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.

Controller support for virtual reality video games
11577173 · 2023-02-14 · ·

A controller support for virtual reality video games, where the support is presented in the form of a stick simulating an object in the virtual reality video game, at least one housing is adapted to receive a controller by interlocking, the controller housing is secured to the stick by way of a pin, the controller housing is grippable and configured to be removably engaged on the pin, a magnetic connection exerting a magnetic force ensures the holding in position of the controller housing on the pin, the magnetic connection is configured such that the engagement/disengagement of the controller housing on the pin is done by a lateral movement of said housing, the magnetic force being oriented in the direction of this lateral movement.

System and method to convert two-dimensional video into three-dimensional extended reality content

System and method are provided to detect objects in a scene frame of two-dimensional (2D) video using image processing and determine object image coordinates of the detected objects in the scene frame. The system and method deploy a virtual camera in a three-dimensional (3D) environment to create a virtual image frame in the environment and generate a floor in the environment in a plane below the virtual camera. The system and method adjust the virtual camera to change a height and angle relative to the virtual image frame. The system and method generate at an extended reality (XR) coordinate location relative to the floor for placing the detected object in the environment. The XR coordinate location is a point of intersection of a ray cast of the virtual camera through the virtual frame on the floor that translates to the image coordinate in the virtual image frame.

Multipoint SLAM capture

“Feature points” in “point clouds” that are visible to multiple respective cameras (i.e., aspects of objects imaged by the cameras) are reported via wired and/or wireless communication paths to a compositing processor which can determine whether a particular feature point “moved” a certain amount relative to another image. In this way, the compositing processor can determine, e.g., using triangulation and recognition of common features, how much movement occurred and where any particular camera was positioned when a latter image from that camera is captured. Thus, “overlap” of feature points in multiple images is used so that the system can close the loop to generate a SLAM map. The compositing processor, which may be implemented by a server or other device, generates the SLAM map by merging feature point data from multiple imaging devices.

Using HMD Camera Touch Button to Render Images of a User Captured During Game Play
20180001198 · 2018-01-04 ·

Methods and systems for presenting an image of a user interacting with a video game includes providing images of a virtual reality (VR) scene of the video game for rendering on a display screen of a head mounted display (HMD). The images of the VR scene are generated as part of game play of the video game. An input provided at a user interface on the HMD received during game play is used to initiate a signal to pause the video game and to generate an activation signal to activate an image capturing device. The activation signal causes the image capturing device to capture an image of the user interacting in a physical space. The image of the user captured by the image capturing device during game play is associated with a portion of the video game that corresponds with a time when the image of the user was captured. The association causes the image of the user to be transmitted to the HMD for rendering on the display screen of the HMD.

Dynamic Entering and Leaving of Virtual-Reality Environments Navigated by Different HMD Users
20180005429 · 2018-01-04 ·

Systems and methods for processing operations for head mounted display (HMD) users to join virtual reality (VR) scenes are provided. A computer-implemented method includes providing a first perspective of a VR scene to a first HMD of a first user and receiving an indication that a second user is requesting to join the VR scene provided to the first HMD. The method further includes obtaining real-world position and orientation data of the second HMD relative to the first HMD and then providing, based on said data, a second perspective of the VR scene. The method also provides that the first and second perspectives are each controlled by respective position and orientation changes while viewing the VR scene.

Visualization system for creating a mixed reality gaming environment

A virtualization system is that comprises a display configured to display a representation of a real-world gaming area with physical objects. A user selects and adds one or more virtual electronic gaming machines (EGMs) to the gaming area representation to generate a mixed reality gaming area. Each virtual EGM added to the mixed reality gaming area can be moved to a desired location and rotated to a desired orientation. Each virtual EGM added to the to the mixed reality gaming area is also shown implementing a game that may also be selected by the user. The user is provided with a representation on the tablet computer of the mixed reality gaming area that includes the specific EGMs implementing the specific game, where the specific EGMs can be added or replaced at one or more virtual locations.

ELECTRONIC DEVICE AND SCREEN DISPLAY METHOD THEREOF

An electronic device includes a communicator configured to perform communication with an external device, a display configured to display a UI (User Interface) element in a screen, and a processor. The processor receives through the communicator, touch panel information of the external device and first data according to a first input of a user detected on the touch panel of the external device, and changes a location of the UI element displayed on the screen based on the touch panel information and the first data.

ROLL TURNING AND TAP TURNING FOR VIRTUAL REALITY ENVIRONMENTS

Technologies are described for providing turning in virtual reality environments. For example, some implementations use roll turning that involves rotating around an outer edge of a control input, some implementations use tap turning to move directly to a location indicated by a control movement, and some implementations involve combinations of roll turning and tap turning.