U.S. patent application number 16/785970 was filed with the patent office on 2020-06-04 for virtual reality devices and accessories.
The applicant listed for this patent is Mark D. Wieczorek. Invention is credited to Mark D. Wieczorek.
Application Number | 20200174254 16/785970 |
Document ID | / |
Family ID | 54191135 |
Filed Date | 2020-06-04 |
United States Patent
Application |
20200174254 |
Kind Code |
A1 |
Wieczorek; Mark D. |
June 4, 2020 |
VIRTUAL REALITY DEVICES AND ACCESSORIES
Abstract
Systems and methods disclosed provided a virtual reality
experience, including: a set of motorized pads for coupling to feet
of a user; a means of communication between the set of motorized
pads and a computing environment operating a virtual reality
headset; such that the set of motorized pads are configured to
provide pressure on a user's feet as an avatar within a virtual
environment traverses the environment. Systems and methods
disclosed further provide a multiuser virtual reality experience.
Systems and methods disclosed further provide a multiuser
experience including generation of a common environment viewable in
the virtual reality headsets; and recording a tour including audio
data as the first user describes the common environment.
Inventors: |
Wieczorek; Mark D.; (San
Diego, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Wieczorek; Mark D. |
San Diego |
CA |
US |
|
|
Family ID: |
54191135 |
Appl. No.: |
16/785970 |
Filed: |
February 10, 2020 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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16382448 |
Apr 12, 2019 |
10558042 |
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16785970 |
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14669744 |
Mar 26, 2015 |
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16382448 |
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61970512 |
Mar 26, 2014 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G02B 2027/0138 20130101;
G02B 27/017 20130101; A63F 13/00 20130101 |
International
Class: |
G02B 27/01 20060101
G02B027/01; A63F 13/00 20060101 A63F013/00 |
Claims
1. A method of providing a multiuser virtual reality experience,
comprising: configuring one or more network servers to communicate
with a first user computing environment, the first user computing
environment coupled to a first virtual reality display within a
first virtual reality headset, the first user computing environment
configured to display a common environment in the first virtual
reality display; and configuring the one or more network servers to
communicate with a second user computing environment, the second
user computing environment coupled to a second virtual reality
display within a second virtual reality headset, the second user
computing environment configured to display the common environment
in the second virtual reality display; wherein the one or more
network servers and the first user computing environment are
configured to cause the display of entries associated with a social
networking page corresponding to the first user, the entries at
least indicated by images, the images displayed within the common
environment for viewing in the first virtual reality display and in
the second virtual reality display.
2. The method of claim 1, wherein the first or second virtual
reality headsets incorporate the first or second user computing
environments, respectively.
3. The method of claim 1, wherein the first or second virtual
reality headsets do not incorporate the first or second user
computing environments, but wherein the first or second user
computing environments are in signal communication with the first
or second virtual reality displays, respectively.
4. The method of claim 1, wherein the first user computing
environment and the first virtual reality display, or the second
user computing environment and the second virtual reality display,
or both, are configured to display an avatar associated with a
first or second user, respectively, within the common environment,
and further comprising configuring the one or more network servers
to: receive customization of the respective avatar from the
respective user using the respective user computing environment,
the customization with regard to at least one of avatar hair color,
hair shape, face shape, or body shape; or receive an input of a
computer-generated head or body as a portion of the respective
avatar.
5. The method of claim 1, further comprising allowing the first
user using the first user computing environment to indicate and
display the entries within the common environment to the second
user using the second user computing environment, wherein the
indication includes receiving input from the first user using a
pointing device connected to, and allowing input to, the first user
computing environment.
6. The method of claim 5, wherein the indication of entries is via
the first avatar pointing at the image, and wherein the first
avatar pointing at the image is caused by the pointing device.
7. The method of claim 6, wherein the image is an icon or
photograph corresponding to the entry.
8. The method of claim 1, wherein the entries are associated with a
timeline on the social networking page.
9. The method of claim 1, further comprising configuring the one or
more network servers to allow the first user to provide a tour
within the common environment to the second user of the entries on
the social networking page corresponding to the first user.
10. The method of claim 9, wherein the configuring the one or more
network servers to allow the first user to provide a tour to the
second user includes configuring the one or more network servers to
cause the second avatar to automatically follow the first avatar as
the first avatar moves within the common environment.
11. The method of claim 9, further comprising recording a video of
the tour.
12. The method of claim 9, further comprising configuring the one
or more network servers to receive audio input from the first user
as audio commentary.
13. The method of claim 12, further comprising recording the audio
commentary for later playback in combination with the recorded
video of the tour.
14. The method of claim 1, further comprising receiving an asset
from a third-party source distinct from the social networking page
corresponding to the first user, and configuring the one or more
network servers to include and display the received asset within
the common environment.
15. The method of claim 1, further comprising configuring the one
or more network servers to enable voice communications between the
first user computing environment and the second user computing
environment, the voice communications using a video client or a
chat functionality.
16. The method of claim 15, wherein the voice communications uses a
virtual reality SDK.
17. The method of claim 8, wherein the entries corresponding to the
timeline include a plurality of images at locations along the
timeline.
18. The method of claim 1, further comprising configuring the one
or more network servers to enable the first and second displays to
display other webpages by following links associated with the
entries.
19. The method of claim 18, wherein at least one of the links
corresponds to an entry that corresponds to a check in on the
social networking page corresponding to the first user.
20. The method of claim 1, further comprising providing a scene as
a backdrop of the common environment.
21. The method of claim 1, further comprising playing back audio
during the display of the common environment.
22. The method of claim 1, further comprising configuring the one
or more network servers to provide an invitation functionality,
such that the first user can invite the second user to the common
environment.
23. The method of claim 1, wherein the entries further include
textual entries, audio entries, or video entries.
24. A non-transitory computer readable medium, comprising
instructions for causing a computing environment to perform the
method of claim 1.
25. A method of providing a multiuser virtual reality experience,
comprising: configuring one or more network servers to communicate
with a first user computing environment coupled to a first virtual
reality display within a first virtual reality headset, the first
user computing environment configured to generate a view of a
common environment in the first virtual reality display; and
configuring the one or more network servers to communicate with a
plurality of other user computing environments, at least some of
the other user computing environments coupled to respective virtual
reality displays within respective virtual reality headsets, the
other user computing environments configured to generate respective
views of the common environment in the respective virtual reality
displays; wherein the one or more network servers and the first
user computing environment are configured to cause the display of
entries associated with a social networking page corresponding to
the first user, the entries at least indicated by images, the
images displayed within the common environment for viewing in the
first virtual reality display and in the plurality of virtual
reality displays.
26. A method of providing a multiuser virtual reality experience,
comprising: configuring one or more network servers to communicate
with a first user computing environment coupled to a first virtual
reality display within a first virtual reality headset, the first
user computing environment configured to generate a view of a
common environment in the first virtual reality display; and
configuring the one or more network servers to communicate with a
plurality of other user computing environments, at least some of
the other user computing environments coupled to respective virtual
reality displays within respective virtual reality headsets, the
other user computing environments configured to generate respective
views of the common environment in the respective virtual reality
displays; wherein the one or more network servers and the first
user computing environment are configured to cause the display of
entries associated with a social networking page corresponding to
the first user, the entries at least indicated by visual
depictions, the visual depictions displayed within the common
environment for viewing in the first virtual reality display and in
the plurality of virtual reality displays, and wherein the first
user computing environment is configured to receive input from a
camera associated with the first user computing environment, the
camera imaging user hand position data, and using the received
input to display virtual user hands in the first virtual reality
display.
27. The method of claim 27, wherein the camera is mounted on the
first virtual reality headset.
28. The method of claim 1, wherein the one or more network servers
operate the social networking page.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. Application Ser.
No. 16/382,448, filed Apr. 12, 2019 (now U.S. Pat. No. 10,558,042,
issued Feb. 11, 2020), which is a continuation of U.S. patent
application Ser. No. 14/669,744, filed Mar. 26, 2015 which claims
the benefit of priority of U.S. Provisional Patent Application Ser.
No. 61/970,512, filed Mar. 26, 2014, entitled "VIRTUAL REALITY
DEVICES AND ACCESSORIES", owned by the owner of the present
application and herein incorporated by reference in its
entirety.
BACKGROUND
[0002] Virtual Reality (VR) headsets, such as the Oculus Rift.RTM.,
are poised to become a significant new factor in computer
environments, including gaming, virtual tourism, and the like.
However, the same also present a number of challenges.
Consequently, there is a need for improvements in VR headsets and
accessories.
[0003] This Background is provided to introduce a brief context for
the Summary and Detailed Description that follow. This Background
is not intended to be an aid in determining the scope of the
claimed subject matter nor be viewed as limiting the claimed
subject matter to implementations that solve any or all of the
disadvantages or problems presented above.
SUMMARY
[0004] The above needs are met in various ways by systems and
methods according to present principles.
[0005] In one aspect, the invention is directed towards a system
for providing a virtual reality experience, including: a set of
motorized pads for coupling to respective feet of a user; a means
of communication between the set of motorized pads and a computing
environment operating a virtual reality headset; such that the set
of motorized pads are configured to provide pressure on a user's
feet as an avatar within a virtual environment traverses the
environment.
[0006] Implementations of the invention include one or more of the
following. The means of communication may be an RF link or a wired
link. The avatar may be a player character in a videogame or a
character in a virtual tour. The set of motorized pads may include
a left pad and a right pad, corresponding to a user's left foot and
right foot, and the set of motorized pads may be configured to
provide pressure on the user's left foot as an avatar within the
virtual environment steps down on the environment with their left
foot, and where the motorized pads may further be configured to
provide pressure on the user's right foot as an avatar within the
virtual environment steps down on the environment with their right
foot.
[0007] In another aspect, the invention is directed towards a
method of providing a multiuser virtual reality experience,
including: configuring a server to communicate with a first user
computing environment, the first user computing environment coupled
to a first virtual reality headset, the first user computing
environment configured to generate a first avatar corresponding to
the user, the first avatar situated within a common environment
viewable in the first virtual reality headset; and configuring a
server to communicate with a second user computing environment, the
second user computing environment coupled to a second virtual
reality headset, the second user computing environment configured
to generate a second avatar corresponding to the user, the second
avatar situated within the common environment viewable in the
second virtual reality headset.
[0008] Implementations of the invention may include one or more of
the following. The method may further include configuring the
server to allow the first user to provide a tour to the second
user. The configuring the server to allow the first user to provide
a tour to the second user may include configuring the server to
cause the second avatar to automatically follow the first avatar as
the first avatar moves within the common environment. The server
may be a social networking server. For example, where the server is
a server of a social networking site, the same may allow the first
user to indicate entries on a social networking page corresponding
to the first user, and to provide audio commentary before, during,
or after, the indication. The tour and the audio commentary may be
recorded for later playback. The indication of entries may be via
the first avatar pointing at an asset corresponding to the entry.
The entries may include textual entries, audio entries,
photographic entries, or video entries. The method may further
include receiving an asset from a third-party source distinct from
the social networking page corresponding to the first user, and
configuring the server to allow the tour to include the received
asset.
[0009] In another aspect, the invention is directed towards a
non-transitory computer readable medium, including instructions for
causing a computing environment to perform the above method.
[0010] In another aspect, the invention is directed towards a
method of providing a multiuser virtual reality experience,
including: configuring a server to communicate with a first user
computing environment, the first user computing environment coupled
to a first virtual reality headset, the first user computing
environment configured to generate a common environment viewable in
the first virtual reality headset; and recording a tour including
audio data as the first user describes the common environment.
[0011] Implementations of the invention may include one or more of
the following. The server may be a server of a social networking
site, and the common environment may include visual depictions of
entries from a social networking page corresponding to the first
user, and the method may further include configuring the server to
allow the first user to indicate the entries and to provide audio
commentary before, during, or after, the indication.
[0012] This Summary is provided to introduce a selection of
concepts in a simplified form. The concepts are further described
in the Detailed Description section. Elements or steps other than
those described in this Summary are possible, and no element or
step is necessarily required. This Summary is not intended to
identify key features or essential features of the claimed subject
matter, nor is it intended for use as an aid in determining the
scope of the claimed subject matter. The claimed subject matter is
not limited to implementations that solve any or all disadvantages
noted in any part of this disclosure.
BRIEF DESCRIPTION OF THE DRAWINGS
[0013] FIG. 1 is a flowchart of a method according to present
principles.
[0014] FIG. 2 is a schematic illustration of a system according to
present principles.
[0015] FIG. 3 is another schematic illustration of a system
according to present principles.
[0016] FIG. 4 is another schematic illustration of a system
according to present principles.
[0017] FIG. 5 is another flowchart of a method according to present
principles.
[0018] FIG. 6 is another schematic illustration of a system
according to present principles.
[0019] Like reference numerals refer to like elements throughout.
Elements are not to scale unless otherwise noted.
DETAILED DESCRIPTION
[0020] VR headsets, while providing high degrees of immersion, can
also be very disorienting to a user. Accordingly, it can be helpful
to users to have player character (PC) avatars move at a slow rate
through the online environment. If a game or online environment is
designed for VR, then the PC speed within the environment can be
designed to be slow or below a predetermined threshold, e.g., less
than 5 mph or 10 mph as measured within the online environment. If
the game environment or game application is being retrofitted for
VR, then the PC speed can be slowed down to the levels
described.
[0021] Another disorienting aspect is that one typically games or
performs virtual tourism while sitting down, while the PC is
walking around within the online environment. This can be
disorienting too, if for no other reason than the height
differential between standing and sitting.
[0022] Various solutions are available. In one implementation, and
referring to the flowchart 10 of FIG. 1 and the schematic diagram
of the system 20 of FIG. 2, motorized pads 32 and 34 may be placed
on the feet of a user 18 and interfaced with the game engine 28
running on a computing environment 22. Alternatively, a frame
buffer 26 may read the display 24 and estimate when character
appendages (responsible for movement) are striking a surface. The
estimation may be performed by a VR module 36 running on the
computing environment, or alternatively the VR module may run
within a VR headset. When the user walks through the environment,
the motorized pads sequentially push up on the pads of the feet of
the wearer. The interfacing may be, but is not limited to be, such
that when the PC's left foot makes a step in the online
environment, the left motorized pad is activated. When the PC's
right foot makes a step, the right motorized pad is activated.
Speed changes may be recognized, as can force with which a foot
strikes the surface, e.g., whether the user is walking delicately
or running hard. Standing in place can be simulated by relatively
constant pressure on each foot (leaning may also be accommodated).
The motorized pads may be conveniently disposed on a surface on
which a user rest their feet, or within footwear.
[0023] In one method, a signal may be received from the game engine
that a character is moving (step 12), and in some cases the signal
may even indicate whether a left foot or right foot is currently
moving. In some cases the movement, and/or a particular appendage
moving, may be detected using a frame buffer analyzing the display
(step 14). A VR module, or other input/output module within the
game, may then provide an impression on the feet of the user
corresponding to the movement of the player character within the
game or other virtual environment (step 16). Such an impression may
be performed using, e.g., a motorized pad.
[0024] It is noted that the accuracy of the motorized pads need not
be perfect. So long as the user generally feels forces against
their feet, the immersion may be maintained.
[0025] Another disorienting factor comes from the lack of vision
outside of the VR headset, and in particular the aspect that if a
user moves their hands up in front of their face, they do not see
their hands. While several hand and body sensors exist and can be
used to detect when hands should be rendered, such as generally
complicated and too expensive for most users. Accordingly, in a
system 30 illustrated in FIG. 3, a simple low resolution camera 42,
mounted on the VR headset 38, may be employed to detect the
approximate position of the user's hands and feed the same into the
game engine to allow for the rendering of "approximate" versions of
the user's hands.
[0026] Various benefits inure to such systems. First, the system
may scale to higher resolutions as cameras become higher
resolution, cheaper, and lighter (weight is an important factor for
inclusion onto a headset). Camera position on a headset is
convenient for visualization as there is unity in that what the
camera sees is the same as what the user would expect to view from
their eye position within the headset.
[0027] Another important application concerns multiplayer uses. In
particular, and referring in particular to the system 40 depicted
in FIG. 4, two users 18A and 18B may each have a respective VR
headset 38A and 38B and may be in data communication with each
other via a communications link 44, e.g., over the Internet,
Bluetooth, LAN, WLAN, cellular communications, NFC, or any other
sort of communications technology existing now or developed later.
The client application on each person's system, e.g., computing
environments 46A and 46B, respectively, which control operations on
VR headsets 38A and 38B, may be a thin client or a substantial one.
It is noted here that the headsets 38A and 38B may also be embodied
by augmented reality (AR) headsets as well. In addition, the
headsets may well incorporate all the computing functionality
needed to perform the applications described here; this may be
particularly true as processor power continues to increase along
with miniaturization. The systems and methods according to present
principles may work well with both types of systems.
[0028] Alternatively, the client systems may communicate via a web
application or a hybrid system where one user employs a standalone
client and another a web application. The web application or
standalone client may form a portion of a network such as a social
network where communications occur over one or more network servers
48. For example, a Facebook.RTM. application may employ VR headsets
and users may be thereby enabled to communicate with each other. In
this system, where previously members would communicate with each
other via Facebook video or voice chatting, a VR communication
application may advantageously take advantage of the virtual
reality SDK, e.g., Oculus Rift.RTM. SDK, to perform similar
functionality.
[0029] However, in systems and methods according to current
principles, users may go far beyond just seeing each other. For
example, each user may have associated therewith an avatar, and
various levels of avatar customization can be allowed. In some
cases, a selection of hair lengths, hair colors, facial shapes,
skin colors, body types, heights, eye colors, and the like, may be
employed to allow customization of an avatar. In more advanced
implementations, users may be permitted to submit photographs of
their head or their entire body to allow a three-dimensional
reconstruction of the same to be created and employed in the
simulation.
[0030] In a particular implementation of a VR simulation within a
social network, a "page tour" functionality is enabled where users
can give tours of their social networking page to a friend or other
reviewer. Users may even record (within the application) a video of
such tours, so that others may be enabled to view the recorded tour
at their convenience. In a page tour, a first user leads a second
user on a tour of the events chronicled on the first user's social
networking page. For example, the users may appear to walk down a
timeline, with various pictures at respective various locations in
time. The first user may point out aspects of the photos or videos
to the second user, and one or both users may "teleport" to other
pages by following links on the first user's social networking
page. For example, if in the past the first user "checked in" at
the Eiffel Tower in France, and the first user was giving a tour
including that check in to a second user, the first user (or the
second user) may click on a link to view a third-party
three-dimensional reconstruction of the Eiffel Tower, so as to
allow the first user to give a tour of the Eiffel Tower to the
second.
[0031] In the same way, the first user may "teleport" to a
relative's page to point out various family members or the
like.
[0032] Other variations will also be understood. For example, the
background of the virtual reality seen may not be just "black" or
static. For example, if the first user is giving a tour of friends
to a second user, French scenes may provide a backdrop, and French
music may be played as an audio file.
[0033] In a general implementation, as shown in the flowchart 50 of
FIG. 5, a first step is that users become (or already are) friends
on a social network, or are otherwise associated within a network,
such that a second user is allowed to view aspects and personal
information of the first user (step 52). Alternatively, a first
user may invite the second user to a tour.
[0034] Using virtual reality or augmented reality, the users become
co-located (step 54), such that each can see the other, e.g., via
the avatars described above, or in other ways. The first user then
commences to give a virtual reality tour of the assets available to
them, e.g., on a Facebook timeline (step 56). As noted, third-party
assets may be incorporated if desired, e.g., to give a virtual tour
of the Eiffel tower.
[0035] The tour may be in real-time, with both users using virtual
reality headsets at the same time, or the first user may record
their tour for playback in virtual reality to one or more other
users at a later time. For example, such may afford the opportunity
for a first user to record a life tour for playback to relatives,
friends, and loved ones, e.g., as part of a genealogical history or
autobiography. The same may be used in hospice situations to record
a life history. The same may also form part of an ongoing VR
journal.
[0036] Other variations will also be understood. For example, and
referring to the system 60 of FIG. 6, the immersive headsets
described above may advantageously be combined with CPAP machines.
In particular, CPAP machines are known to have a low degree of
patient compliance because of their uncomfortable character.
However, if the VR headset is made large enough, e.g., to envelop
the user's nose, as illustrated in the implementation 66, an oxygen
supply can be directed through nozzles into the user's nose,
performing a positive pressure process, and accomplishing the goals
of prior CPAP machines. Alternatively, nozzles 44 may be coupled to
the headset 62 but located exterior thereof, e.g., below the
headset via pressure hoses 68, so as to allow engagement or
positioning adjacent the nasal canal of a user. In use, the same
method is performed, with the nozzles directing a positive flow of
air or oxygen into the nose of the patient, allowing positive
pressure, and accomplishing the goal of prior CPAP machines.
[0037] Other variations will also be understood. For example, while
VR devices have been disclosed, systems and methods according to
present principles may also be implemented within the context of AR
devices.
[0038] In addition, it is noted that systems and methods according
to present principles can generally not be performed without an
appropriate computing environment configured to perform the steps
disclosed here. In addition, by performing the steps as described,
the computing environment is able to operate in a more efficient
manner than virtual reality or augmented reality systems of the
prior art.
[0039] The system and method may be fully implemented in any number
of computing devices. Typically, instructions are laid out on
computer readable media, generally non-transitory, and these
instructions are sufficient to allow a processor in the computing
device to implement the method of the invention. The computer
readable medium may be a hard drive or solid state storage having
instructions that, when run, are loaded into random access memory.
Inputs to the application, e.g., from the plurality of users or
from any one user, may be by any number of appropriate computer
input devices. For example, users may employ a keyboard, mouse,
touchscreen, joystick, trackpad, other pointing device, or any
other such computer input device to input data relevant to the
calculations. Data may also be input by way of an inserted memory
chip, hard drive, flash drives, flash memory, optical media,
magnetic media, or any other type of file--storing medium. The
outputs may be delivered to a user by way of a video graphics card
or integrated graphics chipset coupled to a display that maybe seen
by a user. Alternatively, a printer may be employed to output hard
copies of the results. Given this teaching, any number of other
tangible outputs will also be understood to be contemplated by the
invention. For example, outputs may be stored on a memory chip,
hard drive, flash drives, flash memory, optical media, magnetic
media, or any other type of output. It should also be noted that
the invention may be implemented on any number of different types
of computing devices, e.g., personal computers, laptop computers,
notebook computers, net book computers, handheld computers,
personal digital assistants, mobile phones, smart phones, tablet
computers, and also on devices specifically designed for these
purpose. In one implementation, a user of a smart phone or
Wi-Fi--connected device downloads a copy of the application to
their device from a server using a wireless Internet connection. An
appropriate authentication procedure and secure transaction process
may provide for payment to be made to the seller. The application
may download over the mobile connection, or over the WiFi or other
wireless network connection. The application may then be run by the
user. Such a networked system may provide a suitable computing
environment for an implementation in which a plurality of users
provide separate inputs to the system and method. In the below
system where movements and actions within a virtual reality
environment are contemplated, the plural inputs may allow plural
users to input relevant data at the same time.
* * * * *