In real life, humans tend to use their hands to interact with objects. They tend to reach out for such objects, touch, grasp, manipulate, and release them. In augmented reality (AR) and/or virtual reality (VR) however, such fine-grained interaction with virtual objects is generally not possible today. For instance, AR/VR headsets may track user hand positions, but cannot provide haptic feedback to his/her hands.
Hand-held controllers have been developed for AR and VR scenarios to mimic real world interactions (e.g., to provide positional information for the user's hand and/or to provide haptic feedback). Hand-held controllers exist in a variety of shapes and can perform a range of functions. While most of them track three-dimensional (3D) motion, simple controllers are designed merely for movement and button-based input. More advanced controllers can include complex controls and provide output to the user. While most commercial devices provide only vibrotactile feedback, researchers have demonstrated a wide variety of hand-held controllers rendering texture, shape, grasp and squeeze feedback, shifting weight, and haptic behavior for two-handed use. While the capabilities of these controllers can vary, an unfortunate commonality is that the user has to basically hold them all the time or interrupt the AR/VR experience to put them down when not needed and pick them up when needed.
Thus, one problem with hand-held controllers is that the user must grasp them constantly, thereby impeding the natural use of other objects in the physical world. Particularly in VR, where a virtual environment substitutes one's view of the real world, users must often employ controllers for all virtual interactions. When the real world intrudes, it is slow and cumbersome to repeatedly pick up and put down controllers.
Another set of popular controllers includes glove-type controllers, but since these are worn, the user cannot easily disengage from the controller. Glove-type controllers typically render dexterous feedback, including pressure and vibration to the user's fingertips. However, glove-type controllers still constrain motion and hinder dexterity to use real-world tools or to quickly switch to traditional input devices, like a keyboard. The present concepts can address any of these and/or other issues.
The accompanying drawings illustrate implementations of the present concepts. Features of the illustrated implementations can be more readily understood by reference to the following descriptions in conjunction with the accompanying drawings. Like reference numbers in the various drawings are used where feasible to indicate like elements. In some cases, parentheticals are utilized after a reference number to distinguish like elements. Use of the reference number without the associated parenthetical is generic to the element. The accompanying drawings are not necessarily drawn to scale. In the figures, the left-most digit of a reference number identifies the figure in which the reference number first appears. The use of similar reference numbers in different instances in the description and the figures may indicate similar or identical items.
The present concepts relate to devices that include deployable controllers that can be employed by a user in various scenarios including AR and VR scenarios, among others. The deployable controller can allow the user to tactilely engage virtual objects with their hand(s). The device can be secured to a body part of the user beside the hand, such as a forearm. The deployable controller can be deployed from a storage or stowed orientation to an engagement orientation when engagement is desired and returned when engagement ceases. Securing the device to the forearm can allow the deployable controller to be grounded to impart forces that cannot be imparted with a strictly hand-held controller. Further, storing the deployable controller can allow the user to use his/her hands in a normal unencumbered manner when the deployable controller is not being used.
In some implementations, the system 100 can include a headset 106. The headset 106 may be, for example, a head-mounted display (HMD) that can receive information relating to the virtual reality, the real world (e.g., the scene), and/or the user. In some implementations, the headset 106 may include one or more sensors (not shown in
The system 100 may further include a deployable controller device 110. The device 110 can include a base assembly 112, a deployment assembly 114, and an engagement assembly 116, which can function as a deployable controller 118. Consistent with the present concepts, the device 110 may be engaged by the user's hand 108 to provide inputs and/or outputs with the base station 102 and/or the headset 106. Examples will be described in more detail below relative to
The example system configuration of
In the illustrated example of
The engagement assembly 116 can include various output devices 134, such as microphones, buzzers, voice coil actuators (VCAs) 136, surface simulators such as balloons, and/or heaters/coolers, among others.
The device 110 can also include various positional sensors 138, such as six-axis (e.g., 6-DOF) sensors, inertial measurement units (IMUs), etc. The positional sensors 138 can provide data relating to a location of the device in 3D space (e.g., x, y, and z coordinates), the orientation of the device, rotation, acceleration, etc. The positional sensors 138 can be positioned on multiple assemblies or a single assembly. For instance, six-axis sensors could be positioned on both the engagement assembly 116 and the base assembly 112. Note that the terms ‘input devices’ 126 and ‘positional sensors’ 138 are used herein for purposes of explanation, but these terms can be overlapping. For instance, the input devices listed tend to be sensors.
Various device implementations can include other sensors, input devices, and/or output devices. For instance, various sensors could be positioned on the deployment assembly 114. In another case, various sensors 140 could be positioned on the base assembly. Some of these sensors 140 could be configured to sense underlying physiological aspects of the user. For instance, the sensors could sense tendons extending from the fingers into the forearm. Information from the sensors could indicate the position of individual fingers, movement of fingers, direction of that movement, forces, such as grasping forces, etc. Alternatively or additionally, the sensors 140 could include cameras, such as IR depth cameras to provide locational data about the hand/fingers. As used herein, the term ‘fingers’ can include the thumb.
Other sensing implementations are contemplated. For instance, the device 110 could sense more user input and utilize this input to inform its haptic behavior. For example, some implementations can integrate finger tracking around the engagement assembly (e.g., such as through a self-capacitive array or a wearable camera) and could approach the user's palm and fingers during interaction and provide haptic response for dexterous input. This could also allow sensing torque on the lever, which would aid in the device's ability to simulate gravity and its rendered resistance to heavy objects. These aspects are discussed below relative to
The device 110 can also include a controller 142 and a power unit 144. In this case, the power unit 144 is manifest as a servo motor 146, but other types of power units, such as other types of motors, pneumatic systems, and/or hydraulic systems can be employed. The servo motor 146 can create a powered hinge 148 that rotates around a first axis (FA). The controller 142 can receive information from the input devices 126 and positional sensors 138. The controller can control the device, such as the power unit 144, at least in part, based upon this information. One such example is described in more detail below relative to
In some cases, the controller 142 can receive other information, such as virtual data (e.g., data relating to virtual objects). The controller 142 can use this additional information in combination with the data from the input devices 126 and the touch sensor electrodes (e.g., positional sensors) 130 to control the device 110. One such example is described in more detail below relative to
Note that various conductors (shown but not designated) can be employed to communicatively couple various elements and/or to power various elements. Alternatively, some elements of the device 110 could employ wireless technologies, such as Bluetooth™ to communicate within the device (e.g., controller 142 and input devices 126) and/or with other devices (e.g., base station 102 and headset 106). The device 110 can also include a battery (shown but not designated) and/or be tethered to another device to receive power. The tethering could also communicatively couple the device with other devices, rather than employing wireless technologies.
From one perspective,
In this case, as shown in
Based upon this time prediction/calculation, the controller can cause the deployment assembly 114 to deploy the engagement assembly 116 at an appropriate time and rotational velocity or rate represented by
Thus, this series of
As illustrated above, one novel aspect of device 110 is its ability to automatically deploy the engagement assembly 116 so that it appears visually and physically and with a believable force in the user's hand at the appropriate time when interacting with VR content. Similarly, the engagement assembly 116 can ‘disappear’ (e.g., be stowed) when the user sets the VR object down (e.g., lets go of the virtual object) or throws the object. The transition can either be invoked through a user gesture as illustrated in
Recall that as mentioned above, device 110 can be secured to (e.g., grounded to) a different body part than the body part that engages it. In the illustrate configuration, the device 110 is secured to the forearm 122 and the engagement assembly 116 is engaged by the hand 108. This aspect can enable at least two additional features of device 110 that are discussed below. First, when not in use, the engagement assembly 116 can be stored out of the way so the user can interact normally with the physical environment. This feature is discussed below relative to
Assume at this point that relative to
From one perspective, in the stowed orientation, the deployment assembly 114 can position the engagement assembly 116 at a location relative to the user's forearm so that it minimally interferes with the user's free-hand activities. This stored orientation can afford users not just free-hand interaction, but also the possibility to use tangible real-world objects such as keyboards and mice or door handles, among others. This may be especially useful in augmented reality (AR) scenarios where the user often engages both virtual objects and physical objects. The present implementations can allow the user to easily and quickly deploy the engagement assembly, use it as a controller relative to the virtual content, and then easily and quickly restow it.
Recall that one feature of the present concepts is the ability to render haptic sensations relating to touching, grasping, lifting, throwing, catching and/or releasing virtual objects. A first example is shown in
In this case, the visualization 500 includes a virtual object 502 in the form of a virtual coffee cup 504 and a representation 506 of the user's hand.
In some implementations, the device 110 can also mimic the weight of the virtual coffee cup 504 by creating a downward force (represented by line 512) on the engagement assembly 116 as the user attempts to ‘lift’ the virtual coffee cup 504. For instance, the deployment assembly 114 can be rotatably driven counter-clockwise relative to the base assembly 112 to create a downward force on the user's hand that mimics the weight of the virtual coffee cup. Thus, this implementation could provide two axes of movement between the base assembly and the engagement assembly. First, as discussed relative to
The rotation mechanism 514 can be controlled by the controller 142 to generate the downward force corresponding to events in the visualization 500. The rotation mechanism 514 can also include a breakaway clutch to prevent too strong of forces of from being generated that may otherwise harm the user or the device 110. Note that the powered hinge 148 can also include a similar breakaway clutch for similar reasons.
As introduced above, when the user reaches out to pick up the virtual coffee cup 504, the engagement assembly 116 can be gradually pivoted into the user's hand, matching the virtual coffee cup's position. This can create an analog sensation of making contact and grasping the virtual object.
The base assembly 112 and the deployment assembly 114 can be adjustably secured to accommodate differing user physiologies (e.g., different sizes of users having differing long bone lengths) and/or preferences. In this case, the adjustability is accomplished via a slider 606 that allows the user to control the relative position of the deployment assembly 114. The position of the deployment assembly can control the position of the engagement assembly 116 in the deployed orientation for an individual user. Thus, users having larger/longer arms and hands and users having shorter arms and hands can both be accommodated. Further adjustability mechanisms are contemplated. For instance, a length of a shaft 608 extending between the deployment assembly 114 and the engagement assembly 116 can be adjustable.
Note that in the illustrated configuration, the first axis is slightly tilted from vertical. The choice of angle and axes of rotation for the engagement assembly 116 is deliberate in this implementation. As shown in
From one perspective, slider 606 can provide adjustability of the engagement assembly's position to accommodate different hand sizes. The three degrees of freedom of the device 110 can accommodate different hand sizes and motions of the user's hand.
Portions of the base assembly 112, deployment assembly 114, and the engagement assembly 116 can be formed from various materials, such as polymers. Individual polymers can be selected for the portions based upon their function. For instance, a somewhat flexible polymer can be selected for the cuff 401 to allow the cuff to accommodate different arm diameters and shapes. Upon putting on the device, the spring-like behavior of the cuff can hug the user's arm and can give it a comfortable but firm hold when used in combination with the strap (400,
Several examples are described above of device 110 simulating feedback from interacting with a non-grounded object. The discussion below relates to simulating interaction with grounded objects, like furniture or walls.
When a user touches flat virtual surface 706 with their palm, the contact may only be perceived in the middle of the palm when using some implementations of device 110, but this sensation is strong enough to perceive the virtual surface as being there.
Further, devices 110(1) and 110(2) can simulate the weight and bulk of lifting a virtual object despite their compact form factor and their being grounded close to the user's hands (e.g., to the user's forearms). Thus, the compact form factor can allow the devices 110 to be readily stored out of the way on the user's forearm when not in use and almost instantly deployed when needed/desired. Note also, that in some implementations, the shape of the engagement assembly can be adjusted to mimic the shape of the object being picked up. For instance, the engagement assembly can include multiple independently controllable chambers that can be filled to simulate a shape, such as a flattened shape of the virtual box. In other implementations, the engagement assembly may be interchangeable so that a version of the engagement assembly can be selected that is configured (e.g., shaped) to mimic a particular functionality and/or accomplish a particular task. This aspect is described in more detail below relative to
Further still, an individual device 110 can adjust the force that it exerts on the user's hand to simulate compliant objects, such as a squishy ball. In the illustrated configuration where the user employs devices 110(1) and 110(2) on both hands, the controllers can cooperatively simulate the compliance of an object held between them. For instance, the devices 110 could mimic a user squeezing a large balloon between their hands and could mimic air being added to the balloon so it pushed their hands apart. Similarly, the devices could mimic a pulling scenario, such as the user grasping a rubber band with both hands and stretching it.
The discussion below relating to
The device 110 can naturally render haptic feedback in response to throwing and catching virtual objects. One novel aspect is that the device's process loop can detect when a virtual object is moving towards the hand, and ahead of time, predict the user's intention to catch it, so as to start deploying the engagement assembly 116 from the stowed orientation to account for the latency of the system and placing it in the user's hand at the time the user expects the object to make contact. The device can create realistic haptic feedback for catching objects because the device is grounded to the forearm. The device can further enhance the haptic impressions by generating a ‘thud’ impulse upon impact with the caught object and/or by creating an audible sound via the output devices (134,
In addition to touch feedback, device 110 can simulate dynamic forces of grasped objects. For instance, the device can continuously actuate its deployment assembly 114 when the user is grasping the engagement assembly 116 in their palm to produce a sensation of acceleration or friction forces exerted by the grabbed object. This force feedback can be scaled to various forces, such as gravity, inertia and friction drag.
The device 110 can be manifest as a wrist/forearm grounded VR/AR controller with a deployable haptic controller that pivots into and out of the user's hand on-demand. In contrast to existing VR controllers, the device can enable free-hand interaction in VR, as well as in the real-world, while acting as a handheld controller when needed. The device can position the engagement assembly proximate to the user's hand when approaching virtual objects. This can allow the user to grasp and/or release the virtual object consistent with the visual scenario. This can create the haptic sensation of touching, holding and releasing, as well as catching and throwing virtual objects. The device's active pivoting mechanism can also enable rendering static and dynamic forces acting on virtual objects such as inertia, gravity, and/or sliding friction.
The controller 142 can be manifest as software that is stored on storage/memory 1210 and executed by the processor 1212. In other cases, the controller 142 may be a dedicated hardware or firmware controller, such as a microcontroller. The controller can receive information relating to a scenario, such as a virtual reality scenario, an augmented reality scenario, a mixed reality scenario, etc. The information can include information about the properties of virtual objects, such as the object's 6-degree of freedom (6-DOF) (e.g., x, y, z coordinates plus roll, pitch, and yaw) and/or other information such as various location, velocity, acceleration, mass, weight, dimensions and/or texture, among other information. The controller can also receive information about a user's body part, such as a finger, arm, or leg, among others. For instance, the controller could receive information about the user's hand from an outward facing camera on the headset 106. This information can include 6-DOF information (e.g., x, y, z coordinates plus roll, pitch, and yaw) and/or other information, such as, posture, velocity, acceleration, etc. The controller can also receive some of this information from the device 110 positioned on the user's forearm and hand. The controller can make predictions about interactions between the hand and the virtual objects based at least in part upon this information. The controller can then, based upon the predictions, control the engagement assembly directly, e.g., output devices on the engagement assembly, and/or indirectly by controlling the deployment assembly. In this way, the controller can cause the device 110 to cause user interaction with the virtual object to simulate interaction with an equivalent physical object.
The term “device,” “computer,” or “computing device” as used herein can mean any type of device that has some amount of processing capability and/or storage capability. Processing capability can be provided by one or more processors that can execute data in the form of computer-readable instructions to provide a functionality. Data, such as computer-readable instructions and/or user-related data, can be stored on storage, such as storage that can be internal or external to the device. The storage can include any one or more of volatile or non-volatile memory, hard drives, flash storage devices, and/or optical storage devices (e.g., CDs, DVDs etc.), remote storage (e.g., cloud-based storage), among others. As used herein, the term “computer-readable media” can include signals. In contrast, the term “computer-readable storage media” excludes signals. Computer-readable storage media includes “computer-readable storage devices.” Examples of computer-readable storage devices include volatile storage media, such as RAM, and non-volatile storage media, such as hard drives, optical discs, and flash memory, among others.
As mentioned above, device configuration 1202(2) can be thought of as a system on a chip (SOC) type design. In such a case, functionality provided by the device can be integrated on a single SOC or multiple coupled SOCs. One or more processors 1212 can be configured to coordinate with shared resources 1214, such as storage/memory 1210, etc., and/or one or more dedicated resources 1216, such as hardware blocks configured to perform certain specific functionality. Thus, the term “processor” as used herein can also refer to central processing units (CPUs), graphical processing units (GPUs), field programable gate arrays (FPGAs), controllers, microcontrollers, processor cores, and/or other types of processing devices.
Generally, any of the functions described herein can be implemented using software, firmware, hardware (e.g., fixed-logic circuitry), or a combination of these implementations. The term “component” as used herein generally represents software, firmware, hardware, whole devices or networks, or a combination thereof. In the case of a software implementation, for instance, these may represent program code that performs specified tasks when executed on a processor (e.g., CPU or CPUs). The program code can be stored in one or more computer-readable memory devices, such as computer-readable storage media. The features and techniques of the component are platform-independent, meaning that they may be implemented on a variety of commercial computing platforms having a variety of processing configurations.
In this case the servo motor 146 is a modified version of a commercially available servo motor (Hitech HS-7115TH). The modification can provide control over: (1) torque and speed, (2) back-drivability, and (3) real-time position feedback. To achieve this functionality, the original control circuit can be removed and replaced with custom driver electronics and software running on the Teensy controller. The implemented PID loop can have time-based protection mechanisms to prevent overpowering the servo motor 146. Reading the absolute position of the potentiometer 1308, the frontend software is always up to date about the current position of the engagement assembly—even when the motor is turned off. This helps in making the right actions, for example to detect if the user is holding the engagement assembly or not. While a specific servo motor implementation is described here, other servo motor implementations are contemplated. For instance, stronger servo motors and/or servo motors having a quicker response time may be employed.
With this functionality, the device's engagement assembly can be controlled in a way that it gets to the user's hand with the right speed, exerts the right (scaled) force, and can be switched off anytime to enable passive rotation of the handle and prevent breakage.
The device's control board can be built around the Teensy 3.6 microcontroller 1302 that interfaces to a custom I/O daughterboard 1314. This daughterboard 1314 contains the servo motor driver and VCA PWM circuits, the inertial sensor (e.g., IMU 1306) to detect hand motions, the BLE chip (Nordic nrf52832) 1304 for wireless communication, and operational amplifiers to process the analog strain gauge full bridge output and the position from the servo's potentiometer encoder. The device can utilize the microcontroller's inbuilt capacitive sensing functionality to sense the conductive coating capacitance (e.g., touch sensor electrode 130) of the engagement assembly's inside electrodes in active loading mode to detect touch events. (See
Some software implementations can employ a 2019 version of unity game engine 1310 as the software platform. The software can run on a tethered device, such as an Alienware 15 R3 laptop, equipped with a Vive Pro VR system. Unity game engine 1310 can maintain a representation of all the virtual objects in the interaction space every frame (90 Hz frames per second), as well as the location and orientation of the user's head and the location tracker attached to user's palm. A spherical ‘trigger volume’ can be defined around the device 110. Every virtual object that penetrates this volume is an object that might be touched, so the engagement assembly can be rotated to an angle closer to the palm. Once an object reaches the hand, commands can be transmitted to the microcontroller 1302 to rotate the engagement assembly accordingly, to simulate the haptic sensation of touch.
Other implementations of device 110 can be standalone units (e.g., fully untethered). Such implementations can employ either 6-DOF inside-out tracking or fully integrate a tracker that integrates a VIVE lighthouse system or the like.
In act 1404, the method can receive information about a hand of a user. The information can include a location, posture, and/or velocity, among other information of the user's hand.
In act 1406, the method can predict whether the user's hand will engage the virtual object. For instance, the prediction can involve predicting an engagement location where the hand and the virtual object will come together at a particular time.
In act 1408, the method can begin to move a deployable controller from a stowed orientation toward the user's hand before the predicted engagement.
In act 1410, the method can cause the deployable controller to contact the user's hand to simulate both a feel of the virtual object and a force imparted by the virtual object on the user's hand.
In act 1412, the method can move the deployable controller away from the user's hand when the user disengages (e.g., stops engaging) from the virtual object.
Thus, the method can provide a deployable controller that dynamically appears and vanishes in the user's palm, enabling fast switching between haptic feedback-supplemented interaction with virtual content and free-hand interactions with physical objects in the real world. This capability of fast switching makes the deployable controller especially suitable in AR scenarios, where users may frequently switch between virtual and physical tool use.
Various examples are described above. Additional examples are described below. One example includes a device comprising a base assembly configured to ground the device to a non-hand body part of a user, an engagement assembly 116 configured to receive tactile input from a hand of the user or to deliver tactile output to the hand of the user, and a deployment assembly 114 extending from the base assembly to the engagement assembly and configured to deploy the engagement assembly from a storage orientation proximate to the base assembly to a deployed orientation proximate to the hand of the user.
Another example can include any of the above and/or below examples where the base assembly is configured to be secured to the non-hand body part comprising a forearm of the user or an upper arm of the user.
Another example can include any of the above and/or below examples where the engagement assembly is configured to receive tactile input from the hand of the user and to deliver tactile output to the hand of the user.
Another example can include any of the above and/or below examples where the tactile output comprises imparting a force on the hand of the user.
Another example can include any of the above and/or below examples where the deployment assembly is configured to create the force from the non-hand body part to the hand.
Another example can include any of the above and/or below examples where the deployment assembly comprises a single axis powered hinge.
Another example can include any of the above and/or below examples where the deployment assembly comprises a multi-axis powered hinge.
Another example can include any of the above and/or below examples where the device further comprises sensors configured to detect a user deployment gesture.
Another example can include any of the above and/or below examples where the sensors are positioned in both the engagement assembly and the base assembly.
Another example can include any of the above and/or below examples where the user deployment gesture comprises a wrist-flip motion.
Another example can include any of the above and/or below examples where the device further comprises a controller 142, and wherein the controller is configured to utilize virtual reality data as input data for controlling the deployment assembly to deploy or store the engagement assembly.
Another example can include any of the above and/or below examples where the controller is configured to automatically cause the deployment assembly to deploy the engagement assembly at a rotational rate and time to engage the hand of the user to mimic the user catching a virtual object.
Another example can include any of the above and/or below examples where the controller is configured to automatically cause the deployment assembly to force the engagement assembly toward a palm of the hand of the user to mimic a velocity and force of the virtual object.
Another example can include any of the above and/or below examples where the controller is further configured to automatically cause the deployment assembly to move away from the user's hand when the user's hand stops engaging the virtual object.
Another example can include any of the above and/or below examples where the engagement assembly is removably secured to the deployment assembly and wherein the user can interchange between the engagement assembly and another engagement assembly.
Another example can include any of the above and/or below examples where the device further comprises a storage mechanism for either of the engagement assembly and the another engagement assembly that is not secured to the deployment assembly.
Another example includes a device comprising a base assembly configured to ground the device to a non-hand body part of a user, an engagement assembly configured to receive tactile input from a hand of the user or to deliver tactile output to the hand of the user, a deployment assembly extending from the base assembly to the engagement assembly and configured to deploy the engagement assembly from a storage orientation proximate to the base assembly to a deployed orientation proximate to the hand of the user, positional sensors configured to sense 3D location data of the device, and a controller configured to receive virtual 3D location data relating to a virtual object and to control the deployment assembly to cause deployment of the engagement assembly based at least in part upon the 3D location data of the device and the virtual 3D location data of the virtual object.
Another example can include any of the above and/or below examples where the positional sensors are 6-degree of freedom sensors configured to sense x, y, and z coordinates as well as roll, pitch, and yaw of the device.
Another example includes a device comprising a base assembly configured to ground the device to a forearm of a user, an engagement assembly configured to deliver tactile output as a force to a hand of the user, and a deployment assembly extending from the base assembly to the engagement assembly and configured to pivotally deploy the engagement assembly from a storage orientation proximate to the base assembly to a deployed orientation proximate to the hand of the user and to generate the force against the hand of the user.
Another example can include any of the above and/or below examples where the deployment assembly comprises a powered single axis hinge or a powered multi-axis hinge.
Another example can include any of the above and/or below examples where the deployment assembly is configured to deploy the engagement assembly along a path that approximates an arc or wherein the deployment assembly is configured to deploy the engagement assembly along a complex path.
Although the subject matter has been described in language specific to structural features and/or methodological acts, the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are presented as example forms of implementing the claims, and other features and acts that would be recognized by one skilled in the art are intended to be within the scope of the claims.
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