The present disclosure relates generally to user interfaces and in particular to Virtual Reality (VR) or Augmented Reality (AR) user interfaces allowing with multi-viewing capabilities.
This section is intended to introduce the reader to various aspects of art, which may be related to various aspects of the present disclosure that are described and/or claimed below. This discussion is believed to be helpful in providing the reader with background information to facilitate a better understanding of the various aspects of the present disclosure. Accordingly, it should be understood that these statements are to be read in this light, and not as admissions of prior art.
In recent years, immersive experiences created by Virtual Reality (VR) and Augmented Reality (AR) devices have become the subject of increased attention. This is because VR/AR can be used practically in every field to perform various functions including testing, entertaining, training, and teaching. For example, engineers and architects can use VR/AR in modelling of new designs. Doctors can use VR/AR technologies to practice and perfect difficult operations ahead of time and military experts can develop strategies by simulating battlefield operations. VR/AR is also used extensively in the gaming and entertainment industries to provide interactive experiences and enhance audience enjoyment. VR/AR enables the creation of a simulated environment that feels real and can accurately duplicate experiences in real or imaginary worlds.
While VR/AR offers unique experiences, most of the usages provide for single and solitary experiences. This drawback gives such experiences an antisocial aspect, and could stigmatize the technology. In addition, in cases that require an observer to assist the user of the VR/AR system such as during training exercises, the inability to share experiences provide challenges. Consequently, multiplayer and multi-shared environments are desirable that can embrace a more social VR/AR world.
A system, user interface, and method is provided for sending input regarding movement of a housing worn by a user as registered by a sensor to a controller. An interior first display and an exterior second display are provided and disposed such that said first display is only viewable by a user. The second display is viewable by at least one other observer that is not the user. In some embodiments the second display is not viewable by the user. In some embodiments a sensor is provided for registering a movement corresponding to the first display. At least one controller is configured for receiving input from the sensor, and providing images to the first display and the second display at least partially based on the input, wherein the input is representative of the movement of at least one of the user, the first display and the second display.
Additional features and advantages are realized through similar techniques and other embodiments and aspects are described in detail herein and are considered a part of the claimed embodiments. For a better understanding of the embodiments with advantages and features, refer to the description and to the drawings.
The present disclosure will be better understood and illustrated by means of the following embodiment and execution examples, in no way limitative, with reference to the appended figures on which:
Wherever possible, the same reference numerals will be used throughout the figures to refer to the same or like parts.
It is to be understood that the figures and descriptions of the present embodiments have been simplified to illustrate elements that are relevant for a clear understanding of the present embodiments, while eliminating, for purposes of clarity, many other elements found in typical digital multimedia content delivery methods and systems. However, because such elements are well known in the art, a detailed discussion of such elements is not provided herein. The disclosure herein is directed to all such variations and modifications known to those skilled in the art.
Various types of systems may be used to perform functions of an immersive display device, for rendering an immersive video or an interactive immersive experience (e.g., a VR game). Embodiments of a system, for processing augmented reality (AR) or virtual reality (VR) content are illustrated in
The processing device may also include a communication interface (e.g., 600) with a wide access network such as internet and access content located on a cloud, directly or through a network device such as a home or a local gateway. The processing device may also access a local storage device (not shown) through an interface such as a local access network interface (not shown), for example an Ethernet type interface. In an embodiment, the processing device may be provided in a computer system having one or more processing units. In another embodiment, the processing device may be provided in a smartphone which can be connected by a wired link or a wireless link to the video to change the mapping into a format more suitable for encoding. Depending on the acquired video data representation, the pre-processing module 300 may perform a mapping space change. After being encoded, the data, which may be encoded immersive video data, or 3D CGI encoded data for instance, are sent to a network interface 500, which may be typically implemented in any network interface, for instance present in a gateway. The data are then transmitted through a communication network, such as internet but any other network may be foreseen. Then the data are received via network interface 600. Network interface 600 may be implemented in a gateway, in a television, in a set-top box, in a head mounted display device, in an immersive (projective) wall or in any immersive video rendering device. After reception, the data are sent to a decoding device 700. Decoded data are then processed by a player 800. Player 800 prepares the data for the rendering device 900 and may receive external data from sensors or users input data. More precisely, the player 800 prepares the part of the video content that is going to be displayed by the rendering device 900. The decoding device 700 and the player 800 may be integrated in a single device (e.g., a smartphone, a game console, a STB, a tablet, a computer, etc.). In another embodiment, the player 800 may be integrated in the rendering device 900.
An “immersive content” often refers to a video or other streamed content or images, commonly encoded as a rectangular frame that is a two-dimension array of pixels (i.e., element of color information) like a “regular” video or other form of image content. In many implementations, the following processes may be performed for presentation of that immersive content. To be rendered, the two-dimensional frame is, first, mapped on the inner face of a convex volume, also referred to as mapping surface (e.g. a sphere, a cube, a pyramid), and, second, a part of this volume is captured by a virtual camera. Images captured by the virtual camera are displayed by the screen of the immersive display device. In some embodiments, stereoscopic video is provided and decoding results in one or two rectangular frames, which can be projected onto two mapping surfaces, one for each of the user's eyes, a portion of which are captured by two virtual cameras according to the characteristics of the display device.
Pixels in the content appear to the virtual camera(s) according to a mapping function from the frame. The mapping function depends on the geometry of the mapping surface. For a same mapping surface (e.g., a cube), various mapping functions are possible. For example, the faces of a cube may be structured according to different layouts within the frame surface. A sphere may be mapped according to an equirectangular projection or to a gnomonic projection for example. The organization of pixels resulting from the selected projection function may modify or break line continuities, orthonormal local frame, pixel densities and may introduce periodicity in time and space. These are typical features that are used to encode and decode videos. Typically, today, there is a lack of taking specificities of immersive videos into account in encoding and decoding methods. Indeed, as immersive videos are 360° videos, a panning, for example, introduces motion and discontinuities that require a large amount of data to be encoded while the content of the scene does not change. Taking immersive videos specificities into account while encoding and decoding video frames would bring valuable advantages to the state-of-art methods.
In another embodiment, the system includes an auxiliary device which communicates with the immersive video rendering device and with the processing device. In such an embodiment, the auxiliary device may perform at least one of the processing functions. The immersive video rendering device may include one or more displays. The device may employ optics such as lenses in front of each display. The display may also be a part of the immersive display device such as for example in the case of smartphones or tablets. In another embodiment, displays and optics may be embedded in a helmet, in glasses, or in a wearable visor. The immersive video rendering device may also include one or more sensors, as described later, for use in the rendering. The immersive video rendering device may also include interfaces or connectors. It may include one or more wireless modules in order to communicate with sensors, processing functions, handheld or devices or sensors related to other body parts.
When the processing functions are performed by the immersive video rendering device, the immersive video rendering device can be provided with an interface to a network directly or through a gateway to receive and/or transmit content.
The immersive video rendering device may also include processing functions executed by one or more processors and configured to decode content or to process content. By processing content here, it is understood functions for preparing content for display. This may include, for instance, decoding content, merging content before displaying it and modifying the content according to the display device.
One function of an immersive content rendering device is to control a virtual camera which captures at least a part of the content structured as a virtual volume. The system may include one or more pose tracking sensors which totally or partially track the user's pose, for example, the pose of the user's head, in order to process the pose of the virtual camera. One or more positioning sensors may be provided to track the displacement of the user. The system may also include other sensors related to the environment for example to measure lighting, temperature or sound conditions. Such sensors may also be related to the body of a user, for instance, to detect or measure sweating or heart rate. Information acquired through these sensors may be used to process the content. The system may also include user input devices (e.g. a mouse, a keyboard, a remote control, a joystick). Information from user input devices may be used to process the content, manage user interfaces or to control the pose of the virtual camera (or an actual camera). Sensors and user input devices communicate with the processing device and/or with the immersive rendering device through wired or wireless communication interfaces.
An embodiment of the immersive video rendering device 10, will be described in more detail with reference to
Memory 105 includes parameters and code program instructions for the processor 104. Memory 105 may also include parameters received from the sensor(s) 20 and user input device(s) 30. Communication interface 106 enables the immersive video rendering device to communicate with the computer 40
Embodiments of a first type of system for displaying augmented reality, virtual reality, augmented reality (also mixed reality) or any content from augmented reality to virtual reality will be described with reference to
The game console 60 is connected to internet, either directly or through a gateway or network interface 50. The game console 60 obtains the data representative of the immersive video from the internet. In another embodiment, the game console 60 obtains the rendering device 10. Processing may be carried out exclusively by the computer 40 or part of the processing may be carried out by the computer and part by the immersive video rendering device 10. The computer 40 is connected to internet, either directly or through a gateway or network interface 50. The computer 40 receives data representative of an immersive video from the internet, processes these data (for example. decode the data and may prepare the part of the video content that is going to be displayed by the immersive video rendering device 10) and sends the processed data to the immersive video rendering device 10 for display. In another embodiment, the system may also include local storage (not represented) where the data representative of an immersive video are stored, said local storage may be on the computer 40 or on a local server accessible through a local area network for instance (not represented).
An embodiment of immersive video rendering device 80 is illustrated in
Embodiments of a second type of system, for processing augmented reality, virtual reality, or augmented virtuality content are illustrated in
This system may also include one or more sensors 2000 and one or more user input devices 3000. The immersive wall 1000 may be an OLED or LCD type, or a projection display, and may be equipped with one or more cameras (not shown). The immersive wall 1000 may process data received from the more or more sensors 2000. The data received from the sensor(s) 2000 may, for example, be related to lighting conditions, temperature, environment of the user, e.g., the position of objects, and the position of a user. In some cases, the imagery presented by immersive wall 1000 may be dependent upon the position of a user, for example to adjust the parallax in the presentation.
The immersive wall 1000 may also process data received from the one or more user input devices 3000. The user input device(s) 3000 may send data such as haptic signals in order to give feedback on the user emotions. Examples of user input devices 3000 include for example handheld devices such as smartphones, remote controls, and devices with gyroscope functions.
Data may also be transmitted from sensor(s) 2000 and user input device(s) 3000 data to the computer 4000. The computer 4000 may process the video data (e.g. decoding them and preparing them for display) according to the data received from these sensors/user input devices. The sensors signals may be received through a communication interface of the immersive wall. This communication interface may be of Bluetooth type, of WIFI type or any other type of connection, preferentially wireless but may also be a wired connection.
Computer 4000 sends the processed data and, optionally, control commands to the immersive wall 1000. The computer 4000 is configured to process the data, for example prepare the data for display by the immersive wall 1000. Processing may be done exclusively by the computer 4000 or part of the processing may be done by the computer 4000 and part by the immersive wall 1000.
The immersive wall 6000 receives immersive video data from the internet through a gateway 5000 or directly from internet. In another embodiment, the immersive video data are obtained by the immersive wall 6000 from a local storage (not represented) where the data representative of an immersive video are stored, said local storage may be in the immersive wall 6000 or in a local server accessible through a local area network for instance (not represented).
This system may also include one or more sensors 2000 and one or more user input devices 3000.The immersive wall 6000 may be of OLED or LCD type and be equipped with one or more cameras. The immersive wall 6000 may process data received from the sensor(s) 2000 (or the plurality of sensors 2000). The data received from the sensor(s) 2000 may for example be related to lighting conditions, temperature, environment of the user, such as position of objects.
The immersive wall 6000 may also process data received from the user input device(s) 3000. The user input device(s) 3000 send data such as haptic signals in order to give feedback on the user emotions. Examples of user input devices 3000 include for example handheld devices such as smartphones, remote controls, and devices with gyroscope functions.
The immersive wall 6000 may process the video data (e.g. decoding them and preparing them for display) according to the data received from these sensor(s)/user input device(s). The sensor signals may be received through a communication interface of the immersive wall. This communication interface may include a Bluetooth® type, a WIFI type or any other type of wireless connection, or any type of wired connection. The immersive wall 6000 may include at least one communication interface to communicate with the sensor(s) and with the internet.
Gaming console 7000 sends instructions and user input parameters to the immersive wall 6000. Immersive wall 6000 processes the immersive video content, for example, according to input data received from sensor(s) 2000 and user input device(s) 3000 and gaming console(s) 7000 in order to prepare the content for display. The immersive wall 6000 may also include internal memory to store the content to be displayed.
In a VR or AR environment, there is content surrounding the user wearing a head-mounted display. However, at the same time, it is very easy for the user to miss interesting or exciting events if the user is looking in the wrong direction. This problem also exists when the user is viewing 360° video content on a TV or screen-based computing device. It is desired to provide a user a physical remote to pan the view space by varying degrees so that content corresponding to different angles can be provided. Since most prior art cannot provide such content, an issue arises in a number of applications. In addition, even when content can be provided accordingly, it will be desirable to bring attention of the user to crucial information that the user may miss due to inattention.
In one example, a scenario can be imagined when parents and children are the users of the AR/VR systems. Many parents cannot appreciate what the child is viewing or experiencing when using most VR/AR user interfaces, including head mounted displays (hereinafter HMDs). In such an example, a children's program may have ended and segued into a scary program that is not age appropriate. In one embodiment as provided in
It should be noted that while HMDs are used as way of example in the present description, all VR/AR user interfaces can be used with the present embodiments and HMDs are used only to ease understanding as can be appreciated by those skilled in the art.
In many conventional AR/VR systems the user wears an HMD and there is a remote display for use by other than the user. The remote display is typically static and the user is typically moving, it becomes difficult to correlate what the user is doing with what is on the screen, due to the divided spatial relationship. Therefore, in one embodiment, by attaching an external display to the HMD, the presentation of video to the user can be mirrored to an outside surface of the HDM for intuitive observation of the user's experience. In some embodiments, the image on the outside can differ from the image on the inside, e.g., to better map to field of view included in the image to the shape and size of the exterior display, or to enlarge the central region of the interior image to better indicate on the exterior display what the user is paying attention to. The addition of an exterior mounted display on an HMD allows an observer to see what is going on in the virtual world that the user is experiencing, with an intuitive presentation corresponding to what the user is seeing. The video on the external facing display can further be annotated or augmented with information that may not be available to the user wearing the HMD, for example, indications of heart rate or estimates of cumulative stress on the user, or hints about points of interest not immediately in view (which can induce the observer to communicate these hints to the user wearing the HMD, thereby extending the interactive experience to the observer and making the experience more social).
The image shown on the interior display may be mirrored when shown on the exterior display. This can be either the same image shown as a mirror image, or a separate image that is a mirror image of the original. To be clear, by “mirror image” is meant an image that is flipped left-to-right. In a mirror image, any text in the original image would reads backwards in the mirror image. Text appearing in the image shown on the interior display would be reversed by such mirroring on the exterior display, so in some embodiments that separately create images for the interior and exterior displays, the rendering of text is reversed in an otherwise mirrored image so that the text appears right-reading for the observer.
The video signal to the exterior display 1315 may be identically the video signal provided to the interior display 1310, where the video signal is shown in reverse (flipped left-to-right) by the exterior display. In other embodiments, the video signal to the exterior display may be a distinct, but still corresponding, video signal. In some embodiments, this distinct video signal represents an image that is a mirror image of the image represented by the video signal provided to the interior display 1310. In still other embodiments, the distinct video signal represents an image that is a mirror image of that for the interior display, but in which text has been reversed to be right-reading in the mirror image as described above.
In one embodiment, special optics is not necessary for proper viewing of the interior facing display and not shown in the figures but if desirable such can be provided. However, many HMDs provide a Fresnel lens or other optical system to allow the user's eyes to focus on the interior facing display. For HMDs that employ light field, or holographic, or other display technologies to present an image to a user wearing the HMD, these are contemplated by this description and included in the designation herein of the interior display. Also, while no mechanisms are illustrated in the figures to secure the user interface to a user (i.e., HMD to a wearing user's head), as can be appreciated by those skilled in the art, a variety of configurations can be made to provide a secure arrangement, including but not limited to use of head bands, caps, ear hooks (as is typical for eyeglasses), counterweights, and the like, as these are quite diverse and not affected by the present embodiments. Additionally, the present embodiments includes in the notion of “being worn” that a user might just be holding the HMD to their face without addition straps or such to maintain that position (e.g., as with Google Cardboard).
In yet another embodiment, as shown in
In some embodiments, the exterior display and the structure for head mounting the exterior display may be distinct and independent of the structure used to head mount the first display. For example, a first HMD for VR use without an external screen capability can be independently provided to be worn by a user. Separately, an external screen is provided with the appropriate structure or attachments to mount the second screen to the user's head either directly or indirectly (i.e., the second screen forms a second HMD, but one that does not face the user when worn; or, the second screen with or without additional structure attaches to the first HMD, e.g., by clipping or clamping onto the first HMD, or being adhered to it). Given that the external facing display represents a mass that is added onto the HMD and might reduce comfort over long periods of use, the external facing display may be removable for those situations where an observer is not present, or is present, but doesn't need to see the user experience reflected. Further, removing the external display, or merely disabling it, can provide the advantage of reduced power consumption.
As described herein, the image provided to the external display is generally representative of what the user is seeing on the internal display. In an alternative embodiment, the image provided to the external display can be different, or be exaggerated. For example, if the user is hiding from a pirate and is behind a rock in the virtual world presented by the HMD, the user might be presented with a view of the rock on the interior display while one the external display the observer might be able to see that the pirate through the rock (as if a reflection of the user's vantage if the user had x-ray vision) or the observer might be able to see the back of the pirate, the external view calculated as if the situation were being view at some distance (e.g., 20 feet) from the user in the virtual world, but looking back toward the user in the virtual world, generally back along the line of the user's direction of gaze. Such a view for the observer can enable different kinds of interactions (e.g., He's coming around the rock! Move behind the tree on your left!”), thereby increasing the social nature of the experience.
A HMD is said to be “operably positioned” when the HMD is worn or held to the face of a user, such that the user, through the appropriate viewing optics of the HMD, is able to see and focus on the interior display of the HMD. When “operably positioned” an HMD shares the frame of reference of the user's head, that is, in contact with or otherwise holds a position relative to the user's head, where if the user's head turns, the HMD likewise turns, such that the display remains fixed with respect to the viewer's skull, give or take a bit of fixedness if the wearing or holding of the HMD is a little loose. The term “operably positioned” is helpful to describe Google Cardboard VR Viewers and the like, which are generally not strapped to a user's head and worn, but merely held is place, as are old fashioned stereopticons or the classic ViewMaster™ toy.
Additionally, audio can be provided to accompany the displayed content, for example through speakers or headphones (not shown) by a signal provided by the controller to be in synchronization with the displayed content. In some embodiments, a common audio program can be audible to both the user and the observer. In an alternative embodiment, the audio provided to the user may be through headphones or other near-field emission not audible, or otherwise not meant for the observer, while audio (which may be the same or different) is separately provided to the user, for example through a speaker audible to the observer, or through another device such as a Bluetooth® earphone or headset having wireless communication with at least one controller. In some cases, the audio presented to the user may be 3D audio (e.g., binaural, or object-based audio that renders individual sounds so as to appear positionally consistent with the visual presentation, even as the user turns). The audio presented to the observer may be independently rendered, and may even be 3D audio too, but if so, then preferably rendered apropos to the facing of the observer as may be estimated from the dominant facing of the user and a predetermined estimate of the observer distance therefrom. In another embodiment, sensors of the HMD may identify an observer's position relative to the user, and this information used to render audio for the observer accordingly.
In some embodiments (not shown), the external display provided for an observer might be atop or behind the user's head, or located elsewhere on the user, e.g., on a backpack, which may be a more convenient position for the observer, depending on the nature of user. For example, in a military or police training exercise, the observer might be a teacher following a student (the user) through a physical encounter environment that the student is exploring. It would be awkward for the observer to backpedal through the environment, particularly when the student might suddenly rush forward or extend a weapon into the space the observer occupies. In such situations, the external display for the observer might be mounted behind the user's head or on the user's back. Note that in this configuration, the image displayed for the user by the interior display could be the same as the image displayed for the observer, as the handedness is consistent for both displays, i.e., an arrow pointing leftward in the video signal would point in substantially the same direction (to the user's left) on both screens.
While some embodiments have been described, it will be understood that those skilled in the art, both now and in the future, may make various improvements and enhancements which fall within the scope of the claims which follow. These claims should be construed to maintain the proper protection for the embodiments first described.
Filing Document | Filing Date | Country | Kind |
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PCT/IB2019/000135 | 1/31/2019 | WO | 00 |
Number | Date | Country | |
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62625620 | Feb 2018 | US |