IP Library Granted Patent US 11,213,733
Granted Patent B1
US 11,213,733 · App. 17/201,734 · Granted Jan 4, 2022

Surface interactions in a virtual reality (VR) environment

Inventors: Jeffrey W. Morin (Exeter, NH); Andrew J. Rollins (Rowley, MA); Rafael E. Alam (Hampton, NH); Gabriel LaForge (Nashua, NH)
Assignee: Liteboxer Technologies, Inc.
A63B69/32A63B24/0087A63F13/212A63F13/428G02B27/017G06T19/006A63B2024/0096
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Quick Facts
Patent No.
US 11,213,733
App. No.
17/201,734
Granted
Jan 4, 2022
Kind
B1
Abstract

A virtual reality (VR) system comprising a head-mounted display (HMD) and handheld controller set is enhanced to provide a more realistic end user VR experience, e.g., for generalized surface interactions in the VR environment. The techniques herein leverage controller-less calibration with any type of surface, followed by surface interactions in the VR environment. An example use case is an interactive fitness training session.

Claims (12)

1. A method of spatially projecting a real-world object into a three-dimensional (3D) virtual space rendered in a virtual reality (VR) head-mounted display (HMD), comprising:

identifying an endpoint position of a user's appendage with respect to a reference frame in a 3D virtual environment, wherein the endpoint position is identified without a physical controller;

mapping given points of a surface of the real-world object surface to points in the reference frame of the VR environment, the given points comprising a surface of the real-world object;

projecting the surface into the 3D virtual space rendered by the VR HMD;

projecting onto the surface a set of visual cues, wherein position and timing of the visual cues projected onto the surface define a timed-interactivity of the user's appendage with respect to the surface;

tracking a user's simulated interaction with the real-world object responsive to interaction between the endpoint position of the user's appendage and the projected surface as the visual cues are projected.

2. The method as described in claim 1 wherein the real-world object surface is a strike pad, and the visual cues are strike pad targeting cues.

3. The method as described in claim 1 wherein the real-world object surface is a wall.

4. The method as described in claim 1 wherein the visual cues comprise a representation of an action figure rendered in the VR environment.

5. The method as described in claim 4 wherein the user's simulated interaction is a fight between the user and the action figure rendered in the VR environment.

6. The method as described in claim 1 further including projecting onto the surface a video feed that depicts a human being.

7. The method as described in claim 1 further including providing sensory feedback to the user based in part on the interaction.

Assignments (1)
NUNC PRO TUNC ASSIGNMENT Recorded Nov 15, 2021
From: MORIN, JEFFREY W.; ROLLINS, ANDREW J.; ALAM, RAFI; LAFORGE, GABRIEL
To: LITEBOXER TECHNOLOGIES, INC.
Reel/Frame 058108/0195 →
Continuity (1)
Provisional Application 63110118 · Nov 5, 2020
Cited By (2)
US 12,420,160 US 12,661,594