IP Library Granted Patent US 11,278,810
Granted Patent B1
US 11,278,810 · App. 17/220,689 · Granted Mar 22, 2022

Menu placement dictated by user ability and modes of feedback

Inventors: Mario M. Sarria, Jr. (San Mateo, CA); Warren Benedetto (Foothill Ranch, CA)
Assignee: Sony Interactive Entertainment Inc.
A63F13/57A63F13/53G06T3/20
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Quick Facts
Patent No.
US 11,278,810
App. No.
17/220,689
Granted
Mar 22, 2022
Kind
B1
Abstract

Methods and systems are provided for placing or moving a virtual menu (e.g., virtual object) to an adjusted virtual position within a virtual reality scene based on the ability of a user. The method includes capturing, by a computing system, head mounted display (HMD) gameplay by a user of a video game being executed on the computing system. The HMD presents virtual reality scene to the user. The method includes monitoring, by the computing system, physical actions of the user while the user is wearing the HMD and interacting with the virtual reality scene during the gameplay. The method includes identifying, by the computing system, an attempt by the user to make an input at a virtual object in the virtual reality scene based on the physical actions. The method includes generating, by the computing system, a movement of the virtual object from an initial virtual position in the virtual reality scene to an adjusted virtual position in the virtual reality scene. The movement has a virtual distance and a virtual direction that is predicted for the user based a model of interactivity of the user to enable said input with the virtual object. In this way, a virtual menu (e.g., virtual object) is dynamically placed or moved to a virtual position in the virtual reality scene that can be accessible by the user.

Claims (34)

1. A computer-implemented method, comprising:

capturing, by a computing system, head mounted display (HMD) gameplay by a user of a video game being executed on the computing system, said HMD presents virtual reality scene to the user;

monitoring, by the computing system, physical actions of the user while the user is wearing the HMD and interacting with the virtual reality scene during the gameplay;

identifying, by the computing system, an attempt by the user to make an input at a virtual object in the virtual reality scene based on the physical actions; and

generating, by the computing system, a movement of the virtual object from an initial virtual position in the virtual reality scene to an adjusted virtual position in the virtual reality scene;

wherein the movement has a virtual distance and a virtual direction that is predicted for the user based a model of interactivity of the user to enable said input with the virtual object.

2. The computer-implemented method of claim 1 , wherein the input at the virtual object provided by the user is configured to cause changes in the virtual reality scene.

3. The computer-implemented method of claim 1 , wherein the movement of the virtual object to the adjusted virtual position in the virtual reality scene is predicted to be at a virtual location that is preferred by the user.

4. The computer-implemented method of claim 1 , wherein the movement of the virtual object to the adjusted virtual position in the virtual reality scene is predicted to be at a virtual position that appears closer to the user.

5. The computer-implemented method of claim 1 , wherein the movement of the virtual object to the adjusted virtual position in the virtual reality scene is predicted to be at a virtual location that is accessible by the user.

6. The computer-implemented method of claim 1 , wherein the physical actions include voice associated with the user, eye gaze associated with the user, body movement associated with the user, gestures associated with the user, or a combination of two or more thereof.

7. The computer-implemented method of claim 1 , wherein at least one of the physical actions identifies a limited range in mobility associated with the user, said limited range in mobility causing an unsuccessful attempt by the user to make the input.

8. The computer-implemented method of claim 1 , wherein a hand of the user is represented in the virtual reality scene as a virtual hand, the virtual hand is rendered at a virtual position in the virtual reality scene based on the physical actions of the user to enable said input with the virtual object.

9. The computer-implemented method of claim 1 , wherein the virtual object returns to the initial virtual position in the virtual reality scene subsequent to the user providing input with the virtual object.

10. The computer-implemented method of claim 1 , wherein the movement of the virtual object is further based on processing on one or more feedback inputs from the user.

11. The computer-implemented method of claim 1 , wherein the movement of the virtual object is based on processing a profile of the user, the physical actions of the user, and gameplay data through the model of interactivity of the user, the model of interactivity is configured to identify features from the profile of the user, the physical actions of the user, and the gameplay data to classify attributes of the user, the attributes of the being used to predict the adjusted virtual position.

12. The computer-implemented method of claim 1 , wherein the physical actions of the user are determined based on an initial calibration, said initial calibration providing a range of mobility associated with the user.

13. The computer-implemented method of claim 1 , wherein the monitoring the physical actions of the user further includes:

monitoring body movements of the user with sensor data obtained by sensors in the HMD.

14. The computer-implemented method of claim 1 , further including:

providing haptic feedback to the user in response to the user providing input with the virtual object.

15. A non-transitory computer-readable storage medium storing a computer program, the computer-readable storage medium comprising:

program instructions for capturing head mounted display (HMD) gameplay by a user of a video game being executed on the computing system, said HMD presents virtual reality scene to the user;

program instructions for monitoring physical actions of the user while the user is wearing the HMD and interacting with the virtual reality scene during the gameplay;

program instructions for identifying an attempt by the user to make an input at a virtual object in the virtual reality scene based on the physical actions; and

program instructions for generating a movement of the virtual object from an initial virtual position in the virtual reality scene to an adjusted virtual position in the virtual reality scene;

wherein the movement has a virtual distance and a virtual direction that is predicted for the user based a model of interactivity of the user to enable said input with the virtual object.

16. The storage medium as recited in claim 15 , wherein the input at the virtual object provided by the user is configured to cause changes in the virtual reality scene.

17. The storage medium as recited in claim 15 , wherein the movement of the virtual object to the adjusted virtual position in the virtual reality scene is predicted to be at a virtual location that is accessible by the user.

18. The storage medium as recited in claim 15 , wherein at least one of the physical actions identifies a limited range in mobility associated with the user, said limited range in mobility causing an unsuccessful attempt by the user to make the input.

19. The storage medium as recited in claim 15 , wherein the movement of the virtual object is based on processing a profile of the user, the physical actions of the user, and gameplay data through the model of interactivity of the user, the model of interactivity is configured to identify features from the profile of the user, the physical actions of the user, and the gameplay data to classify attributes of the user, the attributes of the being used to predict the adjusted virtual position.

20. The storage medium as recited in claim 15 , wherein a hand of the user is represented in the virtual reality scene as a virtual hand, the virtual hand is rendered at a virtual position in the virtual reality scene based on the physical actions of the user to enable said input with the virtual object.

21. The computer-implemented method of claim 1 , wherein the HMD is an augmented reality (AR) HMD, said AR HMD presents real-world objects and the virtual object.

22. The storage medium as recited in claim 15 , wherein the HMD is an augmented reality (AR) HMD, said AR HMD presents real-world objects and the virtual object.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 1, 2021
From: SARRIA, MARIO M., JR.; BENEDETTO, WARREN M.
To: SONY INTERACTIVE ENTERTAINMENT INC.
Reel/Frame 055803/0300 →
Cited By (11)
US 12,186,656 US 12,223,563 US 12,288,282 US 12,462,502 US 12,502,609 US 12,530,844 US 12,613,609 US 12,643,046 US 12,679,492 US 12,704,936 US 12,730,508