IP Library Granted Patent US 11,995,233
Granted Patent B2
US 11,995,233 · App. 17/507,680 · Granted May 28, 2024

Biometric feedback captured during viewing of displayed content

Inventor: Yiwei Yang (San Mateo, CA)
Assignee: Sony Interactive Entertainment LLC
G06F3/015A63F13/213A63F13/537A63F13/55G06F3/013G06F3/017G06F3/0482G06F3/04845A63F2300/8082
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Quick Facts
Patent No.
US 11,995,233
App. No.
17/507,680
Granted
May 28, 2024
Kind
B2
Abstract

A method is provided, including: rendering a view of a virtual environment through a virtual reality (VR) headset; detecting a gaze direction of a user that wears the VR headset; detecting a gaze focus depth of the user that wears the VR headset; detecting an electroencephalography (EEG) signal of the user that wears the VR headset; using the gaze direction and gaze focus depth of the user to identify a virtual object in the virtual environment as being actively viewed by the user; using the EEG signal to determine a concentration of the user upon the identified virtual object; responsive to determining the concentration of the user upon the identified virtual object, then rendering a graphical indicator applied to the virtual object in the view of the virtual environment.

Claims (28)

1. A method, comprising:

rendering a view of a virtual environment through a virtual reality (VR) headset;

using a camera in the VR headset to detect a gaze direction and a gaze focus depth of a user that wears the VR headset;

using an EEG sensor in the VR headset to detect an electroencephalography (EEG) signal of the user that wears the VR headset;

using the gaze direction and gaze focus depth of the user to identify a virtual object in the virtual environment as being actively viewed by the user;

using the EEG signal to determine a concentration of the user upon the identified virtual object;

responsive to determining the concentration of the user upon the identified virtual object, then rendering a graphical indicator applied to the virtual object in the view of the virtual environments;

receiving controller input from a controller device held by the user, and, further responsive to determining the concentration of the user upon the identified virtual object, then applying said controller input to effect a movement of the identified virtual object in the virtual environment.

2. The method of claim 1 , wherein using the EEG signal to determine the concentration of the user includes applying a trained machine learning model to recognize the EEG signal, the trained machine learning model being trained using prior EEG signal data of the user.

3. The method of claim 1 , wherein the graphical indicator is configured to indicate selection of the identified virtual object.

4. The method of claim 1 , wherein the graphical indicator is configured to include a menu of options to be applied to the virtual object.

5. The method of claim 1 , further comprising:

receiving gesture input of the user, and applying said gesture input to effect a change in the virtual object.

6. The method of claim 1 , wherein the virtual environment is a virtual environment of a video game, and wherein the virtual object is a virtual object of the video game.

7. A non-transitory computer readable medium having program instructions embodied thereon that, when executed by at least one computing device, cause said at least one computing device to perform a method, said method comprising:

rendering a view of a virtual environment through a virtual reality (VR) headset;

using a camera in the VR headset to detect a gaze direction and a gaze focus depth of a user that wears the VR headset;

using an EEG sensor in the VR headset to detect an electroencephalography (EEG) signal of the user that wears the VR headset;

using the gaze direction and gaze focus depth of the user to identify a virtual object in the virtual environment as being actively viewed by the user;

using the EEG signal to determine a concentration of the user upon the identified virtual object;

responsive to determining the concentration of the user upon the identified virtual object, then rendering a graphical indicator applied to the virtual object in the view of the virtual environment;

receiving controller input from a controller device held by the user, and, further responsive to determining the concentration of the user upon the identified virtual object, then applying said controller input to effect a movement of the identified virtual object in the virtual environment.

8. The non-transitory computer readable medium of claim 7 , wherein using the EEG signal to determine the concentration of the user includes applying a trained machine learning model to recognize the EEG signal, the trained machine learning model being trained using prior EEG signal data of the user.

9. The non-transitory computer readable medium of claim 7 , wherein the graphical indicator is configured to indicate selection of the identified virtual object.

10. The non-transitory computer readable medium of claim 7 , wherein the graphical indicator is configured to include a menu of options to be applied to the virtual object.

11. The non-transitory computer readable medium of claim 7 , wherein said method further comprising:

receiving gesture input of the user, and applying said gesture input to effect a change in the virtual object.

12. The non-transitory computer readable medium of claim 7 , wherein the virtual environment is a virtual environment of a video game, and wherein the virtual object is a virtual object of the video game.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 21, 2021
From: YANG, YIWEI
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 057871/0281 →
Continuity (1)
Related Publication 20230129718A1 · Apr 27, 2023
Cited By (1)
US 12,236,014