IP Library Granted Patent US 12,296,261
Granted Patent B2
US 12,296,261 · App. 18/045,777 · Granted May 13, 2025

Customizable virtual reality scenes using eye tracking

Inventor: Sepideh Karimi (San Mateo, CA)
Assignee: Sony Interactive Entertainment Inc.
A63F13/52A63F13/212A63F13/533G06F3/013A63F2300/1012A63F2300/308A63F2300/66A63F2300/8082
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Quick Facts
Patent No.
US 12,296,261
App. No.
18/045,777
Filed
Oct 11, 2022
Granted
May 13, 2025
Kind
B2
Art Unit
3715
USPC
463/31
Abstract

Eye tracking of the wearer of a virtual reality headset is used to customize/personalize VR video. Based on eye tracking, the VR scene may present different types of trees for different types of gaze directions. As another example, based on gaze direction, a VR scene can be augmented with additional objects based on gaze direction at a particular related object. A friend's gaze-dependent personalization may be imported into the wearer's system to increase companionship and user engagement. Customized options can be recorded and sold to other players.

Claims (37)

1. A method, comprising:

receiving, by a computing device of a first user, gaze-dependent personalization data of a different, second user, the gaze-dependent personalization data identifying one or more respective personalized appearance characteristics that (i) the second user has associated with particular types of virtual objects, and (ii) are to be used to alter an appearance of virtual objects of a particular type within a computer simulation when users look at the virtual objects;

associating, by the computing device of the first user, the gaze-dependent personalized data of the second user with the first user;

identifying by the computing device of the first user, a gaze direction of the first user within the computer simulation;

determining, by the computing device of the first user and based on the gaze direction of the first user within the computer simulation, that the first user is looking at a particular virtual object of the particular type within the computer simulation; and

based at least in part on determining that the first user is looking at the particular virtual object of the particular type within the computer simulation, altering by the computing device of the first user, an appearance of the particular virtual object of the particular type within the computer simulation for the first user using the gaze-dependent personalization data of the second user.

2. The method of claim 1 , wherein the gaze-dependent personalization data of the second user is received in response to the first user requesting gaze-dependent personalization data from users that are characterized as friends of the first user.

3. The method of claim 1 , wherein the personalized appearance characteristics include characteristics that are associated with peril, humor, or visibility of the particular types of virtual objects.

4. The method of claim 1 , wherein the gaze-dependent personalization data of the second user is associated with the first user in response to the first user accepting the gaze-dependent personalization data.

5. The method of claim 1 , wherein the gaze direction of the first user is detected using one or more cameras of a virtual reality or augmented reality headset that is worn by the first user.

6. The method of claim 1 , wherein the gaze-dependent personalization data of the second user with the first user in response to determining that the particular virtual object is to be visualized within the computer simulation.

7. The method of claim 1 , wherein the computing device of the first user comprise a gaming console of the first user, and wherein the gaze-dependent personalization data is generated through one or more interactions between the second user and a different gaming console.

8. One or more non-transitory computer-readable media that store instructions which, when executed by one or more computer processors, cause the one or more computer processors to perform operations comprising:

receiving, by a computing device of a first user, gaze-dependent personalization data of a different, second user, the gaze-dependent personalization data identifying one or more respective personalized appearance characteristics that (i) the second user has associated with particular types of virtual objects, and (ii) are to be used to alter an appearance of virtual objects of a particular type within a computer simulation when users look at the virtual objects;

associating, by the computing device of the first user, the gaze-dependent personalized data of the second user with the first user;

identifying, by the computing device of the first user, a gaze direction of the first user within the computer simulation;

determining, by the computing device of the first user and based on the gaze direction of the first user within the computer simulation, that the first user is looking at a particular virtual object of the particular type within the computer simulation; and

based at least in part on determining that the first user is looking at the particular virtual object of the particular type within the computer simulation, altering, by the computing device of the first user, an appearance of the particular virtual object of the particular type within the computer simulation for the first user using the gaze-dependent personalization data of the second user.

9. The media of claim 8 , wherein the gaze-dependent personalization data of the second user is received in response to the first user requesting gaze-dependent personalization data from users that are characterized as friends of the first user.

10. The media of claim 8 , wherein the personalized appearance characteristics include characteristics that are associated with peril, humor, or visibility of the particular types of virtual objects.

11. The media of claim 8 , wherein the gaze-dependent personalization data of the second user is associated with the first user in response to the first user accepting the gaze-dependent personalization data.

12. The media of claim 8 , wherein the gaze direction of the first user is detected using one or more cameras of a virtual reality or augmented reality headset that is worn by the first user.

13. The media of claim 8 , wherein the gaze-dependent personalization data of the second user with the first user in response to determining that the particular virtual object is to be visualized within the computer simulation.

14. The media of claim 8 , wherein the computing device of the first user comprise a gaming console of the first user, and wherein the gaze-dependent personalization data is generated through one or more interactions between the second user and a different gaming console.

15. A system comprising:

one or more computer processors, and

one or more non-transitory computer-readable media that store instructions which, when executed by the one or more computer processors, cause the one or more computer processors to perform operations comprising:

receiving, by a computing device of a first user, gaze-dependent personalization data of a different, second user, the gaze-dependent personalization data identifying one or more respective personalized appearance characteristics that (i) the second user has associated with particular types of virtual objects, and (ii) are to be used to alter an appearance of virtual objects of a particular type within a computer simulation when users look at the virtual objects;

associating, by the computing device of the first user, the gaze-dependent personalized data of the second user with the first user;

identifying, by the computing device of the first user, a gaze direction of the first user within the computer simulation;

determining, by the computing device of the first user and based on the gaze direction of the first user within the computer simulation, that the first user is looking at a particular virtual object of the particular type within the computer simulation; and

based at least in part on determining that the first user is looking at the particular virtual object of the particular type within the computer simulation, altering, by the computing device of the first user, an appearance of the particular virtual object of the particular type within the computer simulation for the first user using the gaze-dependent personalization data of the second user.

16. The system of claim 15 , wherein the gaze-dependent personalization data of the second user is received in response to the first user requesting gaze-dependent personalization data from users that are characterized as friends of the first user.

17. The system of claim 15 , wherein the personalized appearance characteristics include characteristics that are associated with peril, humor, or visibility of the particular types of virtual objects.

18. The system of claim 15 , wherein the gaze-dependent personalization data of the second user is associated with the first user in response to the first user accepting the gaze-dependent personalization data.

19. The system of claim 15 , wherein the gaze direction of the first user is detected using one or more cameras of a virtual reality or augmented reality headset that is worn by the first user.

20. The system of claim 15 , wherein the gaze-dependent personalization data of the second user with the first user in response to determining that the particular virtual object is to be visualized within the computer simulation.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 17, 2022
From: KARIMI, SEPIDEH
To: SONY INTERACTIVE ENTERTAINMENT INC.
Reel/Frame 061439/0550 →
Continuity (1)
Related Publication 20240115942A1 · Apr 11, 2024
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