U.S. Pat. No. 9,599,821
VIRTUAL REALITY SYSTEM ALLOWING IMMERSION IN VIRTUAL SPACE TO CONSIST WITH ACTUAL MOVEMENT IN ACTUAL SPACE
AssigneeIndividual
Issue DateAugust 8, 2014
Illustrative Figure
Abstract
A virtual reality system includes a playground defined within a real world space to have a predetermined area in which a user is movable, a head mounted device surrounds both eyes displaying an image of a virtual space formed corresponding to real objects in the playground, a sensor attached to a predetermined location in the playground, the head mounted device or body of the user sensing an actual location or motion of the user in the playground. A control unit calculates a location and direction of the user in the playground according to a signal from the sensor, and displays an image on the head mounted device of the virtual space, observed at the location and in the facing direction of the user. When the user wearing the head mounted device actually moves in the playground, a feeling of moving in the virtual space is given to the user.
Description
DESCRIPTION OF THE PREFERRED EMBODIMENT Hereinafter, preferred embodiments of the present disclosure will be described in detail with reference to the accompanying drawings. Prior to the description, it should be understood that the terms used in the specification and the appended claims should not be construed as limited to general and dictionary meanings, but interpreted based on the meanings and concepts corresponding to technical aspects of the present disclosure on the basis of the principle that the inventor is allowed to define terms appropriately for the best explanation. Therefore, the description proposed herein is just a preferable example for the purpose of illustrations only, not intended to limit the scope of the disclosure, so it should be understood that other equivalents and modifications could be made thereto without departing from the spirit and scope of the disclosure. In the related art described above, the immersion in a virtual space has not consisted with an actual movement in an actual space because a user is not able to see a real world in a state of wearing an immersive head mounted device. In other words, a human learns to set foot while sensing a real world, particularly in a visual way (more preferably, by means of a three-dimensional vision), but the head mounted device blocks the vision for the real world. Therefore, a general virtual reality system, which includes a head mounted device worn by a user so that the user may immerse in a virtual space and play a game, just allows the user to move on the spot. In the present disclosure, a user may utilize abundant virtual objects (for example, virtual enemies or virtual exhibits) provided in a virtual world while actually moving in an actual space. In order to allow the immersion in a virtual space to ...
DESCRIPTION OF THE PREFERRED EMBODIMENT
Hereinafter, preferred embodiments of the present disclosure will be described in detail with reference to the accompanying drawings.
Prior to the description, it should be understood that the terms used in the specification and the appended claims should not be construed as limited to general and dictionary meanings, but interpreted based on the meanings and concepts corresponding to technical aspects of the present disclosure on the basis of the principle that the inventor is allowed to define terms appropriately for the best explanation. Therefore, the description proposed herein is just a preferable example for the purpose of illustrations only, not intended to limit the scope of the disclosure, so it should be understood that other equivalents and modifications could be made thereto without departing from the spirit and scope of the disclosure.
In the related art described above, the immersion in a virtual space has not consisted with an actual movement in an actual space because a user is not able to see a real world in a state of wearing an immersive head mounted device. In other words, a human learns to set foot while sensing a real world, particularly in a visual way (more preferably, by means of a three-dimensional vision), but the head mounted device blocks the vision for the real world. Therefore, a general virtual reality system, which includes a head mounted device worn by a user so that the user may immerse in a virtual space and play a game, just allows the user to move on the spot.
In the present disclosure, a user may utilize abundant virtual objects (for example, virtual enemies or virtual exhibits) provided in a virtual world while actually moving in an actual space. In order to allow the immersion in a virtual space to consist with the actual movement in an actual space as described above, the virtual space displayed on a display of the head mounted device should be visually recognized by the user with the same size and visual field as the actual space. Detailed means and methods for this will be described later, and specific embodiments of the virtual reality system according to the present disclosure will be described first.
The virtual reality system of the present disclosure may be very suitably implemented as an entertainment system, without being limited thereto. Here, the ‘entertainment system’ using virtual reality in the present disclosure includes a system in which any kind of feeling perceivable by a user who is moving in a real world, for example game, exercise, education/training, viewing or the like can be reproduced in a virtual space.
FIG. 1is a schematic perspective view showing a virtual reality system according to the present disclosure in a real world, which is applied to a survival game or shooting game system.
The virtual reality system according to an embodiment of the present disclosure as depicted inFIG. 1includes a play ground100with a predetermined area (for example, several meters in length and width) where a user10is actually movable, in an actual space of the real world. Here, the play ground100may use an existing survival game ground intactly, or the play ground100may also use an unhampered flatland having no or minimal obstacles110. Even though the play ground100is configured as a ground with no obstacle, the present disclosure may utilize virtual objects of a virtual space, displayed on the display of the head mounted device300, as desired, which gives fun and exercise effects close to or superior to an actual survival game. However, the play ground100may have an obstacle110at which the user10may hide or lean his/her body, in the nature of the survival game, and may further have a structure such as an unevenness or step120or a layered structure, instead of a flatland.
FIG. 2shows an example of an image of a virtual space200displayed on the display of the head mounted device300when a user stands at a location and in a direction as shown inFIG. 1in the play ground100. Here, the virtual space200is constructed with the same structure as an actual space to correspond to the actual space, namely real objects (a ground structure, obstacles or facilities)110,120in the play ground100(a method for constructing the virtual space200will be described later). However, as shown inFIG. 2, even though the actual space100and the virtual space200have the same basic structure, virtual objects210,220,230are much more diverse than the real objects110,120, fixed virtual objects (for example, buildings230serving as a background inFIG. 2) not present in the actual space100are further present. Moreover, though not shown inFIG. 2, a moving virtual character (for example, a virtual enemy or friendly solder) may be further present as a virtual object.
In addition, in the virtual space200displayed on the display of the head mounted device300worn by the user10, virtual objects210,220corresponding to real objects110,120which are observed by the user10at a current location in a current direction in the actual space100are displayed in the current direction with a size proportional to a distance in the actual space100(this displaying method will be described later). In other words, if the user turns his/her head right or left or raises or lowers his/her head, virtual objects210,220corresponding to real objects110,120such as the ground or obstacle present in the gazing direction of the user in the actual space100are displayed at the center of the display. Therefore, the user may move, for example naturally walk or run, while visually recognizing the ground and the virtual objects210,220in the virtual space200as if they are the real ground and the real object110,120in the actual space100. If the user10moves in the play ground100serving as an actual space as described above, a changed current location and a changed current gazing direction of the user are calculated by means of a sensor, described later, and an image of the virtual space200corresponding to the changed location and direction of the user is displayed on the display.
Further, the user may enjoy a game by shooting with a gun held by his/her hand if a virtual enemy appears in the virtual space200. Of course, the user actually holds a sensor410for sensing a shot. For better reality, a switch having a trigger shape and a sensor for sensing a facing direction of a gun may be attached to a toy gun so that a current facing direction of the gun is displayed as an aiming point in the virtual space200. If so, the user aims and shoots at a virtual enemy by using the aiming point, and it is programmed that the virtual enemy falls down if the aiming point is identical to the virtual enemy, which may enhance fun and reality of the game. Further, information240showing a current state of the game, for example a remaining game time, the number of remaining bullets, the number of remaining enemies, the number of falling-down enemies, whether or not to be shot, a score or the like, may be displayed at a predetermined location in the image of the virtual space200on the display.
FIG. 3is a schematic perspective view showing a virtual reality system in a real world according to the present disclosure, which is applied to a boxing game system.
In the virtual reality system according to the embodiment depicted inFIG. 3, a play ground100′ is implemented as a ring similar to a rectangular ring used in an actual boxing game. In this embodiment, the play ground may use an actual boxing ring, and the play ground may also use a simple flatland on which real objects110′ such as poles and ropes are implemented as virtual objects210′.
FIG. 4shows an example of an image of a virtual space200′ displayed on the display of the head mounted device300when the user stands in the play ground100′. In this example, the virtual space200′ is also constructed with the same structure as an actual space, namely corresponding to real objects110′ (a floor, poles, ropes or the like) in the play ground100′. However, similar to the former embodiment, the virtual space200′ has the same basic structure as the actual space100′ but is much more diverse, and a moving virtual character230′ such as an opponent or spectators, which is not present in the actual space100′, may be further present in the virtual space200′. In particular, an opponent serving as the virtual character230′ may interactively move according to a motion or movement of the user10, and the user may select an opponent suitable for his/her level.
In addition, in this embodiment, in the virtual space200′ displayed on the display of the head mounted device300worn by the user10, virtual objects210′ corresponding to real objects110′ which are observed by the user10at a current location in a current direction in the actual space100′ are displayed in the current direction with a size proportional to a distance in the actual space100′, and the image of the virtual space200′ is changed to be synchronized with a motion or movement of the user. Therefore, the user may naturally step or move while visually recognizing the ground and the virtual objects210′ in the virtual space200′ as if they are the real ground and the real object110′ in the actual space100′.
However, the opponent serving as the virtual character230′ in this embodiment is a virtual object in the actual space100′. Therefore, even though the user10hits the opponent230′ or is hit by the opponent230′, the user is not able to feel a hitting or hit feeling. However, similar to the former embodiment in which a virtual enemy hit by the user falls down, a punch accuracy rate or the like is calculated in consideration of a location and speed of the fist of the user10, sensed by the sensor420, and a location of the opponent230′, and it may be programmed that an image showing that the opponent230′ falls down is displayed accordingly. In addition, similar to the former embodiment, current state information showing a hitting or hit punch accuracy rate, a current round, a remaining time or the like may be displayed at a predetermined location in the image of the virtual space200′, which may enhance fun and reality of the game.
As described above, if the virtual reality system of the present disclosure is used, the user may utilize abundant virtual objects in a virtual space while making an actual movement or motion in an actual space, which enables a new-generation entertainment system where virtual reality is combined with the real world. In particular, even though an existing game allows a user to play a game while sitting on a chair or making a motion on the spot, which results in shortage of exercise and abnormal emotion of children or youths who need suitable exercise for body development, the present disclosure allows a user to actually exercise while being entertained.
FIG. 5is a schematic perspective view showing a virtual reality system in a real world according to the present disclosure, which is applied to a virtual exhibition system.
In the virtual reality system according to the embodiment depicted inFIG. 5, a play ground100″ is implemented as an exhibition center. In this embodiment, the play ground may utilize an actual exhibition center, and the play ground may also be implemented by imitating only a building structure of a popular museum or gallery. Further, different from the former embodiments, an extreme movement is not expected in this embodiment, and thus the play ground may be implemented as a simple flatland with no special border or real object110″. Meanwhile, inFIG. 5, a reference symbol130is a location where a virtual exhibit is to be posted in a virtual space, and this location130may be distinguishably present on a wall110″ in the actual play ground100″ or may not be actually present.
In this embodiment, though not shown in the figure, an image of a virtual space is displayed on the display of the head mounted device300according to a current location and direction of the user10. In the virtual space, a virtual object corresponding to the wall110″ of the actual space100″ and a virtual object serving as a virtual exhibit to be posted are displayed at given locations130. Here, the virtual exhibit may be selected by the user from collections in a popular museum or gallery. In addition, a docent or other spectators may also be displayed as virtual characters.
In addition, in this embodiment, in the virtual space displayed on the display of the head mounted device300worn by the user10, virtual objects corresponding to real objects110″,130which are observed by the user10at a current location in a current direction in the actual space100″ are displayed in the current direction with a size proportional to a distance in the actual space100″, and the image of the virtual space is changed to be synchronized with a motion or movement of the user. Therefore, the user may naturally move in the exhibition center (actually, the play ground100″) and watch virtual exhibits while visually recognizing the ground and the virtual objects in the virtual space as if they are the real ground and the real object110″ in the actual space100″.
As described above, if the virtual reality system of the present disclosure is used, the user may utilize abundant virtual exhibits while actually moving in a popular museum, gallery or fairground, where the user cannot go, by means of a virtual reality system, which enables a new-generation exhibition and viewing system where virtual reality is combined with the real world beyond the limit in time and space.
Subsequently, detailed components of the virtual reality system according to the present disclosure as well as means and method for configuring the system of the present disclosure will be described in detail with reference toFIG. 6.
Physical components of the virtual reality system according to the present disclosure are generally classified into play ground100,100′,100″, a head mounted device300, at least one sensor400, and a control unit500. Here, the play ground100,100′,100″ has already been described above, and the following description will be focused on other components.
Meanwhile, the head mounted device300, at least one sensor400, and the control unit500may not be physically divided from each other, but as described later, they may be integrally included in or attached to a single device. In other words, these components are logically distinguished.
The head mounted device300is worn by the user10to surround both eyes, and a display for displaying an image of the aforesaid virtual space200,200′ is provided in the head mounted device300at a location corresponding to both eyes of the user. Therefore, if the user10wears the head mounted device300, the user is not able to see real objects in the real world other than the image displayed on the display.
The display may be divided into a left eye display and a right eye display provided at locations respectively corresponding to both left and right eyes of the user. If so, the left eye display displays a left eye image which is an object image seen by the left eye of the user, and the right eye display displays a right eye image which is an object image seen by the right eye of the user, respectively. Therefore, without any special means such as special glasses for watching a three-dimensional image by means of a shutter or filter or a lenticular sheet attached to a surface of the display, a three-dimensional display may be provided conveniently. Such a head mounted device300is easily available and widely known in the art, and thus its basic configuration will not be described in detail here.
Meanwhile, the head mounted device300may further include an earphone and/or microphone, like a general headset, to give an audio effect (sound) to the user in addition to a visual effect or to receive a voice of the user so that the user may make a conversation with a virtual character or inputs a command to the system by voice.
The sensor generally designated by a reference symbol400may be configured in various ways according to a specific application, but basically a sensor for sensing a current location and a facing direction (a direction in which the user gazes) of the user10in the play ground100,100′,100″ is required.
A simplest sensor for sensing a location and direction of the user is an acceleration sensor or gyro sensor420included in or attached to the head mounted device300as shown inFIG. 6. The acceleration sensor senses an acceleration of the head mounted device300when the head mounted device300moves according to a motion of the user10, and a current location and a facing direction of the user10in the play ground100,100′,100″ may be calculated by using the acceleration sensor. In detail, if the head mounted device300moves, the acceleration sensor may sense its acceleration, decompose the acceleration into x-, y- and z-axis components, and generate signals therefore. If they are integrated, velocities in x-, y- and z-axis directions may be calculated, and if they are integrated again, a current location of the head mounted device300, namely coordinates on a x-, y- and z-axes based on an origin point (an initial location, for example, an entrance of the play ground100,100″ inFIGS. 1 and 5and a specific corner of the boxing ring of the play ground100′ inFIG. 3) may be obtained. In addition, since the acceleration and velocity are vectors having a magnitude and direction, if a movement history from the origin point to the current location is traced, the direction in which the head mounted device300is currently facing, namely the direction in which the user gazes, can be calculated. Meanwhile, the gyro sensor measures an angular momentum or an angular velocity of the head mounted device300rotated based on the rotation axes (x-, y-, and z-axes) and outputs them as electric signals. Similar to the acceleration sensor, the gyro sensor also allows a current location and a facing direction of the user, namely the head mounted device300, to be calculated.
For this, when the user10stands at the origin point to face the front or a predetermined direction, an initializing process, namely a calibration process for harmonizing a coordinate axis of the actual space with a coordinate axis of the acceleration sensor or gyro sensor420, should be performed. This initializing process and the user current location and direction calculating process are performed by the control unit500using a signal from the acceleration sensor or gyro sensor420.
In order to sense a current location and direction of the user, a camera sensor430may also be used. At least one camera sensor430may be installed at a specific location in the play ground100,100′,100″, and preferably, a plurality of camera sensors are installed for accurately sensing a location and direction in consideration of dead zones of the play ground. The camera sensor430photographs an image within its vision field and sends the image to the control unit500. If so, the control unit500recognizes the user and the head mounted device300from the image received from the camera sensor430and calculates a current location of the head mounted device300in the play ground100,100′,100″ from the location, size and shape in the image. This process is performed using an image recognition algorithm, and the image recognition algorithm is already widely known in the art and thus not described in detail here.
As another example of the sensor for sensing a current location and direction of the user, as shown inFIG. 7, an emission element311,312mounted to the head mounted device300to emit an electromagnetic wave of a specific wavelength (typically, infrared ray) and at least two detection element441,442installed at predetermined locations in the play ground100,100′,100″ to detect the electromagnetic wave (infrared ray) emitted from the emission element311,312may be used. Here, the emission element may include two emission elements311,312respectively mounted to locations on an outer surface of the head mounted device300, which approximately correspond to both eyes of the user. In addition, two detection elements441,442respectively detect electromagnetic waves emitted from two emission elements311,312and respectively sense locations of two emission elements311,312therefrom. If so, the control unit500may receive the signals from the detection element441,442to calculate locations of two emission elements311,312, calculate a center point of the calculated locations of two emission elements311,312as a current location of the head mounted device300, and calculate a direction of a perpendicular bisector at the locations of the two emission elements311,312as a current facing direction of the head mounted device300, namely a direction in which the user is gazing.
Meanwhile, any one of the sensors420,430,441,442may be independently utilized, but two or more kinds of sensors may also be combined to enhance the sensing accuracy, depending on applications.
If the actual location and the facing direction (the gazing direction) of the user10in the actual space100,100′,100″ is calculated using the sensor420,430,441,442as described above, virtual objects in the virtual space200,200′ located in the current gazing direction from the current location, which corresponds to the actual location and the facing direction in the actual space100,100′,100″, are displayed on the display of the head mounted device300, so that the user10may feel as if he/she is actually present in the virtual space200,200′ corresponding to the actual space100,100′,100″. In addition, if the user moves in the actual space100,100′,100″, the user may feel as if he/she also moves in the virtual space200,200′.
In the virtual exhibition system depicted inFIG. 5, the user10just walks and views virtual exhibits. Therefore, the sensor420,430,441,442which calculates an actual location and a facing direction of the user10in the actual space100″, may be sufficient as the sensor400for the system ofFIG. 5. However, in the systems depicted inFIGS. 1 to 4, the user10should make active motions (a shooting motion inFIG. 1, a punching motion inFIG. 3, or the like) to play a game in addition to simple viewing. Therefore, these systems further require a sensor for sensing such a behavior or motion of the user.
A sensor for sensing a behavior or motion of the may utilize the sensor410which is used for sensing a shot in the system ofFIG. 1and a sensor capable of sensing a facing direction of a gun. In addition, the motion sensor450as shown inFIGS. 3 and 6may also be utilized. The motion sensor450may be implemented using the acceleration sensor or gyro sensor described above. The motion sensor450may sense a hand motion or a physique motion of the user10if the user10grips the sensor or wears the sensor on a plurality of joints as shown inFIG. 3, and the sensed motion of the user may be reflected to change a behavior of a virtual character (for example, the virtual opponent230′ inFIG. 4).
The control unit500may be generally implemented using a computer separated from the user10and installed in or out of the play ground100,100′,100″. Here, the computer means an information processing device including at least a processor, a memory, and an I/O interface. The control unit500implemented using the computer stores information and data in relation to the virtual space of the virtual reality system according to the present disclosure in a memory along with game program or the like, and executes the game program by means of the processor so that the user10may enjoy the virtual reality system according to the present disclosure. In detail, the control unit500receives signals from the sensor400to calculate an actual location and a facing direction of the user10in the play ground100,100′,100″, and controls the head mounted device to display an image of the virtual space200,200′, observed at the actual location and in the facing direction of the user, on the display of the head mounted device300. In addition, the control unit500displays virtual objects such as virtual characters or virtual exhibits on the display according to the program, senses a motion of the user10by receiving signals from the sensor410,450, and displays an image of the virtual object changed corresponding thereto on the display.
If the control unit500is implemented using a separated computer as described above, the I/O interface of the control unit500for communication with the head mounted device300or the sensor400may be implemented by means of wireless communication in order to ensure free movement of the user10. The wireless communication may utilize WLAN (wireless local area network), infrared communication or the like, widely known in the art.
In addition, if high-speed mass data transmission is impossible in the wireless communication, the control unit500may be implemented as a portable computer possessed or worn by the user10(for example, a portable computer put into a backpack and carried on the user's back). In this case, the control unit500, the head mounted device300and sensor400may be connected by means of wires which allows high-speed mass data transmission.
Further, as shown inFIG. 3, the control unit500may also be implemented as a smart phone500′ possessed by the user. In other words, the smart phone including a memory, a processor, and an I/O interface may be substantially regarded as a computer, and this may serve as a control unit for controlling a virtual reality system composed of a relatively small-capacity program and data, in some applications. In this case, an acceleration sensor or gyro sensor recently included in the smart phone500′ may be utilized as the sensor450. In addition, the virtual reality system of the present disclosure may be implemented by connecting an additional sensor450(seeFIG. 3) or the head mounted device300by means of a wired or wireless interface and installing a necessary application program in the smart phone500′.
In addition, other physical components of the virtual reality system according to the present disclosure may include an earphone, a speaker, a microphone, an air blower, a sprayer or the like, as described above. In addition, the user may wear a special cloth to which piezoelectric elements or vibration motors are attached so that the user may feel a hit feeling in a fighting or combat game such as a shooting game or a boxing game.
Next, a method for constructing the virtual space200,200′, which is essential in virtual reality system of the present disclosure, will be described.
The virtual reality system of the present disclosure includes the play ground100,100′,100″ which is a real world, and the user10walks or runs in the play ground100,100′,100″ without watching the actual space. Therefore, except for a case where a flatland having no border is used as a play ground, real objects110,110′,120such as obstacles in the play ground100,100′,100″ should be displayed as corresponding virtual objects210′,220′ in the virtual space200,200′.
Therefore, in a first step for constructing the virtual space200,200′, a frame of the virtual space200,200′ having the same structure and size as the play ground100,100′,100″, which is an actual space, is constructed. In the step of constructing a frame of the virtual space200,200′, if the display of the head mounted device300respectively displays both left and right eye images so that the virtual space is displayed as a three-dimensional stereoscopic image, a method for constructing three-dimensional stereoscopic image data may be used.
In detail, the play ground100,100′,100″ is scanned to obtain depth information of the actual space and thus get a depth map therefrom. A most general method for obtaining depth information of the actual space is a stereo matching method which uses images obtained by scanning the play ground100,100′,100″ with two cameras. In the stereo matching method, disparity information between pixels corresponding to the same object in two images is obtained to get depth information of real objects. As another general method for obtaining depth information of the actual space, a distance between a camera and an object in the actual space may be directly measured to obtain a depth map of the actual space. In other words, the play ground100,100′,100″ is scanned by using a depth camera which emits infrared ray or optical signals to an object, and a distance between the depth camera and the object, namely depth information, is obtained from a phase difference of signals reflected and returned.
After the depth map of the play ground100,100′,100″, which is an actual space, is obtained in this way and a frame of the virtual space is constructed, objects present in the frame (they are still real objects) are corrected and rendered, thereby generating virtual objects which correspond to the real objects but are more diverse.
Subsequently, pure virtual objects230,230′ not present in the play ground100,100′,100″ which is an actual space are produced. These virtual objects include background buildings230(seeFIG. 2) or virtual exhibits fixed in the virtual space200,200′ and moving virtual characters230′ (seeFIG. 4). These pure virtual objects are produced through a general designing work. In addition, the virtual object, particularly the moving virtual character, is programmed to move in response to a behavior or motion of the user10. This is performed through a general interactive game programming work.
The image data of the virtual space configured as above is stored in the memory of the control unit500together with a game program or an exhibition program, thereby completely preparing the virtual space which is usable in the virtual reality system of the present disclosure.
Next, a method for enjoying the virtual reality system of the present disclosure, namely operations of the present disclosure, will be described.
First, the user10wears the head mounted device300and necessary sensors400, and before starting a game or viewing in earnest, the calibration process described above is performed. In other words, if the user stands toward the front or in a predetermined direction at an entrance of the play ground100,100′,100″ or any other given location for a predetermined time, the control unit500harmonizes the coordinate axis of the actual space100,100′,100″ with the coordinate axis of the sensor400.
If the user10starts a game or viewing in earnest, namely if the user10makes a movement or motion in the play ground100,100′,100″, the control unit500calculates an actual location and a facing direction (or, a gazing direction) of the user, namely the head mounted device300, from signals input from the sensor400. Subsequently, if the actual location and direction of the head mounted device300is calculated, a virtual space image observed at the same location and in the same direction in the virtual space200,200′ having the same structure and size is generated and displayed on the display of the head mounted device300. This process for generating an image of the virtual space is identical to a three-dimensional animation producing process, in which a virtual camera is disposed at the above location to face the above direction in the constructed virtual space and an image of the virtual space within a vision field of the virtual camera is captured. At this time, if the system displays a three-dimensional image, a left eye image and a right eye image are captured respectively from two virtual cameras spaced apart as much as a distance between left and right eyes. In addition, a magnification of the virtual camera is adjusted so that a size of an object observed by the eyes of a human in the actual space at the same location and in the same direction becomes identical to a size of the virtual object in the image captured by the virtual camera. In addition, when the image of the virtual space is captured, illumination effects may be suitably applied so that the virtual space may be decorated more diversely.
The captured image of the virtual space observed at the current location and in the current direction of the user10is displayed on the display of the head mounted device300. At this time, sound effects or the like may be added to enhance the immersion and reality of the virtual space.
After that, in real time or whenever a motion of the head mounted device300is sensed, a process of calculating an actual location and a facing direction of the head mounted device300and a process of generating an image of the virtual space200,200′ corresponding thereto and displaying the image on the display are repeated, so that a motion or movement of the user10in the play ground100,100′,100″ is synchronized with a motion or movement in the virtual space200,200′.
Meanwhile, according to a progression of a game program or the like and a behavior or motion of the user10sensed by the sensor400, a virtual character may appear in the virtual space and is interactively changed according to the behavior or motion of the user.
By doing so, in the present disclosure, the immersion in a virtual space can consist with the actual movement in an actual space, and the immersion and reality may be maximized.
Meanwhile, since humans have very developed sight, a three-dimensional display technique is inferior to the human sight even though it has been greatly developed recently. Therefore, in an embodiment of the present disclosure, an eye tracking technique is utilized to enhance the reality of the virtual space further.
The eye tracking technique detects pupils L, R of a left eye and a right eye as shown inFIG. 8a, and calculates a gazing point, which is gazed by a user, therefrom as shown inFIG. 8b.
When seeing an object, a human generally turns his/her head toward a gazing point so that the gazing point is put into a front center of the face, namely a center of the vision field. However, a human may also observe a gazing point P3at a corner of the vision field just by rolling his/her eyeballs without turning his/her head. At this time, the pupils L, R of both left and right eyes move respectively from the centers of both eyes toward the gazing point P3(see L3, R3).
Further, even though the gazing direction is identical, different gazing points P1and P2may be set when a human observes an adjacent object and a distant object. In other words, a distance between the pupils of both eyes is closer when the gazing point is close (P2) in comparison to the case when the gazing point is far (P1) (the distance decreases from L1and R1to L2and R2). From the nature of the human sight, a current gazing point may be found by detecting locations of the pupils L, R of both left and right eyes.
In addition, the eye of a human adjusts a focusing distance of the eye lens according to a distance to the gazing point by controlling the eye lens thinner when seeing a distant point and controlling the eye lens thicker when seeing a close point, and a focus of an image focused on the retina changes accordingly.
Therefore, in an embodiment of the present disclosure, a gazing point of the user10is calculated, and when an image of the virtual space is generated from a virtual camera of the virtual space, an image having a focus at the calculated gazing point of the user is generated and displayed on the display.
For this, the head mounted device300includes an eye tracking unit for detecting a pupil of the user10. In detail, the eye tracking unit includes cameras (preferably, infrared ray cameras) respectively at the front of both left and right eyes in the head mounted device300. In addition, the control unit500detects locations of the pupils of both left and right eyes from the image obtained from the camera by using the image recognition algorithm described above. From the locations of the pupils of both eyes, a gazing point is calculated. Subsequently, when capturing the virtual space from the virtual camera of the virtual space, the control unit500generates an image focused at the calculated gazing point of the user and displays the image on the display.
By doing so, an image of the virtual space more close to the nature of the human sight may be provided, thereby enhancing the reality of the virtual space further.
Meanwhile, if the eye tracking function is applied, in the initializing step for enjoying the virtual reality system of the present disclosure, namely in the calibration step, initial locations of the pupils of both eyes of the user10are detected, and a gazing point is calculated based on the initial locations. At this time, the initial locations may be detected by guiding the user to gaze a plurality of points (for example, upper, lower, right and left corners and a center) in an initial image displayed on the display, and then detecting locations of the pupils of both eyes at that time.
The present disclosure has been described in detail. However, it should be understood that the detailed description and specific examples, while indicating preferred embodiments of the disclosure, are given by way of illustration only, since various changes and modifications within the spirit and scope of the disclosure will become apparent to those skilled in the art from this detailed description.
Claims
- A virtual reality system, comprising: a play ground defined within an actual space of a real world to have a predetermined area in which a user may walk or run;a head mounted device having a display for displaying a fully virtual image of a virtual space formed corresponding to real objects in the play ground and worn by the user to surround both eyes;at least one sensor attached to a predetermined location in the play ground, the head mounted device and/or a body of the user to sense an actual location and/or motion of the user in the play ground;and a processor configured to calculate an actual location and a facing direction of the user in the play ground according to a signal received from the at least one sensor, and control the head mounted device to display a fully virtual image of the virtual space, observed at the actual location and in the facing direction of the user, on the display, wherein when the user wearing the head mounted device actually walks or runs in the play ground, the processor controls the head mounted device to display a fully virtual image of the virtual space corresponding to the actual location and in the facing direction of the user after walking or running, wherein the at least one sensor includes: an emission element mounted to the head mounted device to emit an electromagnetic wave of a predetermined wavelength;and at least two detection elements installed at predetermined locations in the play ground to detect the electromagnetic wave, wherein the emission element includes two emission elements spaced apart from each other by a predetermined distance, and the at least two detection element respectively sense locations of the two emission elements by detecting both of electromagnetic waves emitted from the two emission elements, and wherein the processor calculates locations of the two emission elements, respectively, according to signals input from the at least two detection elements, calculates a center point of the locations of the two emission elements as a current location of the head mounted device, and calculates a direction of a perpendicular bisector at the locations of the two emission elements as a current facing direction of the head mounted device.
- The virtual reality system according to claim 1 , wherein the processor controls the head mounted device to further display an image of a virtual object, not present in the play ground, to the fully virtual image of the virtual space displayed on the display.
- The virtual reality system according to claim 2 , wherein the virtual object is a virtual character which interactively moves by means of conversation with the user, education, training, fight, and/or combat.
- The virtual reality system according to claim 2 , wherein the virtual object is a virtual exhibit fixed to a predetermined location in the virtual space.
- The virtual reality system according to claim 1 , wherein the processor is implemented by a computer separated from the user and is electrically connected to the at least one sensor by means of wireless communication.
- The virtual reality system according to claim 1 , wherein the processor is implemented by a computer possessed or worn by the user.
- The virtual reality system according to claim 1 , wherein the processor is implemented by a smart phone possessed or worn by the user, and the at least one sensor is included in the smart phone.
- The virtual reality system according to claim 1 , wherein the at least one sensor includes an acceleration sensor or a gyro sensor mounted to the head mounted device, and wherein the processor calculates an actual location and a facing direction of the head mounted device according to a signal input from the acceleration sensor or the gyro sensor.
- The virtual reality system according to claim 1 , wherein the at least one sensor includes a camera sensor installed at a predetermined location in the play ground, and wherein the processor calculates an actual location and a facing direction of the head mounted device according to an image photographed by and input from the camera sensor.
- The virtual reality system according to claim 1 , wherein the at least one sensor includes a plurality of motion detection sensors respectively attached to a plurality of body portions of the user.
- The virtual reality system according to claim 1 , wherein the display includes a left eye display and a right eye display respectively corresponding to both left and right eyes of the user, and wherein the left eye display displays a left eye image which is an image obtained when the left eye of the user sees the virtual space, and the right eye display displays a right eye image which is an image obtained when the right eye of the user sees the virtual space, respectively.
- The virtual reality system according to claim 11 , wherein the head mounted device includes an eye tracking unit for detecting the pupil of the user, and wherein the processor calculates a location of the pupil of the user according to a signal input from the eye tracking unit, calculates a gazing point which is currently gazed by the user therefrom, and controls the head mounted device to display on the display an image in which the gazing point is focused.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.