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A method of mapping real world environments to a virtual world Disclosure Number: IPCOM000244981D
Publication Date: 2016-Feb-04
Document File: 2 page(s) / 177K

Publishing Venue

The Prior Art Database


With the increase in popularity of VR devices, immersion within an virtual world is becoming increasingly important. Devices such as the HTC Vive and Hololens attempt to incorporate the real world in some way either through AR or by warning users when they are approaching physical boundaries. This article describes one potential method of incorporating real world objects into a virtual one allowing for real world objects to be interacted with.

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A method of mapping real world environments to a virtual world

An upcoming trend in gaming and multimedia applications is the use of Virtual Reality (VR). One of the goals of this technology is to fully immersive the user

within a simulated environment, however, one of the key drawbacks is that when the user wears a headset (HMD) they become oblivious to their surroundings. This publication seeks to improve this technology by providing a way of including real

world objects into the simulated environment for the use in more immersive

multimedia applications such as games or other VR environments such as co-working in a space or medical applications like rehabilitation.

The system would work by using a 3D object detection within the physical

world and mapping detected objects into those that can be displayed in the virtual world. This mapping therefore allows objects in the real world to appear in the virtual world. This has numerous advantages:

Objects in the real world would now have a presence in the virtual world, so the user can see them without worrying about knocking them over.

Matching objects with in-engine assets means that real objects are themed to the virtual world so in additional to them having presence they also do not look out of place
Matching objects with in-engine assets also means that objects can be incorporated into the game's design without requiring bespoke controllers, i.e. place object X in spot Y.

    Devices such as the Microsoft Hololens or an Oculus Rift coupled with Kinect or Leap Motion allows for the user environment to be mapped on their behalf without any effort on the user's part and can occur with both Augmented (Hololens) or Virtual (Oculus Rift) displays. In a...