US2023077369A1PendingUtilityA1

Method for generating multimedia data associated with a system for practicing sports

Assignee: HOLODIA INCPriority: Mar 13, 2017Filed: Nov 22, 2022Published: Mar 16, 2023
Est. expiryMar 13, 2037(~10.6 yrs left)· nominal 20-yr term from priority
A63B 22/0076A63F 2300/8082A63B 71/0622A63F 13/803G06F 3/011A63B 2071/0666A63B 2225/50A63F 13/211A63B 2024/0096A63F 13/525A63F 13/65A63B 2225/20A63B 2071/0644A63B 24/0062A63B 2220/803
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Claims

Abstract

Motion sickness is reduced for users of mechanical systems used to practice sports that comprise an immersive virtual reality device. In particular, the use of prediction and interpolation algorithms enable fluid movements to be displayed within the virtual environment.

Claims

exact text as granted — not AI-modified
1 . A method for generating multimedia data by a virtual environment generator associated with a mechanical system for practicing sports and for a virtual reality headset, the method comprising:
 receiving kinetic samples at a first regular or irregular frequency, the received kinetic samples being representative of a position of the user in a movement estimated to come from the use of the mechanical system for practicing sports during an exercise session;   determining a camera position within a virtual environment, the camera position representing the position of the user in the virtual environment, wherein movement of the camera incorporates head movement data transmitted by the headset and body movement data transmitted by other position sensors, the determination being carried out at a second regular frequency, called display frequency, higher than the first frequency and by interpolating the received position of the user;   generating multimedia data corresponding to the camera position at the display frequency, whereas images are generated which are three-dimensional images comprising an image intended for each of the user's eyes.   
     
     
         2 . A method for generating multimedia data for a three-dimensional virtual reality headset, the multimedia data representative of a user carrying out a physical activity within a three-dimensional virtual environment while the user uses a mechanical system in reality, the method comprising:
 using at least one electronic processor for:   digitally creating the three-dimensional virtual environment, using a virtual environment generator, that is at least one of an imaginary representation, symbolic representation, or a simulation of certain aspects of a real world;   receiving kinetic samples at a first regular or irregular frequency, the received kinetic samples representing physical movement of the user derived from use of the mechanical system while carrying out the physical activity;   interpolating additional kinetic samples between successive received kinetic samples to generate additional kinetic samples at a higher frequency than the first regular or irregular frequency;   determining a camera position within the virtual environment, at a predetermined regular display frequency that is higher than the first regular or irregular frequency, the camera position determined using the received kinetic samples and the interpolated additional kinetic samples and representing a user position and field of view in the virtual environment, wherein movement of the camera position is based on user head movement data transmitted by the virtual reality headset and user body movement data transmitted by one or more position sensors; and   generating the multimedia data based on a combination of both the user position in the created virtual environment, as represented by the camera position, and the created virtual environment, at the predetermined regular display frequency, the multimedia data used by the virtual reality headset to display three dimensional images including a separate set of images respectively displayed by the virtual reality headset for each of the user's eyes.   
     
     
         3 . The method of  claim 2 , wherein determining the camera position comprises calculating, using the first frequency, a first instantaneous speed derived from a difference between a time and physical position of the user corresponding to a later received sample and the time and physical position of the user corresponding to an earlier received sample. 
     
     
         4 . The method of  claim 3 , wherein the method further comprises:
 determining an adjusted instantaneous speed derived from a difference between the first instantaneous speed and the time and physical position of the user corresponding to a subsequent sample, wherein determining the adjusted instantaneous speed is calculated using the first frequency.   
     
     
         5 . The method of  claim 4 , wherein the method further comprises:
 determining the camera position at the display frequency as a function of the camera position and of the adjusted instantaneous speed.   
     
     
         6 . The method of  claim 2 , wherein the method further comprises:
 determining that the movement has stopped when an elapsed period of time without receiving a new kinetic sample is greater than a threshold depending on an average temporal interval between two received kinetic samples.   
     
     
         7 . The method of  claim 2 , wherein the mechanical system for carrying out the physical activity is an indoor rowing machine and the method further comprises reversing a direction of movement of a virtual boat within the virtual environment with respect to a direction of a rowing motion of the user on an indoor rowing machine. 
     
     
         8 . The method of  claim 2 , wherein the at least one electronic processor executes a computer program comprising instructions adapted to implement the digitally creating, receiving, interpolating, determining, and generating. 
     
     
         9 . The method of  claim 2 , further including storing information in non-volatile storage media, either removable or non-removable, partially or completely readable steps by the at least one electronic processor. 
     
     
         10 . The method of  claim 2 , further comprising generation of regular kinetic samples at the display frequency based on the interpolating the additional kinetic samples between the successive kinetic samples. 
     
     
         11 . The method of  claim 2 , wherein the camera position is adjusted to match a posture of the user as determined with an electronic device worn by the user. 
     
     
         12 . A system for displaying, using a three-dimensional virtual reality viewing headset, a physical activity of a user in a three-dimensional virtual environment, the physical activity being carried out by the user in reality, the system comprising:
 a mechanical system usable by the user when carrying out the physical activity;   a virtual environment generator associated with the mechanical system for digitally generating the three-dimensional virtual environment that is at least one of an imaginary representation, symbolic representation, or a simulation of certain aspects of a real world;   a three-dimensional virtual reality viewing headset connected to the virtual environment generator; and   a kinetic actuator;   wherein the virtual environment generator includes:   one or more sensors connected to the kinetic actuator which generate kinetic samples at a first regular or irregular frequency, the generated kinetic samples being representative of a position of the user in a movement derived from use of the kinetic actuator by the user while the user carries out the physical activity;   an electronic processor connected to the one or more sensors and which, in response to executing computer instructions,
 interpolates additional kinetic samples between successive generated kinetic samples to generate additional kinetic samples at a higher frequency than the first regular or irregular frequency; 
 determines a camera position within the virtual environment, at a predetermined regular display frequency that is higher than the first regular or irregular frequency, the camera position determined using the generated kinetic samples and the interpolated additional kinetic samples and representing the user's position and field of view in the virtual environment, wherein movement of the camera position is based on user head movement data transmitted by the virtual reality headset and user body movement data transmitted by one or more position sensors; and 
 generates multimedia data based on a combination of both the user position in the created virtual environment, as represented by the camera position, and the created virtual environment, at the predetermined regular display frequency, the multimedia data used by the virtual reality viewing headset to display three dimensional images including a separate set of images respectively displayed by the virtual reality viewing headset for each of the user's eyes. 
   
     
     
         13 . The system of  claim 12 , wherein the virtual reality viewing headset has an OLED display. 
     
     
         14 . The system of  claim 12 , wherein the virtual reality viewing headset has a field of vision of less than 180 degrees. 
     
     
         15 . The system of  claim 12 , wherein the system includes a device for determining and adjusting interpupillary distance at the virtual reality viewing headset. 
     
     
         16 . The system of  claim 12 , wherein digitally generating the three-dimensional virtual environment includes digitally generating, for display at the virtual reality viewing headset, a separate set of images for each of the user's eyes in order to generate 3D viewing data.

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