WO2015034453A1 - Fourniture d'image de vue grand angle - Google Patents
Fourniture d'image de vue grand angle Download PDFInfo
- Publication number
- WO2015034453A1 WO2015034453A1 PCT/US2013/047443 US2013047443W WO2015034453A1 WO 2015034453 A1 WO2015034453 A1 WO 2015034453A1 US 2013047443 W US2013047443 W US 2013047443W WO 2015034453 A1 WO2015034453 A1 WO 2015034453A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- user
- sound
- screen
- smart phone
- tablet
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
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Classifications
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/017—Head mounted
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/017—Head mounted
- G02B27/0172—Head mounted characterised by optical features
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B3/00—Simple or compound lenses
- G02B3/02—Simple or compound lenses with non-spherical faces
- G02B3/08—Simple or compound lenses with non-spherical faces with discontinuous faces, e.g. Fresnel lens
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B7/00—Mountings, adjusting means, or light-tight connections, for optical elements
- G02B7/02—Mountings, adjusting means, or light-tight connections, for optical elements for lenses
- G02B7/12—Adjusting pupillary distance of binocular pairs
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F1/00—Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
- G06F1/16—Constructional details or arrangements
- G06F1/1613—Constructional details or arrangements for portable computers
- G06F1/163—Wearable computers, e.g. on a belt
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/0101—Head-up displays characterised by optical features
- G02B2027/0118—Head-up displays characterised by optical features comprising devices for improving the contrast of the display / brillance control visibility
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/0101—Head-up displays characterised by optical features
- G02B2027/0123—Head-up displays characterised by optical features comprising devices increasing the field of view
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/0101—Head-up displays characterised by optical features
- G02B2027/0127—Head-up displays characterised by optical features comprising devices increasing the depth of field
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/0101—Head-up displays characterised by optical features
- G02B2027/0138—Head-up displays characterised by optical features comprising image capture systems, e.g. camera
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/0101—Head-up displays characterised by optical features
- G02B2027/014—Head-up displays characterised by optical features comprising information/image processing systems
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/0149—Head-up displays characterised by mechanical features
- G02B2027/0154—Head-up displays characterised by mechanical features with movable elements
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/0179—Display position adjusting means not related to the information to be displayed
- G02B2027/0187—Display position adjusting means not related to the information to be displayed slaved to motion of at least a part of the body of the user, e.g. head, eye
Definitions
- the invention relates to new areas and methods of using smart phones, tablets and other gadgets, as well as interfaces, giving more natural possibilities to interact with applications and providing more opportunities for immersion of the user into generated three-dimensional space.
- a method and arrangement allowing wide angle view of common flat image applications, such as text editors, watching videos etc., so not only limited to virtual reality applications. This is actually a new interface for controlling and using smart phones and tablets.
- the method provides a wide angle of view from the screen of a smart phone, gadget or tablet (over 70 degrees) using the screen of the device itself, and not an additional virtual reality display.
- Immersive virtual reality usually requires a display put on head, head orientation sensor, a computing device generating the virtual space or augmented reality.
- a computer Based on the user's angle of view, determined by the orientation sensor, a computer generates a part of the virtual space on which the user's eye is directed in a virtual space model to be displayed to the user. Moreover, generation of an image follows the rotation of user's head.
- the angle of view on stationary screens is 30-40 degrees, and on handheld devices such as smart phones and tablets 10-30 degrees.
- the rest, relatively larger area around is usually not associated with interactive applications, which the user sees on the screen.
- the average distance from eyes to a gadget screen is 20-40 cm. This is the distance at which a human eye can usually normally focus on the image. If you hold a gadget closer to the eyes, one needs to use optics to ensure sharpness.
- an important feature of human vision is not used - binocular vision, allowing the human brain to form a single dimensional perception based on images from both eyes.
- the method according to the invention will allow perception of a dimensional image for the tablet screen without additional head displays of virtual reality and use of human binocular vision feature when using conventional devices. For a more complete advantage of such possibilities, in some cases it will be necessary to adapt common applications and create new ones in accordance with possibilities the present invention opens.
- a method of modifying images of three-dimensional applications for common smart phones and tablets allows the user to see a three-dimensional image by using technical solutions described herein, wherein instead of one image two separate images are generated for the right and the left eye, with a special angle and point of view for each eye, providing a stereoscopic effect, and each image is displayed to each eye separately from the corresponding parts of the screen.
- Special optics are used to ensure image sharpness, as the screen is closer to the eyes than during normal use of tablets.
- the described invention provides a possibility to use a smart phone or tablet as a head display.
- many of these devices have built-in orientation sensors, that can be used in applications with immersion into three-dimensional space.
- a smart phone or a tablet is mounted on the head, directly in front of the eyes at a significantly shorter distance than they are usually designed to be used at, and an optical lens is placed between them, ensuring image sharpness on the screen.
- a smart phone or tablet or other similar devices simultaneously turn into head display.
- the angle of view of the image on the screen dramatically changes, providing a more complete inclusion of peripheral eyesight when viewing the application.
- the angle of viewing an application in average will be more than 70 degrees, and in some cases it can reach 100 degrees or more.
- built-in smart phone or tablet orientation sensor if available, can be used as an orientation sensor.
- a smart phone or tablet device on the head and using correct optical devices for the eyes we get a device for immersive virtual reality.
- the above-mentioned devices in common use for interactive applications with three- dimensional space are usually controlled by hand. To see the space at a new angle the user turned the device with hands or ran his fingers across the touch screen.
- the invention provides a solution ensuring a more natural interface to view at a new angle in the virtual space: you just have to turn your head as in ordinary space in real life.
- freed hands can be used for a more natural manipulating objects of virtual space. For example, by tracking the movements of hands and fingers using the back-side camera of a smart phone or tablet.
- the proposed method and arrangement wherein the screen and a computing unit (smart phone or tablet) are placed in front of the user's eyes on the line of sight, at a short distance, while between the screen and the eye an optical device is placed, that provides sharpness of the image on the screen to an eye on such a short distance.
- An optical device used may be lenses, contact lenses, Fresnel lenses and even some filters as appropriate.
- a smart phone, screen and a computing device are placed in line with the eyes, but not more than 15 cm away from them.
- the ideal distance from eyes to a gadget screen is 5-10 cm.
- a new type of using gadgets as a screen worn on the head will be optimal in use for applications with immersion into three-dimensional space, but not limited to them only.
- the proposed method provides means of displaying image form the screen of a tablet, wherein a portion of pixels of the same user's screen is displayed only to the left eye, and another part only to the right eye, and the image can be generated so as to ensure stereo effect, that is, three-dimensional image.
- image or part of the image is displayed only to one eye.
- Potential applications an arrangement and method of using smartphones and tablets and similar devices can have very wide fields applications. For example, computer game with immersion, training and other applications with immersion, and many others.
- Smart phones and tablets in hands is a satisfactory solution, confirmed by the popularity of these devices in the world.
- the small angle of view reflects physiological capabilities of the eye, that can see an image with the highest resolution in a limited angle of about one or few degrees
- an application with immersion into virtual space, and / or where one or both hands are needed to manipulate the objects, and / or where natural interface is needed - a possibility to view any direction in the virtual space by usual rotation of the head in this space - the way we described in the application will provide a better solution of the above issues.
- FIG.1 shows an embodiment of the tablet mounting on a headband for providing to user an image from tablet with wide field of view.
- FIG.2 shows an embodiment of the smart phone mounting on a baseball cap for providing to user an image from smart phone with wide field of view.
- FIG.3 shows an embodiment of the smart phone mounting with blind means for limiting peripheral vision.
- FIG.4 shows the possible layout of the eyes, the lens and the tablet screen (top view).
- FIG.5 shows the possible layout of the head, the lens and the tablet screen (top view).
- FIG.6 shows the possible layout of images for eyes and control buttons on the tablet screen.
- FIG.7 shows the embodiment of providing to the user the stereo sound for virtual reality applications, where 3D orientation sensor mount on the head.
- FIG.8 shows the possible layout of the head and real or virtual sound source (top view).
- FIG.9 shows the sample of embodiment of providing to the user the stereo sound for virtual reality applications, where 3D orientation sensor mount in the tablet.
- FIG.1 shows an embodiment of the tablet 4 mounting on a headband as a means 2 to mounting the tablet on the head, with fitting means 3 of the headband, for providing to user 1 an image from tablet with wide field of view.
- the lens 5 as optical means is used to provide sharp image from the screen of the tablet on the short distance and providing wide field of view.
- the headphones 6 is used for providing to the user 1 mono or stereo sound. When tablet or smartphone on mounted on the user's head have built-in orientation sensor, the headphones 6 could be used for providing to the user 3D sound from virtual sound source in virtual
- FIG.2 shows an embodiment of the smart phone 9 mounting on a baseball cap 8 for providing to user an image from smart phone with wide field of view.
- FIG.3 shows an embodiment of the smart phone 9 mounting with blind means 10 for limiting peripheral vision.
- FIG.4 shows the possible layout of the eyes 13, the lens 5 and the tablet screen 1 1 or smart phone (top view).
- the optical means is shown as Fresnel lens 5.
- angle of view 14 shown on the figure 4, and how invention provide wide field of view even from the small screen of the smart phone.
- divider means 15 used for separation part of the image from screen for the right eye, and parts of the image for the left eye.
- external camera 12 of tablet or smart phone on the drawing. It could be used to recognition of hand and / or manipulator position and orientation according the head, by pattern recognition algorithms from the camera. The data of hand and /or manipulator position and orientation could be used intuitively and naturally because the camera is mounted with the gadget on the user's head.
- FIG.5 shows the possible layout of the head 16, the lens 5 and the tablet screen (top view).
- the means 2 is used to mount the smart phone or tablet 4 on the head.
- the figure 5 shows that optical means 5 could be placed on means 2, and means 2 could be used to limit the peripheral vision of the user.
- FIG.6 shows the possible layout of images for eyes and control buttons on the tablet screen. The lower part of the screen could be used to control of the applications. The area for virtual buttons could be visible for eyes and limited for user's vision. The virtual buttons allocated to control application by users fingers. Such control could be duplicated by separate controllers, such as gamepads.
- FIG.7 shows the embodiment of providing to the user the stereo sound by stereo headphones 6 for virtual reality applications, where 3D orientation sensor 18 mount on the head.
- the virtual reality or other applications are generated by processor means 17.
- FIG.8 shows the possible layout of the head and real or virtual sound source 19.
- the user's direct sight view forward and angle between source direction create angle 20 shown on the drawing.
- FIG.9 shows the sample of embodiment of providing to the user the stereo sound by means 6 for virtual reality applications, where 3D orientation sensor mount in the tablet, but the tablet not mounted on the head.
- 3D orientation sensor mount in the tablet, but the tablet not mounted on the head.
- Customization of images centers of the images according to the individual distance between eyes of users. Such adjustments could be made by a special application, using a touch screen or manipulator of a smart phone. It should be noted, often smart phones will be used for displaying an image for one of user's eyes, as the diagonal size of the screen is small 3-4.5 inches. Tablets with the screen size of 5 inches are more suitable for displaying images for the two eyes. Popular screen sizes of tablets are 7-10 inches. Average distance between eyes of an adult is 2.5 inches. So the distance for the tablet screen horizontally for use in accordance with our invention should be 5 inches or more.
- focal length of the lens used distance between the eye and the lens, distance between the eye and the screen, distance between the lens and the screen.
- the distance between eyes and the screen of a tablet or smart phone should be short so that the leverage the gadget puts pressure on is not too long. Furthermore, the closer the distance the greater the angle on the image can be provided, the bigger inner corner can be ensured for left and right eyes.
- a smart phone or a tablet can be mounted and/or fixed on the user's head using special fixtures so-called headbands that are used with conventional head-mounted displays too; it could also be fixed on a hat, baseball cap, on a cap peak or glasses as well as by other convenient ways. And required optical lenses could be mounted at those fixtures or could be implemented as a separate device e.g. as a kind of glasses. Peripheral part of smart phone's or tablet's screen may be kept open or covered with a special part of fixing device.
- Gadget holders could be structurally combined with optical system or implemented as separate modules as well: glasses, contact lenses and head-mounted gadget holder.
- Fine adjustments of positions of lenses and a gadget intended for user's eye have to ensure the maximum image sharpness at as large part of a screen as possible. The most important is to ensure the maximum image sharpness at the screen part that is the central one for each eye.
- a counterbalance for a tablet could be advantageously used at the occipital side of the head mounting fixture in order to prevent it from slipping down being laden with weight of a tablet applied via lever formed due to certain distance from eye the tablet is fixed at. Additional batteries or parts of the device could be used to implement the counterbalance.
- Well-known optics formulas allow visual image size to be calculated for any given focal length of a lens.
- External camera of the smart phone could be used as a sensor for determining of distance to objects marking limits of safety movement area for the user, tracking movements of user's hands and fingers, monitoring of position and orientation of user's pointing devices and for augmented reality applications.
- the invention provides for immersive applications of new kinds to be created for smar phones and tablets making use of features of the new interface.
- Augmented reality applications according to the invention will be used by millions of actual users owning devices that might be used more comprehensively and deliver immersive experience.
- smart phone's or tablet's touch screen or a part of it is inaccessible it would be advantageous to use additional devices to control applications being run on smart phones or tablets. Wired or wireless pointing devices, keypads, mice, joysticks, gamepads etc. could be advantageously used to control applications.
- Backside camera of a gadget could be used for discerning of location of user's arms and markers of pointing device, position and orientation of the gadget itself within a space, in relation to the space or markers located in the space.
- Stereo headphones could be advantageously used with a smart phone or tablet to deliver three- dimensional sound to a user enabling him to discern intuitively the location of sound(s) source within 3D space being generated. While the same screen is used for both eyes the images intended for each eye individually are being displayed at different parts of the screen.
- One screen could be used for one eye if its size is so small that projection of images being displayed on it for both eyes is unreasonable without auxiliary optics being additionally used with ordinary magnifiers.
- smart phone screens of horizontally size e.g. less than 3 inches ensure more comprehensive opportunities for displaying left part of the image for the right eye and right part of the image for the left one.
- the minimal recommended size of a screen intended for both eyes equals to double spacing of human eyes pupil centers at normal look into the distance.
- the optimal screen size is the one allowing a space allotted for image right part intended for the right eye to be greater that the left part of the screen intended for the right eye. In that case peripheral vision that plays significant role in everyday life and in immersive applications as well will be used more comprehensively.
- the residual part of the screen outside the application window, external wired or wireless pointing device, touch screen of buttons located at side face or backside of a gadget can be used for application control that could be based on recognition of patterns at the images being produced by a camera located at screen backside (e.g. movements of hands or special markers).
- An optical system can be made adjustable to ensure image sharpness for user's eye. It can be achieved by means of conventional glasses or contact lenses as well as by adjusting of optical system in order to compensate abnormalities of vision.
- the same screen can be used for both eyes in a time-sharing mode arranged with electronic shutters that close the screen for one eye while image intended for another eye is being displayed and vice versa.
- Computing device can be structurally separated from the screen while being connected to it with wires or by wireless technology. In that case mounting holder of a lightweight screen positioned in front of eyes can be lighten and computing device can be used as a counterbalance at the back side of the user's head.
- An image separating device could be used if two particular images intended for each respective eye are being used. It could be implemented in the form of a shutter that prevents images intended for one eye to be seen by the other eye. Stereo effect will be created and the user will see stereoscopic picture.
- a lot of settings can be performed via respective software including number of pixels being displayed, screen size intended for each individual eye, size of application window displayed, distance between central parts of screens being displayed that should correspond to the distance between the user's eyes, and display brightness.
- Those adjustments can be performed in advance by setting appropriate preset values and on-the-fly as well when a gadget is already on the user's head. In the latter case a special adjustment part of application or a separate customization program could be used.
- Smart phones and pads being used according to the invention create and opportunity of more comprehensive usage of immersive applications providing users with an experience of being surrounded by a virtual space.
- the method according to the invention decreases percentage of real world images being displayed wherewith to increase percentage of images being created by a pad and displayed to user. While viewing an image on 10 inches pad from the distance of 16 inches from eyes the angular field of view equals approximately to 30 x 20 degrees. And the full natural angular FOV of a human is about 180 degrees horizontally for two eyes including peripheral vision (for one eye it equals to 60 and 90 degrees in the inside and outside directions respectively, and 130 degrees vertically).
- FOV field of view
- Binocular vision is the vision assured by two eyes. When a person with normal vision looks at a certain object he doesn't have a perception of the object is duplicated in spite of two images that are being separately produced at retinas of each eye. Images of every point of that object is located at so-called corresponding or respective parts of two retinas and two images are being merged in one in human's perception.
- peripheral part of a screen is not ideally sharp due to imperfection of intermediate optical system the user will have a possibility to turn his head so that the object of interest will be located nearer to the center of the screen i.e. within the maximum sharp part of it.
- the sharp part of the screen will be displayed more clearly and in addition it will be transferred to the part of retina that has higher resolution of image recognition.
- the central pit of human retina (fovea) that has angular size of about 1.3° contains only cones while peripheral part of retina contains cones and rods as well. The more is the distance from the eye center the less is the number of cones per surface unit of retina.
- the rods are distributed within the peripheral part of retina more evenly but there exists a minimum of their density at the angle distance about 10° from the fovea.
- a method of delivering three-dimensional sound to a user and applications based on 3D-sound A method of delivering three-dimensional sound to a user and applications based on 3D-sound.
- 3D sound is properly calculated volumetric sound fed into stereo headphones. This sound enables user to locate a sound source in virtual space i.e. to discern intuitively the location of a sound source.
- Sound engine has to calculate sound levels from a sound source located at a certain point of virtual space model on the grounds of the source directivity when it is reasonable, coordinates and orientation of the user's head in that space.
- Information about head orientation and position should be used in a way ensuring sound levels dependability from distance to the sound source, appropriate delay of sound entering each ear, taking into account ear shadowing due to head orientation when the ear is not at the line directed to the sound source, diffraction of sound and its spectrum as well. Sounds of various frequencies are shadowed by head in different ways and differently perceived due to auricle curvature.
- the method used to binaural sound delivering to the user includes modification of original sound for each user's ear, implementation of relevant calculations for the sound to be properly delivered to each ear with different volume levels, calculated time delay of sound wave front, implementation of sound filters for various sound pitches in order to ensure natural perception of the sound and opportunity of its source localization in the virtual space.
- the distance to the sound source depends on user's head location and orientation in relation to the source of a sound. E.g., the nearer is the sound source located to the ear the louder is the sound. The greater is the difference in distance from the sound source to each ear the greater is the delay of sound wave front entering the farther ear.
- the loudness of a sound depends not only on the distance to the sound source it is additionally decreased in case the sound source is shadowed by a head and it should also be used to properly calculate sound levels for each ear individually. And the effect of shadowing is not the same for different sound frequencies at that.
- the method ensures an opportunity of creation games based solely on sounds or the ones where visualization is not used from time to time. It will be possible to play on the basis of aural reception. Hearing a sound user can localize its source and take appropriate actions depending on the application objectives e.g. approach nearer to the source or retreat from it or shoot at it.
- the figure illustrates user's head and difference in distances to the ears.
- the average distance between human ears equals to 6 inches.
- Time delay and volume of a sound are two components of binaural hearing that have been not comprehensively implemented yet in soft and hardware. Time delay has not been implemented in direct sound and other software applications while volume of a sound is partially implemented in some sound engines and libraries. Nevertheless those features could not be implemented comprehensively without usage of 3D-orientation sensors as neither stereo sound equipment nor even surround gives any opportunities of accurately positioning of sound source at all directions.
- Sound signals being perceived by the left and the right ear are significantly different due to spatial separation of sound receivers (auricles), shadowing effect of the head and torso and diffraction effects. That makes possible sound source localization within a space to be performed on the grounds of the following three physical factors:
- intensity factor (Interaural Intensity Difference - I ID) - resulting from difference in intensity levels of sound wave due to diffraction of it around a head and acoustic shadow formation at the side opposite to the sound source.
- 3d-applications using three-dimensional sound according to the invention could be used in computer games, training applications intended for military and police staff etc.
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Abstract
La présente invention concerne un procédé de présentation à l'utilisateur d'une image à partir de l'écran d'un téléphone intelligent ou d'une tablette à un grand angle de vue, consistant à fixer un téléphone intelligent ou une tablette sur la tête devant les yeux de l'utilisateur, à installer l'écran de téléphone intelligent devant les yeux de l'utilisateur vers la ligne visuelle à une distance de 4 à 12 centimètres des yeux de sorte à fournir un grand angle de vue situé dans la plage allant de 70 à 120 degrés, à utiliser un moyen optique permettant d'obtenir une netteté d'image entre l'écran de téléphone intelligent et au moins l'un des yeux de l'utilisateur, à afficher une image sur l'écran du téléphone intelligent ou de la tablette, laquelle correspond à l'application choisie dans le groupe constitué par des images individuelles, des vidéos, un espace virtuel ou d'autres applications, et à munir l'utilisateur d'un moyen de commande du téléphone intelligent ou de la tablette.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/US2013/047443 WO2015034453A1 (fr) | 2013-09-06 | 2013-09-06 | Fourniture d'image de vue grand angle |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/US2013/047443 WO2015034453A1 (fr) | 2013-09-06 | 2013-09-06 | Fourniture d'image de vue grand angle |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2015034453A1 true WO2015034453A1 (fr) | 2015-03-12 |
Family
ID=52628764
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/US2013/047443 Ceased WO2015034453A1 (fr) | 2013-09-06 | 2013-09-06 | Fourniture d'image de vue grand angle |
Country Status (1)
| Country | Link |
|---|---|
| WO (1) | WO2015034453A1 (fr) |
Cited By (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US9298283B1 (en) | 2015-09-10 | 2016-03-29 | Connectivity Labs Inc. | Sedentary virtual reality method and systems |
| CN106200954A (zh) * | 2016-07-06 | 2016-12-07 | 捷开通讯(深圳)有限公司 | 虚拟现实系统和虚拟现实眼镜的控制方法 |
| CN107505714A (zh) * | 2017-09-30 | 2017-12-22 | 深圳市冠旭电子股份有限公司 | 虚拟现实头戴式显示设备 |
| EP4020060A4 (fr) * | 2019-08-21 | 2022-10-19 | JVCKenwood Corporation | Visiocasque |
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| US20100079356A1 (en) * | 2008-09-30 | 2010-04-01 | Apple Inc. | Head-mounted display apparatus for retaining a portable electronic device with display |
| US20120050144A1 (en) * | 2010-08-26 | 2012-03-01 | Clayton Richard Morlock | Wearable augmented reality computing apparatus |
| US20120146903A1 (en) * | 2010-12-08 | 2012-06-14 | Omron Corporation | Gesture recognition apparatus, gesture recognition method, control program, and recording medium |
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2013
- 2013-09-06 WO PCT/US2013/047443 patent/WO2015034453A1/fr not_active Ceased
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Cited By (11)
| Publication number | Priority date | Publication date | Assignee | Title |
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| US9298283B1 (en) | 2015-09-10 | 2016-03-29 | Connectivity Labs Inc. | Sedentary virtual reality method and systems |
| US9804394B2 (en) | 2015-09-10 | 2017-10-31 | Connectivity Labs Inc. | Sedentary virtual reality method and systems |
| US10345588B2 (en) | 2015-09-10 | 2019-07-09 | Connectivity Labs Inc. | Sedentary virtual reality method and systems |
| US11125996B2 (en) | 2015-09-10 | 2021-09-21 | Connectivity Labs Inc. | Sedentary virtual reality method and systems |
| US11803055B2 (en) | 2015-09-10 | 2023-10-31 | Connectivity Labs Inc. | Sedentary virtual reality method and systems |
| US12461368B2 (en) | 2015-09-10 | 2025-11-04 | Connectivity Labs Inc. | Sedentary virtual reality method and systems |
| CN106200954A (zh) * | 2016-07-06 | 2016-12-07 | 捷开通讯(深圳)有限公司 | 虚拟现实系统和虚拟现实眼镜的控制方法 |
| CN107505714A (zh) * | 2017-09-30 | 2017-12-22 | 深圳市冠旭电子股份有限公司 | 虚拟现实头戴式显示设备 |
| CN107505714B (zh) * | 2017-09-30 | 2023-08-15 | 深圳市冠旭电子股份有限公司 | 虚拟现实头戴式显示设备 |
| EP4020060A4 (fr) * | 2019-08-21 | 2022-10-19 | JVCKenwood Corporation | Visiocasque |
| US12174382B2 (en) | 2019-08-21 | 2024-12-24 | Jvckenwood Corporation | Head-mounted display |
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