Mixed reality simulation and training system
AssigneeCrush Ar LLC
InventorsDavid G. Aksamit, Kenneth E. Irwin, Jr., Eric M. Pilnock
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Abstract
Methods provide mixed reality simulations with real time coordination of both Augmented Reality (AR) and Virtual Reality (VR) environments, and mixed reality simulations with AR and VR hardware having reduced tracking noise.
Claims7
A method for providing mixed reality simulations with real time coordination of both Augmented Reality (AR) and Virtual Reality (VR) environments, the method including (i) collecting the dynamic real time metrics of at least one real world object and (ii) displaying mixed reality simulation to at least one human user via stereoscopic AR/VR goggles, the method comprising:
- (a) receiving in real time from the at least one real world object:
- (i) motion and orientation metric data, and
- (ii) position metric data relative to the surrounding real world;
- (b) creating a virtual artifice of the at least one real world object and displaying the virtual artifice to the at least one human user via the stereoscopic goggles operating in AR mode;
- and
- (c) aligning and synchronizing the at least one real world object with its virtual artifice by the at least one human user by:
- (i) positioning the at least one real world object such that it overlays its virtual artifice as shown by the stereoscopic goggles operating in AR mode, and
- (ii) actuating a command to synchronize the motion of the at least one real world object and its virtual artifice such that the virtual artifice mimics the motions of the at least one real world object in both AR and VR displayed on the stereoscopic goggles so long as the mixed reality simulation persists.
A method for providing mixed reality simulations with Augmented Reality (AR) and Virtual Reality (VR) hardware having reduced tracking noise, the mixed reality simulations being performed with at least one real world user and the at least one real world object both having backward and forward motion, the method comprising:
- (a) monitoring the at least one real world object for backward motion initiated by the real world user;
- (b) upon detection of the backward motion:
- (i) collecting three-dimensional rotational values of the at least one real world object as it travels through the backward motion thru a predefined backward motion window, and
- (ii) storing the three-dimensional rotational values of the at least one real world object;
- (c) multiplying the at least one real world object stored rotational values by an offset coefficient and saving the resultant as takeaway rotational values;
- (d) monitoring the at least one real world object for forward motion initiated by the real world user;
- (e) upon detection of the forward motion:
- (i) collecting three-dimensional rotational values of the at least one real world object as it travels through the forward motion through two predefined forward motion windows and saving each of the two collected three-dimensional rotational values, and
- (ii) interpolating the two collected three-dimensional rotational values with a weighted ratio into a single set of impact rotational values;
- and
- (f) interpolating the impact rotational values in a weighted ratio with the takeaway rotational values, thereby reducing tracking noise in the AR and VR hardware compared to tracking noise in the AR and VR hardware prior to step (f).
Dependencies are inferred from the claim text.