HK1237883A - Virtual reality head-mounted device - Google Patents
Virtual reality head-mounted device Download PDFInfo
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- HK1237883A HK1237883A HK17111690.1A HK17111690A HK1237883A HK 1237883 A HK1237883 A HK 1237883A HK 17111690 A HK17111690 A HK 17111690A HK 1237883 A HK1237883 A HK 1237883A
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- convex lens
- lens
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Description
Technical Field
The application relates to the technical field of virtual reality, in particular to a virtual reality head-mounted device.
Background
VR (Virtual Reality) technology is a technology for generating an interactive three-dimensional interactive environment on a computer by comprehensively using a computer graphics system and various control interfaces, and providing a user with an immersion feeling. In the related art, a user may wear a virtual reality headset, such as VR glasses, VR helmets, or the like, to obtain a corresponding virtual reality experience.
However, due to the particularity in the VR scenario, the technical solutions adopted in the conventional electronic devices such as mobile phones and PCs are often not suitable for the VR scenario. For example, when it is desired to identify a user, the processing manner based on password input, gesture recognition, etc. in the related art would lead to a very complicated and long identification process, and even the identification cannot be successfully implemented.
Disclosure of Invention
In view of this, the application provides a virtual reality head-mounted device, can carry out swift, accurate identification operation to the user who wears virtual reality head-mounted device through gathering user's eye print characteristic.
In order to achieve the above purpose, the present application provides the following technical solutions:
according to a first aspect of the application, a virtual reality headset is proposed, comprising: the equipment body, be equipped with convex lens and camera in the equipment body, the camera is located convex lens is close to user's one side, just the camera lens orientation of camera user's eye is used for gathering user's eye line characteristic.
Optionally, the camera is located below the convex lens, and the camera rotates upwards by a first preset angle, so that the lens of the camera faces the eyes of the user.
Optionally, the camera is located above the convex lens, and the camera rotates downwards by a second preset angle, so that the lens of the camera faces the eyes of the user.
Optionally, a camera is assembled in the device body, and the camera is located at any one of two convex lenses assembled in the device body and used for collecting eye pattern characteristics of eyes of a user corresponding to any one of the two convex lenses.
Optionally, two cameras are assembled in the device body, and are respectively located at two convex lenses in the device body, and are used for respectively collecting eye pattern characteristics of the eyes of the user corresponding to each convex lens.
Optionally, the camera is mounted outside the field of view of the convex lens relative to the user.
Optionally, the camera is mounted in a position abutting against the corresponding convex lens.
Optionally, the camera comprises an RGB camera or an RGB-IR camera.
Optionally, the method further includes:
the equipment interface is assembled on the equipment body, can be electrically connected with electronic equipment installed in the equipment body, and is used for playing virtual reality display contents;
the camera is connected to the equipment interface through a data line, and can execute switch state switching operation responding to a switch control instruction when the camera receives the switch control instruction transmitted by the electronic equipment through the equipment interface and the data line; and the camera also transmits the collected eye pattern characteristics to the electronic equipment through the equipment interface and the data line.
Optionally, the method further includes:
an adjustment assembly that angularly adjusts the camera to maintain a lens of the camera facing the user's eyes.
It can be seen by above technical scheme that this application is through assembling the camera in the equipment body of virtual reality head-mounted apparatus to make the camera lens of this camera towards user's eye, can be under the condition that does not influence the user and watch virtual reality display content, gather user's eye pattern characteristic through this camera, thereby through the contrast discernment to the eye pattern characteristic, this user's identity information is confirmed to high efficiency, swiftly, promotes virtual reality head-mounted apparatus's safety in utilization.
Drawings
Fig. 1 is a side cross-sectional view of a VR headset provided in one of the example embodiments of the present application.
Fig. 2 is a side cross-sectional view of a VR headset according to a second exemplary embodiment of the present application.
Fig. 3 is a schematic structural diagram of a VR headset according to an exemplary embodiment of the present application in a wearer direction.
Fig. 4 is a side cross-sectional view of a VR headset according to a third exemplary embodiment of the present application.
Fig. 5 is a side cross-sectional view of a VR headset according to a fourth exemplary embodiment of the present application.
Detailed Description
For further explanation of the present application, the following examples are provided below, taking VR helmets as examples, to introduce the relevant structure of the virtual reality headset of the present application:
fig. 1 is a side cross-sectional view of a VR headset provided in an exemplary embodiment of the present application. As shown in fig. 1, in a device body 1 of a VR headset, a convex lens 2 and a VR player assembly 3 are assembled. Wherein the convex lens 2 is located between the user (fig. 1 shows the eyes 4 of the user) and the VR playing component 3 in the device body 1, so that VR display content played by the VR playing component 3 can penetrate through the convex lens 2 and propagate to the eyes 4 of the user based on the form of visible light S1, and the visible light S1 is received by the eyes 4 of the user and the VR display content can be viewed.
Further, a camera 5 may be mounted in the device body 1, the camera 5 is located on a side of the convex lens 2 close to the user (i.e. on the left side in the embodiment shown in fig. 1), and a lens of the camera 5 faces the eyes 4 of the user, so as to collect the eye print features of the user, and further identify the user wearing the VR headset by comparing and matching the eye print features. Compare in the identification scheme based on modes such as password input, gesture recognition among the correlation technique, this application only through installation camera 5 in the VR helmet, can gather and discern user's eye print characteristic, neither need increase complicated structure and equipment, also need not the user to carry out alone, extra operation to help promoting identification efficiency, simplify user's operation. The camera 6 may be an IR (Infrared Radiation) camera, or may also be an RGB (Red-Green-Blue ) -IR integrated camera, which is not limited in this application.
In the above embodiment, in order to avoid blocking the VR display content played by the VR playing component 3, i.e. blocking the transmission of the visible light S1, the camera 5 must be far away from the visible range of the convex lens 2 relative to the eye 4 of the user (for example, the visible range can be marked by the upper boundary T1 and the lower boundary T2 shown in fig. 1), so that the camera 5 can be mounted at the bottom of the device body 1, i.e. the camera 5 is located below the convex lens 2, and the camera 5 is rotated upward by a first preset angle to make the lens of the camera 5 face the eye 4 of the user.
Wherein, since the eyes 4 are kept in the direct-viewing state shown in fig. 1 during the use of the VR helmet by the user, so that the light ray S2 formed by the eyes 4 propagates in a substantially horizontal direction, the camera 5 necessarily forms an angle α with the light ray S2. Then, in order to avoid that the included angle α is too large to cause serious deformation of the collected eye-print features, the camera 5 may be disposed close to (including at least one of the horizontal distance and the vertical distance) the edge of the convex lens 2, i.e. the distance between the camera 5 and the eye 4 (including at least one of the horizontal distance and the vertical distance) is increased as much as possible, so as to reduce the included angle α as much as possible under the same conditions.
Further, as shown in fig. 2, the VR headset may include an adjustment assembly 6, the adjustment assembly 6 being electrically connected to the camera 5, such that even when different users use the same VR headset, the camera 5 may be angularly adjusted by the adjustment assembly 6 to ensure that the lens of the camera 5 is directed toward the eyes 4 of the user to avoid distortion or excessive distortion of the captured eyeprint features.
In the above embodiment, as shown in fig. 1, although the camera 5 has to be located outside the above visible range and cannot be located at the same height as the eye 4 in order to avoid blocking the visible light S1 in the vertical direction, the horizontal angle between the lens orientation of the camera 5 and the light ray S2 may be reduced or eliminated as much as possible in the horizontal direction, for example, since the eye 4 of the user is usually located at the middle position of the convex lens 2 in the horizontal direction, as shown in fig. 3, the camera 5 may be located at the middle position of the convex lens 2 in the horizontal direction, so as to reduce the probability of deformation or distortion of the eye-print features collected by the camera 5, or reduce the deformation or distortion of the eye-print features.
In the above embodiment, although two convex lenses 2 corresponding to both eyes of the user are included in the VR headset, for example, fig. 3 shows the right convex lens 21 corresponding to the right eye of the user and the left convex lens 22 corresponding to the left eye of the user, a single or a plurality of cameras 5 may be optionally provided according to actual situations. For example, as shown in fig. 3, the camera 5 may be provided only at the right convex lens 21 to capture the eye print feature of the right eye of the user; similarly, the camera 5 may be provided only at the left convex lens 22 to capture the eye-print feature of the left eye of the user. Of course, the cameras 5 may be disposed at the right convex lens 21 and the left convex lens 22 respectively to capture the eye pattern characteristics of the right eye and the left eye of the user simultaneously or respectively.
Of course, although in the embodiments shown in fig. 1 to 3, the cameras 5 are all located at the bottom of the apparatus body 1 and below the convex lens 2, the cameras 5 may be located at other positions, and the present application is not limited thereto. For example, as shown in fig. 4, the camera 5 may be disposed on the top of the apparatus body 1 above the convex lens 2, such that the camera 5 is rotated downward by a second preset angle, and the lens of the camera 5 faces the eye 4 of the user, so as to achieve the collection of the eye pattern feature. Then, similarly to the embodiment shown in fig. 2, the camera 5 in the embodiment shown in fig. 4 may also be electrically connected to the adjustment assembly 6 to enable angular adjustment of the camera 5; similar to the embodiment shown in fig. 3, the camera 5 in the embodiment shown in fig. 4 may also be disposed at the middle position of the corresponding convex lens 2 in the horizontal direction, so as to reduce the probability of deformation or distortion of the eye-print features collected by the camera 5, or reduce the deformation or distortion of the eye-print features, which is not described herein again.
Fig. 5 is a side cross-sectional view of a VR headset provided in an exemplary embodiment of the present application. As shown in fig. 5, the VR helmet may be a split VR headset, and a device interface 7 may be assembled in a device body 1 of the VR helmet, so that the device interface 7 may be electrically connected to an electronic device such as a mobile phone and a tablet installed in the device body 1; the electronic device can realize rendering processing through a processor, a display card chip and the like, display content through a screen component and the like, and is used as a VR playing component 3 in the device body 1.
Further, the camera 5 in the device body 1 may be connected to the device interface 7 through a data line 8, so that when the electronic device connected to the device interface 7 issues a switch control instruction, the camera 5 may receive the switch control instruction through the device interface 7 and the data line 8, thereby performing a switch state switching operation in response to the switch control instruction. In other words, based on the user's operation of the electronic device or based on the control of the application program running on the electronic device, the electronic device may send a switch control instruction to the camera 5, and control the camera 5 to collect the eye pattern features of the eye 4, so that the controllability of collecting the eye pattern features is improved.
In addition, after the camera 5 finishes the collection of the eye print characteristics, if a processing module is arranged in the VR helmet, the collected eye print characteristics can be transmitted to the processing module for processing; alternatively, the camera 5 may transmit the collected eye print features to the electronic device via the device interface 7 and the data line 8 for processing by the electronic device.
Of course, the VR helmet of this application can include the split type VR head mounted device of other forms besides can be with electronic equipment matched with such as cell-phone. For example, for a split VR headset, the VR headset may be matched with a PC host, a game host, or other external devices, the VR playing component 3 may be a display component built in the VR headset, and the external devices are used to implement rendering processing of VR display content. For another example, the VR helmet may be an integrated VR headset, that is, when the VR helmet can autonomously realize a VR playing function without an external device, the VR playing component 3 is pre-embedded in the VR helmet, and the VR playing component 3 may realize playing functions such as rendering, displaying, and the like of VR display content.
It is to be noted that the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises the element.
Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. As used in this application and the appended claims, the singular forms "a", "an", and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
It is to be understood that although the terms first, second, third, etc. may be used herein to describe various information, such information should not be limited to these terms. These terms are only used to distinguish one type of information from another. For example, first information may also be referred to as second information, and similarly, second information may also be referred to as first information, without departing from the scope of the present application. The word "if" as used herein may be interpreted as "at … …" or "when … …" or "in response to a determination", depending on the context.
The above description is only exemplary of the present application and should not be taken as limiting the present application, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the scope of protection of the present application.
Claims (10)
1. A virtual reality headset, comprising: the equipment body, be equipped with convex lens and camera in the equipment body, the camera is located convex lens is close to user's one side, just the camera lens orientation of camera user's eye is used for gathering user's eye line characteristic.
2. The apparatus of claim 1, wherein the camera is located below the convex lens, and the camera is rotated upward by a first preset angle such that a lens of the camera faces the eyes of the user.
3. The apparatus of claim 1, wherein the camera is located above the convex lens, and the camera is rotated downward by a second preset angle such that a lens of the camera faces the eyes of the user.
4. The apparatus according to claim 1, wherein a camera is mounted in the apparatus body, and the camera is located at any one of two convex lenses mounted in the apparatus body and is used for collecting eye pattern characteristics of the eyes of the user corresponding to the any one convex lens.
5. The apparatus according to claim 1, wherein two cameras are mounted in the apparatus body and respectively located at two convex lenses in the apparatus body for respectively collecting eye pattern characteristics of the eyes of the user corresponding to the convex lenses.
6. The apparatus of claim 1, wherein the camera is mounted outside the field of view of the convex lens relative to the user.
7. The apparatus of claim 1, wherein the camera is mounted in a position to abut the corresponding convex lens.
8. The apparatus of claim 1, wherein the camera comprises an RGB camera or an RGB-IR camera.
9. The apparatus of claim 1, further comprising:
the equipment interface is assembled on the equipment body, can be electrically connected with electronic equipment installed in the equipment body, and is used for playing virtual reality display contents;
the camera is connected to the equipment interface through a data line, and can execute switch state switching operation responding to a switch control instruction when the camera receives the switch control instruction transmitted by the electronic equipment through the equipment interface and the data line; and the camera also transmits the collected eye pattern characteristics to the electronic equipment through the equipment interface and the data line.
10. The apparatus of claim 1, further comprising:
an adjustment assembly that angularly adjusts the camera to maintain a lens of the camera facing the user's eyes.
Publications (2)
| Publication Number | Publication Date |
|---|---|
| HK1237883A1 HK1237883A1 (en) | 2018-04-20 |
| HK1237883A true HK1237883A (en) | 2018-04-20 |
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