WO2022072058A1 - Système de caméra de réalité virtuelle (vr) pouvant être porté - Google Patents

Système de caméra de réalité virtuelle (vr) pouvant être porté Download PDF

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Publication number
WO2022072058A1
WO2022072058A1 PCT/US2021/044418 US2021044418W WO2022072058A1 WO 2022072058 A1 WO2022072058 A1 WO 2022072058A1 US 2021044418 W US2021044418 W US 2021044418W WO 2022072058 A1 WO2022072058 A1 WO 2022072058A1
Authority
WO
WIPO (PCT)
Prior art keywords
virtual reality
camera system
wearable virtual
clam
band
Prior art date
Application number
PCT/US2021/044418
Other languages
English (en)
Inventor
James Logan
Original Assignee
James Logan
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by James Logan filed Critical James Logan
Publication of WO2022072058A1 publication Critical patent/WO2022072058A1/fr

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N23/00Cameras or camera modules comprising electronic image sensors; Control thereof
    • H04N23/90Arrangement of cameras or camera modules, e.g. multiple cameras in TV studios or sports stadiums
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/20Image signal generators
    • H04N13/204Image signal generators using stereoscopic image cameras
    • H04N13/243Image signal generators using stereoscopic image cameras using three or more 2D image sensors
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/20Image signal generators
    • H04N13/282Image signal generators for generating image signals corresponding to three or more geometrical viewpoints, e.g. multi-view systems

Definitions

  • the present invention relates to a wearable wireless virtual reality transmitting system, for capturing continuous live and/or recorded 360-degree images that can be broadcast wirelessly to a virtual reality headset and/or other media platform.
  • the wearable virtual reality (VR) camera system streams 360- degree images and grants its audience a 360-degree range of sight from its user’s vantage point.
  • VR virtual reality
  • This invention s innovation is borne from its capability to capture a user’s 360-degree field of vision using eight (8) mini, auto-stabilized cameras placed at even 45-degree angles from the center of the unit. Equally important are the characteristics of the unit’s wireless cameras. Each camera is powered by a nano battery to giving it an acceptable battery life and the ability to be sewn safely into the light-weight fabric without the need to recharge. The cameras also contain nano processors allowing each ability to transmit captured images and sound.
  • a solution that the wearable virtual reality (VR) camera system presents is its ability to be worn on a user’s head, it is minimally invasive, it permits its user to execute a broad level of physically strenuous activities, and it simultaneously transmits a continuous 360-degree environment.
  • Each camera on the wearable virtual reality (VR) camera system includes a nano-processor configured to scan, analyze, and transmit 360-degree media content to compatible platforms.
  • the various embodiments described below of the present invention provide a light-weight, wireless, wi-fi, WiMAX and/or LTE enabled, minimally invasive, wearable, virtual reality (VR) camera system that broadcasts an uninhibited stream of 360-degree content to a network.
  • VR virtual reality
  • Each nano processor of the wearable virtual reality (VR) camera system employs a spatial orientation sensor to analyze images, the nano processor then uses broadband and/or short-range technology to communicate, encode and transmit images through a wireless network to a receiver that is connected to a built-in storage device or cloud storage where a third party may access the images.
  • the wearable virtual reality (VR) camera system communicates with the receiver sending images in response to the user’s dimensional orientation.
  • the receiver with aid from a virtual reality headset permits a third party to passively participate with the images transmitted by the user through interactive spatial perception.
  • the wearable virtual reality (VR) camera system may further include a configuration that permits a third party to observe up to 360-degrees of the environment immediately surrounding the user.
  • the wearable virtual reality (VR) camera system has the capability to capture, render, and stabilize images of the surrounding environment around the user without being altered by the user’s physical movements.
  • the wearable virtual reality (VR) camera system contains sensors permitting the unit to discern system compatibility and adjust from 360-degree to 180-degree horizon broadcasting to its network.
  • FIG. 1 shows the front view from the bottom angle, the back view from bottom angle is identical.
  • FIG. 1A shows an x-ray of the interior of the back of the band from the front at a bottom angle
  • an x-ray of the interior of the front of the band from the back at a bottom angle is identical.
  • FIG. IB shows a cross-section of the inside of the wearable virtual reality (VR) camera system.
  • VR virtual reality
  • FIG. 1C shows a cross sectional view as it relates to the entire band.
  • FIG. ID shows the bird’s-eye top view of the band. The bottom view being identical.
  • FIG. 2 shows the front view from the top angle, the back view from the top angle is identical.
  • FIG. 3 shows the top view from the back at an angle, the top view from the front at an angle is identical.
  • FIG. 4 shows the left side view on a rotated access, the right side view on a rotated access is identical.
  • FIG. 5 shows the front of headband lying flat on a surface, the back of headband lying flat on a surface is identical.
  • FIG. 6 shows the front right side of headband in use, the front left side of headband in use is identical.
  • FIG. 7 shows the front view of the wearable virtual reality (VR) headband system integrated into a protective helmet.
  • VR virtual reality
  • FIG. 7 A shows the front view from the right side of the wearable virtual reality (VR) headband system integrated into a protective helmet. The front left view being identical.
  • FIG. 7B shows the right side view of the wearable virtual reality (VR) camera system integrated into a protective helmet. The left side view being identical.
  • FIG. 8 shows the front view of the wearable virtual reality (VR) camera system integrated into a baseball cap.
  • VR virtual reality
  • FIG. 8A shows the front left view of the wearable virtual reality (VR) camera system integrated into a baseball cap.
  • the front right view is identical.
  • VR virtual reality
  • FIG. 8B shows the back view of the wearable virtual reality (VR) camera system integrated into a baseball cap.
  • VR virtual reality
  • FIG. 8C shows the side left view of the wearable virtual reality (VR) camera system integrated into a baseball cap.
  • the side right view being identical.
  • FIG. 9 shows the front left view of the wearable virtual reality (VR) camera system integrated into active headgear.
  • VR virtual reality
  • FIG. 10 shows the front view of the wearable virtual reality (VR) camera system integrated into a motorcycle helmet.
  • VR virtual reality
  • FIG. 10A shows the right side view of the wearable virtual reality (VR) camera system integrated into a motorcycle helmet.
  • the left-side view being identical.
  • VR virtual reality
  • FIG. 10B shows the back view of the wearable virtual reality (VR) camera system integrated into a motorcycle helmet.
  • VR virtual reality
  • FIG. 10B shows the top view of the wearable virtual reality (VR) camera system integrated into a motorcycle helmet.
  • VR virtual reality
  • Virtual reality image capturing devices implement cameras that are generally attached to a rigid circular surface casing and are commonly manufactured to accompany rigid stationary attachments including but not limited to tripods.
  • the rigid casings are neither suitable nor practical for real-time application capable of capturing 360-degree images without being burdensome and intrusive. Additionally, the rigid casings are not designed to be light weight enough for incorporation into soft-touch items such as fabric.
  • FIG 1 A depicts how the interior chamber 24 may contain an elastic mounting band 26 where the cameras 14 may be mounted.
  • the elastic mounting band 26 illustrates the wearable virtual reality (VR) camera system with an inner surface positionable against the user’s head, and outer surface facing away from the users body and an interior chamber 24 between the inner surface and the outer surface.
  • VR virtual reality
  • the fabric band 12 illustrates the structure of the fibers used to make the wearable virtual reality (VR) camera system and the porous, surface of fabrics, the fibers of the fabric may absorb the moisture from the user. Any risks associated with such absorption may be mitigated by coating each camera 14 with a clear waterproof fiber. Optionally, an additional underlying waterproof layer may add more desired protection and would involve an additional manufacturing step.
  • VR virtual reality
  • the discussed applications relate to a wearable virtual reality (VR) camera system formed within the interior chamber 24 of the fabric band 12 that addresses such issues of moisture for the cameras.
  • a protective fabric 16 comprising a plastic layer formed directly on the fabric of the interior chamber 24 and a dielectric film 32 laminated and applied via an adhesive where the camera touches the outer surface of the interior chamber 24 of the inner band 18.
  • Such a structure may allow the use of a thin and smooth dielectric film 32 that avoids any shorting risks from moisture as described above.
  • the fabric band 12 and inner band 18 may be formed from a coated fiber, or may otherwise comprise a coating, that may help to lessen the absorption of moisture on the fabric and/or decrease a roughness of the fabric band 12.
  • FIG. 1A also illustrates the dielectric film 32 being integrated into the fabric band 12 which may be accomplished in any suitable manner.
  • the dielectric film 32 may take the form of a two-layer structure, the first layer including an optional adhesive layer 34 bonding the dielectric film 32 to the fabric band 12, and a second layer constructed by a thin, solid dielectric film 32.
  • the optional adhesive layer 34 of the dielectric film 32 may take the form of a thermoplastic material having a low melting point. This may allow the dielectric film 32 to be laminated or thermally adhered onto the fabric band 12 by melting the optional adhesive layer 34 to bond to the fabric band 12.
  • the optional adhesive layer 34 may include a material such as ethylene vinyl acetate, while dielectric film 32 may include polyethylene terephthalate, polypropylene, a form of polyimide and/or other desirable and appropriate combination of dielectric materials. Alternately, the dielectric film 32 may use a combination of a curable adhesive and/or pressure sensitive adhesive as the optional adhesive layer 34.
  • the porous surface of the fabric band 12 may challenge the integration of a hearty, curable resin-based dielectric layer onto the fabric band 12, and may require the use of a relatively dense dielectric film 32 to avoid manufacturing defects that may present a shorting risk.
  • the dielectric film 32 may be formed from a solid material that is applied to the fabric as a sheet, in lieu of a resin that needs to be cured subsequent to integration.
  • the selection of a thin, smooth material may permit use of a thinner dielectric film 32, while helping to avoid cracks, pores, and other defects that may occur with a curable dielectric film 32 material deposited on the fabric.
  • the above-mentioned solution also may present a flat, uniform surface the secure attachment of cameras 14.
  • inner band 18 and fabric band 12 may include a coating, such as a polymer coating.
  • the threads of the interior chamber band 24 may be coated before the inner band 18 and fabric band 12 are constructed, while in other examples the coating may be applied after the inner band 18 and fabric band 12 have been formed.
  • the coating may be constructed from any appropriate material.
  • the coating may comprise one or more of a polyacrylate coating and polyurethane coating. In other examples, such as where the fabric band 12 does not absorb an undesirable degree of moisture, the coating may be omitted.
  • FIG. 1 A schematically shows an x-ray view of the interior chamber 24 of the wearable virtual reality (VR) camera system.
  • the interior chamber 24 reduces any need to expose wiring.
  • VR virtual reality
  • FIG. 1A also illustrates how the cameras 14 mount onto the elastic mounting band 26 of the wearable virtual reality (VR) camera system within the interior chamber 24.
  • VR virtual reality
  • FIG. IB shows how each lens opening 10 permits unobstructed access for each camera 14 lens through an opening in the outer surface of the fabric band 12.
  • FIG. IB illustrates a nano-processor 28 integrated into the back of the camera 14 permitting each camera 14 to broadcast sound and 360-degree images to receivers over a network. Alternate examples may include broadcasting over a local area network, municipal area network, Wi-fi and/or a private network.
  • Each nanoprocessor 28 is connected to a camera 14 configured to auto-stabilize, scan, sense, and capture images of the user’s surrounding environment.
  • FIGS. IB and 1C shows nano-batteries 20 of the wearable virtual reality (VR) camera system eliminating the need for further electrical wiring or electrical connections.
  • the nano-batteries may be built into the elastic mounting band 26.
  • electrochemical cells may be added to the back of each camera 14 to assist with generate and/or act as a power source for each camera 14.
  • FIG. ID shows how the eight (8) cameras 14 can be fitted into the fabric band 12 to capture the user’s surrounding 360-degree environment.
  • the wearable virtual reality (VR) camera system may comprise of a body comprising any combination of folded double twisted and elastic fabric flushly abutting a single exterior panel, and a single interior panels, the body having an inwardly facing interior surface, and an outwardly facing exterior surface, with opposite ends of the body being attached together permitting the body of the unit to seamlessly surround a cranium area and is configured for wearing on a user’s head as a headband that wicks moisture from its user’s head.
  • the fabric band 12 may be formed from any suitable fabric material. Examples include woven and non-woven fabrics made of natural and/or synthetic fibers. Further, the fabric band 12 may have any desired thickness to allow the cameras 14 to seamlessly integrate into the fabric and remain comfortable for the user. In some examples, the fabric band 12 may have a depth thickness ranging from 0.3 to 1.0 inches. In other examples, the fabric band 12 may have a height from top to bottom of 0.7 to 2.0 inches and/or any other suitable height and depth thickness.
  • FIG. 1 A illustrates protective electromagnetic shielding 32 integrated into the inner band 18 and fabric band 12 of the wearable virtual reality (VR) camera system, wherein a metallic and/or alloy infused fabric for electromagnetic shielding 32 is employed.
  • a metallic and/or alloy infused fabric for electromagnetic shielding 32 is employed.
  • Another example may support the inner band 18, the fabric band 12, and inner chamber 24 positioned facing the user’s head to include a metallic and/or alloy infused fabric for electromagnetic shielding 32.
  • the wearable virtual reality (VR) camera system may be configured to interface or be integrated with other sensors such as heart rate sensors, step sensors, altitude sensors, geographic sensors, temperature sensors, and/or other suitable sensors that may be used to monitor conditions of the user and/or its environment.
  • various other sensors may be formed by printing electrodes onto the inner band 18.
  • a biometric sensor may be printed or implanted onto fabric that is configured to contact the skin of a user.
  • an electrochemical sensor may be printed onto the inner band 18.
  • An example of this application may include various coated electrodes that interact directly with the user’s skin.
  • FIGS. 2, 3, 4, and 5 show the wearable virtual reality (VR) camera system at different angles to illustrate how lightweight and flexible materials can be employed to construct the fabric band 12. These figures also show how flexible the fabric band 12 can be as FIG. 5 depicts the band being able to lay flat on one side without compromising the device.
  • VR virtual reality
  • the wearable virtual reality (VR) camera system may be used in many different types of wearable devices.
  • FIGS. 7 through 10 illustrate examples of the wearable virtual reality (VR) camera system being implemented with different types of headwear.
  • the wearable virtual reality (VR) camera system may be integrated into a variety of surfaces and materials.
  • FIG. 6 illustrates how each camera 14 captures a continuous 360-degree horizon.
  • the wearable virtual reality (VR) camera system includes eight (8) cameras 14 spaced at even 45-degree angles from the center of the system. This overcomes any challenges in the shape of any specific user’s skull and accounts for being worn in any orientation as all sides of the circular band are identical.
  • FIGS. 7, 7A, 7B, 7C show one embodiment where the wearable virtual reality (VR) camera system is integrated into protective helmet 40.
  • An example and expansion of this mentioned application supports compatibility of the wearable virtual reality (VR) camera system with an electronic gaming system capable of analyzing data and images captured in an athletic event with users wearing a similar protective helmet 40.
  • FIGS. 8, 8 A, 8B, and 8C illustrate another embodiment where the wearable virtual reality (VR) camera system is integrated into a baseball cap 50.
  • An example and expansion of this mentioned application supports compatibility of the wearable virtual reality (VR) camera system with an electronic gaming system capable of analyzing data and images captured in an athletic event with users wearing a similar baseball cap 50.
  • FIG. 9 illustrates another embodiment where the wearable virtual reality (VR) camera system is integrated into active headgear 60.
  • An example and expansion of this mentioned application supports compatibility of the wearable virtual reality (VR) camera system with an electronic gaming system capable of analyzing data and images captured in an athletic event with users wearing a similar active headgear 60.
  • FIGS. 10, 10A, 10B, 10C illustrate another embodiment where the wearable virtual reality (VR) camera system is integrated into a motorcycle helmet 70.
  • An example and expansion of this mentioned application supports compatibility of the wearable virtual reality (VR) camera system with an electronic gaming system capable of analyzing data and images captured in an athletic event with users wearing a similar motorcycle helmet 70.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Studio Devices (AREA)

Abstract

Un système de caméra de réalité virtuelle (VR) pouvant être portée comprend : une bande circulaire ayant une surface interne pouvant être positionnée sur la tête d'un utilisateur, une surface extérieure opposée à la tête de l'utilisateur, une chambre intérieure entre la surface intérieure et la surface extérieure, une multiplicité de caméras à l'intérieur de la chambre intérieure espacées à des angles pair de 45 degrés par rapport au centre de la bande, chaque caméra ayant une lentille exposée à travers une ouverture dans la surface extérieure de la bande; une nano-batterie fixée à chaque caméra à l'intérieur de la chambre interne faisant office de source d'alimentation, un nano-processeur fixé à chaque caméra à l'intérieur de la chambre interne pour analyser et transmettre des images à 360 degrés et un son sur un réseau.
PCT/US2021/044418 2020-09-29 2021-08-03 Système de caméra de réalité virtuelle (vr) pouvant être porté WO2022072058A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US202063084566P 2020-09-29 2020-09-29
US63/084,566 2020-09-29

Publications (1)

Publication Number Publication Date
WO2022072058A1 true WO2022072058A1 (fr) 2022-04-07

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PCT/US2021/044418 WO2022072058A1 (fr) 2020-09-29 2021-08-03 Système de caméra de réalité virtuelle (vr) pouvant être porté

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Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040066449A1 (en) * 2000-11-29 2004-04-08 Dor Givon System and method for spherical stereoscopic photographing
US20090237564A1 (en) * 2008-03-18 2009-09-24 Invism, Inc. Interactive immersive virtual reality and simulation
US20140362244A1 (en) * 2013-01-10 2014-12-11 Anthony Martin Helmet Camera System
US20160371884A1 (en) * 2015-06-17 2016-12-22 Microsoft Technology Licensing, Llc Complementary augmented reality
US20170197142A1 (en) * 2014-03-14 2017-07-13 Sony Interactive Entertainment Inc. Gaming device with rotatably placed cameras

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040066449A1 (en) * 2000-11-29 2004-04-08 Dor Givon System and method for spherical stereoscopic photographing
US20090237564A1 (en) * 2008-03-18 2009-09-24 Invism, Inc. Interactive immersive virtual reality and simulation
US20140362244A1 (en) * 2013-01-10 2014-12-11 Anthony Martin Helmet Camera System
US20170197142A1 (en) * 2014-03-14 2017-07-13 Sony Interactive Entertainment Inc. Gaming device with rotatably placed cameras
US20160371884A1 (en) * 2015-06-17 2016-12-22 Microsoft Technology Licensing, Llc Complementary augmented reality

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