The rate or progress for Virtual Reality is indeed stunning. So too is the commercialization of products, services and potential applications. For instance researchers, teachers, politicians and innovators are always stacked with projects that need a Virtual Reality Technicians skill sets to the audience, customer or funding groups better visualize.Of course we realized a cockpit wasn't going to work for every game, so after hitting the research literature on perception, and working through a bunch of ideas we eventually decided to try inserting a nose into the user's field of view," he said.
Of
course as things move forward much faster standardization is also coming to a
head. Many VR consultants and leading edge thinkers speak of granularity, verbs
and software programming methodologies, but none are completely certain that is
how things will work in the future in VR, yet we all see this is the push. It
is amazing all the competing VR standards, theories and directions the market
place is working with now. It is pretty insightful and although 4 years old now
is pretty much on the money.
One
of the reasons I make this statement is because someone mentioned in an article
about the slicing of food on the kitchen in virtual reality and the sound of
the knife in EOX (basically that is surround-a-sound) and the granularity
(individual animated pixels) dividing the object and yes all that is good for
action sequences, explosions, car crashes in video games, VR Life II type
things and such, or simulators for training, but there is an issue with
combinations of multiple scenarios, with AI and the size of the program,
current bandwidth, storage devices, etc.
We
can talk all about the future as the VR Technicians see it and we can discuss
all the applications for Government, Military, Business, Healthcare, Earth
Sciences, Space, Training, Psychology, Sports, Sex, Politics, Distance
Learning, Sales or V-travel and yet in the end a standard is needed so that the
theories, methods and philosophies can all be on the same page to move the ball
down the field and attract the capital needed to bring the VR World into a
blurred reality with the real world and to make a profit in doing so. ROI is
what the real world is about.
Objective
This report
assesses the viability for commercialization of Intellectual Property (IP)
assets related to Virtual Reality (VR) technology, which involves
computer-simulated worlds to stipulate the sense of reality. It often includes
stereoscopic displays to mimic our natural visual sensory input. Other
simulated sensory feedback, such as haptic or audio feedback, also form part of
VR technology. VR technology has been around for many decades, but its
potential was not realized until computer graphics matured and computing
capacity became adequate and affordable. Today, VR is extensively used in
gaming, entertainment, training and education. VR also has many important
medical applications.
This analysis
encompasses the overall landscape of Virtual Reality IP assets in terms of the
major patent holders and recorded transactions. Assignees with VR patent assets
with medical or gaming applications are identified. A list of potential
licensees or buyers of VR-related IP assets is arrived at.
Workflow
1. Determine the
major patent asset holders in the area of Virtual Reality technologies.
2. Identify
relevant transactions (assignment transfers) in the area of Virtual Reality
technologies.
3. Obtain the
forward citations of patents related to the relevant technology and determine
the patent asset holders of the more recently filed forward-cited patents.
4.
Determine the patent asset holders of VR IP assets with medical and gaming
applications.
5. Combine
the findings from the above steps to create a short-list of potential licensees
or buyers in VR technologies.
Analysis
· The
analysis contained in this report is done for VR technology in general. There
are many subtechnologies involved in this domain, such as stereoscopic
displays, haptic devices, tracking systems, and computer algorithms.
· Patent
assets related to Virtual Reality are identified using a combination of
keywords, IPC codes, and US classification codes to obtain the top patent asset
holders in the technology area.
· A
search of the assignment database is performed using similar parameters. This
yields a list of the various buyers and sellers of patent assets addressing this
technology and helps in determining the most active amongst them.
· Assignees
for recently filed forward-cited patents in VR technologies are determined.
· Assignees
with VR patent assets with applications in either assisting medical or surgical
procedures; or addressing gaming are separately identified.
· The
analysis of this report is based on the patent assets of various geographies,
assignment transfer data provided by the USPTO, and related corporate
information available in the public domain. All patent counts mentioned are
only indicative.
"One of my students mentioned that in a game he had recently
played there was a fixed cockpit that acted as a point of reference and it
seemed to have eased the sickness a bit. We hypothesized that if you had a fixed
reference in your view point you would do a lot better with sickness. Of course
we realized a cockpit wasn't going to work for every game, so after hitting the
research literature on perception, and working through a bunch of ideas we
eventually decided to try inserting a nose into the user's field of view,"
he said. "For instance, in the animal kingdom every terrestrial predator
can see its nose, so if it were a problem it seems like it would have evolved
out. We surmised that being able to see one's nose was likely adaptive – a
feature rather than a bug."
Whittinghill and his research team conducted experiments that
involved two groups of people who experienced a virtual reality roller coaster
ride, an event deemed likely to cause a high simulator sickness reaction.
Group one could see a virtual nose in their screen, like you would your own
nose, and group two could not. The findings showed that group one experienced
less sickness and increased participation time in the simulation than did the
second group who could not see the virtual nose.
"What was interesting was that when we asked how distracting
the nose was, the participants were baffled because they didn't even realize
the nose was there. Just like one's own nose they didn't perceive it," he
said. "We observed a 13.5 percent drop in severity of sickness and an
increase of time in the simulator, just by adding a simple component that
doesn't interfere with the game and is computationally very cheap."
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