Invented by Kenneth Liam KIEMELE, Michael Thomas, Charles W. LAPP, III, Christian Michael Sadak, Thomas Salter, Microsoft Technology Licensing LLC

The market for transitioning to a VR environment has seen significant growth in recent years. Virtual reality (VR) technology has evolved from being a niche concept to a mainstream phenomenon, with applications ranging from gaming and entertainment to education and healthcare. As more industries recognize the potential of VR, the market for transitioning to this immersive environment is expanding rapidly. One of the key drivers behind the market growth is the increasing affordability and accessibility of VR devices. In the past, VR headsets were expensive and limited to a few high-end models. However, with advancements in technology and increased competition, VR devices have become more affordable and widely available. This has opened up opportunities for businesses and individuals to explore the benefits of transitioning to a VR environment. The gaming industry has been at the forefront of adopting VR technology. VR gaming provides a more immersive and interactive experience, allowing players to feel like they are inside the game. This has led to a surge in demand for VR games and accessories, creating a lucrative market for developers and manufacturers. With the introduction of more powerful VR devices and the development of innovative gaming content, the market for transitioning to a VR gaming environment is expected to continue growing. Beyond gaming, VR has also found applications in various other industries. In the field of education, VR offers a unique opportunity to enhance learning experiences. Students can explore historical sites, visit museums, or even travel to outer space, all from the comfort of their classrooms. This immersive learning environment not only makes education more engaging but also improves retention and understanding of complex concepts. As a result, schools and educational institutions are increasingly investing in VR technology to enhance their teaching methods. The healthcare industry is another sector that has embraced VR technology. VR has been used for pain management, rehabilitation, and even surgical training. By creating virtual environments, doctors can simulate medical procedures and train in a safe and controlled environment. This reduces the risk associated with real-life surgeries and allows for more efficient training of medical professionals. As the healthcare industry continues to recognize the benefits of VR, the market for transitioning to a VR healthcare environment is expected to grow significantly. In addition to gaming, education, and healthcare, VR has also found applications in architecture, real estate, tourism, and marketing. Architects can use VR to create virtual walkthroughs of buildings, allowing clients to experience the design before construction begins. Real estate agents can offer virtual property tours, saving time and resources. Tourist destinations can provide virtual experiences to attract visitors. Marketers can create immersive advertisements that capture the attention of consumers. The possibilities are endless, and as more industries realize the potential of VR, the market for transitioning to a VR environment will continue to expand. However, there are still challenges to overcome in the VR market. One of the main barriers is the need for high-quality content. While VR devices have become more affordable, the availability of compelling and immersive content is still limited. Developers need to create engaging experiences that take full advantage of the VR technology to drive adoption and usage. Additionally, concerns around privacy and data security need to be addressed to build trust among users. In conclusion, the market for transitioning to a VR environment is experiencing significant growth as more industries recognize the potential of this immersive technology. From gaming and education to healthcare and marketing, VR is transforming various sectors and creating new opportunities. With advancements in technology and increased accessibility, the market is expected to continue expanding in the coming years. However, challenges such as content creation and privacy concerns need to be addressed to fully unlock the potential of VR.

The Microsoft Technology Licensing LLC invention works as follows

Optimizations for improving the transition from a real-world to a virtual world environment are provided.” Initial, the use of a head-mounted display (HMD) is detected. One or more real world physical objects are then identified within a certain proximity to it. Then, a replicated environment that includes virtual representations for the real-world object(s) is created and displayed in a virtual world display. The replicated environment is then transitioned from view, and a VR display is rendered in the virtuality display. In some cases, virtual representations of physical objects in the real world are rendered into the VR environment as a response to triggered event.

Background for Transitioning to a VR environment

Mixed-reality computer system, such as virtual-reality and augmented reality systems, has recently attracted a lot of interest because they can create immersive experiences for the users. Virtual reality conventional (?VR?) Hereafter, systems create an immersive environment where the user’s view is blocked by a virtual reality. VR systems differ from augmented-reality (AR) systems, which merely enhance a real-world image by overlaying an image of a hologram in the field-of-view of the real-world. The descriptions in this document are applicable to VR systems, or equivalent systems, and not augmented reality systems, unless otherwise stated.

VR systems use a variety of on-body devices, such as a handheld or head-mounted display. “VR systems often use one or more on-body devices (e.g., a handheld device, a head mounted device etc.). hereafter). The HMD allows a user view virtual environments and/or objects. As an example, the VR system could display a virtual image of a scenic view on a HMD, with which the user can interact (e.g. walk around the virtual environment).

Users of HMDs find initial immersion in a VR environment disorienting because a HMD can block the user’s view to the real world (e.g. when the HMD displays a completely virtual environment). A pass-through computer system with a camera can be used to reduce the disorientation. The computer system can capture the surrounding real-world and display it in the HMD using the pass-through cameras. The use of a pass through camera can cause depth-of field and other issues that may also lead to user disorientation. There is a need to improve the transition of a HMD’s user from a real world to a virtual environment.

Furthermore a user’s awareness is impaired once they are immersed in VR. This can lead to a number of safety risks. A user who is immersed and interacting in a VR environment could walk into or be hit with walls, furniture or even people or pets passing by. There is a need to improve hardware storage devices and methods of warning HMD users about real-world objects.

The subject matter claimed herein does not limit to embodiments that solve disadvantages or operate in specific environments like those described above. This background is not intended to be a complete list of possible technology areas where the embodiments described herein could be used.

The disclosed embodiments relate to devices and systems that warn users about real-world physical obstructions not visible by VR devices.

In some embodiments, the use of a HMD is detected and one or several real-world objects are located within a certain proximity to the head-mounted display. Then, a replicated environment that includes virtual representations for the real-world object(s) is rendered in a VR screen. The replicated environment is then transitioned from display to a VR display.

In other embodiments, the VR environment is rendered on a VR display. A real-world object is detected in proximity to the HMD. “Upon detection of an event that triggers a notification for the HMD user, a virtual representation is rendered of the real-world object(s).

This Summary presents a few concepts in simplified form. They are described in detail below in the Detailed Description. This Summary does not identify the key features or essential features in the claimed subject matter. It is also not meant to be used to determine the scope of the claimed matter.

Additional features or advantages will be described in the following description and will in part be evident from the description. Or, they may be acquired by practicing the teachings of this article. The appended claims specifically mention instruments and combinations that can be used to realize and obtain the features and advantages of the present invention. The following description, together with the appended claims will make the features of the present invention more apparent. Or they can be discovered by practicing the invention in the manner described hereafter.

Before describing in detail the various embodiments, it should be noted that the disclosure does not limit itself to the parameters of any of the systems, methods or apparatuses, products, processes and/or kits described. These parameters may vary. While certain embodiments will be described with specific configurations and parameters, as well as components, elements, and the like, these descriptions are intended to serve only as an illustration, not to limit the scope of claimed invention. The terminology used in this document is intended only to describe the embodiments and not to limit the scope.

Disclosed embodiments” are directed at systems, hardware storage devices and methods that facilitate a HMD’s user transition from a physical environment to a virtual environment, as well as warning HMD users about real-world objects.

The embodiments can be implemented to overcome certain safety issues associated with the user immersion and interaction in a VR environment through a HMD. The embodiments disclosed herein allow for a smooth transition from the real world to a VR environment. By easing a HMD-user into a virtual environment, this transition can reduce or even eliminate the potential hazards of abrupt transitions and user disorientation.

Exemplary Computing System

As shown in FIG. As shown in FIG. In FIG. In FIG. The computer system is shown as a wearable unit 100A. However, the ellipses (100B) show that it can be implemented in many different ways and not just the one illustrated in FIG. 1. The computer system 100 can be a desktop, laptop, tablet, mobile phone or other computing device.

The computer system 100 is configured in its simplest form to include at least one hardware processor 110 and storage unit 120. Storage 120 can be a physical system memory that is volatile, nonvolatile or combines both. The term “memory” is used herein. The term?memory’ can also be used to refer to mass storage that is not volatile, such as physical media. The processing, memory and/or storage capabilities may also be distributed if the computer system 100 has been distributed. The term “executable module” is used in this document. ?executable component,? or even ?component? Software objects, routines or methods can be executed on computer system 100. The various components, modules and engines described in this document may be implemented on the computer system as objects or processors (e.g. “As separate threads”.

The disclosed embodiments can comprise or use a general-purpose or special-purpose computer, including computer hardware such as, for instance, one or multiple processors (such a processor 110) or system memory (such s storage 120), which will be discussed in more detail below. The embodiments also include physical or other computer-readable mediums for carrying computer-executable instruction and/or data structure. These computer-readable mediums can be any media accessible by a general purpose or special purpose computer system. Physical computer storage media are computer-readable media which store computer-executable instruction in the form data. Transmission media are computer-readable media which carry computer-executable instruction. “The current embodiments may include, as an example, but not by way of limitation, at least two distinct types of computer-readable media, namely computer storage media and computer transmission media.

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