Invented by Peter Wesley Bristol, Yi-Yaun Chen, Jason Andrew Higgins, Benjamin E. Tunberg Rogoza, Sharvil Shailesh Talati, Neil Warren Konzen, James S. Webb, Meta Platforms Technologies LLC

The Market for Virtual Reality Systems with a Head-Mounted Display and Camera, as well as Hand-Held Controls Virtual reality (VR) has rapidly gained popularity in recent years, revolutionizing the way we experience and interact with digital content. One of the key components of a VR system is the head-mounted display (HMD), which allows users to immerse themselves in a virtual world. Coupled with a camera and hand-held controls, these systems offer a truly immersive and interactive experience. The market for VR systems with HMDs, cameras, and hand-held controls has seen significant growth in recent years. According to a report by Grand View Research, the global VR market size was valued at $7.3 billion in 2020 and is expected to reach $62.1 billion by 2027, growing at a CAGR of 30.2% during the forecast period. This growth can be attributed to several factors. Firstly, advancements in technology have greatly improved the quality and affordability of VR systems. HMDs have become more lightweight, comfortable, and capable of delivering high-resolution visuals. Cameras have also become more sophisticated, allowing for better tracking and motion detection. Hand-held controls have evolved to provide more intuitive and immersive interactions, enhancing the overall VR experience. Secondly, the gaming industry has been a major driver of the VR market. VR gaming offers a level of immersion and interactivity that traditional gaming cannot match. With the rise of popular VR games like “Beat Saber,” “Half-Life: Alyx,” and “Superhot VR,” gamers are increasingly investing in VR systems with HMDs, cameras, and hand-held controls to enhance their gaming experience. Beyond gaming, VR systems with HMDs, cameras, and hand-held controls have found applications in various industries. In the healthcare sector, VR is being used for medical training, pain management, and therapy. In architecture and real estate, VR allows clients to virtually tour properties before making a purchase. VR is also being utilized in education, tourism, and even military training. Furthermore, the COVID-19 pandemic has accelerated the adoption of VR systems with HMDs, cameras, and hand-held controls. With travel restrictions and social distancing measures in place, VR has provided a means for people to explore new places, attend virtual events, and connect with others in a virtual environment. This has led to increased demand for VR systems, as individuals seek to escape the confines of their homes and experience new realities. However, despite the growth and potential of the market, there are still challenges to overcome. Cost remains a barrier for many consumers, as high-quality VR systems can be expensive. Additionally, the need for powerful hardware to run VR applications can limit accessibility. Furthermore, concerns about motion sickness and the potential for addiction to virtual experiences need to be addressed. In conclusion, the market for VR systems with HMDs, cameras, and hand-held controls is experiencing significant growth and offers immense potential. Advancements in technology, the influence of the gaming industry, and the impact of the COVID-19 pandemic have all contributed to the increased demand for these systems. As the technology continues to evolve and become more affordable, we can expect to see even greater adoption of VR systems in various industries and everyday life.

The Meta Platforms Technologies LLC invention works as follows

A virtual reality system includes a HMD (head-mounted display), a camera facing forward coupled to the HMD, and a handheld controller communicatively coupled to the HMD. The hand-held control includes a user input key, a grip and an outward facing surface attached to the grip. The outwardly-facing surface has a plurality illumination sources that emit light detectable by the cameras for sensing the position of the controller in response to a user’s motion.

Background for Virtual reality system with a head-mounted display and camera, as well as hand-held controls

Gaming entertainment systems usually include a controller. The controller is used by the user to send commands to the gaming system in order to control video games or simulations. The controller, for example, may have several buttons or knobs that the user can operate, such as joysticks. Each button or knob corresponds to an action that is to be performed on the display of the virtual-reality or gaming entertainment system. Virtual-reality gear is also available in other gaming and virtual-reality system, such as 3D-glasses or mats with motion sensors that track the user?s foot to give them the perception of being virtual.

The virtual-reality system or gaming system can only show a user’s general position on the mat. Mats cannot detect the user’s hand movements such as swinging or waving, and other similar motions. This means that these gaming or virtual-reality systems only provide a limited sense of “reality” to the user. The user is only given a limited sense of?reality?

This means that virtual-reality systems or gaming systems must be able to track the position of the hand-held controllers in order to simulate the actual motion of the user holding the controller. This will enhance the virtual-reality user experience. This capability can be integrated into a head-mounted device (HMD) to reduce the number components in such systems.

According to some embodiments, virtual-reality systems include a HMD coupled with a forward-looking video camera, and a handheld controller that can be wirelessly or communicatively connected to the HMD. The hand-held control includes a first input key, a grip and an outward facing surface coupled to grip. The hand-held control further comprises a plurality illumination sources mounted or embedded into the outwardly facing surface. The illumination sources provide light that can be detected by the camera.

In some embodiments, a forward-looking camera is extended from the front surface of a HMD.

In some embodiments, a cage is also included in the controller. The cage’s outer surface is included in the outward-facing side. “The outer surface of cage is coupled with a plurality of lighting sources.

In some embodiments, a portion or all of the illumination sources can be detected by the camera facing forward when the HMD has been worn and the grip is in neutral position.

In some embodiments, a cage can be configured to sit above the hand of a user when they hold the grip in a neutral position.

In some embodiments, a hand-held control unit also includes an input surface with the first user key.

In some embodiments, a web-like structure is used to connect the cage with the input surface.

In some embodiments, a virtual-reality-system further includes a user-input second key. The second input key is a trigger that can be activated by the middle finger.

In some embodiments, the input surface for the user is a front inner surface of the cage.

In some embodiments, it is possible to have the grip angled with respect the the surface of the user input.

In some embodiments, there are multiple user-input buttons including the first one. The user input surface includes a touch sensitive surface divided into sections, each section corresponding to a user-input button and including at least one sensor for detecting a touch.

In some embodiments, grip and cage are integrally formed.

In some embodiments, the cage can be detached from the grip.

In some embodiments the plurality illumination sources include a plurality light-emitting Diodes (LEDs), and the forward-looking cameras is configured to track the light emitted from the LEDs.

In some embodiments, a plurality LEDs include a plurality infrared leds. The forward-looking camera can detect the infrared emitted from the infraredLEDs.

In some embodiments, a virtual-reality device also includes a power source that supplies power to both the HMD and forward-looking camera and a power source for the handheld controller, which can power the LEDs.

In some embodiments the plurality illumination sources include a plurality passive reflectors and the camera has an illumination source that provides light to the reflectors. The camera can also have a sensor that detects light reflected by the passive reflectors.

The button is chosen from the group consisting A or X buttons, B or Y buttons, Start button, Back button, Forward, and Home buttons. The button can be selected from a group that includes an A or B button, or a Y or B button, as well as a start or home button.

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