WO2016001908A1 - 3 dimensional anchored augmented reality - Google Patents

3 dimensional anchored augmented reality Download PDF

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Publication number
WO2016001908A1
WO2016001908A1 PCT/IL2014/050597 IL2014050597W WO2016001908A1 WO 2016001908 A1 WO2016001908 A1 WO 2016001908A1 IL 2014050597 W IL2014050597 W IL 2014050597W WO 2016001908 A1 WO2016001908 A1 WO 2016001908A1
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WO
WIPO (PCT)
Prior art keywords
viewer
video
frame
image
objects
Prior art date
Application number
PCT/IL2014/050597
Other languages
French (fr)
Inventor
Daniel Grinberg
Anat KAHANE
Ori Porat
Moran Cohen
Original Assignee
Imagine Mobile Augmented Reality Ltd
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 Imagine Mobile Augmented Reality Ltd filed Critical Imagine Mobile Augmented Reality Ltd
Priority to PCT/IL2014/050597 priority Critical patent/WO2016001908A1/en
Publication of WO2016001908A1 publication Critical patent/WO2016001908A1/en

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Classifications

    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/017Head mounted
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/163Wearable computers, e.g. on a belt
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • G06F3/012Head tracking input arrangements
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers
    • H04N13/332Displays for viewing with the aid of special glasses or head-mounted displays [HMD]
    • H04N13/344Displays for viewing with the aid of special glasses or head-mounted displays [HMD] with head-mounted left-right displays
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers
    • H04N13/366Image reproducers using viewer tracking
    • H04N13/383Image reproducers using viewer tracking for tracking with gaze detection, i.e. detecting the lines of sight of the viewer's eyes
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers
    • H04N13/398Synchronisation thereof; Control thereof
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/0101Head-up displays characterised by optical features
    • G02B2027/0132Head-up displays characterised by optical features comprising binocular systems
    • G02B2027/0134Head-up displays characterised by optical features comprising binocular systems of stereoscopic type
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/0101Head-up displays characterised by optical features
    • G02B2027/014Head-up displays characterised by optical features comprising information/image processing systems
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/017Head mounted
    • G02B2027/0178Eyeglass type
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/0179Display position adjusting means not related to the information to be displayed
    • G02B2027/0187Display position adjusting means not related to the information to be displayed slaved to motion of at least a part of the body of the user, e.g. head, eye

Definitions

  • the present invention generally relates to augmented reality optica! head-mounted display (HMD), and in particular to enable true stereoscopic 3-dimensional (3D) effect under the automated management of an inertia! Measurement Unit (IMU) mounted on an HMD worn by a viewer.
  • HMD head-mounted display
  • IMU inertia! Measurement Unit
  • An optical head-mounted display is a wearable computer intended to provide a mass-market ubiquitous computer. HMD's display information in a smartphone- like hands-free format, thereby enabling communication with the Internet via natural language voice commands. With these glasses one will be able to see internet content, including internet with a web browser, movies, TV and video games. Moving images can be seen with the glasses on and not by anyone else around the viewer as he views the moving images. The actual technology is in the boxes on the outsides of the display lenses, one for each temple: Optical Engine (OE)-32 modules project 720p resolution in 3D received through HDM! .
  • OE Optical Engine
  • Augmented reality is a live, copy of a physical, real-world environment whose elements are supplemented by computer-generated sensory input such as sound, video, graphics or GPS data.
  • virtual reality replaces the real world with a simulated one.
  • Augmentation is conventionally in real-time and is synchronized with environmental elements, such as sports scores on TV during a match.
  • Advanced AR technology adds computer vision and object recognition. Therefore the information about the surrounding real world of the user becomes interactive and can be manipulated i.e. , artificial information about the environment and its objects can be overlaid on the real world.
  • Computer vision includes acquiring, processing, analyzing and understanding images and, in general, high-dimensional data from the real world in order to form decisions.
  • a major effort has been to duplicate human vision by electronically perceiving and understanding an image.
  • This image understanding separates symbolic information (especially markers, see below) from image data using models constructed with the aid of geometry, physics, statistics, and learning theory.
  • a marker is a real life object detected by the system using computer vision.
  • a marker is a uniform symbol or pattern, such as a picture frame on a wail or a carpet on a l floor.
  • I IV1 U Inertia! Measurement Unit
  • IMU's detect the current rate of acceleration using an acce!erometer for each of the 3 dimensions, and detects changes in rotational attributes of pitch, roil and yaw using a gyroscope for each of the 3 dimensions.
  • Character overlay application a character is a symbol containing significance and which can be interpreted, such as language translation. These kinds of applications can be used on the glasses in the same way markers can overlay the image.
  • Liquid crystal on silicon is a "micro-display” technology developed initially developed for projection televisions but is now used also for structured illumination and near-eye displays.
  • Lurnus Optical Engine (LOE)32TM is a head-mounted display.
  • the Optical Engine Module' uses Light-guided Optical Element technology to enable a lightweight head mounted display solution that's fully transparent.
  • the transparency means that Lumus enables augmented reality (AR) applications, rather than strictly gaming or cinema use.
  • the Optical Engine Module is offered to other companies for incorporation into products with different branding.
  • LOE32TM uses two of the Optical Engine Modules (one for each eye), has a resolution of 720pixels and uses 'LOE' technology which allows the image to be projected from the side of the head rather than directly in front. The light is guided from the side of the head through the lens and into the eye:
  • Anchoring involves input data deriving from dedicated hardware devices integrated on the glasses, such as a camera and microphone.
  • the input data is used to anchor the virtual objects as seen through the glasses, to the real world, for example by anchoring descriptive text for the Mona Lisa the painting itself, as being observed by the user in the museum .
  • anchoring descriptive text for the Mona Lisa the painting itself as being observed by the user in the museum .
  • the text will remain "anchored" to the painting, and will not interfere with the user when he may want to look elsewhere in his field of vision.
  • the present invention provides the capability of displaying a 3D movie or video in anchored augmented reality.
  • the virtual projected screen is fixed to a specific place. Not only can 2D images be projected, but now 3 dimensional (3D) images are also projected. This had been considered undo-able in the prior art, because the effect achieved when viewing a 3D movie such as "Avatar," is not a natural effect.
  • the 3D effect is not the same as what one sees in real life.
  • the stereoscopic effect is similar to the stereophonic effect with headphone devices.
  • the size of the screen is preferably one-half of the size of the field of display as seen through the glasses, for example, as projected on a marker on the wall.
  • the following terms are defined as relating to the field of view of the user:
  • IIVIU Measurement Unit
  • IMU Measurement Unit stabilization
  • the black frame is transparent because it does not return light.
  • the internal video frame is managed by the IIVIU device mounted on the glasses, moving the frame as opposite to the head track in three (3) axes: X, Y and Z and tilt. The movement is calibrated taking into consideration the rotational pattern of the head movement on its four (4) axes. See elaboration in the detailed description.
  • An application can command the display of an object upon recognizing a marker.
  • the stabilization of the object comprises adjusting the relative positioning of the marker, as recognized by computer vision (CV) and the relative positioning of the head as recognized by the IMU, creating a dynamic perspective.
  • CV computer vision
  • Single object display an object within an absolute black background internal video within an absolute black video displayed to the glasses right-hand display and left-hand display.
  • 3D objects 3D graphics within a regular 2D video.
  • 3D movie those are two videos displayed differentially to both eyes: right-hand display and left-hand display, thereby creating a true stereoscopic effect.
  • the video frames are calibrated to be equal to a full uniform frame. This creates an optical error regarding three differential frames in which the one in the middle contains the 3D video.
  • the two external frames are covered by absolute black frames. The whole scene, including the 3D frame attached to the two external frames and the black covers are managed by the I U device and calibrated to match the head movement. In this way the viewer sees the 3D movie in a frame fixed to real life.
  • An optical error can be corrected by improved calibration, for example.
  • the accuracy is reduced when calibration parameters are distorted, e.g., by changes of temperature or mechanical influences.
  • a compensation of the parameter errors can lead to acceptable results based on measurement of a simple grid pattern or arbitrarily measuring objects. Results show that the method provides acceptable results concerning point correspondence and scaling error compensation
  • the next level concerning computer vision (CV) is 3D modeling that reflects real life.
  • markers such as the ceiling, floor or wails.
  • the video images can be disbursed all around the viewer. This is accomplished by means of a black screen all around the viewer. For example, if the viewer is in the middle of the screen arranged as a black ball all around him, images can be arranged ail over the screen. The designer of each application decides how the different images will behave.
  • the invention may be embodied as a method of providing a stereoscopic 3-dimensional (3D) image to a viewer having a head mounted device.
  • the method includes: displaying a left image and a right image onto a black screen of the head mounted device, the right image and the left image differing by view angles to points on the images, the views angles based on the spacing between the viewer's left and right eyes and the distances from the eyes to the image points; and anchoring the images to a stationary point in space.
  • Fig.1 is a schematic block diagram of the software architecture and data flow, constructed according to the principles of an embodiment of the present invention
  • Fig.2 is a schematic block diagram of the main hardware components and data flow, constructed according to the principles of an embodiment of the present invention
  • Fig. 3 is a schematic illustration of the binocular frame design, constructed according to the principles of an embodiment of the present invention.
  • Fig. 4 is a schematic illustration of the iine-of-sight of the LE032's, constructed according to the principles of an embodiment of the present invention
  • Fig. 5 is a flow chart for the creation of a true stereoscopic 3D effect, constructed according to the principles of an embodiment of the present invention
  • Fig. 6 is a flow diagram for adapting inertia! measurements, constructed according to the principles of an embodiment of the present invention.
  • Fig. 7 is a flow diagram for inertial measurement realignment, constructed according to the principles of an embodiment of the present invention. DETAILED DESCRIPTION OF AM EXEMPLARY EMBODIMENT
  • the invention may be embodied as a method of providing a stereoscopic 3-dimensionai (3D) image (still or moving) to a viewer having a head mounted device.
  • a left image and a right image are displayed onto a black screen of the head mounted device.
  • the right image and the left image are not identical; they differ by view angles to points on the images.
  • the views angles are computed based on the spacing between the viewer's left and right eyes and the distances from the eyes to the image points.
  • the right and left images may also differ regarding the shadows and texture of various parts of the images.
  • the images are also anchored to a stationary point in space.
  • a moving image of an imaginary ball bouncing against visible (real/non- imaginary) walls can be anchored to a point on the wail.
  • the image of the ball does not "move” with the user's moving field of view. Instead, the ball continues to move as expected physically (for example, in a curvilinear trajectory based on gravity and horizontal velocity and with a change in velocity and acceleration vectors each time the imaginary bail is projected as colliding with a real wall/ceiling/floor).
  • the head mounted device may use an Inertia! Measurement Unit on the head mounted device to provide data describing movement of the head mounted device to be used to effect the anchoring.
  • Fig.1 is a schematic block diagram of the software architecture 100 and data flow, constructed according to the principles of an embodiment of the present invention.
  • the High Definition Multimedia interface (HDMI) output 192 of the user's Smartphone 190, or other mobile device transmits both high-definition uncompressed video and multi-channel audio wireiessiy in a preferred embodiment.
  • Output 192 is received by the Video Processor 182 of the OMAP 180 to the TBD 111 of Interface Module 1 10 to the ASIC 121 of the glasses module 120.
  • HDMI High Definition Multimedia interface
  • Smartphone 190 transmits data from the Speaker/Microphone Interface 191 through the Control (CTRL) 181 of the Open Multimedia Application Platform (OMAP) 180 to the Speakers 152 and Microphone 151 , respectively in the Glasses Module 120.
  • CTRL 181 also receives data from the inertial Measurement Unit 132 and sends control signals to IMU 132, the Cameras 131 and Video Processor 182, and sends: CV data; Gesture Control data 84; and IMU data to Smartphone 190.
  • Video Processor 182 sends HDMi data through a video output 188 to right-hand display 123 and left-hand display 124 of Glasses Module 120.
  • OMAP 180 passes data from Glasses Module 120 to CTRL of Smart Phone 190 as follows: Physical World Polygons 183 from Cameras 131 ; Gesture Control 184 from Cameras 131 ; and Motion Filter 185 from Cameras 131 and IMU 132.
  • a space is modeled when moving, mainly under dynamic conditions regarding lighting.
  • the approach will be to stabilize the image using artificial intelligence (Al) motion conditioning filters 185, with reference to decide when the image is actually changing and when it is not.
  • Al artificial intelligence
  • the operating system (OS) 191 manages the output display according to application commands and real time data 170 input from IMU 130 and CV.
  • the system concept is to run applications on smart phones or any other mobile device containing visual audio contents and implementation commands.
  • OS 191 hosted on smart phone 190 functions to integrate the application to real life including visual objects display and functional commands.
  • SDK 193 enables creation of applications and adapts existing applications on Apple iOS, Android and Windows to be played on the Glasses of the present invention through the operating system (OS).
  • OS operating system
  • SDK 193 enables creation of:
  • OS 191 displays the stereoscopic effect for both right eye 123 and left eye 124. They are not independent of each other.
  • the only way one can create a 3D picture with glasses 120 is by getting the whole field of view and then one can create a 3D view. If one gets the whole field of view one cannot isolate each eye. if one wants to put it into a specific frame one cannot isolate if because of the field of view around the frame. This can be achieved by playing with the ratio for the whole field of view between both eyes, and then right eye 123 and left eye 124 separately.
  • the virtual projected screen is first fixed to a specific place in the 3D image.
  • 3D 3 dimensional
  • the viewer can have objects flying around and can move them with controller (CTRL) 181 , but he can also have a virtual person walking around the room and when the virtual person is partially behind the table the viewer sees only the piece of him that is not behind the table.
  • CTRL controller
  • "True black,” according to the invention is transparent. Therefore the viewer needs to recognize the table to create a black patch covering the table. Then the black patch will be transparent so the parts of the virtual person that is walking behind the table won't be seen.
  • Fig. 2 is a schematic block diagram of the main hardware components and data flow, constructed according to the principles of an embodiment of the present invention.
  • the High Definition Multimedia interface (HDMI) output 292 of the user's Smartphone 290, or other mobile device transmits both high-definition uncompressed video and multichannel audio through a single cable, or wirelessiy in a preferred embodiment.
  • Output 292 is received by the HDMI/Rx 214 of the Interface Module 210, and is passed through the Video Processor 282 of the OMAP/D.SP 280 to the TBD 211 of Interface Module 210 to the ASIC 221 of the glasses module 220.
  • Smartphone 290 also transmits data from the Speaker/Microphone interface 291 through the Host 281 of Interface Module 210 to the Speakers 252 and Microphone 251.
  • Host 281 also receives data from the !nertial Measurement Unit (IMU) 232, sends control signals to IMU 232, the Cameras 231 and Video Processor 282, and sends: computer vision (CV) data; Gesture Control data; and IMU data 270 to Smartphone 290.
  • IMU !nertial Measurement Unit
  • the Liquid Crystal on Silicon (LCoS) 222 is micro-display technology related to LCD, where liquid crystal material has a twisted-nematic structure but is sealed directly to the surface of a silicon chip. LCoS 222 passes the data to the right-hand display 223 and the left-hand display 224 for display.
  • An Application-Specific integrated Circuit (ASIC) is a chip designed for a particular application.
  • Low-voltage differential signaling (LVDS) 212 is a technical standard that specifies electrical characteristics of a differential, serial communication protocol. LVDS operates at low power and can run at very high speeds.
  • Fig. 3 is a schematic illustration of the binocular frame design, constructed according to the principles of an embodiment of the present invention.
  • the design considerations involves the line of sight of the displayed image set to be 3.230° 320 from the Lumus Optical Engine (LOE)32TM 310 plane towards the nose (angle in drawing is not to scale).
  • LOE Lumus Optical Engine
  • the 0E32 is preferably positioned in the frame in a rotation of 3°, leaving the remaining 0.230° angle towards the nose.
  • the right-hand display 330 is shown with a schematically represented eye 340 looking ahead.
  • Fig. 4 is a schematic illustration of the iine-of-sight of a pair of LOE32's 410, constructed according to the principles of an embodiment of the present invention.
  • IPD InterPupillary Distance
  • the two lines of sight 412 should converge 413 at 8m (dimensions in drawing below are not to scale).
  • a person's eyes naturally set the angle from "straight ahead" for each eye to the line 412 when the person focuses on a point at that distance if the position of OE's 410 in the frame is at an angle smaller than 3°, the convergence distance will be reduced.
  • the reference frame is designed for an 8m convergence distance with a rotation of 3° for each 0E32 410.
  • the 0E32 is preferably positioned in the frame in a rotation of 3° 403, leaving the remaining 0,230° angle 423 towards the nose. IVlounting the optica! engines
  • the OE32's can be physically mounted onto the frame.
  • One way is to hold the OE by the pod and the other to hold it by the LOE. It is preferable to mount the OE by the LOE and leave the pod floating, but protected, in the frame. When calibrating an OE for focus and its 3.23° line of sight in production, it is done with reference to the plane of the LOE.
  • the IPD plays an important role in the frame design.
  • the convergence calculations above are based on an average person with an IPD of 63mm.
  • the frame should position the center of the active areas of the two OE's in that distance.
  • the 0E32 has a large eye motion box of 10 x 8mm which will still enable a large population of users, with IPD's different than 63mm, to see the full image.
  • the two OE32's are pre-calibrated to have their lines of sight at 3.23°.
  • 3.23° 3° 403 + 0.23° 423.
  • an accumulation of mechanical tolerances may cause the effective lines of sight to be different. This refers to tolerances for mounting each of the components.
  • This residual accumulated error may corrected by a process of fine alignment.
  • the image displayed on the LCOS is in the focal plane of the optical system of the OE so any movement of that image in either X or Y will shift the line of sight.
  • a movement in the X direction of the image in the LCOS will be translated to a Yaw shift in the line of sight and a movement in Y direction of the image in the LCOS will be translated to a Pitch shift in the line of sight.
  • Fig. 5 is a flow chart for the creation of a true stereoscopic 3D effect, constructed according to the principles of an embodiment of the present invention.
  • the 3D effect is created by displaying a video frame in an absolute black frame displayed by glasses worn by a viewer, wherein the black frame is transparent, because it does not return light 510.
  • An IMU device which is mounted on the glasses, is used to manage the internal video frame 520, for example, to anchor an image or marker, when the user turns his head. The ratio between the whole field of view for both eyes of the viewer is adjusted, and then for each eye separately 530. If the image in the frame is anchored 540, then put a 3D movie into the frame 550. Repeat step 530 until adjusted properly.
  • Fig. 8 is a flow diagram for responding to inertial measurements, constructed according to the principles of an embodiment of the present invention.
  • the magnetometer 637 undergoes high-speed internet (HSi) filtering, separates the low-frequency voice signal and the high-frequency DSL Internet signal (without this device, the voice signal would have static) and along with the acce!erometer 638 and the gyroscope 839 undergoes factory calibration 588, and these instruments detect the x-axis roll 193, y-axis pitch 192 and z-axis yaw 191 of the head movements of the viewer. These signals are processed for adaptive tuning 686, 687 and 688 accordingly, and adaptive filtering 672 and 674, according to the drawing. The output is processed by the extended Ka!man filter 685.
  • HSi high-speed internet
  • Fig. 7 is a flow diagram for inertial measurement realignment, constructed according to the principles of an embodiment of the present invention.
  • the x-axis roll 703, y-axis pitch 702 and z-axis yaw 701 of the head movements of the viewer are adjusted according to bias signals 783, 782 and 781 , and scale factors 793, 792 and 791 , respectively. These signals are now further processed for any misalignment 773.

Abstract

Disclosed is a method of creating a substantially true stereoscopic 3- dimensional effect under the automated management of an inertial measurement unit installed on a head-mounted device worn by a viewer. Such capability is provided to displaying a 3D-movie or video in anchored augmented reality. Three- dimensional images are projected onto a virtual screen. Images are displayed as fixed to the environment and not fixed to the field-of-view as it changes according to user head movement.

Description

3 DIMENSIONAL ANCHORED AUGMENTED REALITY
FIELD OF THE INVENTION
The present invention generally relates to augmented reality optica! head-mounted display (HMD), and in particular to enable true stereoscopic 3-dimensional (3D) effect under the automated management of an inertia! Measurement Unit (IMU) mounted on an HMD worn by a viewer.
BACKGROUND OF THE INVENTION
An optical head-mounted display (HMD) is a wearable computer intended to provide a mass-market ubiquitous computer. HMD's display information in a smartphone- like hands-free format, thereby enabling communication with the Internet via natural language voice commands. With these glasses one will be able to see internet content, including internet with a web browser, movies, TV and video games. Moving images can be seen with the glasses on and not by anyone else around the viewer as he views the moving images. The actual technology is in the boxes on the outsides of the display lenses, one for each temple: Optical Engine (OE)-32 modules project 720p resolution in 3D received through HDM! .
Augmented reality (AR) is a live, copy of a physical, real-world environment whose elements are supplemented by computer-generated sensory input such as sound, video, graphics or GPS data. By contrast, virtual reality replaces the real world with a simulated one. Augmentation is conventionally in real-time and is synchronized with environmental elements, such as sports scores on TV during a match. Advanced AR technology adds computer vision and object recognition. Therefore the information about the surrounding real world of the user becomes interactive and can be manipulated i.e. , artificial information about the environment and its objects can be overlaid on the real world.
The following concepts pertain to the background of the invention:
Computer vision includes acquiring, processing, analyzing and understanding images and, in general, high-dimensional data from the real world in order to form decisions. A major effort has been to duplicate human vision by electronically perceiving and understanding an image. This image understanding separates symbolic information (especially markers, see below) from image data using models constructed with the aid of geometry, physics, statistics, and learning theory.
Marker: A marker is a real life object detected by the system using computer vision. A marker is a uniform symbol or pattern, such as a picture frame on a wail or a carpet on a l floor.
Inertia! Measurement Unit (i IV1 U) is an electronic device that measures and reports on an object's velocity, orientation and gravitational forces. IMU's detect the current rate of acceleration using an acce!erometer for each of the 3 dimensions, and detects changes in rotational attributes of pitch, roil and yaw using a gyroscope for each of the 3 dimensions.
Character overlay application: a character is a symbol containing significance and which can be interpreted, such as language translation. These kinds of applications can be used on the glasses in the same way markers can overlay the image.
Liquid crystal on silicon (LCoS) is a "micro-display" technology developed initially developed for projection televisions but is now used also for structured illumination and near-eye displays.
Prior art computer vision (CV) solutions on augmented reality (AR) applications on smartphones, such as holding and moving a 3D virtual object in one's hand, exist today, but those solutions do not attempt to go a step further by using partial information about the shape of an object in order to recognize the exact shape.
Lurnus Optical Engine (LOE)32™ is a head-mounted display. The Optical Engine Module' uses Light-guided Optical Element technology to enable a lightweight head mounted display solution that's fully transparent. The transparency means that Lumus enables augmented reality (AR) applications, rather than strictly gaming or cinema use. The Optical Engine Module is offered to other companies for incorporation into products with different branding. LOE32™ uses two of the Optical Engine Modules (one for each eye), has a resolution of 720pixels and uses 'LOE' technology which allows the image to be projected from the side of the head rather than directly in front. The light is guided from the side of the head through the lens and into the eye:
Anchoring, as disclosed by the above cross-referenced application, involves input data deriving from dedicated hardware devices integrated on the glasses, such as a camera and microphone. The input data is used to anchor the virtual objects as seen through the glasses, to the real world, for example by anchoring descriptive text for the Mona Lisa the painting itself, as being observed by the user in the museum . When the user turns his head the text will remain "anchored" to the painting, and will not interfere with the user when he may want to look elsewhere in his field of vision.
Also, the prior art HMD's do not anchor 3D, and therefore do not have the true 3D effect. Therefore, it would be advantageous to provide HMD's with shape recognition, anchoring and therefore true 3D capability. SUMMARY OF THE INVENTION
Accordingly, it is a principal object of the present invention to provide the capability of displaying a 3D movie or video in anchored augmented reality. The virtual projected screen is fixed to a specific place. Not only can 2D images be projected, but now 3 dimensional (3D) images are also projected. This had been considered undo-able in the prior art, because the effect achieved when viewing a 3D movie such as "Avatar," is not a natural effect. The 3D effect is not the same as what one sees in real life. One needs to isolate each of the viewer's two eyes, as described below. The stereoscopic effect is similar to the stereophonic effect with headphone devices.
It is another principal object of the present invention to provide improved cognitive tools to enhance the ability to stimulate emotional reactions.
It is one other principal object of the present invention to provide a general methodology to enable the stimulation of feelings and to improve the way a viewer/wearer's feelings are aroused.
It is yet another principal object of the present invention to enable increasing the size of the screen within the field of projection.
The size of the screen is preferably one-half of the size of the field of display as seen through the glasses, for example, as projected on a marker on the wall. The following terms are defined as relating to the field of view of the user:
Inertia! Measurement Unit (IIVIU): The iMU measures the user's head movements in 3 dimensions (X, Y, Z) and tilt, as a first step to be able to provide stabilization.
Inertia! Measurement Unit (IMU) stabilization: A video frame within an absolute black frame displayed to the glasses. The black frame is transparent because it does not return light. The internal video frame is managed by the IIVIU device mounted on the glasses, moving the frame as opposite to the head track in three (3) axes: X, Y and Z and tilt. The movement is calibrated taking into consideration the rotational pattern of the head movement on its four (4) axes. See elaboration in the detailed description. An application can command the display of an object upon recognizing a marker. The stabilization of the object comprises adjusting the relative positioning of the marker, as recognized by computer vision (CV) and the relative positioning of the head as recognized by the IMU, creating a dynamic perspective.
Single object display: an object within an absolute black background internal video within an absolute black video displayed to the glasses right-hand display and left-hand display.
Whole around scenario: an absolute black video ail around, 360° X/Y, containing an internal video, containing a whole frame or single objects.
3D objects: 3D graphics within a regular 2D video. 3D movie: those are two videos displayed differentially to both eyes: right-hand display and left-hand display, thereby creating a true stereoscopic effect. In order to create the 3D effect the video frames are calibrated to be equal to a full uniform frame. This creates an optical error regarding three differential frames in which the one in the middle contains the 3D video. The two external frames are covered by absolute black frames. The whole scene, including the 3D frame attached to the two external frames and the black covers are managed by the I U device and calibrated to match the head movement. In this way the viewer sees the 3D movie in a frame fixed to real life.
An optical error can be corrected by improved calibration, for example. The accuracy is reduced when calibration parameters are distorted, e.g., by changes of temperature or mechanical influences. Whereas complete new calibration of a system may be impossible or too expensive, a compensation of the parameter errors can lead to acceptable results based on measurement of a simple grid pattern or arbitrarily measuring objects. Results show that the method provides acceptable results concerning point correspondence and scaling error compensation
The next level concerning computer vision (CV) is 3D modeling that reflects real life. One recognizes markers, such as the ceiling, floor or wails. Consider the example of one throwing a virtual ball. When it appears to hits a wail it will behave kineticaliy like a real ball hitting a wall. The video images can be disbursed all around the viewer. This is accomplished by means of a black screen all around the viewer. For example, if the viewer is in the middle of the screen arranged as a black ball all around him, images can be arranged ail over the screen. The designer of each application decides how the different images will behave.
If the background of a frame is black, in which a video is displayed, then the viewer will see them as standalone objects.
As discussed in more detail below, the invention may be embodied as a method of providing a stereoscopic 3-dimensional (3D) image to a viewer having a head mounted device. The method includes: displaying a left image and a right image onto a black screen of the head mounted device, the right image and the left image differing by view angles to points on the images, the views angles based on the spacing between the viewer's left and right eyes and the distances from the eyes to the image points; and anchoring the images to a stationary point in space.
There has thus been outlined, rather broadly, the more important features of the invention in order that the detailed description thereof that follows hereinafter may be better understood. Additional details and advantages of the invention will be set forth in the detailed description, and in part will be appreciated from the description, or may be learned by practice of the invention.
BRIEF DESCRIPTION OF THE DRAWINGS
For a better understanding of the invention with regard to the embodiments thereof, reference is now made to the accompanying drawings, in which like numerals designate corresponding elements or sections throughout, and in which:
Fig.1 is a schematic block diagram of the software architecture and data flow, constructed according to the principles of an embodiment of the present invention;
Fig.2 is a schematic block diagram of the main hardware components and data flow, constructed according to the principles of an embodiment of the present invention;
Fig. 3 is a schematic illustration of the binocular frame design, constructed according to the principles of an embodiment of the present invention;
Fig. 4 is a schematic illustration of the iine-of-sight of the LE032's, constructed according to the principles of an embodiment of the present invention;
Fig. 5 is a flow chart for the creation of a true stereoscopic 3D effect, constructed according to the principles of an embodiment of the present invention;
Fig. 6 is a flow diagram for adapting inertia! measurements, constructed according to the principles of an embodiment of the present invention; and
Fig. 7 is a flow diagram for inertial measurement realignment, constructed according to the principles of an embodiment of the present invention. DETAILED DESCRIPTION OF AM EXEMPLARY EMBODIMENT
The principles and operation of a method and an apparatus according to the present invention may be better understood with reference to the drawings and the accompanying description, if being understood that these drawings are given for illustrative purposes only and are not meant to be limiting.
As elaborated below, the invention may be embodied as a method of providing a stereoscopic 3-dimensionai (3D) image (still or moving) to a viewer having a head mounted device. To provide the 3D effect a left image and a right image are displayed onto a black screen of the head mounted device. The right image and the left image are not identical; they differ by view angles to points on the images. The views angles are computed based on the spacing between the viewer's left and right eyes and the distances from the eyes to the image points. The right and left images may also differ regarding the shadows and texture of various parts of the images. The images are also anchored to a stationary point in space. For example, a moving image of an imaginary ball bouncing against visible (real/non- imaginary) walls can be anchored to a point on the wail. Thus, as a user moves his/her head, thereby moving the head mounted device, the image of the ball does not "move" with the user's moving field of view. Instead, the ball continues to move as expected physically (for example, in a curvilinear trajectory based on gravity and horizontal velocity and with a change in velocity and acceleration vectors each time the imaginary bail is projected as colliding with a real wall/ceiling/floor). The head mounted device may use an Inertia! Measurement Unit on the head mounted device to provide data describing movement of the head mounted device to be used to effect the anchoring.
Fig.1 is a schematic block diagram of the software architecture 100 and data flow, constructed according to the principles of an embodiment of the present invention. The High Definition Multimedia interface (HDMI) output 192 of the user's Smartphone 190, or other mobile device, transmits both high-definition uncompressed video and multi-channel audio wireiessiy in a preferred embodiment. Output 192 is received by the Video Processor 182 of the OMAP 180 to the TBD 111 of Interface Module 1 10 to the ASIC 121 of the glasses module 120.
Smartphone 190 transmits data from the Speaker/Microphone Interface 191 through the Control (CTRL) 181 of the Open Multimedia Application Platform (OMAP) 180 to the Speakers 152 and Microphone 151 , respectively in the Glasses Module 120. CTRL 181 also receives data from the inertial Measurement Unit 132 and sends control signals to IMU 132, the Cameras 131 and Video Processor 182, and sends: CV data; Gesture Control data 84; and IMU data to Smartphone 190. Video Processor 182 sends HDMi data through a video output 188 to right-hand display 123 and left-hand display 124 of Glasses Module 120. OMAP 180 passes data from Glasses Module 120 to CTRL of Smart Phone 190 as follows: Physical World Polygons 183 from Cameras 131 ; Gesture Control 184 from Cameras 131 ; and Motion Filter 185 from Cameras 131 and IMU 132.
A space is modeled when moving, mainly under dynamic conditions regarding lighting. The approach will be to stabilize the image using artificial intelligence (Al) motion conditioning filters 185, with reference to decide when the image is actually changing and when it is not. Operating System
The operating system (OS) 191 manages the output display according to application commands and real time data 170 input from IMU 130 and CV. The system concept is to run applications on smart phones or any other mobile device containing visual audio contents and implementation commands. OS 191 hosted on smart phone 190 functions to integrate the application to real life including visual objects display and functional commands.
The System Development Kit (SDK) 193 enables creation of applications and adapts existing applications on Apple iOS, Android and Windows to be played on the Glasses of the present invention through the operating system (OS).
SDK 193 enables creation of:
1. a script and story board: this is a methodology;
2. content: existing applications;
3. an application scenario: another methodology for existing applications; and
4. sequential scenes: yet another methodology.
The timing of the display is different in each eye, which needs to be synchronized with glasses 120. By means of IMU 130, OS 191 displays the stereoscopic effect for both right eye 123 and left eye 124. They are not independent of each other. The only way one can create a 3D picture with glasses 120 is by getting the whole field of view and then one can create a 3D view. If one gets the whole field of view one cannot isolate each eye. if one wants to put it into a specific frame one cannot isolate if because of the field of view around the frame. This can be achieved by playing with the ratio for the whole field of view between both eyes, and then right eye 123 and left eye 124 separately. After anchoring the image in the frame one puts a 3D movie into the frame, and one then sees it better than in the cinema, because it is actually true 3D. To display a 3D movie or video in anchored augmented reality, the virtual projected screen is first fixed to a specific place in the 3D image. Thus, not only can 2D images be projected, but now 3 dimensional (3D) images are also enabled, in the prior art, the 3D effect is not the same as one sees in real life. One needs to isolate each of your two eyes. The stereoscopic effect is similar to the stereophonic effect with headphones.
The viewer can have objects flying around and can move them with controller (CTRL) 181 , but he can also have a virtual person walking around the room and when the virtual person is partially behind the table the viewer sees only the piece of him that is not behind the table. "True black," according to the invention is transparent. Therefore the viewer needs to recognize the table to create a black patch covering the table. Then the black patch will be transparent so the parts of the virtual person that is walking behind the table won't be seen.
Thus, what are otherwise normal glasses lenses become screens on which images are projected, which generally appear to the viewer as virtual images on wails, ceiling, floor, free-standing or desktop, for example. Bystanders, e.g., other people in the field of view cannot see the virtual images, unless of course they also have the "glasses" of the present invention, and by prearrangement between the parties, such as by Facebook™ interaction. These virtual images may include desktop documents in all the formats one normally uses on a personal computer, as well as a touch screen and virtual keyboard. Virtual imagery also includes such applications as:
1 . internet browsing - ! U 132 with a set-top-box (STB) + Nintendo GameCube™ (GC) mouse and keyboard.
2. interactive Games - 360 scenario including independent objects game commands
3. Additional contents on items based on existing marker recognition apps + IMU STB. 4. Simultaneous translation of what one sees, and is picked up by camera(s) 131 , for example, while driving in a foreign country - based on existing optical character recognition (OCR) apps + IMU STB.
5. Virtual painting pallet - IMU STB + commands + save.
6. Messaging - IMU STB + commands.
7. Calendars and alerts - IMU STB + commands.
8. Automatic average azimuth display - IMU average.
Fig. 2 is a schematic block diagram of the main hardware components and data flow, constructed according to the principles of an embodiment of the present invention. The High Definition Multimedia interface (HDMI) output 292 of the user's Smartphone 290, or other mobile device, transmits both high-definition uncompressed video and multichannel audio through a single cable, or wirelessiy in a preferred embodiment. Output 292 is received by the HDMI/Rx 214 of the Interface Module 210, and is passed through the Video Processor 282 of the OMAP/D.SP 280 to the TBD 211 of Interface Module 210 to the ASIC 221 of the glasses module 220.
Smartphone 290 also transmits data from the Speaker/Microphone interface 291 through the Host 281 of Interface Module 210 to the Speakers 252 and Microphone 251. Host 281 also receives data from the !nertial Measurement Unit (IMU) 232, sends control signals to IMU 232, the Cameras 231 and Video Processor 282, and sends: computer vision (CV) data; Gesture Control data; and IMU data 270 to Smartphone 290.
The Liquid Crystal on Silicon (LCoS) 222 is micro-display technology related to LCD, where liquid crystal material has a twisted-nematic structure but is sealed directly to the surface of a silicon chip. LCoS 222 passes the data to the right-hand display 223 and the left-hand display 224 for display.. An Application-Specific integrated Circuit (ASIC) is a chip designed for a particular application. Low-voltage differential signaling (LVDS) 212 is a technical standard that specifies electrical characteristics of a differential, serial communication protocol. LVDS operates at low power and can run at very high speeds.
Fig. 3 is a schematic illustration of the binocular frame design, constructed according to the principles of an embodiment of the present invention. The design considerations involves the line of sight of the displayed image set to be 3.230° 320 from the Lumus Optical Engine (LOE)32™ 310 plane towards the nose (angle in drawing is not to scale). The 0E32 is preferably positioned in the frame in a rotation of 3°, leaving the remaining 0.230° angle towards the nose. The right-hand display 330 is shown with a schematically represented eye 340 looking ahead.
Fig. 4 is a schematic illustration of the iine-of-sight of a pair of LOE32's 410, constructed according to the principles of an embodiment of the present invention. When positioning the two OE's 410 at an InterPupillary Distance (IPD) 411 of 63mm, the two lines of sight 412 should converge 413 at 8m (dimensions in drawing below are not to scale). A person's eyes naturally set the angle from "straight ahead" for each eye to the line 412 when the person focuses on a point at that distance if the position of OE's 410 in the frame is at an angle smaller than 3°, the convergence distance will be reduced. The reference frame is designed for an 8m convergence distance with a rotation of 3° for each 0E32 410. Again, note that the 0E32 is preferably positioned in the frame in a rotation of 3° 403, leaving the remaining 0,230° angle 423 towards the nose. IVlounting the optica! engines
There are two ways that the OE32's can be physically mounted onto the frame. One way is to hold the OE by the pod and the other to hold it by the LOE. It is preferable to mount the OE by the LOE and leave the pod floating, but protected, in the frame. When calibrating an OE for focus and its 3.23° line of sight in production, it is done with reference to the plane of the LOE.
The InterPupi!!ary Distance
The IPD plays an important role in the frame design. The convergence calculations above are based on an average person with an IPD of 63mm. The frame should position the center of the active areas of the two OE's in that distance. The 0E32 has a large eye motion box of 10 x 8mm which will still enable a large population of users, with IPD's different than 63mm, to see the full image.
Fine Alignment
Again, the two OE32's are pre-calibrated to have their lines of sight at 3.23°. Thus 3.23° = 3° 403 + 0.23° 423. However, once mounted onto a frame, an accumulation of mechanical tolerances may cause the effective lines of sight to be different. This refers to tolerances for mounting each of the components. This residual accumulated error may corrected by a process of fine alignment. The image displayed on the LCOS is in the focal plane of the optical system of the OE so any movement of that image in either X or Y will shift the line of sight. A movement in the X direction of the image in the LCOS will be translated to a Yaw shift in the line of sight and a movement in Y direction of the image in the LCOS will be translated to a Pitch shift in the line of sight.
Fig. 5 is a flow chart for the creation of a true stereoscopic 3D effect, constructed according to the principles of an embodiment of the present invention. The 3D effect is created by displaying a video frame in an absolute black frame displayed by glasses worn by a viewer, wherein the black frame is transparent, because it does not return light 510. An IMU device, which is mounted on the glasses, is used to manage the internal video frame 520, for example, to anchor an image or marker, when the user turns his head. The ratio between the whole field of view for both eyes of the viewer is adjusted, and then for each eye separately 530. If the image in the frame is anchored 540, then put a 3D movie into the frame 550. Repeat step 530 until adjusted properly.
ove the frame oppositely to the head track movement in each of the four (4) axes: X, Y, Tilt and Z 560. Calibrate the movement considering rotational pattern of head movement on each axis, wherein single object displays are objects within an absolute black background internal video within an absolute black video displayed to the glasses, and wherein a whole around scenario is an absolute black video all around, 380° X/Y, containing an internal video, a whole frame or single objects, and wherein 3D objects are 3D graphics within a regular 2D video, and wherein a 3D movie provides two (2) videos displayed differentially to both eyes to create a stereoscopic effect 570.
Calibrate the video frames to be equal to a full uniform frame in order to create the 3D effect, thereby creating an optical error regarding three different frames in which the one in the middle contains the 3D video, and wherein the two side frames are covered by absolute black frames, and wherein the whole scene, comprising the 3D frame attached to the two side frames, and the black covers are managed by the IMU device and calibrated to match the head movement of the viewer, such that the viewer sees the 3D movie in a frame fixed to real life 580. Fig. 8 is a flow diagram for responding to inertial measurements, constructed according to the principles of an embodiment of the present invention. The magnetometer 637, undergoes high-speed internet (HSi) filtering, separates the low-frequency voice signal and the high-frequency DSL Internet signal (without this device, the voice signal would have static) and along with the acce!erometer 638 and the gyroscope 839 undergoes factory calibration 588, and these instruments detect the x-axis roll 193, y-axis pitch 192 and z-axis yaw 191 of the head movements of the viewer. These signals are processed for adaptive tuning 686, 687 and 688 accordingly, and adaptive filtering 672 and 674, according to the drawing. The output is processed by the extended Ka!man filter 685.
Fig. 7 is a flow diagram for inertial measurement realignment, constructed according to the principles of an embodiment of the present invention. The x-axis roll 703, y-axis pitch 702 and z-axis yaw 701 of the head movements of the viewer are adjusted according to bias signals 783, 782 and 781 , and scale factors 793, 792 and 791 , respectively. These signals are now further processed for any misalignment 773.
Having described the invention with regard to certain specific embodiments thereof, it is to be understood that the description is not meant as a limitation, since further embodiments and modifications will now become apparent to those skilled in the art, and it is intended to cover such modifications as fall within the scope of the appended claims.

Claims

We claim:
1. A method to create a substantially true stereoscopic 3-dimensional (3D) effect under the automated management of an !nertial Measurement Unit (IMU) mounted on a head mounted device (HMD) worn by a viewer, the method comprising:
displaying a video frame within an absolute black frame displayed by the HMD, wherein the black frame is transparent;
managing the internal video frame by the IMU device;
adjusting the ratio between the whole field of view for both eyes of the viewer, and then each eye separately;
anchoring the image of the video frame in the black frame;
displaying a 3D movie into the frame;
moving the video frame opposite to the head track movements of the viewer in each of three (3) axes: X, Y, Z and tilt;
calibrating the movement, based at least in part on the rotational pattern of the head movement on each the three axes and tilt, wherein single object displays are objects within an absolute black background internal video, within an absolute black video displayed by the HMD right-hand and left-hand displays, and wherein a whole around scenario fully encompassing the viewer is an absolute black video all around, 360° X/Y, comprising an internal video, a whole frame or single objects, and wherein 3D objects are 3D graphics within a regular 2D video, and wherein a 3D movie provides two (2) videos displayed differentially to both eyes, thereby creating a true stereoscopic effect; and
calibrating the video frames, by adjusting their ratio, so that they are equal to a full uniform frame in order to create the 3D effect, thereby creating an optical error regarding three differential frames in which the one in the middle contains the 3D video, wherein the two side frames are covered by absolute black frames, and wherein the whole scene, comprising the 3D frame attached to the two external frames, and the black covers are managed by the IMU device and calibrated to match the head movement of the viewer, such that the viewer sees the 3D movie in a frame fixed to real life. 2. The method of claim 1 , further comprising:
recognizing a marker, wherein a marker is a real life object detected by the system using computer vision (CV);
displaying the marker;
stabilizing the marker by adjusting the position of the marker as recognized by CV relative to the position of the head of the viewer as recognized by IMU, thereby creating a dynamic perspective.
3, The method of claim 1 , further comprising:
overlaying characters, wherein a character is a symbol containing significance and which can be interpreted. 4. The method of claim 1 , further comprising:
creating a 3D scene, wherein the scene is an augmented reality scenario started by a trigger comprising at least one of a command, a detected location or a point in time, wherein the scene comprises contents and an application comprising a time line and functional commands, and wherein the scene comprises a video displayed on a single frame or a whole around interactive scene comprising objects and everything in view between the objects.
5. The method of claim 1 , further comprising:
sequencing of scenes by triggers, comprising at least one of moving from one space to another; detecting a marker; and detecting a new location or other. 6. The method of claim 2, further comprising:
enabling interaction between a local application and an operational system, wherein the local application runs on an external device comprising at least one of a smartphone, a tablet or the cloud, wherein the external device is the application source, and wherein the source application comprises contents organized into scenes and controlled by application commands, and wherein the operational system manages the output display according to the application commands and real time data input from the IMU and CV, and wherein the operational system takes the output video from the application source and manipulates it according to input data.
7. The method of claim 7, wherein the application is an interactive game, wherein a portion of the data is inputted to the application source in order to activate commands within the application source.
8. The method of claim 1 , further comprising:
adapting and migrating the operational system into an embedded infrastructure and running the embedded infrastructure operational system on a microprocessor. 9. The method of claim 8, wherein the design provides an efficient and standard architecture for all systems including Apple iOS, Android and Windows.
10. The method of claim 1 , further comprising:
managing an automatic display controller by incoming data from the camera regarding background light conditions, and a compact manual console, wherein brightness and contrast are managed manually by the user,
11. The method of claim 1 , further comprising:
associating virtual objects to real life boundaries, wherein floors, walls and ceilings are recognized using CV space modeling including vectors, angles, shadows and others. The object is displayed according to its size relative to the viewer high - relative to the floor, creating an illusion of a virtual object standing or moving on a real floor, and wherein a space is modeled while moving, under dynamic conditions regarding lighting, and further comprising stabilizing the image using artificial intelligence (Al) conditioning filters to decide when the image is actually changing and when it is not.
12. The method of claim 1 , further comprising:
associating a virtual object to real life walls, floors and ceiling by not letting the virtual object passing through real walls, floors or ceilings.
13. The method of claim 1 , further comprising:
associating virtual objects behind real life objects further comprising recognizing a real life object by CV real time modeling and covering it with a matching absolute black patch adapted in real time to the viewer dynamic perspective, wherein the patch will cover the relative part of the virtual object, making this part transparent, and creating an effect by which the virtual object is seen as standing behind the real object.
14. The method of claim 1 , further comprising:
modeling free shapes in real time and transforming them into black shadows, wherein this is the key to realistic implementation will be realistic, and further comprising, holding and moving a 3D virtual object in one's hand, and further comprising developing an algorithm by which completes shapes based on basic form recognition, wherein there is a significant gap between what is actually seen and the mind interprets of what is see, so that even if the implementation at first is inexact, the result is substantially realistic because the brain interpolates from the approximated image. 5. The method of claim 1 , further comprising:
associating virtual objects to real life objects, by not passing through, wherein this means recognizing a real life object and managing a virtual object by preprogrammed commands to avoid the real object passing behind, above or ahead.
16. The method of claim 1 , further comprising:
providing interaction between real life and virtual objects by a series of preprogrammed conditioning and execufional commands, comprising at least gesture commands and voice commands, and further comprising calibrating the input image to a close distance between the camera mounted on the glasses and the user hands. 7. The method of claim 1 , further comprising:
operating simultaneously by two or more users, wherein the same scene is seen from different perspectives by different users, comprising all computer vision (CV) associations, and managing by commands coming from different users, further comprising designing an efficient architecture regarding the application source and its communication and interaction with different devices and input data coming from each device.
18. The method of claim 1 , further comprising:
providing a substantially user-friendly systems development kit, thereby enabling developers to create applications and adapt existing applications on at least IDS, Android and Windows, to be played on the glasses through the operating system (OS) of the present invention.
19. A method of providing a stereoscopic 3-dimensional (3D) image to a viewer having a head mounted device, the method comprising:
displaying a left image and a right image onto a black screen of the head mounted device, the right image and the left image differing by view angles to points on the images, the views angles based on the spacing between the viewer's left and right eyes and the distances from the eyes to the image points; and
anchoring the images to a stationary point in space.
20. The method of claim 19, wherein the head mounted device includes an Inertia! Measurement Unit configured to provide data describing movement of the head mounted device for use for said anchoring.
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