ABSTRACT
Abstract
Examples are disclosed herein that relate to receiving virtual reality input. An example provides a head-mounted display device comprising a sensor system, a display, a logic machine, and a storage machine holding instructions executable by the logic machine. The instructions are executable to execute a 3D virtual reality experience on the head-mounted display device, track, via the sensor system, a touch-sensitive input device, render, on the display, in a 3D location in the 3D virtual reality experience based on the tracking of the touch-sensitive input device, a user interface, receive, via a touch sensor of the touch-sensitive input device, a user input, and, in response to receiving the user input, control the 3D virtual reality experience to thereby vary visual content being rendered on the display.
Description
BACKGROUND
In a virtual reality experience, virtual imagery is displayed in a user's field-of-view to provide a life-like, convincing feeling of occupying the experience. The virtual reality experience may allow a user to interact with virtual objects in the experience. Various input devices for facilitating such interaction exist, such as hand-held controllers that provide translational and rotational input.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 shows an example use environment.
FIG. 2 illustrates an example rendering of a user interface including a magnified representation of visual content.
FIG. 3 illustrates an example rendering of multiple user interfaces.
FIG. 4 shows an example user interface configured to facilitate rendering and/or editing of visual content.
FIG. 5 shows an example user interface in which visual content in the form of a 3D model is rendered.
FIG. 6 shows an example representation of a virtual reality experience.
FIG. 7 shows a flowchart illustrating an example method of receiving virtual reality input on an HMD device.
FIG. 8 shows aspects of an example virtual-reality computing system.
FIG. 9 shows a block diagram of an example computing system.
DETAILED DESCRIPTION
In a virtual reality experience, virtual imagery is displayed in a user's field-of-view to provide a life-like, convincing feeling of occupying the experience in an immersive way. The virtual reality experience may allow a user to interact with virtual objects in the experience. Various input devices for facilitating such interaction exist, such as hand-held controllers that provide translational and rotational input.
Hand-held controllers can present various drawbacks when used to provide interaction in a virtual reality experience. For example, some controllers may be unable to provide other types of input beyond translation and rotation. Further, such controllers are often designed specifically for virtual reality experiences and thus tend to be unfamiliar to users as they are becoming acquainted with virtual reality technology. Gaining virtual reality experience may also require acclimation to the tactile feel of a controller for a user to be aware of its actuation, as visual feedback indicating such actuation may be unavailable due to the controller's lack of display in the virtual reality experience. In other virtual reality experiences, hand gestures may facilitate interaction. Such experiences, however, may require gesture detection by a dedicated sensor system, and may suffer from gesture ambiguity and a limited variety of possible gestures.
Accordingly, implementations are disclosed herein that relate to receiving user input from a touch-sensitive input device in a virtual reality experience. In some examples, the touch-sensitive input device may enable the reception of touch input, which may be an intuitive and familiar input paradigm to a user (e.g., as a result of repeated, daily use of a smart-phone). Touch and/or other types of input may extend the range of inputs that can be supplied beyond translation and rotation enabled by the hand-held controllers described above. The input device itself may also provide a familiar paradigm of interaction, as in some examples the input device may be, as referenced above, a smart/phone or other mobile device of the user. Moreover, the virtual reality experience may complement and/or extend input device functionality. As described in further detail below, the virtual reality experience may render a representation of the input device that visually indicates the device and also provides a user interface for interacting with the device and virtual reality experience. In some examples, the user interface may provide additional information and points of interaction beyond a user interface rendered by the input device itself.
FIG. 1 shows an example use environment 100 in which a user 102 is engaged in a three-dimensional (3D) virtual reality experience executed on a head-mounted display (HMD) device 104 . As part of the virtual reality experience, virtual content 108 is rendered on a display of HMD device 104 in a region 108 , which may be greater than, less than, or coextensive with the user's field-of-view. Aspects of user 102 may be tracked also as part of the virtual reality experience. For example, head motion and/or a gaze direction of user 102 may be tracked so that virtual content 106 is rendered responsive to changes in user position and/or orientation to provide an immersive and convincing virtual reality experience that reflects changes to the user's perspective.
A touch- sensitive input device 110 may facilitate interaction with the virtual reality experience. Input device 110 includes a touch sensor configured to receive user input, which may be provided to HMD device 104 and used to control the 3D virtual reality experience by varying visual content 106 rendered on the HMD display. User input received by the touch sensor may include touch, hover, and/or hand gesture input, for example, and may be sensed via any suitable touch sensing technology (e.g., capacitive, resistive, acoustic, optical). The user input may influence the rendering of visual content 106 in various ways, examples of which are depicted below with reference to FIGS. 2-6 . Briefly, and without limitation, input device 110 may enable one or more of (1) drawing of visual content, which may be displayed on HMD device 104 as two-dimensional (2D) or 3D imagery, (2) editing and/or manipulation of visual content rendered on the HMD device, and (3) display and selection of user interface controls that affect visual content, among other potential functions.
HMD device 104 may track touch- sensitive input device 110 and render a user interface 112 based on the tracking of the input device. User interface 112 may include a representation of input device 110 (e.g., an image of a user's smartphone). In the example depicted in FIG. 1 , user interface 112 includes a display portion 113 and a body portion 114 that are rendered in 3D locations in the virtual reality experience that respectively correspond to the real-world locations of a display and a body of input device 110 . Were user 102 to view input device 110 in the real, physical environment held at the location represented in FIG. 1 , the display and body would appear substantially coextensive with display portion 113 and body portion 114 in the virtual reality experience. As such, and by potentially rendering display portion 113 and body portion 114 with substantially the same apparent size and angular orientation as their real-world counterparts, the portions may mimic or simulate the real-world appearance of input device 110 . Thus, user input device 110 may be represented in a convincing and familiar manner, appearing to positionally occupy the virtual reality experience with functionality that the user is familiar with. Despite the occlusion of the real-world appearance of input device 110 by the virtual reality experience, user 102 may retain the ability to visually locate the input device via its representation, where the user may view information presented by user interface 112 and/or provide input to the input device. However, HMD device 104 may render any suitable user interface and/or representation of input device 110 , further examples of which are described below. Other representations may be rendered as well, such as a representation of the hands of user 102 .
HMD device 104 includes a sensor system 116 for tracking touch- sensitive input device 110 . In some examples, a communications subsystem may at least partially implement sensor system 116 by receiving signals from input device 110 that enable tracking of the input device. The signals may be received via a wired or wireless connection to input device 110 , which may communicatively couple to HMD device 104 via a direct connection or indirectly through a suitable network. The signals may include any suitable information enabling tracking of input device 110 , such as output from one or more inertial measurement units (e.g., accelerometer, gyroscope, magnetometer) in the input device, a global positioning system (GPS) sensor in the input device, etc. In some examples, the signals may indicate the position (e.g., in the form of a three-dimensional coordinate) and/or orientation (e.g., in the form of a three-dimensional rotational coordinate) of input device 110 . Alternatively or in addition to receiving tracking signals from input device 110 , sensor system 116 may include one or more optical sensors for tracking the input device. For example, sensor system 116 may employ a visible light and/or depth camera to locate and segment image data corresponding to <figure-callout id="110" label="input device" filenames
BACKGROUND
In a virtual reality experience, virtual imagery is displayed in a user's field-of-view to provide a life-like, convincing feeling of occupying the experience. The virtual reality experience may allow a user to interact with virtual objects in the experience. Various input devices for facilitating such interaction exist, such as hand-held controllers that provide translational and rotational input.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 shows an example use environment.
FIG. 2 illustrates an example rendering of a user interface including a magnified representation of visual content.
FIG. 3 illustrates an example rendering of multiple user interfaces.
FIG. 4 shows an example user interface configured to facilitate rendering and/or editing of visual content.
FIG. 5 shows an example user interface in which visual content in the form of a 3D model is rendered.
FIG. 6 shows an example representation of a virtual reality experience.
FIG. 7 shows a flowchart illustrating an example method of receiving virtual reality input on an HMD device.
FIG. 8 shows aspects of an example virtual-reality computing system.
FIG. 9 shows a block diagram of an example computing system.
DETAILED DESCRIPTION
In a virtual reality experience, virtual imagery is displayed in a user's field-of-view to provide a life-like, convincing feeling of occupying the experience in an immersive way. The virtual reality experience may allow a user to interact with virtual objects in the experience. Various input devices for facilitating such interaction exist, such as hand-held controllers that provide translational and rotational input.
Hand-held controllers can present various drawbacks when used to provide interaction in a virtual reality experience. For example, some controllers may be unable to provide other types of input beyond translation and rotation. Further, such controllers are often designed specifically for virtual reality experiences and thus tend to be unfamiliar to users as they are becoming acquainted with virtual reality technology. Gaining virtual reality experience may also require acclimation to the tactile feel of a controller for a user to be aware of its actuation, as visual feedback indicating such actuation may be unavailable due to the controller's lack of display in the virtual reality experience. In other virtual reality experiences, hand gestures may facilitate interaction. Such experiences, however, may require gesture detection by a dedicated sensor system, and may suffer from gesture ambiguity and a limited variety of possible gestures.
Accordingly, implementations are disclosed herein that relate to receiving user input from a touch-sensitive input device in a virtual reality experience. In some examples, the touch-sensitive input device may enable the reception of touch input, which may be an intuitive and familiar input paradigm to a user (e.g., as a result of repeated, daily use of a smart-phone). Touch and/or other types of input may extend the range of inputs that can be supplied beyond translation and rotation enabled by the hand-held controllers described above. The input device itself may also provide a familiar paradigm of interaction, as in some examples the input device may be, as referenced above, a smart/phone or other mobile device of the user. Moreover, the virtual reality experience may complement and/or extend input device functionality. As described in further detail below, the virtual reality experience may render a representation of the input device that visually indicates the device and also provides a user interface for interacting with the device and virtual reality experience. In some examples, the user interface may provide additional information and points of interaction beyond a user interface rendered by the input device itself.
FIG. 1 shows an example use environment 100 in which a user 102 is engaged in a three-dimensional (3D) virtual reality experience executed on a head-mounted display (HMD) device 104 . As part of the virtual reality experience, virtual content 108 is rendered on a display of HMD device 104 in a region 108 , which may be greater than, less than, or coextensive with the user's field-of-view. Aspects of user 102 may be tracked also as part of the virtual reality experience. For example, head motion and/or a gaze direction of user 102 may be tracked so that virtual content 106 is rendered responsive to changes in user position and/or orientation to provide an immersive and convincing virtual reality experience that reflects changes to the user's perspective.
A touch- sensitive input device 110 may facilitate interaction with the virtual reality experience. Input device 110 includes a touch sensor configured to receive user input, which may be provided to HMD device 104 and used to control the 3D virtual reality experience by varying visual content 106 rendered on the HMD display. User input received by the touch sensor may include touch, hover, and/or hand gesture input, for example, and may be sensed via any suitable touch sensing technology (e.g., capacitive, resistive, acoustic, optical). The user input may influence the rendering of visual content 106 in various ways, examples of which are depicted below with reference to FIGS. 2-6 . Briefly, and without limitation, input device 110 may enable one or more of (1) drawing of visual content, which may be displayed on HMD device 104 as two-dimensional (2D) or 3D imagery, (2) editing and/or manipulation of visual content rendered on the HMD device, and (3) display and selection of user interface controls that affect visual content, among other potential functions.
HMD device 104 may track touch- sensitive input device 110 and render a user interface 112 based on the tracking of the input device. User interface 112 may include a representation of input device 110 (e.g., an image of a user's smartphone). In the example depicted in FIG. 1 , user interface 112 includes a display portion 113 and a body portion 114 that are rendered in 3D locations in the virtual reality experience that respectively correspond to the real-world locations of a display and a body of input device 110 . Were user 102 to view input device 110 in the real, physical environment held at the location represented in FIG. 1 , the display and body would appear substantially coextensive with display portion 113 and body portion 114 in the virtual reality experience. As such, and by potentially rendering display portion 113 and body portion 114 with substantially the same apparent size and angular orientation as their real-world counterparts, the portions may mimic or simulate the real-world appearance of input device 110 . Thus, user input device 110 may be represented in a convincing and familiar manner, appearing to positionally occupy the virtual reality experience with functionality that the user is familiar with. Despite the occlusion of the real-world appearance of input device 110 by the virtual reality experience, user 102 may retain the ability to visually locate the input device via its representation, where the user may view information presented by user interface 112 and/or provide input to the input device. However, HMD device 104 may render any suitable user interface and/or representation of input device 110 , further examples of which are described below. Other representations may be rendered as well, such as a representation of the hands of user 102 .
HMD device 104 includes a sensor system 116 for tracking touch- sensitive input device 110 . In some examples, a communications subsystem may at least partially implement sensor system 116 by receiving signals from input device 110 that enable tracking of the input device. The signals may be received via a wired or wireless connection to input device 110 , which may communicatively couple to HMD device 104 via a direct connection or indirectly through a suitable network. The signals may include any suitable information enabling tracking of input device 110 , such as output from one or more inertial measurement units (e.g., accelerometer, gyroscope, magnetometer) in the input device, a global positioning system (GPS) sensor in the input device, etc. In some examples, the signals may indicate the position (e.g., in the form of a three-dimensional coordinate) and/or orientation (e.g., in the form of a three-dimensional rotational coordinate) of input device 110 . Alternatively or in addition to receiving tracking signals from input device 110 , sensor system 116 may include one or more optical sensors for tracking the input device. For example, sensor system 116 may employ a visible light and/or depth camera to locate and segment image data corresponding to input device 110 from other image data. Additional detail regarding example hardware configurations of HMD device 104 is described below with reference to FIGS. 8 and 9 .
Various modifications to the example configuration depicted in FIG. 1 are contemplated. For example, HMD device 104 may alternatively take the form of a mixed reality display device including an at least partially transparent display with which virtual, rendered imagery is overlaid on real, background imagery corresponding to the surrounding physical environment. As such, âvirtual realityâ and âvirtual reality experienceâ as used herein may also refer to mixed reality and mixed reality experiences, and one or more of the examples described herein that relate to the use of touch- sensitive input device 110 for interacting with a virtual reality experience may be adapted to a mixed reality experience. Further, the approaches described herein may be implemented on display device types other than a head-mounted display device, such as a non-head-mounted head-up display. Similarly, while shown in the form of a mobile device such as a smartphone, tablet, etc., input device 110 may assume other forms, including but not limited to that of a game console, controller, appliance, etc.
In some examples, user interface 112 may include a representation of visual content rendered on touch- sensitive input device 110 . For example, display portion 113 may substantially reproduce the visual content rendered on the display of input device 110 , enabling user 102 to bring input device functionality into the virtual reality experience, such as phone conversations and software applications. To this end, input device 110 may transmit the contents of a display buffer (e.g., in compressed or uncompressed form), and/or other data enabling HMD device 104 to render the visual content, to the HMD device. In these examples, the display of input device 110 may be turned off while its visual content is rendered on HMD device 104 . In other examples, HMD device 104 may capture, via one or more optical sensors of the sensor system, the visual content rendered on the display of input device 110 and make use of it to influence the experience being provided by the HMD. Further, HMD device 104 may process visual content rendered on input device 110 in representing the visual content to reduce issues associated with a potential mismatch between the display resolution of the HMD device and that of the input device. Generally, HMD device 104 may generate a representation of any suitable output from input device 110 . As another example, HMD device 104 may reproduce audio received, or output recorded, from input device 110 for implementations in which the HMD device includes an audio output device (e.g., speaker, headphones).
In some examples, a representation of visual content rendered on touch- sensitive input device 110 may be magnified. As an example of such magnification, FIG. 2 illustrates the rendering of a user interface 202 in region 108 including a magnified representation 204 of visual content rendered on input device 110 . Representation 204 magnifies a portion 206 of the visual content rendered on input device 110 , whose real-world appearance (were the display active) is illustrated in FIG. 2 . In other examples, representation 204 may magnify the entirety of the visual content. Further, representation 204 is rendered in a 3D location proximate to input device 110 where the representation appears to float over the input device, while preserving the visibility of display portion 113 and body portion 114 . In this way, the visibility of the visual content rendered on input device 110 is increased while continuing to visually apprise a user of the location of the input device via its virtual representation, which may allow the user to continue interacting with the input device via touch input without disorientation from occlusion by representation 204 . As with user interface 112 , rendering representation 204 in a 3D location that corresponds to the real-world location of input device 110 may facilitate intuitive interaction with the input device and provide a visual cue with which input can be applied to the input device.
User input may control aspects of the display of representation 204 in various manners. For example, representation 204 may be scrolled to change the visual content shown therein based on a gaze direction of a user. To this end, the sensor system of HMD device 104 may include one or more gaze sensors configured to detect the gaze direction of the user. As another example, the sensor system of HMD device 104 may detect (e.g., via an outward-facing image sensor) a hand gesture that effects scrolling of representation 204 . Similarly, gaze, gestural, and/or other inputs may effect or cease the display itself of representation 204 .
HMD device 104 may render multiple user interfaces based on tracking touch- sensitive input device 110 . As an example, FIG. 3 illustrates the rendering of a user interface 302 in combination with an additional user interface 304 in region 108 . In contrast to user interface 302 , which represents input device 110 via display portion 113 and body portion 114 in 3D locations respectively corresponding to the real-world locations of the display and body of the input device, user interface 304 includes two panels
306 A and 306 B rendered away from the real-world location of the input device display and body. As shown in FIG. 3 , panels
306 A and 306 B are rendered laterally proximate to the real-world location of the input device display, though the panels may be rendered at other locations spaced away from the real-world location. As such, rendering a user interface âaway fromâ the real-world location of the display of input device 110 as used herein may refer to a variety of locations that do not correspond directly to the real-world locationâfor example, any 3D location in region 108 that does not correspond to the real-world location. FIG. 3 also illustrates how panels
306 A and 306 B may be rendered in a manner that they appear locked to the real-world location of the display of input device 110 ; as this real-world location changes, so too may the 3D locations of the panels change accordingly to appear spatially locked to the input device display. Considered from another perspective, HMD device 104 may render a user interface with multiple different portions/sections. As such, an âadditionalâ user interface as used herein may also refer to a user interface including multiple portions/sections.
In some examples, additional user interface 304 may extend/augment the functionality provided by user interface 302 , whose real-world appearance as rendered on touch- sensitive input device 110 is shown (were the display active). For example, additional user interface 304 may include selectable controls not shown in user interface 302 that may relate to the content shown in user interface 302 . As one specific example, user interface 302 may display information regarding a purchasable productâe.g., as part of a storefront application executed on HMD device 104 . User interface 304 may enhance the shopping experience by presenting, in panel 306 A, a listing of related items relevant to the product displayed in user interface 302 , and in panel 306 E, a comparison of specifications of the product to those of another related item. As another example, user interface 304 may present a settings menu including controls selectable to change settings of an application displayed in user interface 302 .
As yet another example of extending/augmenting the functionality provided by user interface 302 , user interface 304 may present information regarding a contact with whom a phone or video call is conducted in user interface 302 . As still another example, user interface 304 may present information regarding participants in an online game conducted in user interface 302 . As further examples, user interface 304 may present instructions (e.g., regarding an application displayed in user interface 302 ), and/or page(s) of a book (e.g., immediately previous and subsequent pages in panels 308 A and 306 B, respectively, relative to a current page displayed in user interface 302 ). Generally, user interface 304 may present any suitable information relating to an interaction carried out through user interface 302 , and/or information unrelated to such an interaction.
As HMD device 104 may render user interface 304 away from touch- sensitive input device 110 , the input device may be unable to detect user input applied to the additional interface via its touch sensor. As such, HMD device 104 may defect such user inputâe.g., by detecting the intersection of a user gaze direction with a selectable portion of user interface 304 , and/or by defecting a hand gesture applied to the user additional interface. In some examples, the detection of user input applied to user interface 304 by HMD device 104 may be less accurate than the detection of user input applied to user interface 302 by input device 110 . As such, user interface controls for which interaction benefits from higher detection accuracy may be allocated to user interface 302 so that these interactions are detected via the touch sensor of input device 110 .
In some examples, a user interface may facilitate the rendering of new, and/or editing of existing, visual content on HMD device 104 . To this end, FIG. 4 shows a user interface 400 configured to facilitate such rendering and/or editing of visual content. Specifically, FIG. 4 shows the real-world appearance of user interface 400 as rendered on the display of touch-sensitive input device 110 (were the display active) as well as its appearance in the virtual reality experience when represented therein by display portion 113 .
User interface 400 includes one or more controls for rendering new visual content. For example, user interface 400 may include a canvas portion 402 in which a user can draw 2D or 3D shapes and images via the application of touch input. FIG. 4 shows one such possible shape 404 drawn in canvas portion 402 , which is rendered in region 108 on HMD device 104 . Other controls may affect the rendering of visual content. As examples, FIG. 4 shows the inclusion in user interface 400 of brush controls 406 , for changing a stroke or pattern that is rendered in response to input applied to canvas portion 402 ; thickness controls 408 , for changing the thickness of the selected stroke/pattern; and a color control 410 in the form of a color wheel for selecting the color of the selected stroke/pattern. As shown, HMD device 104 may render an icon 412 in region 108 representing the selected stroke/pattern at 3D location corresponding to the last location where input was applied in canvas portion 402 .
It will thus be understood that user interface 400 may function as a palette of visual content rendering controls. The controls shown in FIG. 4 are provided as examples, and user interface 400 may include alternative and/or additional controls not shown. Further, user interface 400 may be deployed in any suitable context. In addition to its use in a 2D or 3D drawing/rendering application illustrated in FIG. 4 , user interface 400 may provide input to other applications and contexts, such as enabling (e.g., by receiving input at canvas portion 402 ) a user to draw a signature, which may be used to sign a document or illustration, authorize a transaction, or verify an identity, for example.
As described above, shape 404 may represent a 2D or 3D input applied to canvas portion 402 . Various approaches may enable the reception of 3D input at canvas portion 402 . When touch- sensitive input device 110 is operable to detect a z-coordinate of touch input into/out of the input deviceâe.g., as a force or pressureâthe user may control such force/pressure to vary the z-coordinate of input applied to canvas portion 402 . As a particular example, the z-coordinate may be varied as shape 404 is traced along canvas portion 402 so that the shape is rendered with a corresponding variation in apparent depth in region 108 . In other examples, gaze and/or hand gesture input may control the z-coordinates of shapes rendered in region 108 .
Alternatively or in addition to the use of canvas portion 402 for drawing visual content that is rendered in region 108 , movement of touch- sensitive input device 110 may effect the rendering of visual content. For example, HMD device 104 may render shapes in correspondence with the translation of input device 110 throughout real, physical space. Such an approach may enable an intuitive mechanism with which 2D and 3D shapes are formed. For these examples in which movement of input device 110 is used to draw shapes, the representation of input device 110 in region 108 shown in FIG. 4 âe.g., portions
113 and 114 âmay instead be rendered at the 3D location corresponding to the last location in physical space where drawing was performedâe.g., at the 3D location occupied by icon 412 , and in lieu of the icon. User interface 400 may continue to provide controls as described herein for varying visual content rendered in response to movement of input device 110 , though in some examples HMD device 104 may render the user interface away from the input device (e.g., at a fixed location in region 108 ).
HMD device 104 may render representations of visual content received from touch- sensitive input device 110 in other ways. As an example, FIG. 5 shows a user interface 500 in which visual content in the form of a 3D model 502 is rendered. Specifically, FIG. 5 shows the real-world appearance of user interface 500 as rendered on the display of touch-sensitive input device 110 (were the display active) as well as its appearance in the virtual reality experience when represented therein by display portion 113 .
In the depicted example, 3D model 502 is initially accessed on touch- sensitive input device 110 . A user may then transfer 3D model 502 (e.g., if stored on input device 110 ) to HMD device 104 , or cause access to the 3D model by the HMD device (e.g., if the model is stored elsewhere such as a remote network location), via any suitable input, such as a hand gesture in which the user swipes from a location proximate to the input device into the virtual reality experience. HMD device 104 then renders a representation of 3D model 502 in region 108 at a 3D location that, in some examples, may be a function of the location of input device 110 âe.g., a virtual location of the input device in the virtual reality experience. Further, HMD device 104 may render a coordinate axes control 504 representing the 3D location of 3D model 502 . Control 504 may be manipulated (e.g., via a pointing or grasping hand gesture) to vary the 3D location of 3D model 502 in region 108 .
HMD device 104 may receive user input causing an edit to the representation of 3D model 502 , and in response render the edited representation in region 108 . HMD device 104 may then transfer the edited representation to <figure-callout id="110" label="input device"
CLAIMS
Claims ( 13 )
The invention claimed is:
1. A head-mounted display device, comprising:
a sensor system;
a display;
a logic machine; and
a storage machine holding instructions executable by the logic machine to:
execute a 3D virtual reality experience on the head-mounted display device;
track, via the sensor system, a touch-sensitive input device;
render a user interface on the display, the user interface being rendered in a 3D location in the 3D virtual reality experience based on the tracking of the touch-sensitive input device;
receive, via a touch sensor of the touch-sensitive input device, a user input;
in response to receiving the user input, control the 3D virtual reality experience to thereby vary visual content being rendered on the display by rendering a representation of visual content received from the touch-sensitive input device;
receive an additional user input causing an edit to the representation;
render the edited representation on the display; and
transmit the edited representation to the touch-sensitive input device.
2. The head-mounted display device of claim 1 , where the user interface includes a representation of the touch-sensitive input device.
3. The head-mounted display device of claim 1 , where the instructions are further executable to map a location of the user input on the touch-sensitive input device to a location in the user interface.
4. The head-mounted display device of claim 1 , where the 3D location in which the user interface is rendered corresponds to a real-world location of a display of the touch-sensitive input device.
5. The head-mounted display device of claim 4 , where the user interface includes one or more controls, and where the instructions executable to control the 3D virtual reality experience to thereby vary visual content being rendered on the display are executable to render new visual content based on a selected one of the one or more controls.
6. The head-mounted display device of claim 4 , where the instructions are further executable to:
render an additional user interface away from the real-world location of the display of the touch-sensitive input device; and
receive, via the sensor system, a user input applied to the additional user interface.
7. The head-mounted display device of claim 1 , where the instructions are further executable to adjust one or more 3D coordinates of the visual content in the 3D virtual reality experience in response to movement of the touch-sensitive input device.
8. The head-mounted display device of claim 1 , where the instructions executable to control the 3D virtual reality experience to thereby vary visual content being rendered on the display are executable to magnify the representation.
9. The head-mounted display device of claim 1 , where the instructions executable to control the 3D virtual reality experience to thereby vary visual content being rendered on the display are executable to render a representation of a real-world environment at a 3D location in the 3D virtual reality experience corresponding to a real-world location of the touch-sensitive input device.
10. On a head-mounted display device, a method of receiving virtual reality input, comprising:
executing a 3D virtual reality experience on the head-mounted display device;
tracking, via a sensor system of the head-mounted display device, a touch-sensitive input device;
rendering, on a display of the head-mounted display device, in a 3D location in the 3D virtual reality experience based on the tracking of the touch-sensitive input device, a user interface;
receiving, via a touch sensor of the touch-sensitive input device, a user input;
in response to receiving the user input, controlling the 3D virtual reality experience to thereby vary visual content being rendered on the display by rendering a representation of visual content received from the touch-sensitive input device;
receiving an additional user input causing an edit to the representation;
rendering the edited representation on the display; and
transmitting the edited representation to the touch-sensitive input device.
11. The method of claim 10 , where the user interface includes a representation of the touch-sensitive input device.
12. The method of claim 10 , where the user interface includes one or more controls, and where controlling the 3D virtual reality experience to thereby vary visual content being rendered on the display includes rendering new visual content based on a selected one of the one or more controls.
13. A head-mounted display device, comprising:
a sensor system;
a display;
a logic machine; and
a storage machine holding instructions executable by the logic machine to:
execute a 3D virtual reality experience on the head-mounted display device;
track, via the sensor system, a touch-sensitive input device;
render, on the display, in a 3D location in the 3D virtual reality experience based on the tracking of the touch-sensitive input device, a user interface including a representation of the touch-sensitive input device;
receive, via a touch sensor of the touch-sensitive input device, a user input;
in response to receiving the user input, control the 3D virtual reality experience to thereby vary visual content being rendered on the display by rendering a representation of visual content received from the touch-sensitive input device;
receive an additional user input causing an edit to the representation of the visual content;
render the edited representation on the display; and
transmit the edited representation to the touch-sensitive input device.
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2017-08-24
Virtual reality input
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