AR-environment cue-generation technique.
A system has an augmented reality device accessory that interacts with a virtual element in an augmented reality experience. Further, the system has an augmented reality device that that renders a virtual element that overlays a real-world element in the augmented reality experience. The augmented reality device also determines that the augmented reality device accessory meets one or more mobility criteria with respect to the virtual element. Further, the augmented reality device adjusts the rendering of the virtual element to increase visibility of the real-world element based on the one or more mobility criteria being met.
BACKGROUND 1. Field
This disclosure generally relates to the field of augmented reality ('AR'), often referred to as mixed reality ('MR') when an experience is provided via a head-mounted display ('HMD') device. 2. General Background
AR devices (e.g., HMDs, AR glasses, etc.) are being used more often in environments in which a user is mobile. As an example, AR has been used to provide users with gaming experiences that involve a real-world environment and an overlay of various virtual elements (e.g., imagery, text, etc.) with which a user of the AR device may interact as part of a game.
As users immerse themselves in such experiences, they may lose the ability to distinguish between the virtual and the real world, and they have natural tendencies to test the limits of the virtual elements. For example, such users may attempt to grab at empty space at which a virtual object is located within the AR environment; yet, such empty space may actually correspond to a real-world object that may pose a safety concern to the user if the user were to interact with the virtual object. Virtual objects placed at boundaries of an AR environment may present particular safety concerns if the user attempts to go beyond such boundaries.
Further, users often do not want to have their AR experiences disrupted as a result of such safety concerns, as that may significantly interfere with the enjoyment of the AR experience. Accordingly, conventional systems do not adequat
1. A computer program product comprising a non-transitory computer readable storage device having a computer readable program stored thereon, wherein the computer readable program when executed on a computer causes the computer to: render, with a processor at an augmented reality device, virtual elements in an augmented reality experience; identify, with the processor, individual ones of the virtual elements that are overlaying individual real-world elements and individual ones of the virtual elements that are not overlaying the individual real-world elements; in response to identifying that a virtual element is overlaying a real-world element: determine, with the processor, a potential collision with the virtual element based on determining that an augmented reality device accessory meets one or more mobility criteria with respect to the virtual element; and generate a cue in response to the potential collision by adjusting, with the processor at the augmented reality device, a rendering of the virtual element to increase visibility of the real-world element based on the one or more mobility criteria being met; and in response to identifying that a second virtual element is not overlaying a second real-world element, render, with the processor, the second virtual element without adjusting the rendering to increase visibility of the second real-world element. ||
13. A computer program product comprising a non-transitory computer readable storage device having a computer readable program stored thereon, wherein the computer readable program when executed on a computer causes the computer to: render, with a processor at an augmented reality device, virtual elements in an augmented reality experience; identify, with the processor, individual ones of the virtual elements that are overlaying individual real-world elements and individual ones of the virtual elements that are not overlaying the individual real-world elements; in response to identifying that a virtual element is overlaying a real-world element: determine, with the processor, a potential collision with the virtual element based on determining that an augmented reality device accessory meets one or more mobility criteria with respect to the virtual element; and generate a cue in response to the potential collision by emitting, at the augmented reality device, one or more visual indicia that overlay the virtual element based on the one or more mobility criteria being met; and in response to identifying that a second virtual element is not overlaying a second real-world element, render, with the processor, the second virtual element devoid of the one or more visual indicia. ||
20. A system comprising: an augmented reality device accessory that interacts with virtual elements in an augmented reality experience; and an augmented reality device configured to: render the virtual elements in the augmented reality experience; identify individual ones of the virtual elements that are overlaying individual real-world elements and individual ones of the virtual elements that are not overlaying the individual real-world elements; in response to identifying that a virtual element is overlaying a real-world element: determine a potential collision with the virtual element based on determining that the augmented reality device accessory meets one or more mobility criteria with respect to the virtual element; and generate a cue in response to determining the potential collision by adjusting a rendering of the virtual element to increase visibility of the real-world element based on the one or more mobility criteria being met; and in response to identifying that a second virtual element is not overlaying a second real-world element, render the second virtual element without adjusting the rendering to increase visibility of the second real-world element.