PROCESS FOR THE ALIGNMENT OF VIRTUAL CONTENT IN PHYSICAL ENVIRONMENTS
A method for aligning extended reality (XR) content with a physical environment by, first, identifying a first elongate intersection between two physical surfaces. Then, an intersection point of a XR model is located along the first elongate intersection. L'invention concerne une méthode d'...
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creator | BERTOLLI, Michael CAPUTO, Alicia |
description | A method for aligning extended reality (XR) content with a physical environment by, first, identifying a first elongate intersection between two physical surfaces. Then, an intersection point of a XR model is located along the first elongate intersection.
L'invention concerne une méthode d'alignement de contenu de réalité étendue (XR) avec un environnement physique en identifiant tout d'abord une première intersection allongée entre deux surfaces physiques. Puis, un point d'intersection d'un modèle XR qui est situé le long de la première intersection allongée. |
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L'invention concerne une méthode d'alignement de contenu de réalité étendue (XR) avec un environnement physique en identifiant tout d'abord une première intersection allongée entre deux surfaces physiques. Puis, un point d'intersection d'un modèle XR qui est situé le long de la première intersection allongée.</description><language>eng ; fre</language><subject>AMUSEMENTS ; CALCULATING ; CARD, BOARD, OR ROULETTE GAMES ; COMPUTING ; COUNTING ; GAMES ; GAMES NOT OTHERWISE PROVIDED FOR ; HUMAN NECESSITIES ; INDOOR GAMES USING SMALL MOVING PLAYING BODIES ; PHYSICS ; SPORTS ; VIDEO GAMES</subject><creationdate>2024</creationdate><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20240919&DB=EPODOC&CC=WO&NR=2024192032A2$$EHTML$$P50$$Gepo$$Hfree_for_read</linktohtml><link.rule.ids>230,308,778,883,25551,76302</link.rule.ids><linktorsrc>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20240919&DB=EPODOC&CC=WO&NR=2024192032A2$$EView_record_in_European_Patent_Office$$FView_record_in_$$GEuropean_Patent_Office$$Hfree_for_read</linktorsrc></links><search><creatorcontrib>BERTOLLI, Michael</creatorcontrib><creatorcontrib>CAPUTO, Alicia</creatorcontrib><title>PROCESS FOR THE ALIGNMENT OF VIRTUAL CONTENT IN PHYSICAL ENVIRONMENTS</title><description>A method for aligning extended reality (XR) content with a physical environment by, first, identifying a first elongate intersection between two physical surfaces. Then, an intersection point of a XR model is located along the first elongate intersection.
L'invention concerne une méthode d'alignement de contenu de réalité étendue (XR) avec un environnement physique en identifiant tout d'abord une première intersection allongée entre deux surfaces physiques. Puis, un point d'intersection d'un modèle XR qui est situé le long de la première intersection allongée.</description><subject>AMUSEMENTS</subject><subject>CALCULATING</subject><subject>CARD, BOARD, OR ROULETTE GAMES</subject><subject>COMPUTING</subject><subject>COUNTING</subject><subject>GAMES</subject><subject>GAMES NOT OTHERWISE PROVIDED FOR</subject><subject>HUMAN NECESSITIES</subject><subject>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</subject><subject>PHYSICS</subject><subject>SPORTS</subject><subject>VIDEO GAMES</subject><fulltext>true</fulltext><rsrctype>patent</rsrctype><creationdate>2024</creationdate><recordtype>patent</recordtype><sourceid>EVB</sourceid><recordid>eNrjZHANCPJ3dg0OVnDzD1II8XBVcPTxdPfzdfULUfB3UwjzDAoJdfRRcPb3CwEJefopBHhEBns6A8Vc_YCy_mClwTwMrGmJOcWpvFCam0HZzTXE2UM3tSA_PrW4IDE5NS-1JD7c38jAyMTQ0sjA2MjRyJg4VQBJ4i0p</recordid><startdate>20240919</startdate><enddate>20240919</enddate><creator>BERTOLLI, Michael</creator><creator>CAPUTO, Alicia</creator><scope>EVB</scope></search><sort><creationdate>20240919</creationdate><title>PROCESS FOR THE ALIGNMENT OF VIRTUAL CONTENT IN PHYSICAL ENVIRONMENTS</title><author>BERTOLLI, Michael ; CAPUTO, Alicia</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-epo_espacenet_WO2024192032A23</frbrgroupid><rsrctype>patents</rsrctype><prefilter>patents</prefilter><language>eng ; fre</language><creationdate>2024</creationdate><topic>AMUSEMENTS</topic><topic>CALCULATING</topic><topic>CARD, BOARD, OR ROULETTE GAMES</topic><topic>COMPUTING</topic><topic>COUNTING</topic><topic>GAMES</topic><topic>GAMES NOT OTHERWISE PROVIDED FOR</topic><topic>HUMAN NECESSITIES</topic><topic>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</topic><topic>PHYSICS</topic><topic>SPORTS</topic><topic>VIDEO GAMES</topic><toplevel>online_resources</toplevel><creatorcontrib>BERTOLLI, Michael</creatorcontrib><creatorcontrib>CAPUTO, Alicia</creatorcontrib><collection>esp@cenet</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>BERTOLLI, Michael</au><au>CAPUTO, Alicia</au><format>patent</format><genre>patent</genre><ristype>GEN</ristype><title>PROCESS FOR THE ALIGNMENT OF VIRTUAL CONTENT IN PHYSICAL ENVIRONMENTS</title><date>2024-09-19</date><risdate>2024</risdate><abstract>A method for aligning extended reality (XR) content with a physical environment by, first, identifying a first elongate intersection between two physical surfaces. Then, an intersection point of a XR model is located along the first elongate intersection.
L'invention concerne une méthode d'alignement de contenu de réalité étendue (XR) avec un environnement physique en identifiant tout d'abord une première intersection allongée entre deux surfaces physiques. Puis, un point d'intersection d'un modèle XR qui est situé le long de la première intersection allongée.</abstract><oa>free_for_read</oa></addata></record> |
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language | eng ; fre |
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subjects | AMUSEMENTS CALCULATING CARD, BOARD, OR ROULETTE GAMES COMPUTING COUNTING GAMES GAMES NOT OTHERWISE PROVIDED FOR HUMAN NECESSITIES INDOOR GAMES USING SMALL MOVING PLAYING BODIES PHYSICS SPORTS VIDEO GAMES |
title | PROCESS FOR THE ALIGNMENT OF VIRTUAL CONTENT IN PHYSICAL ENVIRONMENTS |
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