How to manage spatially colliding virtual objects and apply visual effects
Patent Information
- Application Number
- JP2026512265
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-08-25
- Filing Date
- 2024-08-22
- Publication Date
- 2026-09-08
Smart Images

Figure 2026530437000001_ABST
Abstract
Description
Technical Field
[0001] (Cross-Reference to Related Application) This application claims the benefit of U.S. Provisional Patent Application No. 63 / 578,964, filed on August 25, 2023, the entire content of which is incorporated herein by reference for all purposes.
[0002] The present disclosure generally relates to, but is not limited to, a computer system that provides a computer-generated experience including an electronic device that facilitates a communication session including interaction in a three-dimensional environment.
Background Art
[0003] The development of computer systems for augmented reality has increased remarkably in recent years. An exemplary augmented reality environment includes at least some virtual elements that replace or augment the physical world. Input devices such as cameras, controllers, joysticks, touch-sensitive surfaces, and touch screen displays for computer systems and other electronic computing devices are used to interact with virtual / augmented reality environments. Exemplary virtual elements include virtual objects such as digital images, videos, text, icons, and control elements such as buttons and other graphics.
Summary of Invention
[0004] Some methods and interfaces for interacting with environments that include at least some virtual elements (e.g., applications, augmented reality environments, mixed reality environments, and virtual reality environments) are cumbersome, inefficient, and restrictive. For example, systems that provide insufficient feedback for performing actions associated with virtual objects, systems that require a series of inputs to achieve desired results in augmented reality environments, and systems where manipulating virtual objects is complex, cumbersome, and error-prone impose a significant cognitive burden on the user and detract from the virtual / augmented reality experience. In addition, these methods are unnecessarily time-consuming, thereby wasting the energy of the computer system. This latter consideration is particularly important in battery-powered devices.
[0005] Therefore, there is a need for computer systems with improved methods and interfaces to provide users with computer-generated experiences that make interaction with the computer system more efficient and intuitive for the user. Such methods and interfaces can optionally complement or replace conventional methods of providing users with extended reality experiences. Such methods and interfaces reduce the number, extent, and / or types of user input by helping the user understand the connection between the inputs provided and the device response to those inputs, thereby generating a more efficient human-machine interface.
[0006] The above-mentioned drawbacks and other problems associated with the user interface of a computer system are mitigated or eliminated by the disclosed system. In some embodiments, the computer system is a desktop computer with an associated display. In some embodiments, the computer system is a portable device (e.g., a notebook computer, tablet computer, or handheld device). In some embodiments, the computer system is a personal electronic device (e.g., a wearable electronic device such as a wristwatch or a head-mounted device). In some embodiments, the computer system has a touchpad. In some embodiments, the computer system has one or more cameras. In some embodiments, the computer system has (e.g., includes or communicates with) a display generating component (e.g., a display device such as a head-mounted device (HMD), a display, a projector, a touch-sensitive display (also known as a “touchscreen” or “touchscreen display”), or other devices or components that present visual content to the user that is visible on or in the display generating component itself or generated from the display generating component and is visible elsewhere). In some embodiments, the computer system has one or more eye-tracking components. In some embodiments, the computer system has one or more hand-tracking components. In some embodiments, the computer system has one or more output devices in addition to the display generation components, and the output devices include one or more tactile output generators and / or one or more audio output devices. In some embodiments, the computer system has a graphical user interface (GUI), one or more processors, memory, and one or more modules, programs, or instruction sets stored in memory for performing multiple functions.In some embodiments, the user interacts with the GUI (and / or computer system) through stylus and / or finger touch and gestures on a touch-sensitive surface, the GUI as captured by a camera and other motion sensors, or the user's eye and hand movements in space relative to the user's body, and / or voice input as captured by one or more audio input devices. In some embodiments, the functions performed through the interaction optionally include image editing, drawing, presentation, word processing, spreadsheet creation, gameplay, making phone calls, video conferencing, sending emails, instant messaging, training support, digital photography, digital videography, web browsing, digital music playback, note-taking, and / or digital video playback. The executable instructions for performing those functions optionally include temporary computer-readable storage media and / or non-temporary computer-readable storage media, or other computer program products configured to be executed by one or more processors.
[0007] There is a need for electronic devices with improved methods and interfaces for interacting with three-dimensional environments. Such methods and interfaces can complement or replace conventional methods for interacting with three-dimensional environments. Such methods and interfaces reduce the number, degree, and / or type of user input, resulting in a more efficient human-machine interface. In the case of battery-operated computing devices, such methods and interfaces conserve power and increase the interval between battery charges.
[0008] In some embodiments, the computer system facilitates participation in a communication session with one or more participants, including displaying the spatial representation of one of the participants in a three-dimensional environment. In some embodiments, the computer system alters the visual prominence of a portion of an individual virtual object in response to detecting that the individual virtual object spatially collides with an individual portion of the spatial representation of a participant in the communication session.
[0009] It should be noted that the various embodiments described herein can be combined with any other embodiments described herein. The features and advantages described herein are not exhaustive, and many additional features and advantages will become apparent to those skilled in the art, in particular, in light of the drawings, specification and claims. Furthermore, it should be noted that the language used herein has been selected solely for readability and explanatory purposes and not to define or limit the subject matter of the invention.
[0010] To better understand the various embodiments described, the following “Modes for Carrying Out the Invention” should be referenced in conjunction with the following drawings, and similar reference numbers throughout the following drawings refer to the corresponding parts. [Brief explanation of the drawing]
[0011] [Figure 1A] This block diagram shows the operating environment of a computer system for providing an XR experience, according to several embodiments.
[0012] [Figure 1B] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1C] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1D] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1E] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1F] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1G] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1H]This is an example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1I] This is an example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1J] This is an example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1K] This is an example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1L] This is an example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1M] This is an example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1N] This is an example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 10] This is an example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1P] This is an example of a computer system for providing an XR experience in the operating environment of FIG. 1A.
[0013] [Figure 2] It is a block diagram illustrating a controller of a computer system configured to manage and adjust an XR experience for a user according to some embodiments.
[0014] [Figure 3A] It is a block diagram illustrating a display generation component of a computer system configured to provide visual components of an XR experience to a user according to some embodiments.
[0015] [Figure 3B] This illustrates the use of an application programming interface (API) for executing an operation. [Figure 3C]Illustrates the use of an application programming interface (API) for performing an action. [Figure 3D] Illustrates the use of an application programming interface (API) for performing an action. [Figure 3E] Illustrates the use of an application programming interface (API) for performing an action. [Figure 3F] Illustrates the use of an application programming interface (API) for performing an action. [Figure 3G] Illustrates the use of an application programming interface (API) for performing an action.
[0016] [Figure 4] It is a block diagram illustrating a hand tracking unit of a computer system configured to capture a user's gesture input according to some embodiments.
[0017] [Figure 5] It is a block diagram illustrating an eye tracking unit of a computer system configured to capture a user's gaze input according to some embodiments.
[0018] [Figure 6] It is a flowchart illustrating a glint-assisted gaze tracking pipeline according to some embodiments.
[0019] [Figure 7A] Shows an example of changing visual saliency of a portion of a virtual object in a three-dimensional environment during a communication session according to some embodiments. [Figure 7B] Shows an example of changing visual saliency of a portion of a virtual object in a three-dimensional environment during a communication session according to some embodiments. [Figure 7C]This document presents examples of altering the visual prominence of parts of virtual objects in a three-dimensional environment during a communication session, using several embodiments. [Figure 7D] This document presents examples of altering the visual prominence of parts of virtual objects in a three-dimensional environment during a communication session, using several embodiments. [Figure 7E] This document presents examples of altering the visual prominence of parts of virtual objects in a three-dimensional environment during a communication session, using several embodiments. [Figure 7F] This document presents examples of altering the visual prominence of parts of virtual objects in a three-dimensional environment during a communication session, using several embodiments. [Figure 7G] This document presents examples of altering the visual prominence of parts of virtual objects in a three-dimensional environment during a communication session, using several embodiments. [Figure 7H] This document presents examples of altering the visual prominence of parts of virtual objects in a three-dimensional environment during a communication session, using several embodiments. [Figure 7I] This document presents examples of altering the visual prominence of parts of virtual objects in a three-dimensional environment during a communication session, using several embodiments. [Figure 7J] This document presents examples of altering the visual prominence of parts of virtual objects in a three-dimensional environment during a communication session, using several embodiments. [Figure 7K] This document presents examples of altering the visual prominence of parts of virtual objects in a three-dimensional environment during a communication session, using several embodiments. [Figure 7L] This document presents examples of altering the visual prominence of parts of virtual objects in a three-dimensional environment during a communication session, using several embodiments.
[0020] [Figure 8] This flowchart illustrates exemplary methods, according to several embodiments, for changing the visual prominence of parts of a virtual object in a three-dimensional environment during a communication session. [Modes for carrying out the invention]
[0021] This disclosure relates to user interfaces that provide users with Extended Reality (XR) experiences, in several embodiments.
[0022] The systems, methods, and GUIs described herein improve user interface interactions with virtual / augmented reality environments in multiple ways.
[0023] In some embodiments, the computer system changes the visual prominence of a portion of a virtual object in a three-dimensional environment during a communication session, based on a determination that a portion of the virtual object spatially collides with a first portion of the spatial representation of a participant in the communication session.
[0024] Figures 1A to 6 provide a description of an exemplary computer system for providing an XR experience to a user (as described below with respect to Method 800). Figures 7A to 7L show examples of several embodiments of changing the visual splendor of parts of virtual objects in a three-dimensional environment during a communication session. Figure 8 is a flowchart of an exemplary method of changing the visual splendor of parts of virtual objects in a three-dimensional environment during a communication session, according to several embodiments. The user interfaces in Figures 7A to 7L are used to illustrate the process in Figure 8.
[0025] The processes described below enhance the usability of the device and make the user device interface more efficient (for example, by helping the user provide appropriate input and reducing user errors when operating / interacting with the device) through various technologies, including providing the user with improved visual feedback, reducing the number of inputs required to perform actions, providing additional control options without cluttering the user interface with additional displayed controls, performing actions without requiring further user input when a set of conditions is met, improving privacy and / or security, providing a more diverse, detailed, and / or realistic user experience while saving memory space, and / or additional technologies. These technologies also reduce power consumption and improve the battery life of the device by enabling the user to use the device more quickly and efficiently. Saving battery power, and therefore weight, improves the ergonomics of the device. These technologies also enable real-time communication, allow the use of fewer and / or less accurate sensors, resulting in more compact, lighter, and less expensive devices, and enabling the device to be used in a variety of lighting conditions. These technologies reduce energy consumption and thereby reduce the heat emitted by the device, which is especially important for wearable devices that can become uncomfortable for the user to wear if they generate excessive heat, even if the device is well within the operating parameters for its components.
[0026] Furthermore, in any method described herein that is conditional on one or more conditions being met in one or more steps, it should be understood that the method described can be repeated in multiple iterations such that all the conditions that the steps of the method are conditional on are met in different iterations of the method. For example, if a method requires that a first step be performed if a condition is met, and a second step be performed if the condition is not met, a person skilled in the art will understand that the steps described in the claim may be repeated in an unspecified order until both the cases where the condition is met and the cases where it is not met occur. Thus, a method described in one or more steps that depends on one or more conditions being met can be rewritten as a method that is repeated until each of the conditions described in the method is met. However, this is not required for claims of a system or computer-readable medium that includes instructions that perform a conditional operation based on the satisfaction of the corresponding one or more conditions, and thus can determine whether a contingency has been met without explicitly repeating the steps of the method until all the conditions that the steps of the method are conditional on are met. Those skilled in the art will also understand that, as with a method having conditional steps, a system or computer-readable storage medium may repeat the steps of the method as many times as necessary to ensure that all of the conditional steps have been performed.
[0027] In some embodiments, as shown in Figure 1A, the XR experience is provided to the user via an operating environment 100 which includes a computer system 101. The computer system 101 includes a controller 110 (e.g., a processor of a portable electronic device or remote server), display generation components 120 (e.g., a head-mounted device (HMD), a display, a projector, a touchscreen, etc.), one or more input devices 125 (e.g., an eye-tracking device 130, a hand-tracking device 140, other input devices 150), one or more output devices 155 (e.g., a speaker 160, a tactile output generator 170, and other output devices 180), one or more sensors 190 (e.g., an image sensor, a light sensor, a depth sensor, a tactile sensor, an orientation sensor, a proximity sensor, a temperature sensor, a location sensor, a motion sensor, a velocity sensor, etc.), and optionally one or more peripheral devices 195 (e.g., home appliances, wearable devices, etc.). In some embodiments, one or more of the input device 125, output device 155, sensor 190, and peripheral device 195 are integrated with the display generation component 120 (for example, within a head-mounted device or handheld device).
[0028] When describing an XR experience, various terms are used to refer individually to several related but distinct environments that the user can perceive and / or interact with (for example, using inputs detected by the computer system 101 that generates the XR experience, causing the computer system generating the XR experience to generate audio, visual, and / or haptic feedback corresponding to various inputs provided to the computer system 101). The following is a subset of these terms.
[0029] Physical Environment: The physical environment refers to the physical world that people can perceive and / or interact with without the help of electronic systems. Examples of physical environments, such as a physical park, include physical objects such as physical trees, physical buildings, and physical people. People can directly perceive and / or interact with the physical environment through their senses of sight, touch, hearing, taste, and smell.
[0030] Extended reality: In contrast, an extended reality (XR) environment refers to a fully or partially simulated environment that people perceive and / or interact with through electronic systems. In XR, a subset of a person's bodily movements or their representation is tracked, and accordingly, one or more properties of one or more virtual objects simulated within the XR environment are adjusted to behave according to at least one law of physics. For example, an XR system may detect a person's head rotation and, accordingly, adjust the graphical content and sound field presented to the person in a similar way to how such views and sounds would change in a physical environment. In some situations (e.g., for reasons of accessibility), adjustments to the properties of one or more virtual objects within the XR environment may be made in response to a representation of physical movement (e.g., voice commands). A person may perceive and / or interact with XR objects using any one of their senses, including sight, sound, touch, taste, and smell. For example, a person may perceive and / or interact with audio objects that create a 3D or spatial audio environment, providing the perception of point audio sources in 3D space. In another example, audio objects may enable audio transparency, selectively incorporating ambient sounds from the physical environment, with or without computer-generated audio. In some XR environments, a person may perceive and / or interact with audio objects only.
[0031] Examples of XR include virtual reality and mixed reality.
[0032] Virtual reality: A virtual reality (VR) environment refers to a simulated environment designed to be entirely based on computer-generated sensory input for one or more senses. A VR environment includes multiple virtual objects that a person can perceive and / or interact with. For example, computer-generated images of trees, buildings, and avatars representing people are examples of virtual objects. A person can perceive and / or interact with virtual objects in a VR environment through a simulation of their presence within the computer-generated environment and / or through a simulation of a subset of their physical movement within the computer-generated environment.
[0033] Mixed Reality: A mixed reality (MR) environment is a simulated environment designed to incorporate sensory input or its representation from a physical environment, in addition to including computer-generated sensory input (e.g., virtual objects), in contrast to a virtual reality (VR) environment designed to rely entirely on computer-generated sensory input. On a virtual continuum, a mixed reality environment is any location between, but not encompassing, the complete physical environment at one end and the virtual reality environment at the other. In some MR environments, computer-generated sensory input may respond to changes in sensory input from the physical environment. Also, some electronic systems for presenting an MR environment may track location and / or orientation relative to the physical environment to enable virtual objects to interact with real objects (i.e., physical articles or their representations from the physical environment). For example, the system may take movement into account so that a virtual tree appears stationary relative to the physical ground.
[0034] Examples of mixed reality include augmented reality and augmented virtual reality.
[0035] Augmented Reality: An augmented reality (AR) environment refers to a simulated environment in which one or more virtual objects are superimposed on or onto a physical environment. For example, an electronic system for presenting an AR environment may have a transparent or translucent display that allows a person to directly view the physical environment. The system may also be configured to present virtual objects on the transparent or translucent display, thereby allowing a person to use the system to perceive the virtual objects superimposed on the physical environment. Alternatively, the system may have an opaque display and one or more imaging sensors that capture an image or video of the physical environment, which is a representation of the physical environment. The system composites the image or video with the virtual objects and presents the composite on the opaque display. A person uses this system to perceive the virtual objects superimposed on the physical environment by indirectly viewing the physical environment through the image or video of the physical environment. As used herein, a video of the physical environment displayed on an opaque display is referred to as “pass-through video,” meaning that the system uses one or more image sensors to capture images of the physical environment and uses those images when presenting the AR environment on the opaque display. Alternatively, the system may have a projection system that projects virtual objects, for example, as holograms, into or onto the physical environment, thereby allowing a person to perceive the virtual objects superimposed on the physical environment using the system. An augmented reality environment also refers to a simulated environment in which the representation of the physical environment is transformed by computer-generated sensory information. For example, when providing pass-through video, the system may transform one or more sensor images into a selected perspective (e.g., a viewpoint) different from the perspective captured by the imaging sensor. As another example, the representation of the physical environment may be transformed by graphically modifying (e.g., enlarging) a portion of it, thereby making the modified portion a non-photorealistic alteration of the original captured image. As yet another example, the representation of the physical environment may be transformed by graphically removing or obscuring a portion of it.
[0036] Augmented Virtuality (AV) refers to a simulated environment in which a virtual or computer-generated environment incorporates one or more sensory inputs from a physical environment. These sensory inputs may be representations of one or more characteristics of the physical environment. For example, an AV park might have virtual trees and buildings, but people with faces might be realistically reproduced from images of real people. Another example is that a virtual object might adopt the shape or color of a physical article captured by one or more imaging sensors. A further example is that a virtual object might adopt shadows that correspond to the position of the sun in the physical environment.
[0037] In augmented reality, mixed reality, or virtual reality environments, a view of a three-dimensional environment is visible to the user. Typically, the view of the three-dimensional environment is visible to the user through one or more display-generating components (e.g., a display or a pair of display modules providing stereoscopic content to different eyes of the same user) via a virtual viewport having a viewport boundary that defines the extent of the three-dimensional environment visible to the user through one or more display-generating components. In some embodiments, the area defined by the viewport boundary is smaller than the user's field of view in one or more dimensions (e.g., based on the user's field of view, the size, optical properties or other physical characteristics of one or more display-generating components, and / or the location and / or orientation of one or more display-generating components relative to the user's eyes). In some embodiments, the area defined by the viewport boundary is larger than the user's field of view in one or more dimensions (e.g., based on the user's field of view, the size, optical properties or other physical characteristics of one or more display-generating components, and / or the location and / or orientation of one or more display-generating components relative to the user's eyes). Viewports and viewport boundaries typically move as one or more display-generating components move (for example, with the user's head in the case of a head-mounted device, or with the user's hand in the case of a handheld device such as a tablet or smartphone). The user's viewpoint determines which content is visible within the viewport, and the viewpoint generally specifies the location and orientation of the three-dimensional environment, so that as the viewpoint shifts, the view of the three-dimensional environment also shifts within the viewport. In the case of head-mounted devices, the viewpoint is typically based on the location and orientation of the user's head, face, and / or eyes to provide a view of the three-dimensional environment that is perceptually accurate and provides an immersive experience when the user is using the head-mounted device.For handheld or stationary devices, the viewpoint shifts as the handheld or stationary device moves and / or as the user's position relative to the handheld or stationary device changes (e.g., as the user moves toward or away from the device, above or below the device, to the right of the device, and / or to the left of the device). For devices that include display-generating components with virtual passthrough, the portion of the physical environment visible (e.g., displayed and / or projected) through one or more display-generating components is based on the field of view of one or more cameras communicating with the display-generating components, which typically moves with the display-generating components (e.g., moves with the user's head in a head-mounted device, or moves with the user's hand in a handheld device such as a tablet or smartphone), because the user's viewpoint moves as the field of view of one or more cameras moves (and the appearance of one or more virtual objects displayed through one or more display-generating components is updated based on the user's viewpoint (e.g., the displayed position and orientation of the virtual objects are updated based on the user's viewpoint)). In the case of a display generation component with optical passthrough, parts of the physical environment that are visible through one or more display generation components (for example, optically visible through one or more partially or completely transparent parts of the display generation component) are based on the user's field of view through the partially or completely transparent parts of the display generation component (for example, moving with the user's head in the case of a head-mounted device, or moving with the user's hand in the case of a handheld device such as a tablet or smartphone), because the user's viewpoint moves as the user's field of view moves through the partially or completely transparent parts of the display generation component (one or more), and the appearance of one or more virtual objects is updated based on the user's viewpoint.
[0038] In some embodiments, the representation of the physical environment (e.g., displayed via virtual passthrough or optical passthrough) can be partially or completely obscured by the virtual environment. In some embodiments, the amount of the virtual environment displayed (e.g., the amount of the physical environment not displayed) is based on the level of immersion of the virtual environment (e.g., relative to the representation of the physical environment). For example, increasing the immersion level optionally displays more of the virtual environment and replaces and / or obscures more of the physical environment, while decreasing the immersion level optionally displays less of the virtual environment and reveals portions of the physical environment that were not previously displayed and / or obscured. In some embodiments, at a certain level of immersion, one or more first background objects (e.g., in the representation of the physical environment) are visually less emphasized than one or more second background objects (e.g., dimmed, blurred, and / or displayed with increased transparency), and one or more third background objects are discontinued from being displayed. In some embodiments, the immersion level includes the relevant degree to which the virtual content displayed by the computer system (e.g., a virtual environment and / or virtual content) obscures the background content surrounding / behind the virtual content (e.g., content other than the virtual environment and / or virtual content), and optionally includes the number of items of the background content displayed and / or the visual characteristics of the background content on which it is displayed (e.g., color, contrast, and / or opacity), the angular range of the virtual content displayed through the display-generating components (e.g., 60-degree content displayed at low immersion, 120-degree content displayed at medium immersion, or 180-degree content displayed at high immersion), and / or the percentage of the field of view displayed through the display-generating components consumed by the virtual content (e.g., 33% of the field of view consumed by the virtual content at low immersion, 66% of the field of view consumed by the virtual content at medium immersion, or 100% of the field of view consumed by the virtual content at high immersion). In some embodiments, the background content is included in the background on which the virtual content is displayed (e.g., background content within a representation of a physical environment).In some embodiments, background content includes a user interface (e.g., a user interface generated by a computer system corresponding to the application), virtual objects not associated with or included in the virtual environment and / or virtual content (e.g., files or representations of other users generated by the computer system), and / or real objects (e.g., pass-through objects representing real objects in the physical environment around the user, which are visible so as to be displayed through the display generation components and / or are visible through transparent or translucent components of the display generation components so as not to obscure / hinder their visibility through the display generation components by the computer system). In some embodiments, at low immersion levels (e.g., a first immersion level), the background, virtual and / or real objects are displayed in a non-obscuring manner. For example, a low-immersion virtual environment is optionally displayed simultaneously with the background content, and the background content is optionally displayed with full brightness, color, and / or translucency. In some embodiments, at higher immersion levels (e.g., a second immersion level higher than a first immersion level), backgrounds, virtual and / or real objects are displayed in an obscured manner (e.g., dimmed, blurred, or removed from the display). For example, a separate virtual environment with a high immersion level is displayed without simultaneously displaying background content (e.g., in full-screen or fully immersive mode). As another example, a virtual environment displayed at an intermediate immersion level is displayed simultaneously with background content that is dimmed, blurred, or otherwise de-emphasized. In some embodiments, the visual characteristics of background objects differ among them. For example, at a particular immersion level, one or more first background objects are visually de-emphasized more than one or more second background objects (e.g., dimmed, blurred, and / or displayed with increased transparency), and one or more third background objects are not displayed at all.In some embodiments, a null or zero immersion level corresponds to the discontinuation of the display of the virtual environment, and instead, the representation of the physical environment is displayed (optionally together with one or more virtual objects such as applications, windows, or virtual three-dimensional objects) without the representation of the physical environment being obscured by the virtual environment. Adjusting the immersion level using physical input elements provides a quick and efficient way to adjust immersion, improving the usability of the computer system and making the user-device interface more efficient.
[0039] Viewpoint-locked virtual objects: A virtual object is viewpoint-locked when the computer system displays the virtual object in the same location and / or position within the user's view, even if the user's view shifts (e.g., changes). In embodiments where the computer system is a head-mounted device, the user's view is locked in the forward direction of the user's head (e.g., the user's view is at least a portion of the user's field of vision when the user is looking straight ahead). Thus, the user's view remains fixed even if the user's gaze shifts without moving the user's head. In embodiments where the computer system has a display-generating component (e.g., a display screen) that can be repositioned relative to the user's head, the user's view is the augmented reality view presented to the user on the display-generating component of the computer system. For example, a viewpoint-locked virtual object displayed in the upper-left corner of the user's view when the user's view is in a first orientation (e.g., the user's head is facing north) will continue to be displayed in the upper-left corner of the user's view even if the user's view changes to a second orientation (e.g., the user's head is facing west). In other words, the location and / or position in which a viewpoint-locked virtual object is displayed from the user's viewpoint is independent of the user's position and / or orientation in the physical environment. In embodiments where the computer system is a head-mounted device, the user's viewpoint is locked to the orientation of the user's head, so that the virtual object is also referred to as a "head-locked virtual object."
[0040] Environment-Locked Virtual Objects: A virtual object is environment-locked (or "world-locked") when a computer system displays it at a location and / or position in the user's viewpoint that is based on (e.g., selected by reference to and / or fixed to) a location and / or object in a three-dimensional environment (e.g., a physical or virtual environment). As the user's viewpoint shifts, the location and / or object in the environment relative to the user's viewpoint changes, and as a result, the environment-locked virtual object will appear at a different location and / or position in the user's viewpoint. For example, an environment-locked virtual object locked to a tree directly in front of the user will appear centered in the user's viewpoint. If the user's viewpoint shifts to the right (e.g., the user's head is turned to the right) and the tree becomes left-leaning in the user's viewpoint (e.g., the tree's position in the user's viewpoint shifts), the environment-locked virtual object locked to the tree will appear left-leaning in the user's viewpoint. In other words, the location and / or position in which an environment-locked virtual object is displayed in the user's viewpoint depends on the location and / or object's position and / or orientation in the environment to which the virtual object is locked. In some embodiments, the computer system uses a stationary reference frame (e.g., a fixed location in the physical environment and / or a coordinate system fixed to an object) to determine the position in which the environment-locked virtual object is displayed from the user's viewpoint. The environment-locked virtual object can be locked to a stationary part of the environment (e.g., a floor, wall, table, or other stationary object) or to a moving part of the environment (e.g., a vehicle, animal, person, or a representation of a part of the user's body that moves independently of the user's viewpoint, such as the user's hands, wrists, arms, or feet), so that the virtual object moves as the viewpoint or the part of the environment moves in order to maintain a fixed relationship between the virtual object and the part of the environment.
[0041] In some embodiments, an environment-locked or viewpoint-locked virtual object exhibits delayed tracking behavior, reducing or delaying the movement of the environment-locked or viewpoint-locked virtual object in response to the movement of a reference point that the virtual object is following. In some embodiments, when exhibiting delayed tracking behavior, the computer system detects movement of the reference point that the virtual object is following (e.g., a part of the environment, a viewpoint, or a point fixed to the viewpoint, such as a point between 5 and 300 cm from the viewpoint) and intentionally delays the movement of the virtual object. For example, when the reference point (e.g., a part of the environment or viewpoint) moves at a first speed, the virtual object is moved by the device so as to remain locked to the reference point, but at a second speed slower than the first speed (e.g., the virtual object begins to catch up to the reference point until the reference point stops or slows down). In some embodiments, when a virtual object exhibits delayed tracking behavior, the device ignores small movements of the reference point (e.g., ignoring movements of the reference point that are below a threshold movement amount, such as a movement of 0 to 5 degrees or a movement of 0 to 50 cm). For example, when the reference point (e.g., the part of the environment or viewpoint from which the virtual object is locked) moves by a first amount, the distance between the reference point and the virtual object increases (e.g., because the virtual object is displayed to maintain a fixed or substantially fixed position relative to a different viewpoint or part of the environment from which the virtual object is locked), and when the reference point (e.g., the part of the environment or viewpoint from which the virtual object is locked) moves by a second amount greater than the first amount, the distance between the reference point and the virtual object first increases (e.g., because the virtual object is displayed to maintain a fixed or substantially fixed position relative to a different viewpoint or part of the environment from which the virtual object is locked), and then decreases as the amount of movement of the reference point increases beyond a threshold (e.g., a "delayed tracking" threshold) as the virtual object is moved by the computer system to maintain a fixed or substantially fixed position relative to the reference point.In some embodiments, a virtual object that maintains a substantially fixed position with respect to a reference point includes the virtual object being displayed within a threshold distance (e.g., 1, 2, 3, 5, 15, 20, 50 cm) of the reference point in one or more dimensions (e.g., above / below, left / right, and / or forward / behind the position of the reference point).
[0042] Hardware: There are many different types of electronic systems that enable a person to perceive and / or interact with various XR environments. Examples include head-mounted systems, projection-based systems, head-up displays (HUDs), vehicle windshields with integrated display capabilities, windows with integrated display capabilities, displays formed as lenses designed to be positioned above a person's eyes (e.g., contact lenses), headphones / earphones, speaker arrays, input systems (e.g., wearable or handheld controllers with or without haptic feedback), smartphones, tablets, and desktop / laptop computers. A head-mounted system may have one or more speakers and an integrated opaque display. Alternatively, a head-mounted system may be configured to accept an external opaque display (e.g., a smartphone). A head-mounted system may incorporate one or more imaging sensors for capturing images or videos of the physical environment and / or one or more microphones for capturing sounds of the physical environment. A head-mounted system may have a transparent or translucent display instead of an opaque display. A transparent or translucent display may have a medium through which light representing an image is directed to a person's eye. The display may utilize digital light projection, OLED, LED, uLED, liquid crystal on silicon, laser scanning light source, or any combination of these technologies. The medium may be an optical waveguide, a holographic medium, an optical coupler, an optical reflector, or any combination thereof. In one embodiment, the transparent or translucent display may be configured to be selectively opaque. The projection-based system may employ retinal projection technology to project a graphical image onto a person's retina. The projection system may also be configured to project virtual objects into the physical environment, for example, as a hologram or onto a physical surface. In some embodiments, the controller 110 is configured to manage and adjust the XR experience for the user.In some embodiments, the controller 110 includes a preferred combination of software, firmware, and / or hardware. The controller 110 is described in more detail below with respect to Figure 2. In some embodiments, the controller 110 is a computing device that is local or remote to the scene 105 (e.g., the physical environment). For example, the controller 110 is a local server located within the scene 105. In another example, the controller 110 is a remote server located outside the scene 105 (e.g., a cloud server, a central server, etc.). In some embodiments, the controller 110 is communicably coupled to a display generation component 120 (e.g., an HMD, a display, a projector, a touchscreen, etc.) via one or more wired or wireless communication channels 144 (e.g., Bluetooth, IEEE 802.11x, IEEE 802.16x, IEEE 802.3x, etc.). In another example, the controller 110 is contained within a housing (e.g., a physical housing) of one or more of the display generation components 120 (e.g., a portable electronic device including a display and one or more processors), one or more of the input devices 125, one or more of the output devices 155, one or more of the sensors 190, and / or peripheral devices 195, or shares the same physical housing or support structure as one or more of the above.
[0043] In some embodiments, the display generation component 120 is configured to provide the user with an XR experience (e.g., at least the visual components of the XR experience). In some embodiments, the display generation component 120 includes a preferred combination of software, firmware, and / or hardware. The display generation component 120 is described in more detail below with respect to Figure 3A. In some embodiments, the functions of the controller 110 are provided by and / or combined with the display generation component 120.
[0044] According to some embodiments, the display generation component 120 provides the user with an XR experience while the user is virtually and / or physically present in the scene 105.
[0045] In some embodiments, the display generation component is mounted on a part of the user's body (e.g., their head or hand). Thus, the display generation component 120 includes one or more XR displays provided for displaying XR content. For example, in various embodiments, the display generation component 120 surrounds the user's field of view. In some embodiments, the display generation component 120 is a handheld device (such as a smartphone or tablet) configured to present XR content, and the user holds the device, which has a display directed towards the user's field of view and a camera directed towards scene 105. In some embodiments, the handheld device is optionally placed in a housing mounted on the user's head. In some embodiments, the handheld device is optionally placed on a support in front of the user (e.g., a tripod). In some embodiments, the display generation component 120 is an XR chamber, housing, or room configured to present XR content when the user is not mounting or holding the display generation component 120. Many user interfaces described with reference to one type of hardware for displaying XR content (e.g., a handheld device or a device on a tripod) may be implemented on another type of hardware for displaying XR content (e.g., an HMD or other wearable computing device). For example, a user interface showing interaction with XR content triggered based on interaction occurring in the space in front of a handheld or tripod-mounted device may be implemented similarly to an HMD where the interaction occurs in the space in front of the HMD and the XR content response is displayed through the HMD. Similarly, a user interface showing interaction with XR content triggered based on the movement of a handheld or tripod-mounted device relative to a physical environment (e.g., Scene 105 or a part of the user's body (e.g., the user's eyes, head, or hands)) may be implemented similarly to an HMD where the movement is triggered by the movement of the HMD relative to a physical environment (e.g., Scene 105 or a part of the user's body (e.g., the user's eyes, head, or hands)).
[0046] Relevant features of the operating environment 100 are shown in Figure 1A, but those skilled in the art will understand from this disclosure that various other features are not shown for the sake of brevity and to avoid obscuring more relevant aspects of the exemplary embodiments disclosed herein.
[0047] Figures 1A to 1P show various examples of computer systems used to carry out the method and to provide audio, visual, and / or haptic feedback as part of the user interface described herein. In some embodiments, the computer system optionally includes one or more display generating components (e.g., first and second display assemblies 1-120a, 1-120b and / or first and second optical modules 11.1.1-104a and 11.1.1-104b) for displaying to the user of the computer system a representation of virtual elements and / or a physical environment generated based on detected events and / or user input detected by the computer system. The user interface generated by the computer system is optionally corrected by one or more corrective lenses 11.3.2-216 (optionally detachably attached to one or more of the optical modules) to make it easier for users who otherwise correct their vision using glasses or contact lenses to view the user interface. While many of the user interfaces shown herein show a single view of the user interface, the user interface in the HMD is optionally displayed using two optical modules (e.g., first and second display assemblies 1-120a, 1-120b and / or first and second optical modules 11.1.1-104a and 11.1.1-104b), one for the user's right eye and a different one for the user's left eye, with slightly different images presented to the two different eyes to create a three-dimensional depth illusion, and the single view of the user interface is typically either the right-eye or left-eye view, and the depth effect is described in text or using other schematic diagrams or views.In some embodiments, the computer system includes one or more external displays (e.g., display assembly 1-108) for displaying status information of the computer system to the user of the computer system (when the computer system is not installed) and / or to other people near the computer system, which is optionally generated based on detected events and / or user input detected by the computer system. In some embodiments, the computer system includes one or more audio output components (e.g., electronic component 1-112) for generating audio feedback, which is optionally generated based on detected events and / or user input detected by the computer system. In some embodiments, the computer system includes one or more input devices for detecting inputs such as one or more sensors (e.g., sensor assembly 1-356 and / or one or more sensors in Figure 1I) for detecting information about the physical environment of a device that can be used (optionally in conjunction with one or more illuminators, such as the illuminator shown in Figure 1I) to generate a digital passthrough image, capture a visual medium (e.g., photograph and / or video) corresponding to a physical environment, or determine the orientation (e.g., position and / or orientation) of physical objects and / or surfaces in the physical environment, so that virtual objects can be positioned based on the detected orientation of physical objects and / or surfaces. In some embodiments, the computer system includes one or more input devices for detecting input, such as one or more sensors for detecting hand position and / or movement (e.g., sensor assembly 1-356 and / or one or more sensors in Figure 1I), which may be used to determine when one or more air gestures were performed (optionally in conjunction with one or more illuminators, such as illuminator 6-124 shown in Figure 1I).In some embodiments, the computer system includes one or more input devices for detecting input, such as one or more sensors for detecting eye movements (e.g., eye-tracking and gaze-tracking sensors in Figure 1I), which may be used (optionally, in conjunction with one or more lights, such as lights 11.3.2-110 in Figure 1O) to determine attention or gaze position and / or gaze movement, which may be used to detect gaze-only input based on gaze movement and / or dwell time. Using the various combinations of sensors described above, it may be possible to determine the user's facial expressions and / or hand movements for use when generating the user's avatar or representation, such as a personified avatar or representation for use in a real-time communication session, the avatar having facial expressions, hand movements and / or body movements based on or similar to the detected facial expressions, hand movements and / or body movements of the user of the device. Gaze and / or attention information is optionally combined with hand tracking information to determine interactions between the user and one or more user interfaces based on direct and / or indirect inputs such as air gestures or inputs using one or more hardware input devices, including buttons (e.g., first buttons 1-128, buttons 11.1.1-114, second buttons 1-132, and / or dials or buttons 1-328), knobs (e.g., first buttons 1-128, buttons 11.1.1-114, and / or dials or buttons 1-328), digital crowns (e.g., pressable, twistable, or rotatable first buttons 1-128, buttons 11.1.1-114, and / or dials or buttons 1-328), trackpads, touchscreens, keyboards, mice, and / or other input devices.One or more buttons (for example, the first buttons 1-128, buttons 11.1.1-114, the second button 1-132, and / or the dial or button 1-328) are optionally used to perform system actions such as re-centering content in a three-dimensional environment visible to the device user, displaying a home user interface for launching an application, starting a real-time communication session, or starting to display a virtual three-dimensional background. A knob or digital crown (e.g., a first button 1-128, button 11.1.1-114, and / or dial or button 1-328, which is pressable and twistable or rotatable) is optionally rotatable to adjust parameters of the visual content, such as the level of immersion of the virtual three-dimensional environment (e.g., the extent to which the virtual content occupies the user's viewport into the three-dimensional environment), or other parameters associated with the virtual content displayed via the three-dimensional environment and optical modules (e.g., first and second display assemblies 1-120a, 1-120b, and / or first and second optical modules 11.1.1-104a and 11.1.1-104b).
[0048] Figure 1B shows front, top, and perspective views of an example of a head-mountable display (HMD) device 1-100, which is worn by a user and configured to provide a virtual and augmented / mixed reality (VR / AR) experience. The HMD 1-100 may include a display unit 1-102 or assembly, an electronic strap assembly 1-104 connected to and extending from the display unit 1-102, and a band assembly 1-106 fixed to the electronic strap assembly 1-104 at either end. The electronic strap assembly 1-104 and the band 1-106 may be part of a retaining assembly configured to wrap around the user's head to hold the display unit 1-102 against the user's face.
[0049] In at least one example, the band assembly 1-106 may include a first band 1-116 configured to wrap around the back of the user's head and a second band 1-117 configured to extend over the top of the user's head. The second strap may extend between the first electronic strap 1-105a and the second electronic strap 1-105b of the electronic strap assembly 1-104, as shown in the illustration. The strap assembly 1-104 and the band assembly 1-106 may be part of a fastening mechanism that extends rearward from the display unit 1-102 and is configured to hold the display unit 1-102 against the user's face.
[0050] In at least one example, the fastening mechanism includes a first electronic strap 1-105a, which includes a first proximal end 1-134 coupled to a housing 1-150 of the display unit 1-102, for example, and a first distal end 1-136 opposite the first proximal end 1-134. The fastening mechanism may also include a second electronic strap 1-105b, which includes a second proximal end 1-138 coupled to the housing 1-150 of the display unit 1-102, and a second distal end 1-140 opposite the second proximal end 1-138. The fastening mechanism may also include a first band 1-116 having a first end 1-142 coupled to a first distal end 1-136 and a second end 1-144 coupled to a second distal end 1-140, and a second band 1-117 extending between the first electronic strap 1-105a and the second electronic strap 1-105b. The straps 1-105a and 1-105b and the band 1-116 may be connected via a connecting mechanism or assembly 1-114. In at least one example, the second band 1-117 includes a first end 1-146 coupled to a first electron strap 1-105a between a first proximal end 1-134 and a first distal end 1-136, and a second end 1-148 coupled to a second electron strap 1-105b between a second proximal end 1-138 and a second distal end 1-140.
[0051] In at least one example, the first and second electronic straps 1-105a-b include plastic, metal, or other structural material that forms the shape of substantially rigid straps 1-105a-b. In at least one example, the first and second bands 1-116, 1-117 are formed from an elastic flexible material, including woven fabric, rubber, etc. The first and second bands 1-116, 1-117 may be flexible to conform to the shape of the user's head when the HMD 1-100 is worn.
[0052] In at least one example, one or more of the first and second electronic straps 1-105a to b may define an internal strap volume and include one or more electronic components disposed within that internal strap volume. In one example, as shown in Figure 1B, the first electronic strap 1-105a may include electronic component 1-112. In one example, electronic component 1-112 may include a speaker. In another example, electronic component 1-112 may include a computing component such as a processor.
[0053] In at least one example, the housing 1-150 defines a first forward-facing opening 1-152. The display assembly 1-108 is positioned to block the first opening 1-152 from view when the HMD 1-100 is assembled, so the forward-facing opening is labeled with a dotted line at 1-152 in Figure 1B. The housing 1-150 may also define a second rearward-facing opening 1-154. The housing 1-150 also defines an internal volume between the first opening 1-152 and the second opening 1-154. In at least one example, the HMD 1-100 includes a display assembly 1-108, which may include a front cover and a display screen (shown in other figures) disposed within or across the front opening 1-152 to block the front opening 1-152. In at least one example, the display screen of display assembly 1-108 has a curvature configured to follow the curvature of the user's face, as well as the display assembly 1-108 as a whole. The display screen of display assembly 1-108 can be curved to complement the features of the user's face and the overall curvature from one side of the face to the other, for example, from left to right and / or from top to bottom when the display unit 1-102 is pressed.
[0054] In at least one example, the housing 1-150 may define a first aperture 1-126 between a first opening 1-152 and a second opening 1-154, and a second aperture 1-130 between the first opening 1-152 and the second opening 1-154. The HMD 1-100 may also include a first button 1-128 disposed in the first aperture 1-126 and a second button 1-132 disposed in the second aperture 1-130. The first and second buttons 1-128 and 1-132 may be pressable through their respective apertures 1-126 and 1-130. In at least one example, the first button 1-126 and / or the second button 1-132 may be a twistable dial and a pressable button. In at least one example, the first button 1-128 is a pressable and twistable dial button, and the second button 1-132 is a pressable button.
[0055] Figure 1C shows a rear perspective view of HMD1-100. HMD1-100 may include an optical seal 1-110 extending rearward from the housing 1-150 of the display assembly 1-108 and around the outer periphery of the housing 1-150, as shown. The optical seal 1-110 may be configured to extend from the housing 1-150 to the user's face around the user's eyes to block external light from being visible. In one example, HMD1-100 may include first and second display assemblies 1-120a, 1-120b disposed in or within a rearward-facing second opening 1-154 defined by the housing 1-150 and / or disposed within the internal volume of the housing 1-150 and configured to project light through the second opening 1-154. In at least one example, each display assembly 1-120a-b may include respective display screens 1-122a, 1-122b configured to project light backward through a second aperture 1-154 toward the user's eyes.
[0056] In at least one example, referring to both Figures 1B and 1C, the display assembly 1-108 may be a forward-facing display assembly including a display screen configured to project light in a first forward direction, and the rear-facing display screens 1-122a-b may be configured to project light in a second rear direction opposite to the first direction. As described above, the light seal 1-110 may be configured to prevent external light from the HMD 1-100, including light projected by the forward-facing display screen of the display assembly 1-108 shown in the front perspective view of Figure 1B, from reaching the user's eyes. In at least one example, the HMD 1-100 may also include a curtain 1-124 that closes a second opening 1-154 between the housing 1-150 and the rear-facing display assemblies 1-120a-b. In at least one example, the curtain 1-124 may be elastic or at least partially elastic.
[0057] Any of the features, components, and / or parts shown in Figures 1B and 1C, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1D to 1F and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1D to 1F, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figures 1B and 1C.
[0058] Figure 1D shows an exploded view of an example of HMD1-200, which includes various parts or components separated according to modularity and the selective coupling of their components. For example, HMD1-200 may include a band 1-216 that can be selectively coupled to first and second electronic straps 1-205a, 1-205b. The first fastening strap 1-205a may include a first electronic component 1-212a, and the second fastening strap 1-205b may include a second electronic component 1-212b. In at least one example, the first and second straps 1-205a and 1-205b may be detachably coupled to a display unit 1-202.
[0059] In addition, the HMD1-200 may include an optical seal 1-210 configured to be detachably coupled to a display unit 1-202. The HMD1-200 may also include a lens 1-218 that can be detachably coupled to the display unit 1-202, for example, on first and second display assemblies including a display screen. The lens 1-218 may include a customized prescription lens configured for vision correction. As stated, each component shown in the exploded view of Figure 1D and described above may be detachably coupled, mounted, remounted, and replaced in order to update or replace parts for different users. For example, bands such as band 1-216, optical seals such as optical seal 1-210, lenses such as lens 1-218, and electronic straps such as straps 1-205a~b may be replaced on a user-by-user basis so that these components are customized to fit and correspond to individual users of the HMD1-200.
[0060] Any of the features, components, and / or parts shown in Figure 1D, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1B, 1C, and 1E-1F and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1B, 1C, and 1E-1F, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1D.
[0061] Figure 1E shows an exploded view of an example of a display unit 1-306 of an HMD. Display unit 1-306 may include a front display assembly 1-308, a frame / housing assembly 1-350, and a curtain assembly 1-324. Display unit 1-306 may also include a sensor assembly 1-356, a logic board assembly 1-358, and a cooling assembly 1-360, disposed between the frame assembly 1-350 and the front display assembly 1-308. In at least one example, display unit 1-306 may also include a rear-facing display assembly 1-320, which includes first and second rear-facing display screens 1-322a, 1-322b, disposed between the frame 1-350 and the curtain assembly 1-324.
[0062] In at least one example, the display unit 1-306 may also include a motor assembly 1-362 configured as an adjustment mechanism for adjusting the position of the display screens 1-322a-b of the display assembly 1-320 relative to the frame 1-350. In at least one example, the display assembly 1-320 is mechanically coupled to a motor assembly 1-362 with at least one motor for each display screen 1-322a-b, so that the motors can translate the display screens 1-322a-b to match the interpupillary distance of the user's eyes.
[0063] In at least one example, the display unit 1-306 may include a dial or button 1-328 that is pressable relative to the frame 1-350 and accessible to the user outside the frame 1-350. The button 1-328 may be electronically connected to the motor assembly 1-362 via a controller so that the user can operate the button 1-328 to cause the motors of the motor assembly 1-362 to adjust the position of the display screens 1-322a-b.
[0064] Any of the features, components, and / or parts shown in Figure 1E, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1B to 1D and Figure 1F and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1B to 1D and Figure 1F, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1E.
[0065] Figure 1F shows an exploded view of another example of a display unit 1-406 of an HMD device similar to other HMD devices described herein. Display unit 1-406 may include a forward display assembly 1-402, a sensor assembly 1-456, a logic board assembly 1-458, a cooling assembly 1-460, a frame assembly 1-450, a rear-facing display assembly 1-421, and a curtain assembly 1-424. Display unit 1-406 may also include a motor assembly 1-462 for adjusting the positions of the first and second display subassemblies 1-420a, 1-420b of the rear-facing display assembly 1-421, which include the first and second display screens, respectively, for interpupillary adjustment, as described above.
[0066] Various components, systems, and assemblies shown in the exploded view of Figure 1F are described in more detail herein with reference to Figures 1B to 1E and subsequent figures referenced herein. Display units 1-406 shown in Figure 1F may be assembled and integrated with fastening mechanisms shown in Figures 1B to 1E, which include other components such as electronic straps, bands, and optical seals, and connecting assemblies.
[0067] Any of the features, components, and / or parts shown in Figure 1F, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1B to 1E and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1B to 1E, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1F.
[0068] Figure 1G shows a perspective exploded view of a front cover assembly 3-100 of an HMD device described herein, for example, front cover assembly 3-1 of the HMD 3-100 shown in Figure 1G, or any other HMD device illustrated and described herein. The front cover assembly 3-100 shown in Figure 1G may include a transparent or translucent cover 3-102, a shroud 3-104 (or "canopy"), an adhesive layer 3-106, a display assembly 3-108 including a lenticular lens panel or array 3-110, and a structural trim 3-112. The adhesive layer 3-106 can fasten the shroud 3-104 and / or the transparent cover 3-102 to the display assembly 3-108 and / or the trim 3-112. The trim 3-112 can fasten various components of the front cover assembly 3-100 to the frame or chassis of the HMD device.
[0069] In at least one example, as shown in Figure 1G, a display assembly 3-108 including a transparent cover 3-102, a shroud 3-104, and a lenticular lens array 3-110 can be curved to adapt to the curvature of the user's face. The transparent cover 3-102 and shroud 3-104 can be curved in two or three dimensions, for example, curving perpendicularly in the Z direction inside and outside the ZX plane, and curving horizontally in the X direction inside and outside the ZX plane. In at least one example, the display assembly 3-108 may include a display panel having a lenticular lens array 3-110, as well as pixels configured to project light through the shroud 3-104 and the transparent cover 3-102. The display assembly 3-108 can be curved in at least one direction, for example, horizontally, to adapt to the curvature of the user's face from one side (e.g., left side) to the other side (e.g., right side). In at least one example, as shown and described in more detail in subsequent figures, each layer or component of the display assembly 3-108, which may include a lenticular lens array 3-110 and a display layer, can be curved horizontally, similarly or concentrically, to adapt to the curvature of the user's face.
[0070] In at least one example, the shroud 3-104 may include a transparent or translucent material from which the display assembly 3-108 projects light. In one example, the shroud 3-104 may include one or more opaque portions, such as opaque ink-printed portions or other opaque film portions, on the rear surface of the shroud 3-104. The rear surface may be the surface of the shroud 3-104 that faces the user's eyes when the HMD device is worn. In at least one example, the opaque portions may be on the front surface of the shroud 3-104 opposite the rear surface. In at least one example, one or more opaque portions of the shroud 3-104 may include perimeter portions that visually conceal any components around the perimeter of the display screen of the display assembly 3-108. In this way, the opaque portions of the shroud conceal any other components, including electronic components, structural components, etc., of the HMD device that would otherwise be visible through the transparent or translucent cover 3-102 and / or the shroud 3-104.
[0071] In at least one example, the shroud 3-104 can define one or more aperture transparent portions 3-120 through which a sensor can send and receive signals. In one example, portion 3-120 is an aperture through which a sensor can extend or send and receive signals. In one example, portion 3-120 is a transparent portion, or a portion more transparent than the translucent or opaque portion around the shroud, through which the sensor can send and receive signals through the shroud and through the transparent cover 3-102. In one example, the sensor may include a camera, an IR sensor, a LUX sensor, or any other visual or non-visual environment sensor of the HMD device.
[0072] Any of the features, components, and / or parts shown in Figure 1G, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts described herein. Similarly, any of the features, components, and / or parts shown and described herein, including their arrangement and configuration, may be included, individually or in any combination, in the example of devices, features, components, and parts shown in Figure 1G.
[0073] Figure 1H shows an exploded view of an example of HMD device 6-100. HMD device 6-100 may include a sensor array or system 6-102 which includes one or more sensors, cameras, projectors, etc., attached to one or more components of HMD 6-100. In at least one example, the sensor system 6-102 may include a bracket 1-338 to which one or more sensors of the sensor system 6-102 can be fixed / attached.
[0074] Figure 1I shows a portion of the HMD device 6-100, including the front transparent cover 6-104 and the sensor system 6-102. The sensor system 6-102 may include multiple different sensors, emitters, and receivers, including a camera, IR sensor, and projector. The transparent cover 6-104 is shown in front of the sensor system 6-102 to show the relative positions of the various sensors and emitters and the orientation of each sensor / emitter in the system 6-102. As used herein, “lateral,” “side,” “lateral,” “horizontal,” and other similar terms refer to orientation or direction as indicated by the X-axis shown in Figure 1J. Terms such as “vertical,” “up,” “down,” and similar terms refer to orientation or direction as indicated by the Z-axis shown in Figure 1J. Terms such as “forward,” “backward,” “front,” “rear,” and similar terms refer to orientation or direction as indicated by the Y-axis shown in Figure 1J.
[0075] In at least one example, a transparent cover 6-104 can define the outer front surface of the HMD device 6-100, and a sensor system 6-102, including various sensors and their components, can be positioned behind the cover 6-104 in the Y-axis / direction. The cover 6-104 may be transparent or translucent to allow both the light detected by the sensor system 6-102 and the light emitted thereby to pass through the cover 6-104.
[0076] As described elsewhere in this specification, the HMD device 6-100 may include one or more controllers, including processors, for electrically coupling the various sensors and emitters of the sensor system 6-102 to one or more motherboards, processing units, and other electronic devices such as display screens. In addition, as will be shown in more detail below with reference to other figures, the various sensors, emitters, and other components of the sensor system 6-102 may be coupled to various structural frame members, brackets, etc. of the HMD device 6-100, which are not shown in Figure 1I. Figure 1I shows components of the sensor system 6-102 that are not attached to and electrically coupled from other components, for the sake of clarity as an example.
[0077] In at least one example, the device may include one or more controllers having processors configured to execute instructions stored on memory components electrically coupled to the processors. The instructions may include, or be executed by, one or more algorithms for self-correcting the angles and positions of various cameras described herein over time with use as the initial position, angle, or orientation of the cameras is impacted or deformed due to an unintended fall event or other event.
[0078] In at least one example, the sensor system 6-102 may include one or more scene cameras 6-106. System 6-102 may include two scene cameras 6-106 positioned on either side of the bridge or arch of the HMD device 6-100, such that each of the two scene cameras 6-102 approximates the positions of the user's left and right eyes behind the cover 6-103. In at least one example, the scene cameras 6-106 are generally oriented forward in the Y direction to capture images in front of the user while the HMD 6-100 is in use. In at least one example, the scene cameras are color cameras and provide images and content for MR video passthrough to a display screen facing the user's eyes when the HMD device 6-100 is in use. The scene cameras 6-106 can also be used for environment and object reconstruction.
[0079] In at least one example, the sensor system 6-102 may include a first depth sensor 6-108 that is generally oriented forward in the Y direction. In at least one example, the first depth sensor 6-108 can be used for reconstructing the environment and objects, as well as tracking the user's hands and body. In at least one example, the sensor system 6-102 may include a second depth sensor 6-110 that is centrally positioned along the width of the HMD device 6-100 (for example, along the X axis). For example, the second depth sensor 6-110 can be positioned to align with the central bridge of the nose or a feature above the user's nose when the HMD 6-100 is worn. In at least one example, the second depth sensor 6-110 can be used for reconstructing the environment and objects, as well as tracking the hands and body. In at least one example, the second depth sensor may include a LIDAR sensor.
[0080] In at least one example, the sensor system 6-102 may include a generally forward-facing depth projector 6-112 to project electromagnetic waves, for example, in the form of a predetermined pattern of light dots, into and within the field of view of the user and / or scene camera 6-106, or into and within the field of view including and beyond the field of view of the user and / or scene camera 6-106. In at least one example, the depth projector may project electromagnetic waves of light in the form of a dot light pattern that is reflected from objects and returned to the aforementioned depth sensors, including depth sensors 6-108, 6-110. In at least one example, the depth projector 6-112 may be used for environment and object reconstruction and hand and body tracking.
[0081] In at least one example, the sensor system 6-102 may include a downward-facing camera 6-114 having a field of view generally directed downward relative to the HMD device 6-100 in the Z-axis. In at least one example, the downward-facing camera 6-114 may be positioned on the left and right sides of the HMD device 6-100 as shown in the figure and may be used for hand and body tracking, headset tracking, and face avatar detection and creation in order to display a user avatar on the forward-facing display screen of the HMD device 6-100 as described elsewhere in this specification. The downward-facing camera 6-114 may be used to capture the facial expressions and movements of the user below the HMD device 6-100, including, for example, the cheeks, mouth, and chin.
[0082] In at least one example, the sensor system 6-102 may include a jaw camera 6-116. In at least one example, the jaw camera 6-116 may be positioned on the left and right sides of the HMD device 6-100 as shown in the figure and may be used for hand and body tracking, headset tracking, and face avatar detection and creation in order to display a user avatar on the forward-facing display screen of the HMD device 6-100 as described elsewhere in this specification. The jaw camera 6-116 may be used to capture the facial expressions and movements of the user below the HMD device 6-100, including, for example, the user's jaw, cheeks, mouth, and chin. Regarding hand and body tracking, headset tracking, and face avatar,
[0083] In at least one example, the sensor system 6-102 may include a side camera 6-118. The side camera 6-118 may be oriented to capture left and right side views in the X-axis or direction relative to the HMD device 6-100. In at least one example, the side camera 6-118 may be used for hand and body tracking, headset tracking, and facial avatar detection and reproduction.
[0084] In at least one example, the sensor system 6-102 may include multiple eye-tracking and gaze-tracking sensors for determining the user's eye identification information, status, and gaze direction during and / or before use. In at least one example, the eye / gaze-tracking sensor may include nasal eye cameras 6-120 positioned on either side of the user's nose and adjacent to the user's nose when the HMD device 6-100 is worn. The eye / gaze sensor may also include lower eye cameras 6-122 positioned below each user's eye for capturing images of the eye for face avatar detection and creation, gaze tracking, and iris recognition functions.
[0085] In at least one example, the sensor system 6-102 includes an infrared illuminator 6-124 directed outward from the HMD device 6-100, which can illuminate the external environment and any objects within it with IR light for IR detection by one or more IR sensors of the sensor system 6-102. In at least one example, the sensor system 6-102 may include a flicker sensor 6-126 and an ambient light sensor 6-128. In at least one example, the flicker sensor 6-126 may detect the overhead light refresh rate to avoid display flicker. In one example, the infrared illuminator 6-124 may include a light-emitting diode and can be used in low-light environments, in particular, to illuminate the user's hand and other objects with low light for detection by the infrared sensors of the sensor system 6-102.
[0086] In at least one example, multiple sensors, including a scene camera 6-106, a downward-facing camera 6-114, a jaw camera 6-116, a side camera 6-118, a depth projector 6-112, and depth sensors 6-108 and 6-110, can be used in combination with an electrically coupled controller to combine depth data with camera data for hand tracking and sizing, for better hand tracking and object recognition and tracking capabilities of the HMD device 6-100. In at least one example, the downward-facing camera 6-114, jaw camera 6-116, and side camera 6-118 described above and shown in Figure 1I may be wide-angle cameras capable of operating in the visible and infrared spectra. In at least one example, these cameras 6-114, 6-116, and 6-118 may operate with monochrome light detection only to simplify image processing and increase sensitivity.
[0087] Any of the features, components, and / or parts shown in Figure 1I, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1J to 1L and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1J to 1L, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1I.
[0088] Figure 1J shows a downward perspective view of an example of the HMD6-200, including a cover or shroud 6-204 fixed to the frame 6-230. In at least one example, the sensor 6-203 of the sensor system 6-202 may be positioned around the periphery of the HDM6-200 such that the sensor 6-203 is positioned outward around the periphery of the display area or area 6-232 so as not to obstruct the view of the displayed light. In at least one example, the sensor may be positioned behind the shroud 6-204 and aligned with the transparent portion of the shroud to allow the sensor and projector to pass light back and forth through the shroud 6-204. In at least one example, opaque ink or other opaque material or film / layer can be placed on the shroud 6-204 around the display area 6-232 to conceal components of the HMD 6-200 outside the display area 6-232 other than the transparent portion defined by the opaque portion, through which sensors and projectors transmit and receive light and electromagnetic signals during operation. In at least one example, the shroud 6-204 allows light to pass through from the display (e.g., within the display area 6-232) but not radially outward from the display area around the periphery of the display and the shroud 6-204.
[0089] In some examples, the shroud 6-204 includes a transparent portion 6-205 and an opaque portion 6-207, as described above and elsewhere in this specification. In at least one example, the opaque portion 6-207 of the shroud 6-204 can define one or more transparent regions 6-209 from which sensors 6-203 of the sensor system 6-202 can send and receive signals. In the illustrated example, the sensor 6-203 of the sensor system 6-202, which transmits and receives signals through the shroud 6-204, or more specifically through the transparent area 6-209 of (or defined by) the opaque portion 6-207 of the shroud 6-204, may include the same or similar sensors as those shown in the example in Figure 1I, e.g., depth sensors 6-108 and 6-110, depth projector 6-112, first and second scene cameras 6-106, first and second downward-facing cameras 6-114, first and second side cameras 6-118, and first and second infrared illuminators 6-124. These sensors are also shown in the examples in Figures 1K and 1L. Other sensors, sensor types, number of sensors, and their relative positions may be included in one or more other examples of the HMD.
[0090] Any of the features, components, and / or parts shown in Figure 1J, including their arrangement and configuration, may be included, either individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1I and 1K-1L and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1I and 1K-1L, including their arrangement and configuration, may be included, either individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1J.
[0091] Figure 1K shows a partial front view of an example of an HMD device 6-300, including a display 6-334, brackets 6-336 and 6-338, and a frame or housing 6-330. The example shown in Figure 1K does not include a front cover or shroud to show brackets 6-336 and 6-338. For example, the shroud 6-204 shown in Figure 1J includes an opaque portion 6-207 that visually covers / obscures the view of anything outside (e.g., radially / circumferentially outward) of the display / display area 6-334, including sensors 6-303 and brackets 6-338.
[0092] In at least one example, various sensors of sensor system 6-302 are coupled to brackets 6-336, 6-338. In at least one example, scene cameras 6-306 have tight tolerances for angles relative to each other. For example, the tolerance for the mounting angle between two scene cameras 6-306 may be 0.5 degrees or less, e.g., 0.3 degrees or less. To achieve and maintain such tight tolerances, in one example, scene cameras 6-306 can be mounted to bracket 6-338 rather than to the shroud. The bracket may include a cantilever arm to which scene cameras 6-306 and other sensors of sensor system 6-302 can be mounted, such that their position and orientation remain undeformed in the event of a user-induced drop event resulting in any deformation of the other brackets 6-226, housing 6-330, and / or shroud.
[0093] Any of the features, components, and / or parts shown in Figure 1K, including their arrangement and configuration, may be included, either individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1I, 1J, and 1L and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1I-1J and 1L, including their arrangement and configuration, may be included, either individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1K.
[0094] Figure 1L shows a bottom view of an example of the HMD 6-400, including the front display / cover assembly 6-404 and the sensor system 6-402. The sensor system 6-402 may be similar to other sensor systems described above and elsewhere in this specification, including referring to Figures 1I to 1K. In at least one example, the jaw camera 6-416 may be oriented downward to capture an image of the user's lower facial features. In one example, the jaw camera 6-416 may be directly coupled to the frame or housing 6-430, or to one or more internal brackets directly coupled to the illustrated frame or housing 6-430. The frame or housing 6-430 may include one or more apertures / openings 6-415 from which the jaw camera 6-416 can send and receive signals.
[0095] Any of the features, components, and / or parts shown in Figure 1L, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1I to 1K and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1I to 1K, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1L.
[0096] Figure 1M shows a rear perspective view of the interpupillary distance (IPD) adjustment system 11.1.1-102, which includes first and second optical modules 11.1.1-104a-b that are slidably engaged / coupled to the respective guide rods 11.1.1-108a-b and motors 11.1.1-110a-b of the left and right adjustment subsystems 11.1.1-106a-b. The IPD adjustment system 11.1.1-102 may include buttons 11.1.1-114 that are coupled to the bracket 11.1.1-112 and communicate electrically with the motors 11.1.1-110a-b. In at least one example, the buttons 11.1.1-114 can electrically communicate with the first and second motors 11.1.1-110a~b via a processor or other circuit component to activate the first and second motors 11.1.1-110a~b and change the positions of the first and second optical modules 11.1.1-104a~b relative to each other.
[0097] In at least one example, the first and second optical modules 11.1.1-104a~b may include respective display screens configured to project light toward the user's eyes when the HMD 11.1.1-100 is worn. In at least one example, the user can operate (e.g., press and / or rotate) the button 11.1.1-114 to activate the position adjustment of the optical modules 11.1.1-104a~b to match the interpupillary distance of the user's eyes. The optical modules 11.1.1-104a~b may also include one or more cameras or other sensors / sensor systems for imaging and measuring the user's IPD so that the optical modules 11.1.1-104a~b can be adjusted to match the IPD.
[0098] In one example, the user can operate buttons 11.1.1-114 to trigger automatic position adjustment of the first and second optical modules 11.1.1-104a~b. In another example, the user can operate buttons 11.1.1-114 to trigger manual adjustment, for example, by rotating buttons 11.1.1-114 in one or the other direction, so that the optical modules 11.1.1-104a~b move further away or closer until the user visually matches their IPD. In another example, the manual adjustment is communicated electronically via one or more circuits, and power for the movement of the optical modules 11.1.1-104a~b via motors 11.1.1-110a~b is provided by a power supply. In yet another example, the adjustment and movement of the optical modules 11.1.1-104a~b via the operation of buttons 11.1.1-114 is mechanically actuated via the movement of buttons 11.1.1-114.
[0099] Any of the features, components, and / or parts shown in Figure 1M, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in any other figures shown and described herein. The same applies to any of the features, components, and / or parts shown in Figure 1M, including their arrangement and configuration, which may be shown and described, individually or in any combination, with reference to any other figures shown and described herein.
[0100] Figure 1N shows a partial front perspective view of the HMD 11.1.2-100, including an outer structural frame 11.1.2-102 and an inner or intermediate structural frame 11.1.2-104 that define the first and second apertures 11.1.2-106a and 11.1.2-106b. Views of apertures 11.1.2-106a-b may be obstructed by one or more other components of the HMD 11.1.2-100 coupled to the inner frame 11.1.2-104 and / or the outer frame 11.1.2-102, as shown in the figure; therefore, apertures 11.1.2-106a-b are shown as dotted lines in Figure 1N. In at least one example, the HMD 11.1.2-100 may include a first mounting bracket 11.1.2-108 coupled to the inner frame 11.1.2-104. In at least one example, the mounting bracket 11.1.2-108 is coupled to the inner frame 11.1.2-104 between the first and second apertures 11.1.2-106a and 11.1.2-106b.
[0101] The mounting bracket 11.1.2-108 may include an intermediate or central portion 11.1.2-109 coupled to the inner frame 11.1.2-104. In some examples, the intermediate or central portion 11.1.2-109 may not be the geometric middle or center of the bracket 11.1.2-108. Rather, the intermediate / central portion 11.1.2-109 may be positioned between a first cantilever extension arm and a second cantilever extension arm extending away from the intermediate portion 11.1.2-109. In at least one example, the mounting bracket 108 includes a first cantilever arm 11.1.2-112 and a second cantilever arm 11.1.2-114 that extend away from the intermediate portion 11.1.2-109 of the mounting bracket 11.1.2-108 coupled to the inner frame 11.1.2-104.
[0102] As shown in Figure 1N, the outer frame 11.1.2-102 may be defined with a curved shape on its underside to accommodate the user's nose when the user wears the HMD 11.1.2-100. The curved shape may be referred to as the nose bridge 11.1.2-111 and may be located in the center of the underside of the HMD 11.1.2-100 as shown. In at least one example, the mounting bracket 11.1.2-108 may be connected to the inner frame 11.1.2-104 between apertures 11.1.2-106a-b, such that the cantilever arms 11.1.2-112, 11.1.2-114 extend downward and laterally outward away from the intermediate portion 11.1.2-109 to complement the shape of the nose bridge 11.1.2-111 of the outer frame 11.1.2-102. In this way, the mounting bracket 11.1.2-108 is configured to accommodate the user's nose as described above. The shape of the nose bridge 11.1.2-111 accommodates the nose in such a way that the nose bridge 11.1.2-111 provides a curvature that curves above, over, and around the nose, along with the user's nose, for comfort and fit.
[0103] The first cantilever arm 11.1.2-112 may extend away from the intermediate portion 11.1.2-109 of the mounting bracket 11.1.2-108 in a first direction, and the second cantilever arm 11.1.2-114 may extend away from the intermediate portion 11.1.2-109 of the mounting bracket 11.1.2-10 in a second direction opposite to the first direction. The first and second cantilever arms 11.1.2-112 and 11.1.2-114 are referred to as "cantilevered" or "cantilevered" arms because each arm 11.1.2-112 and 11.1.2-114 includes a distal free end 11.1.2-116 and 11.1.2-118 that is not fixed to the inner and outer frames 11.1.2-102 and 11.1.2-104, respectively. In this way, arms 11.1.2-112 and 11.1.2-114 are cantilevered from an intermediate section 11.1.2-109 that can be connected to the inner frame 11.1.2-104, with their distal ends 11.1.2-102 and 11.1.2-104 not attached.
[0104] In at least one example, the HMD 11.1.2-100 may include one or more components coupled to the mounting bracket 11.1.2-108. In one example, the components include a plurality of sensors 11.1.2-110a~f. Each of the plurality of sensors 11.1.2-110a~f may include various types of sensors, such as cameras and IR sensors. In some examples, one or more of the sensors 11.1.2-110a~f may be used for object recognition in three-dimensional space, such that it is important to maintain the precise relative positions of two or more of the plurality of sensors 11.1.2-110a~f. The cantilevered nature of the mounting bracket 11.1.2-108 can protect the sensors 11.1.2-110a~f from damage and displacement in the event of an accidental drop by the user. Since sensors 11.1.2-110a~f are cantilevered on arms 11.1.2-112 and 11.1.2-114 of mounting bracket 11.1.2-108, stresses and deformations in the inner and / or outer frames 11.1.2-104 and 11.1.2-102 are not transmitted to the cantilever arms 11.1.2-112 and 11.1.2-114, and therefore do not affect the relative positioning of sensors 11.1.2-110a~f coupled to / mounted on mounting bracket 11.1.2-108.
[0105] Any of the features, components, and / or parts shown in Figure 1N, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts described herein. Similarly, any of the features, components, and / or parts shown and described herein, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1N.
[0106] Figure 10 shows an example of an optical module 11.3.2-100 for use in electronic devices such as HMDs, including the HDM devices described herein. As shown in one or more other examples described herein, the optical module 11.3.2-100 may be one of two optical modules in an HMD, each optical module being positioned to project light toward the user's eye. In this way, the first optical module can project light toward the user's first eye via a display screen, and the second optical module of the same device can project light toward the user's second eye via another display screen.
[0107] In at least one example, the optical module 11.3.2-100 may include an optical frame or housing 11.3.2-102, which may also be referred to as a barrel or optical module barrel. The optical module 11.3.2-100 may also include a display 11.3.2-104, which includes one or more display screens, coupled to the housing 11.3.2-102. The display 11.3.2-104 may be coupled to the housing 11.3.2-102 such that the display 11.3.2-104 is configured to project light toward the user's eyes when the HMD, of which the display module 11.3.2-100 is part, is worn in use. In at least one example, the housing 11.3.2-102 may surround the display 11.3.2-104 and provide a coupling mechanism for coupling other components of the optical module described herein.
[0108] In one example, the optical module 11.3.2-100 may include one or more cameras 11.3.2-106 coupled to the housing 11.3.2-102. The cameras 11.3.2-106 may be positioned relative to the display 11.3.2-104 and the housing 11.3.2-102 so that the cameras 11.3.2-106 are configured to capture one or more images of the user's eyes while in use. In at least one example, the optical module 11.3.2-100 may also include a light strip 11.3.2-108 surrounding the display 11.3.2-104. In one example, the light strip 11.3.2-108 is positioned between the display 11.3.2-104 and the cameras 11.3.2-106. The light strip 11.3.2-108 may include multiple lights 11.3.2-110. Multiple lights may include one or more light-emitting diodes (LEDs) or other lights configured to project light toward the user's eyes when the HMD is worn. Individual lights 11.3.2-110 of the light strip 11.3.2-108 can be spaced apart around the strip 11.3.2-108 and thus can be spaced uniformly or unevenly around the display 11.3.2-104 at various locations on the strip 11.3.2-108 and around the display 11.3.2-104.
[0109] In at least one example, the housing 11.3.2-102 defines a viewing aperture 11.3.2-101 through which the user can see the display 11.3.2-104 when the HMD device is worn. In at least one example, LEDs are configured and positioned to emit light over the user's eyes through the viewing aperture 11.3.2-101. In one example, a camera 11.3.2-106 is configured to capture one or more images of the user's eyes through the viewing aperture 11.3.2-101.
[0110] As described above, each of the components and features of the optical module 11.3.2-100 shown in Figure 1O can be replicated in another (e.g., a second) optical module arranged with the HMD to interact with the user's other eye (e.g., project light and capture images).
[0111] Any of the features, components, and / or parts shown in Figure 1O, including their arrangement and configuration, either individually or in any combination, may be included in any other example of devices, features, components, and parts shown in Figure 1P or otherwise described herein. Similarly, any of the features, components, and / or parts illustrated and described with reference to Figure 1P or otherwise described herein, including their arrangement and configuration, either individually or in any combination, may be included in the examples of devices, features, components, and parts shown in Figure 1O.
[0112] Figure 1P shows a cross-sectional view of an example of an optical module 11.3.2-200, which includes a housing 11.3.2-202, a display assembly 11.3.2-204 coupled to the housing 11.3.2-202, and a lens 11.3.2-216 coupled to the housing 11.3.2-202. In at least one example, the housing 11.3.2-202 defines a first aperture or channel 11.3.2-212 and a second aperture or channel 11.3.2-214. Channels 11.3.2-212 and 11.3.2-214 may be configured to slidably engage with the respective rails or guide rods of the HMD device to allow the optical module 11.3.2-200 to adjust its position relative to the user's eyes to match the user's interpupillary distance (IPD). The housing 11.3.2-202 can slidably engage with the guide rod to fix the optical module 11.3.2-200 in place within the HMD.
[0113] In at least one example, the optical module 11.3.2-200 may also include a lens 11.3.2-216 coupled to the housing 11.3.2-202 and positioned between the display assembly 11.3.2-204 and the user's eyes when the HMD is worn. The lens 11.3.2-216 may be configured to direct light from the display assembly 11.3.2-204 to the user's eyes. In at least one example, the lens 11.3.2-216 may be part of a lens assembly that includes a corrective lens detachably attached to the optical module 11.3.2-200. In at least one example, lens 11.3.2-216 is positioned above light strip 11.3.2-208 and one or more eye-tracking cameras 11.3.2-206, so that the cameras 11.3.2-206 are configured to capture an image of the user's eye through lens 11.3.2-216, and light strip 11.3.2-208 includes a light configured to project light onto the user's eye through lens 11.3.2-216 during use.
[0114] Any of the features, components, and / or parts shown in Figure 1P, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts described herein. Similarly, any of the features, components, and / or parts shown and described herein, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1P.
[0115] Figure 2 is a block diagram of an example of a controller 110 according to several embodiments. While certain features are shown, those skilled in the art will understand from this disclosure that various other features have been omitted for brevity so as not to obscure more suitable embodiments of the embodiments disclosed herein. To this end, in some non-limiting embodiments, the controller 110 includes one or more processing units 202 (e.g., a microprocessor, application-specific integrated circuit (ASIC), field-programmable gate array (FPGA), graphics processing unit (GPU), central processing unit (CPU), processing core, etc.), one or more input / output (I / O) devices 206, one or more communication interfaces 208 (e.g., Universal Serial Bus (USB), FireWire, Thunderbolt, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, Global Mobile Communication System (GSM), Code Division Multiple Access (CDMA), Time Division Multiple Access (TDMA), Global Positioning System (GPS), Infrared (IR), Bluetooth, ZiGBEE, or similar types of interfaces), one or more programming (e.g., I / O) interfaces 210, memory 220, and one or more communication buses 204 for interconnecting these and various other components.
[0116] In some embodiments, one or more communication buses 204 include circuits for interconnecting and controlling communication between system components. In some embodiments, one or more I / O devices 206 include at least one of the following: a keyboard, mouse, touchpad, joystick, one or more microphones, one or more speakers, one or more image sensors, one or more displays, etc.
[0117] Memory 220 includes high-speed random access memory such as dynamic random access memory (DRAM), static random access memory (SRAM), double data rate random access memory (DDR RAM), or other random access solid-state memory devices. In some embodiments, memory 220 includes non-volatile memory such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. Memory 220 optionally includes one or more storage devices located remotely from one or more processing units 202. Memory 220 includes a non-temporary computer-readable storage medium. In some embodiments, memory 220, or the non-temporary computer-readable storage medium of memory 220, stores the following programs, modules, and data structures, or subsets thereof, including an optional operating system 230 and XR experience module 240.
[0118] The operating system 230 includes instructions for handling various basic system services and instructions for performing hardware-dependent tasks. In some embodiments, the XR experience module 240 is configured to manage and coordinate one or more XR experiences for one or more users (e.g., a single XR experience for one or more users, or multiple XR experiences for each group of one or more users). To this end, in various embodiments, the XR experience module 240 includes a data acquisition unit 241, a tracking unit 242, a coordination unit 246, and a data transmission unit 248.
[0119] In some embodiments, the data acquisition unit 241 is configured to acquire data (e.g., presentation data, interaction data, sensor data, location data, etc.) from at least the display generation component 120 of Figure 1A, and optionally from one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data acquisition unit 241 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0120] In some embodiments, the tracking unit 242 is configured to map scene 105 and track the position / location of at least the display generation component 120 relative to scene 105 in Figure 1A, and optionally to one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the tracking unit 242 includes instructions and / or logic for this purpose, as well as heuristics and metadata for this purpose. In some embodiments, the tracking unit 242 includes a hand tracking unit 244 and / or an eye tracking unit 243. In some embodiments, the hand tracking unit 244 is configured to track the position / location of one or more parts of the user's hand, and / or the movement of one or more parts of the user's hand, relative to the display generation component 120 and / or relative to a coordinate system defined relative to the user's hand, relative to scene 105 in Figure 1A. The hand tracking unit 244 is described in more detail below with respect to Figure 4. In some embodiments, the eye-tracking unit 243 is configured to track the position and movement of the user's gaze (or, more broadly, the user's eyes, face, or head) relative to the scene 105 (e.g., the physical environment and / or the user (e.g., the user's hands)) or to XR content displayed via the display generation component 120. The eye-tracking unit 243 is described in more detail below with reference to Figure 5.
[0121] In some embodiments, the adjustment unit 246 is configured to manage and adjust the XR experience presented to the user by the display generation component 120 and optionally by one or more of the output devices 155 and / or peripheral devices 195. To this end, in various embodiments, the adjustment unit 246 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0122] In some embodiments, the data transmission unit 248 is configured to transmit data (e.g., presentation data, location data, etc.) to at least the display generation component 120, and optionally to one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data transmission unit 248 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0123] While the data acquisition unit 241, tracking unit 242 (including, for example, eye-tracking unit 243 and hand-tracking unit 244), adjustment unit 246, and data transmission unit 248 are shown as existing on a single device (e.g., controller 110), it should be understood that in other embodiments, any combination of the data acquisition unit 241, tracking unit 242 (including, for example, eye-tracking unit 243 and hand-tracking unit 244), adjustment unit 246, and data transmission unit 248 may be located in separate computing devices.
[0124] Furthermore, Figure 2 is intended to illustrate the functionality of various features that may be present in a particular implementation, in contrast to the structural schematics of the embodiments described herein. As will be recognized by those skilled in the art, the separately shown items can be combined, and some items can be separated. For example, several functional modules shown separately in Figure 2 can be realized within a single module, and the various functions of a single functional block can be realized by one or more functional blocks in various embodiments. The actual number of modules, as well as the division of certain functions and how functions are assigned between them, will vary depending on the implementation and, in some embodiments, will partially depend on a particular combination of hardware, software, and / or firmware selected for a particular implementation.
[0125] Figure 3A is a block diagram of an example of a display generation component 120 according to several embodiments. While certain features are shown, those skilled in the art will understand from this disclosure that various other features have been omitted for brevity so as not to obscure more suitable embodiments of the embodiments disclosed herein. To that end, in some non-limiting embodiments, the display generation component 120 (e.g., HMD) includes one or more processing units 302 (e.g., microprocessors, ASICs, FPGAs, GPUs, CPUs, processing cores, etc.), one or more input / output (I / O) devices and sensors 306, one or more communication interfaces 308 (e.g., USB, FireWire, Thunderbolt, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, GSM, CDMA, TDMA, GPS, infrared, Bluetooth, ZiGBEE, and / or similar types of interfaces), one or more programming (e.g., I / O) interfaces 310, one or more XR displays 312, one or more optional in-facing and / or out-facing image sensors 314, memory 320, and one or more communication buses 304 for interconnecting these and various other components.
[0126] In some embodiments, one or more communication buses 304 include circuits for interconnecting and controlling communication between system components. In some embodiments, one or more I / O devices and sensors 306 include at least one of the following: an inertial measuring unit (IMU), an accelerometer, a gyroscope, a thermometer, one or more physiological sensors (e.g., a blood pressure monitor, a heart rate monitor, a blood oxygen sensor, a blood glucose sensor, etc.), one or more microphones, one or more speakers, a haptic engine, one or more depth sensors (e.g., structured light, time of flight, etc.).
[0127] In some embodiments, one or more XR displays 312 are configured to provide the user with an XR experience. In some embodiments, one or more XR displays 312 correspond to holographic, digital light processing (DLP), liquid crystal display (LCD), liquid crystal on silicon (LCoS), organic light-emitting field-effect transistor (OLET), organic light-emitting diode (OLED), surface conduction electron emission display (SED), field emission display (FED), quantum dot light-emitting diode (QD-LED), MEMS, and / or similar display types. In some embodiments, one or more XR displays 312 correspond to waveguide displays such as diffraction, reflection, polarization, and holographic. For example, a display generation component 120 (e.g., HMD) includes a single XR display. In another example, the display generation component 120 includes an XR display for each of the user's eyes. In some embodiments, one or more XR displays 312 can present MR and VR content.
[0128] In some embodiments, one or more image sensors 314 are configured to acquire image data corresponding to at least a portion of the user's face, including the user's eyes (and may be referred to as an eye-tracking camera). In some embodiments, one or more image sensors 314 are configured to acquire image data corresponding to at least a portion of the user's hands and optionally a portion of the user's arms (and may be referred to as a hand-tracking camera). In some embodiments, one or more image sensors 314 are configured to face forward to acquire image data corresponding to a scene that the user might view when a display generation component 120 (e.g., an HMD) is not present (and may be referred to as a scene camera). One or more optional image sensors 314 may include one or more RGB cameras (e.g., complementary metal-oxide-semiconductor (CMOS) image sensors or charge-coupled device (CCD) image sensors), one or more infrared (IR) cameras, one or more event-based cameras, and / or similar.
[0129] Memory 320 includes high-speed random-access memory such as DRAM, SRAM, DDR RAM, or other random-access solid-state memory devices. In some embodiments, memory 320 includes non-volatile memory such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. Memory 320 optionally includes one or more storage devices located remotely from one or more processing units 302. Memory 320 includes a non-temporary computer-readable storage medium. In some embodiments, memory 320, or the non-temporary computer-readable storage medium of memory 320, stores the following programs, modules, and data structures, or subsets thereof, including an optional operating system 330 and XR presentation module 340.
[0130] The operating system 330 includes instructions for handling various basic system services and instructions for performing hardware-dependent tasks. In some embodiments, the XR presentation module 340 is configured to present XR content to the user via one or more XR displays 312. To this end, in various embodiments, the XR presentation module 340 includes a data acquisition unit 342, an XR presentation unit 344, an XR map generation unit 346, and a data transmission unit 348.
[0131] In some embodiments, the data acquisition unit 342 is configured to acquire data (e.g., presentation data, interaction data, sensor data, location data, etc.) from at least the controller 110 in Figure 1A. To this end, in various embodiments, the data acquisition unit 342 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0132] In some embodiments, the XR presentation unit 344 is configured to present XR content via one or more XR displays 312. To this end, in various embodiments, the XR presentation unit 344 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0133] In some embodiments, the XR map generation unit 346 is configured to generate an XR map (for example, a 3D map of a mixed reality scene or a map of a physical environment in which computer-generated objects can be placed to generate extended reality) based on media content data. To this end, in various embodiments, the XR map generation unit 346 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0134] In some embodiments, the data transmission unit 348 is configured to transmit data (e.g., presentation data, location data, etc.) to at least the controller 110 and optionally to one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data transmission unit 348 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0135] Although the data acquisition unit 342, XR presentation unit 344, XR map generation unit 346, and data transmission unit 348 are shown as existing on a single device (e.g., the display generation component 120 in Figure 1A), it should be understood that in other embodiments, any combination of the data acquisition unit 342, XR presentation unit 344, XR map generation unit 346, and data transmission unit 348 may be located in separate computing devices.
[0136] Furthermore, Figure 3A is intended to illustrate the functionality of various features that may be present in a particular implementation, in contrast to the structural schematics of the embodiments described herein. As will be recognized by those skilled in the art, the separately shown items can be combined, and some items can be separated. For example, several functional modules shown separately in Figure 3A can be realized within a single module, and the various functions of a single functional block can be realized by one or more functional blocks in various embodiments. The actual number of modules, as well as the division of certain functions and how functions are assigned between them, will vary depending on the implementation and, in some embodiments, will partially depend on a particular combination of hardware, software, and / or firmware selected for a particular implementation.
[0137] Implementations within the scope of this disclosure can be partially or completely implemented using tangible computer-readable storage media (or multiple tangible computer-readable storage media of one or more types) encoding one or more computer-readable instructions. It should be acknowledged that computer-readable instructions can be organized in any format, including applications, widgets, processes, software, and / or components.
[0138] Implementations within the scope of this disclosure include a computer-readable storage medium that encodes instructions organized as an application (e.g., application 3160) that controls an electronic device (e.g., device 3150) to perform the method of Figure 3B, the method of Figure 3C, and / or one or more other processes and / or methods described herein, when executed by one or more processing units.
[0139] It should be recognized that application 3160 (shown in Figure 3D) may be any preferred type of application, including, for example, a browser application, a plugin, a widget, or an application that functions as an execution environment for other applications, a fitness application, a health application, a digital payment application, a media application, a social network application, a messaging application, and / or a map application. In some embodiments, application 3160 is an application pre-installed on device 3150 at the time of purchase (e.g., a first-party application). In some embodiments, application 3160 is an application provided to device 3150 via an operating system update file (e.g., a first-party or second-party application). In some embodiments, application 3160 is an application provided via an application store. In some embodiments, the application store may be an application store pre-installed on device 3150 at the time of purchase (e.g., a first-party application store). In some embodiments, the application store is a third-party application store (e.g., an application store provided by another application store, downloaded over a network, and / or read from a storage device).
[0140] Referring to Figures 3B and 3F, application 3160 acquires information (e.g., 3010). In some embodiments, in 3010, the information is acquired from at least one hardware component of device 3150. In some embodiments, in 3010, the information is acquired from at least one software module of device 3150. In some embodiments, in 3010, the information is acquired from at least one hardware component outside of device 3150 (e.g., peripheral devices, accessory devices, and / or servers). In some embodiments, the information acquired in 3010 includes location information, time information, notification information, user information, environmental information, electronic device status information, weather information, media information, history information, event information, hardware information, and / or motion information. In some embodiments, in response to and / or after acquiring information in 3010, application 3160 provides the information to a system (e.g., 3020).
[0141] In some embodiments, the system (e.g., 3110 shown in Figure 3E) is an operating system hosted on device 3150. In some embodiments, the system (e.g., 3110 shown in Figure 3E) is an external device (e.g., a server, peripheral device, accessory, and / or personal computing device) that includes an operating system.
[0142] Referring to Figures 3C and 3G, application 3160 acquires information (e.g., 3030). In some embodiments, the information acquired in 3030 includes location information, time information, notification information, user information, environmental information, electronic device status information, weather information, media information, history information, event information, hardware information, and / or motion information. In response to acquiring information in 3030, and / or thereafter, application 3160 performs an action using the information (e.g., 3040). In some embodiments, the action performed in 3040 includes providing notifications based on the information, sending messages based on the information, displaying the information, controlling the user interface of a fitness application based on the information, controlling the user interface of a health application based on the information, controlling the focus mode based on the information, setting reminders based on the information, adding calendar entries based on the information, and / or calling an API of system 3110 based on the information.
[0143] In some embodiments, one or more steps of the method in Figure 3B and / or the method in Figure 3C are performed in response to a trigger. In some embodiments, the trigger includes the detection of an event, a notification received from system 3110, user input, and / or a response to a call to an API provided by system 3110.
[0144] In some embodiments, instructions from application 3160 control device 3150 to perform the method of Figure 3B and / or Figure 3C by calling an application programming interface (API) (e.g., API 3190) provided by system 3110 when executed. In some embodiments, application 3160 performs at least part of the method of Figure 3B and / or Figure 3C without calling API 3190.
[0145] In some embodiments, one or more steps of the method in Figure 3B and / or the method in Figure 3C include calling an API (e.g., API 3190) using one or more parameters defined by the API. In some embodiments, one or more parameters include constants, keys, data structures, objects, object classes, variables, data types, pointers, arrays, lists or pointers to functions or methods, and / or other methods that refer to data or other items passed through the API.
[0146] Referring to Figure 3D, device 3150 is shown. In some embodiments, device 3150 is a personal computing device, smartphone, smartwatch, fitness tracker, head-mounted display (HMD) device, media device, sharing device, speaker, television, and / or tablet. As shown in Figure 3D, device 3150 includes application 3160 and an operating system (e.g., system 3110 shown in Figure 3E). Application 3160 includes application implementation module 3170 and API calling module 3180. System 3110 includes API 3190 and implementation module 3100. It should be noted that device 3150, application 3160, and / or system 3110, or any combination thereof, may include more, fewer, and / or different components, or combinations thereof, than those shown in Figures 3D and 3E.
[0147] In some embodiments, the application implementation module 3170 includes one or more sets of instructions corresponding to one or more operations performed by the application 3160. For example, if the application 3160 is a messaging application, the application implementation module 3170 may include operations for sending and receiving messages. In some embodiments, the application implementation module 3170 communicates with the API calling module 3180 in order to communicate with the system 3110 via the API 3190 (shown in Figure 3E).
[0148] In some embodiments, API 3190 is a software module (e.g., a set of computer-readable instructions) that provides an interface enabling a different module (e.g., an API calling module 3180) to access and / or use one or more functions, methods, procedures, data structures, classes, and / or other services provided by the implementing module 3100 of system 3110. For example, API calling module 3180 can access features of implementing module 3100 via one or more API calls or invocations (e.g., embodied by function or method calls) exposed by API 3190 (e.g., a software and / or hardware module that can receive, respond to, and / or send API calls), and can pass data and / or control information using one or more parameters via API calls or invocations. In some embodiments, API 3190 enables application 3160 to use services provided by a software development kit (SDK) library. In some embodiments, application 3160 incorporates calls to functions or methods provided by the SDK library and provided by API 3190, or uses data types or objects defined in the SDK library and provided by API 3190. In some embodiments, API calling module 3180 makes API calls via API 3190 to access and use features of the implementing module 3100 specified by API 3190. In such embodiments, the implementing module 3100 may return values to the API calling module 3180 via API 3190 in response to the API calls. The values may report to application 3160 the capabilities or states of hardware components of device 3150, including those related to aspects such as input capability and state, output capability and state, processing capability, power state, storage capacity and state, and / or communication capability.In some embodiments, API 3190 is partially implemented by firmware, microcode, or other low-level logic that runs partially on hardware components.
[0149] In some embodiments, API 3190 enables the developer of API calling module 3180 (which may be a third-party developer) to leverage features provided by the implementation module 3100. In such embodiments, there may be one or more API calling modules (e.g., including API calling module 3180) communicating with the implementation module 3100. In some embodiments, API 3190 enables multiple API calling modules written in different programming languages to communicate with the implementation module 3100 (e.g., API 3190 may include features for translating calls and returns between the implementation module 3100 and the API calling module 3180), but API 3190 is implemented with respect to a specific programming language. In some embodiments, API calling module 3180 calls APIs from different providers, such as a set of APIs from an OS provider, another set of APIs from a plug-in provider, and / or another set of APIs from another provider (e.g., a software library provider) or the creator of another set of APIs.
[0150] Examples of API 3190 include one or more of the following: Pairing API (e.g., for establishing a secure connection with an accessory), Device Discovery API (e.g., for locating nearby devices such as media devices and / or smartphones), Payment API, UIKit API (e.g., for generating a user interface), Location Discovery API, Locator API, Maps API, Health Sensor API, Sensor API, Messaging API, Push Notification API, Streaming API, Collaboration API, Video Conferencing API, Application Store API, Advertising Services API, Web Browser API (e.g., WebKit API), Vehicle API, Networking API, WiFi API, Bluetooth API, NFC API, UWB API, Fitness API, Smart Home API, Contact Transfer API, Photo API, Camera API, and / or Image Processing API. In some embodiments, the Sensor API is an API for accessing data associated with the sensors of device 3150. For example, the Sensor API may provide access to raw sensor data. In another example, the Sensor API may provide data derived (and / or generated) from raw sensor data. In some embodiments, sensor data includes temperature data, image data, video data, audio data, heart rate data, IMU (inertial measurement unit) data, lidar data, location data, GPS data, and / or camera data. In some embodiments, the sensor includes one or more of the following: accelerometer, temperature sensor, infrared sensor, optical sensor, heart rate sensor, barometer, gyroscope, proximity sensor, temperature sensor, and / or biosensor.
[0151] In some embodiments, the implementing module 3100 is a system (e.g., an operating system and / or server system) software module (e.g., a set of computer-readable instructions) constructed to perform actions in response to receiving API calls via API 3190. In some embodiments, the implementing module 3100 is constructed to provide API responses (via API 3190) as a result of processing API calls. For example, the implementing module 3100 and the API calling module 3180 can each be an operating system, a library, a device driver, an API, an application program, or any other module. It should be understood that the implementing module 3100 and the API calling module 3180 can be the same or different types of modules. In some embodiments, the implementing module 3100 is implemented at least in part in firmware, microcode, or hardware logic.
[0152] In some embodiments, the implementation module 3100 returns a value via API 3190 in response to an API call from the API calling module 3180. API 3190 defines the syntax and results of an API call (e.g., how to invoke the API call and what the API call does), but it may not reveal how the implementation module 3100 achieves the functionality specified by the API call. Various API calls are transferred through one or more application programming interfaces between the API calling module 3180 and the implementation module 3100. Transferring an API call can include issuing, initiating, calling, receiving, returning, and / or responding to function calls or messages. In other words, a transfer can describe an action performed by either the API calling module 3180 or the implementation module 3100. In some embodiments, a function call or other call to API 3190 sends and / or receives one or more parameters via a parameter list or other structure.
[0153] In some embodiments, the implementation module 3100 provides two or more APIs, each providing a different view or different aspect of the functionality implemented by the implementation module 3100. For example, one API of the implementation module 3100 may provide a first set of functionality that can be exposed to third-party developers, while another API of the implementation module 3100 may be hidden (e.g., not exposed) and provide a subset of the first set of functionality, as well as another set of functionality not included in the first set of functionality, such as test or debug functions. In some embodiments, the implementation module 3100 calls one or more other components via an underlying API and is therefore both an API calling module and an implementation module. It should be noted that the implementation module 3100 may include additional functionality, methods, classes, data structures, and / or other features that are not specified via API 3190 and are not available to the API calling module 3180. It should also be noted that the API calling module 3180 may reside on the same system as the implementation module 3100, or it may be located remotely and access the implementation module 3100 via a network using API 3190. In some embodiments, the implementation module 3100, API 3190, and / or API calling module 3180 are stored on a machine-readable medium that includes any mechanism for storing information in a machine-readable form (e.g., a computer or other data processing system). For example, the machine-readable medium may include a magnetic disk, an optical disk, random-access memory, read-only memory, and / or a flash memory device.
[0154] An Application Programming Interface (API) is an interface between a first software process and a second software process that specifies a format for communication between the two software processes. A restricted API (e.g., a private API or partner API) is an API accessible to a limited set of software processes (e.g., only software processes within the operating system, or only software processes authorized to access the restricted API). A public API is accessible to a broader set of software processes. Some APIs allow a software process to communicate with or set the state of one or more input devices (e.g., one or more touch sensors, proximity sensors, vision sensors, motion / orientation sensors, pressure sensors, intensity sensors, sound sensors, wireless proximity sensors, biosensors, buttons, switches, rotatable elements, and / or external controllers). Some APIs allow a software process to communicate with and / or set the state of one or more output generating components (e.g., one or more audio output generating components, one or more display generating components, and / or one or more tactile output generating components). Some APIs allow specific functions (e.g., scrolling, handwriting, text entry, image editing, and / or image creation) to be accessed, executed, and / or used by a software process (e.g., generating output for use by a software process based on input from a software process). Some APIs allow content from a software process to be inserted into a template and displayed in a user interface having a layout and / or behavior specified by the template.
[0155] Many software platforms include a set of frameworks that provide core objects and core behaviors that software developers need to build software applications that can be used on the software platform. Software developers use these objects to display content on the screen, interact with that content, and manage interaction with the software platform. Software applications rely on the set of frameworks for their basic behaviors, and the set of frameworks provides many ways for software developers to customize the behavior of the application to suit the specific needs of the software application. Many of these core objects and core behaviors are accessed via APIs. APIs typically specify a format for communication between software processes, including specifying and grouping available variables, functions, and protocols. API calls (sometimes called API requests) are typically sent from a sending software process to a receiving software process as a way to achieve one or more of the following: the sending software process requests information from the receiving software process (e.g., for the sending software process to perform an action), the sending software process provides information to the receiving software process (e.g., for the receiving software process to perform an action), the sending software process requests an action by the receiving software process, or the sending software process provides the receiving software process with information about an action performed by the sending software process. Interaction with a device (for example, using a user interface) may, in some situations, involve the transfer and / or reception of one or more API calls (e.g., multiple API calls) between multiple different software processes (e.g., different parts of an operating system, an application and an operating system, or different applications) via one or more APIs (e.g., multiple different APIs).For example, when an input is detected, the sensor data is frequently processed into one or more input events provided (e.g., via an API) to a receiving software process that makes some determination based on the input event and then sends information (e.g., via an API) to a software process to perform an action based on the determination (e.g., change the device state and / or user interface). The determination and the action performed accordingly may be performed by the same software process, but alternatively, the determination may be performed by a first software process and relayed (e.g., via an API) to a second software process different from the first software process, and the action may be performed by the second software process. Alternatively, the second software process may relay instructions (e.g., via an API) to a third software process different from the first and / or second software processes to perform the action. It should be understood that some or all user interaction with the computer system may involve one or more API calls within the step of interacting with the computer system (e.g., between different software components of the computer system, or between a software component of the computer system and one or more software components of a remote computer system). It should be understood that some or all user interaction with a computer system may involve one or more API calls between steps of interaction with the computer system (for example, between different software components of the computer system, or between a software component of the computer system and one or more software components of a remote computer system).
[0156] In some embodiments, the application may be any preferred type of application, including, for example, a browser application, a plugin, a widget, or an application that functions as an execution environment for other applications, a fitness application, a health application, a digital payment application, a media application, a social network application, a messaging application, and / or a map application.
[0157] In some embodiments, the application is an application pre-installed on the first computer system at the time of purchase (e.g., a first-party application). In some embodiments, the application is an application provided to the first computer system via an operating system update file (e.g., a first-party application). In some embodiments, the application is an application provided through an application store. In some embodiments, the application store is pre-installed on the first computer system (e.g., a first-party application store) at the time of purchase and allows the download of one or more applications. In some embodiments, the application store is a third-party application store (e.g., an application store provided by another device, downloaded over a network, and / or read from a storage device). In some embodiments, the application is a third-party application (e.g., an app provided by an application store, downloaded over a network, and / or read from a storage device). In some embodiments, the application controls the first computer system to perform method 700 (Figure 7) by calling an application programming interface (API) provided by a system process using one or more parameters.
[0158] In some embodiments, exemplary APIs provided by the system process include one or more of the following: pairing APIs (e.g., for establishing a secure connection with an accessory), device discovery APIs (e.g., for locating nearby devices such as media devices and / or smartphones), payment APIs, UIKit APIs (e.g., for generating user interfaces), location discovery APIs, locator APIs, map APIs, health sensor APIs, sensor APIs, messaging APIs, push notification APIs, streaming APIs, collaboration APIs, video conferencing APIs, application store APIs, advertising service APIs, web browser APIs (e.g., WebKit APIs), vehicle APIs, networking APIs, WiFi APIs, Bluetooth APIs, NFC APIs, UWB APIs, fitness APIs, smart home APIs, contact transfer APIs, photo APIs, camera APIs, and / or image processing APIs.
[0159] In some embodiments, at least one API is a software module (e.g., a set of computer-readable instructions) that provides an interface enabling different modules (e.g., an API calling module) to access and use one or more functions, methods, procedures, data structures, classes, and / or other services provided by an implementing module of a system process. The API can define one or more parameters that are passed between the API calling module and the implementing module. In some embodiments, API 3190 defines a first API call that may be provided by the API calling module 3180. The implementing module is a system software module (e.g., a set of computer-readable instructions) constructed to perform an operation in response to receiving an API call via the API. In some embodiments, the implementing module is constructed to provide an API response (via the API) as a result of processing an API call. In some embodiments, the implementing module is contained in a device (e.g., 3150) that runs the application. In some embodiments, the implementing module is contained in an electronic device separate from the device that runs the application.
[0160] Figure 4 is a schematic diagram of an exemplary embodiment of the hand tracking device 140. In some embodiments, the hand tracking device 140 (Figure 1A) is controlled by a hand tracking unit 244 (Figure 2) to track the position / location of one or more parts of the user's hand and / or the movement of one or more parts of the user's hand relative to the scene 105 in Figure 1A (e.g., relative to a part of the physical environment surrounding the user, relative to the display generation component 120, or relative to a part of the user (e.g., the user's face, eyes, or head), and / or relative to a coordinate system defined for the user's hand). In some embodiments, the hand tracking device 140 is part of the display generation component 120 (e.g., embedded in or attached to a head-mounted device). In some embodiments, the hand tracking device 140 is separate from the display generation component 120 (e.g., located in a separate housing or attached to a separate physical support structure).
[0161] In some embodiments, the hand tracking device 140 includes an image sensor 404 (e.g., one or more IR cameras, 3D cameras, depth cameras, and / or color cameras) that captures three-dimensional scene information including at least the hand 406 of a human user. The image sensor 404 captures a hand image with sufficient resolution to allow for the distinction of fingers and their respective positions. The image sensor 404 can typically capture images of other parts of the user's body, or images of the entire body, and may have either a zoom function or a dedicated sensor with high magnification to capture an image of the hand at a desired resolution. In some embodiments, the image sensor 404 also captures a 2D color video image of the hand 406 and other elements of the scene. In some embodiments, the image sensor 404 is used in conjunction with other image sensors that capture the physical environment of the scene 105, or functions as an image sensor that captures the physical environment of the scene 105. In some embodiments, the image sensor 404 is positioned relative to the user or the user's environment such that the field of view of the image sensor or a portion thereof is used to define an interaction space in which hand movements captured by the image sensor are processed as input to the controller 110.
[0162] In some embodiments, the image sensor 404 outputs a sequence of frames containing 3D map data (and possibly color image data) to the controller 110, thereby extracting high-level information from the map data. This high-level information is typically provided to an application running on the controller via an application programming interface (API), which drives the display generation components 120 accordingly. For example, a user can interact with the software running on the controller 110 by moving their hand 406 to change the orientation of their hand.
[0163] In some embodiments, the image sensor 404 projects a spot pattern onto a scene including the hand 406 and captures an image of the projected pattern. In some embodiments, the controller 110 calculates the 3D coordinates of points in the scene (including points on the surface of the user's hand) by triangulation based on the lateral shift of the spot in the pattern. This approach is advantageous in that the user does not need to hold or wear any kind of beacon, sensor, or other marker. This gives the depth coordinates of points in the scene relative to a given reference plane at a specific distance from the image sensor 404. In this disclosure, it is assumed that the image sensor 404 defines an orthogonal set of x, y, and z axes such that the depth coordinates of points in the scene correspond to a z component measured by the image sensor. Alternatively, the image sensor 404 (e.g., a hand tracking device) may use other 3D mapping methods such as stereoscopic imaging or time-of-flight measurement based on one or more cameras or other types of sensors.
[0164] In some embodiments, the hand tracking device 140 captures and processes a time sequence of depth maps containing the user's hand while the user moves their hand (e.g., the entire hand or one or more fingers). Software running on the processor in the image sensor 404 and / or controller 110 processes the 3D map data to extract patch descriptors of the hand within these depth maps. Based on previous training, the software matches these descriptors against patch descriptors stored in the database 408 to estimate the hand pose in each frame. The pose typically includes the 3D location of the user's wrist and fingertips.
[0165] The software can also analyze the trajectory of the hand and / or fingers across multiple frames in a sequence to identify gestures. The posture estimation function described herein may be interleaved with the motion tracking function, so that patch-based posture estimation is performed only once every two (or more) frames, while tracking is used to detect changes in posture that occur over the remaining frames. Posture, motion, and gesture information is provided to an application program running on the controller 110 via the API described above. This program can, for example, move and modify the image presented on the display generation component 120, or perform other functions, depending on the posture and / or gesture information.
[0166] In some embodiments, the gesture includes an air gesture. An air gesture is a gesture detected without (or independently of) the user touching an input element that is part of a device (e.g., a computer system 101, one or more input devices 125, and / or a hand tracking device 140), and is based on detected movements of a part of the user's body in the air (e.g., head, one or more arms, one or more hands, one or more fingers, and / or one or more legs), including movements of the user's body relative to an absolute reference (e.g., the angle of the user's arm relative to the ground, or the distance of the user's hand relative to the ground), movements of the user's body relative to another part of the user's body (e.g., the movement of the user's hand relative to the user's shoulder, the movement of one of the user's hands relative to the user's other hand, and / or the movement of the user's fingers relative to another finger or part of the user's hand), and / or absolute movements of a part of the user's body (e.g., a tap gesture including movement of the hand in a predetermined posture by a predetermined amount and / or speed, or a shake gesture including a predetermined speed or amount of rotation of a part of the user's body).
[0167] In some embodiments, the input gestures used in the various examples and embodiments described herein include air gestures, as in some embodiments, performed by moving one or more of the user's fingers relative to other fingers or parts of the user's hand for interacting with an XR environment (e.g., a virtual or mixed reality environment). In some embodiments, an air gesture is a gesture detected without the user touching (or independently of) an input element that is part of the device, and is based on detected movement of a part of the user's body in the air, including movement of the user's body relative to an absolute reference (e.g., the angle of the user's arm relative to the ground, or the distance of the user's hand relative to the ground), movement of the user's body relative to another part of the user's body (e.g., movement of the user's hand relative to the user's shoulder, movement of the user's other hand relative to one hand, and / or movement of the user's fingers relative to another finger or part of the user's hand), and / or absolute movement of a part of the user's body (e.g., a tap gesture involving movement of the hand in a predetermined posture by a predetermined amount and / or speed, or a shake gesture involving rotation of a part of the user's body by a predetermined speed or amount).
[0168] In some embodiments where the input gesture is an air gesture (i.e., no physical contact with an input device that provides the computer system with information about which user interface element is the target of user input, such as contact with a user interface element displayed on a touchscreen or contact with a mouse or trackpad to move a cursor over a user interface element), the gesture takes into account the user's attention (e.g., gaze) to determine the target of user input (e.g., in the case of direct input, as described below). Thus, in implementations involving air gestures, the input gesture is the detected attention (e.g., gaze) to the user interface element in combination (e.g., simultaneously) with the movement of the user's fingers (one or more) and / or hand to perform pinch and / or tap input, as described in more detail below.
[0169] In some embodiments, input gestures directed towards a user interface object are performed directly or indirectly by reference to the user interface object. For example, user input is performed directly toward the user interface object in response to the user performing an input gesture with their hand at a position corresponding to the user interface object's position in a three-dimensional environment (e.g., determined based on the user's current viewpoint). In some embodiments, the input gesture is performed indirectly toward the user interface object according to the user performing the input gesture while the user's hand position is not at a position corresponding to the user interface object's position in a three-dimensional environment, while detecting the user's attention (e.g., gaze) toward the user interface object. For example, in the case of a direct input gesture, the user can direct their input toward the user interface object by initiating the gesture at or near a position corresponding to the user interface object's display position (e.g., within a distance of 0.5 cm, 1 cm, 5 cm, or 0-5 cm from the optional outer edge or optional central portion). In the case of indirect input gestures, the user can direct their input towards the user interface object by paying attention to the user interface object (for example, by gazing at the user interface object), and while paying attention to the options, the user initiates the input gesture (for example, at any position detectable by the computer system) (for example, at a position that does not correspond to the display position of the user interface object).
[0170] In some embodiments, the input gestures (e.g., air gestures) used in the various examples and embodiments described herein include pinch and tap inputs for interacting with virtual or mixed reality environments, as in some embodiments. For example, the pinch and tap inputs described later are performed as air gestures.
[0171] In some embodiments, a pinch input is part of an air gesture that includes one or more of the following: a pinch gesture, a long pinch gesture, a pinch-and-drag gesture, or a double pinch gesture. For example, a pinch gesture that is an air gesture includes the movement of two or more fingers of a hand to touch each other, i.e., an optional interruption (e.g., within 0 to 1 second) immediately after the touch. A long pinch gesture that is an air gesture includes the movement of two or more fingers of a hand to touch each other for at least a threshold time amount (e.g., at least 1 second) before detecting the interruption of contact between them. For example, a long pinch gesture includes the user holding a pinch gesture (e.g., if two or more fingers are in contact), and the long pinch gesture continues until an interruption of contact between the two or more fingers is detected. In some embodiments, a double pinch gesture that is an air gesture includes two (e.g., or more) pinch inputs (e.g., performed with the same hand) that are detected directly and consecutively (e.g., within a predetermined period of time) to each other. For example, the user performs a first pinch input (e.g., a pinch input or a long pinch input), releases the first pinch input (e.g., breaks contact between two or more fingers), and then performs a second pinch input within a predetermined period (e.g., within 1 second or 2 seconds) after releasing the first pinch input.
[0172] In some embodiments, a pinch-and-drag gesture, which is an air gesture (e.g., an air drag gesture or an air swipe gesture), includes a pinch gesture (e.g., a pinch gesture or a long pinch gesture) performed in relation to (e.g., after) a drag input that changes the position of the user's hand from a first position (e.g., a starting position for dragging) to a second position (e.g., an ending position for dragging). In some embodiments, the user maintains the pinch gesture while performing the drag input and releases the pinch gesture (e.g., spreading two or more fingers) to end the drag gesture (e.g., at the second position). In some embodiments, the pinch input and the drag input are performed by the same hand (e.g., the user pinches two or more fingers together and touches them to each other, and then moves the same hand to a second position in the air with a drag gesture). In some embodiments, pinch inputs are performed by the user's first hand and drag inputs are performed by the user's second hand (for example, the user's second hand moves in the air from a first position to a second position while the user continues to perform a pinch input with the user's first hand). In some embodiments, an input gesture that is an air gesture includes inputs (e.g., pinch inputs and / or tap inputs) performed using both of the user's hands. For example, an input gesture includes two (e.g., or more) pinch inputs performed in relation to each other (e.g., simultaneously or within a predetermined period). For example, a first pinch gesture (e.g., a pinch input, a long pinch input, or a pinch and drag input) performed using the user's first hand, and a second pinch input performed using the other hand (e.g., the user's second hand) in relation to performing a pinch input using the first hand.
[0173] In some embodiments, a tap input performed as an air gesture (e.g., directed towards a user interface element) includes the movement of one or more of the user's fingers toward the user interface element, the movement of the user's hand toward the user interface element with the user's fingers (one or more) optionally extended toward the user interface element, a downward movement of the user's fingers (e.g., mimicking a mouse click or a tap on a touchscreen), or other default movements of the user's hand. In some embodiments, a tap input performed as an air gesture is detected based on the movement characteristics of the finger or hand that performs the tap gesture movement away from the user's viewpoint and / or toward the object that is the target of the tap input, followed by the end of the movement. In some embodiments, the end of the movement is detected based on a change in the movement characteristics of the finger or hand that performs the tap gesture (e.g., away from the user's viewpoint and / or the end of the movement toward the object that is the target of the tap input, a reversal of the direction of the finger or hand movement, and / or a reversal of the direction of acceleration of the finger or hand movement).
[0174] In some embodiments, the user's attention is determined to be directed towards a part of the three-dimensional environment based on the detection of a gaze directed towards that part of the three-dimensional environment (optionally, without requiring any other conditions). In some embodiments, for the device to determine that the user's attention is directed towards a part of the three-dimensional environment, the device determines that the user's attention is directed towards a part of the three-dimensional environment based on the detection of a gaze directed towards a part of the three-dimensional environment, subject to one or more additional conditions such as the user's viewpoint being within a distance threshold from the part of the three-dimensional environment, at least for a threshold duration (e.g., dwell time), and / or the gaze being directed towards a part of the three-dimensional environment. If one of the additional conditions is not met, the device determines that the user's attention is not directed towards the part of the three-dimensional environment to which the gaze is directed (e.g., until one or more additional conditions are met).
[0175] In some embodiments, the detection of a ready state configuration of a user or part of a user is detected by the computer system. The detection of a ready state configuration of a hand is used by the computer system as an indication that the user is likely to be preparing to interact with the computer system using one or more air gesture inputs performed by the hand (e.g., pinch, tap, pinch and drag, double pinch, long pinch, or other air gestures described herein). For example, the ready state of a hand is determined based on whether the hand has a predetermined hand shape (e.g., a pre-pinch shape where the thumb and one or more fingers are extended and spaced apart, ready to perform a pinch or grab gesture, or a pre-tap shape where one or more fingers are extended and the palm is facing away from the user), whether the hand is in a predetermined position relative to the user's viewpoint (e.g., below the user's head, above the user's waist, or extended at least 15 cm, 20 cm, 25 cm, 30 cm, or 50 cm from the body), and / or whether the hand has moved in a particular manner (e.g., moved towards the area in front of the user above the user's waist, below the user's head, or away from the user's body or legs). In some embodiments, the ready state is used to determine whether an interaction element of the user interface is responsive to attention (e.g., gaze) input.
[0176] In scenarios where the input is described with reference to an air gesture, similar gestures may also be detected using hardware input devices attached to or held by one or more of the user's hands, in which case the position of the hardware input device in space may be tracked using optical tracking, one or more accelerometers, one or more gyroscopes, one or more magnetometers, and / or one or more inertial measurement units, and it should be understood that the position and / or movement of the hardware input device is used instead of the position and / or movement of one or more hands in the corresponding air gesture(s). User input can be detected using controls included in hardware input devices, such as one or more touch-sensitive input elements, one or more pressure-sensitive input elements, one or more buttons, one or more knobs, one or more dials, one or more joysticks, one or more hand or finger covers capable of detecting the position or change in position of parts of the hands and / or fingers relative to each other, relative to the user's body, and / or the user's physical environment, and / or other hardware input device controls. User input using controls included in hardware input devices is used in place of hand and / or finger gestures such as air taps or air pinches in corresponding air gestures(single or multiple). For example, a selection input described as being performed by an air tap or air pinch input can alternatively be detected by a button press, a tap on a touch-sensitive surface, a press on a pressure-sensitive surface, or other hardware input.As another example, a movement input described as being performed by an air pinch-and-drag (e.g., an air drag gesture or an air swipe gesture) can alternatively be detected based on interaction with hardware input controls such as button press-and-hold, touch on a touch-sensitive surface, or press on a pressure-sensitive surface, or based on hardware input that follows the movement of other hardware inputs in space (e.g., accompanying the hand to which the hardware input device is associated). Similarly, two-handed inputs, including the movement of both hands relative to each other, can also be performed using various combinations of inputs detected by air gestures and / or one or more of the aforementioned hardware input devices, using one air gesture and one hardware input device held in the hand not performing the air gesture, two hardware input devices held in separate hands, or two air gestures performed by separate hands.
[0177] In some embodiments, the software may be downloaded electronically to the controller 110, for example, over a network, or instead, it may be provided on a tangible non-temporary medium such as an optical, magnetic, or electronic memory medium. In some embodiments, the database 408 is similarly stored in memory associated with the controller 110. Alternatively or additionally, some or all of the computer's described functions may be implemented in dedicated hardware such as a custom or semi-custom integrated circuit or a programmable digital signal processor (DSP). Although the controller 110 is shown in Figure 4, for example, as a separate unit from the image sensor 404, some or all of the controller's processing functions may be performed by a suitable microprocessor and software, or by dedicated circuitry within the housing of the image sensor 404 (e.g., a hand-tracking device), or otherwise associated with the image sensor 404. In some embodiments, at least some of these processing functions may be performed by a suitable processor integrated with the display generation component 120 (e.g., in a television set, handheld device, or head-mounted device), or using any other suitable computerized device such as a game console or media player. The sensing function of the image sensor 404 can also be integrated into a computer or other computerized device controlled by the sensor output.
[0178] Figure 4 further includes schematic diagrams of depth maps 410 captured by image sensor 404 according to several embodiments. The depth map includes a matrix of pixels, each having a depth value, as described above. Pixels 412 corresponding to the hand 406 are segmented in this map from the background and the wrist. The brightness of each pixel in the depth map 410 is inversely proportional to the depth value, i.e., the measured z-distance from image sensor 404, with the gradation becoming richer as the depth increases. Controller 110 processes these depth values to identify and segment image components (i.e., groups of adjacent pixels) that have the characteristics of a human hand. These characteristics may include, for example, the overall size, shape, and frame-to-frame movement of the depth map sequence.
[0179] Figure 4 also schematically shows the hand skeleton 414 that the controller 110 ultimately extracts from the depth map 410 of the hand 406, according to several embodiments. In Figure 4, the hand skeleton 414 is superimposed on the hand background 416, which has been segmented from the original depth map. In some embodiments, the hand (e.g., knuckles, fingertips, center of the palm, end of the hand connected to the wrist), and optionally major feature points on the wrist or arm connected to the hand, are identified and positioned on the hand skeleton 414. In some embodiments, the location and movement of these major feature points across multiple image frames are used by the controller 110 to determine, according to several embodiments, a hand gesture performed by the hand or the current state of the hand.
[0180] Figure 5 shows an exemplary embodiment of the eye-tracking device 130 (Figure 1A). In some embodiments, the eye-tracking device 130 is controlled by the eye-tracking unit 243 (Figure 2) to track the position and movement of the user's gaze to the scene 105 or to the XR content displayed via the display generation component 120. In some embodiments, the eye-tracking device 130 is integrated with the display generation component 120. For example, in some embodiments, if the display generation component 120 is a head-mounted device such as a headset, helmet, goggles, or glasses, or a handheld device positioned in a wearable frame, the head-mounted device includes both a component for generating XR content for user viewing and a component for tracking the user's gaze to the XR content. In some embodiments, the eye-tracking device 130 is separate from the display generation component 120. For example, if the display generation component is a handheld device or an XR chamber, the eye-tracking device 130 is optionally a separate device from the handheld device or XR chamber. In some embodiments, the eye-tracking device 130 is a head-mounted device or part of a head-mounted device. In some embodiments, the head-mounted eye-tracking device 130 is optionally used with a display generation component that is mounted on the head or a display generation component that is not mounted on the head. In some embodiments, the eye-tracking device 130 is not a head-mounted device, but is optionally used in combination with a head-mounted display generation component. In some embodiments, the eye-tracking device 130 is not a head-mounted device, but is optionally part of a non-head-mounted display generation component.
[0181] In some embodiments, the display generation component 120 uses a display mechanism (e.g., left and right near-eye display panels) that displays frames containing left and right images in front of the user's eyes to provide the user with a 3D virtual view. For example, the head-mounted display generation component may include left and right optical lenses (referred to herein as eyepieces) positioned between the display and the user's eyes. In some embodiments, the display generation component may include, or be coupled to, one or more external video cameras that capture video of the user's environment for display. In some embodiments, the head-mounted display generation component may have a transparent or translucent display on which the user can directly view the physical environment and display virtual objects on a transparent or translucent display. In some embodiments, the display generation component projects virtual objects onto the physical environment. The virtual objects are projected, for example, onto a physical surface or as holograms, so that the individual can use the system to observe the virtual objects superimposed on the physical environment. In such cases, separate display panels and image frames for the left and right eyes may not be required.
[0182] As shown in Figure 5, in some embodiments, the eye-tracking device 130 (e.g., gaze tracking device) includes at least one eye-tracking camera (e.g., an infrared (IR) camera or a near-IR (NIR) camera) and an illumination source (e.g., an IR or NIR light source such as an array or ring of LEDs) that emits light (e.g., IR or NIR light) toward the user's eye. The eye-tracking camera may be directed toward the user's eye to receive reflected IR or NIR light from the light source directly from the eye, or alternatively, it may be directed toward a "hot" mirror positioned between the user's eye and a display panel that reflects IR or NIR light from the eye to the eye-tracking camera while allowing visible light to pass through. The eye-tracking device 130 optionally captures images of the user's eye (e.g., as a video stream captured at 60-120 frames per second (fps)), analyzes the images to generate gaze tracking information, and communicates the gaze tracking information to the controller 110. In some embodiments, the user's two eyes are tracked separately by their respective eye-tracking cameras and illumination sources. In some embodiments, only one of the user's eyes is tracked by a separate eye-tracking camera and light source.
[0183] In some embodiments, the eye-tracking device 130 is calibrated using a device-specific calibration process to determine the parameters of the eye-tracking device for a specific operating environment 100, e.g., the 3D geometric relationships and parameters of the LEDs, camera, hot mirror (if present), eyepiece, and display screen. The device-specific calibration process may be performed at the factory or another facility before delivery of the AR / VR device to the end user. The device-specific calibration process may be an automated calibration process or a manual calibration process. The user-specific calibration process may include estimating the eye parameters of a particular user, e.g., pupil location, central visual location, optical axis, visual axis, interpupillary distance. According to some embodiments, once the device-specific and user-specific parameters for the eye-tracking device 130 are determined, the images captured by the eye-tracking camera can be processed using a glint-assisted method to determine the user's current visual axis and gaze point relative to the display.
[0184] As shown in Figure 5, the eye-tracking device 130 (e.g., 130A or 130B) includes an eyepiece(s) 520 and a gaze tracking system which includes at least one eye-tracking camera 540 (e.g., an infrared (IR) or near-IR (NIR) camera) positioned on the side of the user's face on which eye tracking is performed, and an illumination source 530 (e.g., an IR or NIR light source such as an array or ring of NIR light-emitting diodes (LEDs)) that emits light (e.g., IR or NIR light) toward the user's eyes(s) 592. The eye-tracking camera 540 is positioned between the user's eye(s) 592 and the display 510 (e.g., the left or right display panel of a head-mounted display, or the display or projector of a handheld device) and may be directed towards a mirror 550 that transmits visible light while reflecting IR or NIR light from the eye(s) 592 (e.g., as shown at the top of Figure 5), or may be directed towards the user's eye(s) 592 to receive reflected IR or NIR light from the eye(s) 592 (e.g., as shown at the bottom of Figure 5).
[0185] In some embodiments, the controller 110 renders AR or VR frames 562 (e.g., left and right frames for left and right display panels) and provides the frames 562 to the display 510. For various purposes, for example, when processing the frames 562 for display, the controller 110 uses gaze tracking input 542 from the eye-tracking camera 540. The controller 110 optionally uses a glint-assisted method or other appropriate method to estimate the user's gaze point on the display 510 based on the gaze tracking input 542 obtained from the eye-tracking camera 540. The gaze point estimated from the gaze tracking input 542 is optionally used to determine the direction the user is currently looking.
[0186] The following describes, but is not intended to be limiting, several possible use cases of the user's current gaze direction. As an exemplary use case, the controller 110 may render virtual content differently based on the determined user gaze direction. For example, the controller 110 may generate virtual content at a higher resolution in the central visual region determined from the user's current gaze direction than in the peripheral region. As another example, the controller may position or move virtual content within the view based at least partially on the user's current gaze direction. As yet another example, the controller may display specific virtual content within the view based at least partially on the user's current gaze direction. As another exemplary use case in an AR application, the controller 110 may capture the physical environment of the XR experience and orient an external camera to focus in the determined direction. The external camera's autofocus mechanism can then focus on an object or surface in the environment that the user is currently viewing on the display 510. In another exemplary use case, the eyepiece 520 may be a focusing lens, and gaze tracking information is used by the controller to adjust the focus of the eyepiece 520 so that the virtual object currently being viewed by the user has appropriate binocular coordination to match the convergence of the user's eye 592. The controller 110 can utilize the gaze tracking information to orient and adjust the focus of the eyepiece 520 so that the nearby object being viewed by the user appears at the correct distance.
[0187] In some embodiments, the eye-tracking device is part of a head-mounted device, which is housed within a wearable housing and includes a display (e.g., display 510), two eyepieces (e.g., one or more eyepieces 520), an eye-tracking camera (e.g., one or more eye-tracking cameras 540), and a light source (e.g., an illumination source 530 (e.g., IR or NIR LEDs)). The light source emits light (e.g., IR or NIR light) towards the user's eye(s) 592. In some embodiments, the light sources may be arranged in a ring or circular pattern around each lens, as shown in Figure 5. In some embodiments, as an example, eight illumination sources 530 (e.g., LEDs) are arranged around each lens 520. However, more or fewer illumination sources 530 may be used, and other arrangements and locations of the illumination sources 530 may be used.
[0188] In some embodiments, the display 510 emits light within the visible light range and does not emit light within the IR or NIR range, thus not introducing noise into the gaze tracking system. Note that the location and angle of the eye-tracking camera(s) 540 are given as examples and are not intended to be limiting. In some embodiments, a single eye-tracking camera 540 is positioned on each side of the user's face. In some embodiments, two or more NIR cameras 540 can be used on each side of the user's face. In some embodiments, a camera 540 with a wider field of view (FOV) and a camera 540 with a narrower FOV may be used on each side of the user's face. In some embodiments, a camera 540 operating at one wavelength (e.g., 850 nm) and a camera 540 operating at a different wavelength (e.g., 940 nm) may be used on each side of the user's face.
[0189] Embodiments of gaze tracking systems, such as those shown in Figure 5, can be used, for example, in computer-generated reality, virtual reality, and / or mixed reality applications to provide users with computer-generated reality, virtual reality, augmented reality, and / or augmented virtual experiences.
[0190] Figure 6 shows glint-assisted gaze tracking pipelines according to several embodiments. In some embodiments, the gaze tracking pipeline is implemented by a glint-assisted gaze tracking system (e.g., an eye-tracking device 130 as shown in Figures 1A and 5). The glint-assisted gaze tracking system can maintain a tracking state. Initially, the tracking state is off or "no". When in tracking state, the glint-assisted gaze tracking system tracks the pupil contour and glint in the current frame by using prior information from previous frames when analyzing the current frame. When not in tracking state, the glint-assisted gaze tracking system attempts to detect the pupil and glint in the current frame, and if successful, initializes the tracking state to "yes" and continues in tracking state for the next frame.
[0191] As shown in Figure 6, the gaze tracking camera can capture left and right images of the user's left and right eyes. The captured images are then fed into the gaze tracking pipeline for processing, which is initiated at 610. As indicated by the arrow returning to element 600, the gaze tracking system can continue to capture images of the user's eyes at a rate of, for example, 60 to 120 frames per second. In some embodiments, each set of captured images may be fed into the pipeline for processing. However, in some embodiments, or under some conditions, not all captured frames are processed by the pipeline.
[0192] At 610, if the tracking status is yes for the currently captured image, the method proceeds to element 640. At 610, if the tracking status is no, the image is analyzed to detect the user's pupil and glint in the image, as shown in 620. At 630, if the pupil and glint are successfully detected, the method proceeds to element 640. If they are not successfully detected, the method returns to element 610 and processes the next image of the user's eyes.
[0193] At 640, if the process proceeds from element 610, the current frame is analyzed to track the pupil and glint based in part on previous information from the previous frame. At 640, if the process proceeds from element 630, the tracking state is initialized based on the detected pupil and glint in the current frame. The results of the processing at element 640 are checked to ensure that the tracking or detection results are reliable. For example, the results may be checked to determine whether a sufficient number of glints are successfully tracked or detected in the current frame to perform pupil and gaze estimation. At 650, if the results are unreliable, the tracking state is set to no at element 660, and the method returns to element 610 to process the next image of the user's eye. At 650, if the results are reliable, the method proceeds to element 670. At 670, the tracking state is set to yes (if not already yes), and the pupil and glint information is passed to element 680 to estimate the user's gaze point.
[0194] Figure 6 is intended to serve as an example of eye-tracking technology that may be used in a particular implementation. As will be recognized by those skilled in the art, other eye-tracking technologies that currently exist or may be developed in the future may be used in computer system 101 to provide users with XR experiences in various embodiments, either in place of or in combination with the Glint-assisted eye-tracking technology described herein.
[0195] In some embodiments, the captured portion of the real-world environment 602 is used to provide the user with an XR experience, for example, a mixed reality environment in which one or more virtual objects are superimposed on a representation of the real-world environment 602.
[0196] Accordingly, this description describes several embodiments of three-dimensional environments (e.g., XR environments) that include representations of real-world objects and virtual objects. For example, a three-dimensional environment optionally includes a representation of a table existing in a physical environment, which is captured and displayed within the three-dimensional environment (e.g., actively via a computer system's camera and display, or passively via a computer system's transparent or translucent display). As described above, a three-dimensional environment optionally is a mixed reality system based on a physical environment, in which the three-dimensional environment is captured by one or more sensors of a computer system and displayed via a display generation component. As a mixed reality system, the computer system may optionally selectively display parts and / or objects of the physical environment so that each part and / or object of the physical environment appears to exist in the three-dimensional environment displayed by the computer system. Similarly, the computer system may optionally display virtual objects in a three-dimensional environment so that the virtual objects appear to exist in the real world (e.g., the physical environment) by placing virtual objects in each location within the three-dimensional environment that have corresponding locations in the real world. For example, a computer system may optionally display a vase in such a way that it appears as if a real vase were placed on a table in a physical environment. In some embodiments, individual locations in a three-dimensional environment have corresponding locations in the physical environment.Therefore, when a computer system is described as displaying virtual objects in separate locations relative to physical objects (for example, at or near the location of the user's hand, or on or near a physical table), the computer system displays the virtual objects in specific locations within the three-dimensional environment so that they appear to be at or near the physical objects in the physical world (for example, if the virtual object is a real object at that specific location, then the virtual object will be displayed in the location within the three-dimensional environment that corresponds to the location within the physical environment where the virtual object would have been displayed).
[0197] In some embodiments, real-world objects existing in a physical environment displayed within a three-dimensional environment (e.g., real-world objects visible via and / or display-generating components) can interact with virtual objects existing only within the three-dimensional environment. For example, the three-dimensional environment may include a table and a vase placed on the table, where the table is a view (or representation) of a physical table in the physical environment, and the vase is a virtual object.
[0198] In a three-dimensional environment (for example, a real environment, a virtual environment, or an environment including a mixture of real and virtual objects), an object may be said to have depth or simulated depth, or an object may be said to be visible, displayed, or positioned at a different depth. In this context, depth refers to dimensions other than height or width. In some embodiments, depth is defined relative to a fixed set of coordinates (for example, a room or object has height, depth, and width defined relative to a fixed set of coordinates). In some embodiments, depth is defined relative to the user's location or viewpoint, in which case the depth dimension varies based on the user's location and / or the location and angle of the user's viewpoint. In some embodiments where depth is defined relative to the user's location positioned with respect to the surface of the environment (e.g., the floor or ground surface of the environment), objects that are away from the user along a line extending parallel to the surface are considered to have a greater depth in the environment, and / or the depth of an object is measured along an axis that extends outward from the user's location and is parallel to the surface of the environment (e.g., depth is defined in a coordinate system of a cylinder or substantially a cylinder, with the user's position at the center of a cylinder extending from the user's head to the user's feet). In some embodiments, depth is defined relative to the user's viewpoint (e.g., a direction relative to a point in space that determines which parts of the environment are visible through a head-mounted device or other display). Objects that are farther away from the user's viewpoint along a line extending parallel to the user's viewpoint are considered to have greater depth in the environment, and / or the depth of an object is measured along an axis extending outward from a line that extends from the user's viewpoint and is parallel to the user's viewpoint (e.g., depth is defined in a spherical or substantially spherical coordinate system with the origin of the viewpoint at the center of a sphere extending outward from the user's head).In some embodiments, depth is defined relative to a user interface container (e.g., a window or application on which application and / or system content is displayed), where the user interface container has height and / or width, and depth is a dimension orthogonal to the height and / or width of the user interface container. In some embodiments, where depth is defined relative to a user interface container, the height and / or width of the container is typically orthogonal or substantially orthogonal to a line extending from a user-based location (e.g., the user's viewpoint or the user's location) to the user interface container (e.g., the center of the user interface container, or another feature point of the user interface container) when the container is placed in a three-dimensional environment or is first displayed (e.g., consequently, the depth dimension of the container extends outward away from the user or the user's viewpoint). In some embodiments, where depth is defined relative to a user interface container, the depth of an object relative to the user interface container refers to the position of the object along the depth dimension of the user interface container. In some embodiments, multiple different containers may have different depth dimensions (e.g., different depth dimensions extending in different directions from the user or the user's viewpoint and / or away from different starting points). In some embodiments, when depth is defined relative to a user interface container, the direction of the depth dimension remains constant relative to the user interface container when the location of the user interface container, the user, and / or the user's viewpoint changes (e.g., when multiple different viewers are viewing the same container in a three-dimensional environment, such as during a face-to-face collaboration session, and / or when multiple participants are in a real-time communication session with shared virtual content containing the container). In some embodiments, for curved containers (e.g., including containers with curved surfaces or curved content areas), the depth dimension optionally extends within the surface of the curved container.In some contexts, z-separation (e.g., separation of two objects in depth dimensions), z-height (e.g., distance of one object from another object in depth dimensions), z-position (e.g., position of one object in depth dimensions), z-depth (e.g., position of one object in depth dimensions), or simulated z-dimension (e.g., depth used as object dimensions, environment dimensions, orientation in space, and / or orientation in simulated space) are used to refer to the concepts of depth as described above.
[0199] In some embodiments, the user may optionally interact with virtual objects in a three-dimensional environment using one or more hands, as if the virtual objects were real objects in a physical environment. For example, as described above, one or more sensors in the computer system may optionally capture one or more of the user's hands and display a representation of the user's hands in the three-dimensional environment (in a similar manner to, for example, displaying real-world objects in the three-dimensional environment as described above), or, in some embodiments, the user's hands are visible through the display-generating components by the ability to see the physical environment through the user interface, due to the transparency / transparency of some of the display-generating components displaying the user interface, or the projection of the user interface onto a transparent / translucent surface, or the projection of the user interface onto the user's eyes or the user's field of view. Thus, in some embodiments, the user's hands are displayed at separate locations in the three-dimensional environment and are processed as if they were objects in the three-dimensional environment that can interact with virtual objects in the three-dimensional environment as if they were real physical objects in the physical environment. In some embodiments, the computer system may update the display of the user's hands in the three-dimensional environment in conjunction with the movement of the user's hands in the physical environment.
[0200] In some of the embodiments described below, for example, to determine whether a physical object is directly interacting with a virtual object (e.g., whether a hand is touching, grasping, or holding a virtual object, or whether it is within a threshold distance from the virtual object), the computer system may optionally determine the "effective" distance between the physical object in the physical world and the virtual object in the three-dimensional environment. For example, a hand directly interacting with a virtual object may optionally include one or more of the fingers of a hand pressing a virtual button, a user's hand grasping a virtual vase, two fingers of a user's hand pinching / holding an application's user interface together, and other types of interactions described herein. For example, when determining whether a user is interacting with a virtual object and / or how a user is interacting with a virtual object, the computer system may optionally determine the distance between the user's hand and the virtual object. In some embodiments, the computer system determines the distance between the user's hand and the virtual object by determining the distance between the location of the hand in the three-dimensional environment and the location of the virtual object of interest in the three-dimensional environment. For example, one or more of the user's hands are located in a specific position in the physical world, which the computer system optionally captures and displays at a specific corresponding position in a three-dimensional environment (e.g., the position in the three-dimensional environment where the hands are displayed, if the hands are virtual hands rather than physical hands). The position of the hands in the three-dimensional environment is optionally compared to the position of a target virtual object in the three-dimensional environment to determine the distance between the one or more of the user's hands and the virtual object. In some embodiments, the computer system optionally determines the distance between the physical object and the virtual object by comparing the position in the physical world (as opposed to comparing the position in the three-dimensional environment).For example, when determining the distance between one or more of a user's hands and a virtual object, the computer system optionally determines the corresponding location of the virtual object in the physical world (for example, the position in the physical world where the virtual object would be located if it were a physical object rather than a virtual object), and then determines the distance between the corresponding physical position and one or more of the user's hands. In some embodiments, the same technique is optionally used to determine the distance between any physical object and any virtual object. Thus, when determining whether a physical object is in contact with a virtual object, or whether a physical object is within a threshold distance of a virtual object, as described herein, the computer system optionally performs one of the techniques described above to map the location of the physical object to a three-dimensional environment and / or to map the location of the virtual object to a physical environment.
[0201] In some embodiments, the same or similar techniques are used to determine where and what the user's gaze is directed, and / or where and what the physical stylus held by the user is directed. For example, if the user's gaze is directed to a particular position in the physical environment, the computer system optionally determines the corresponding position in the three-dimensional environment (e.g., the virtual position of the gaze), and if a virtual object is located at that corresponding virtual position, the computer system optionally determines that the user's gaze is directed to that virtual object. Similarly, the computer system optionally determines, based on the orientation of the physical stylus, where in the physical environment the stylus is pointing. In some embodiments, based on this determination, the computer system optionally determines the corresponding virtual position in the three-dimensional environment corresponding to the location in the physical environment that the stylus is pointing to, and optionally determines that the stylus is pointing to the corresponding virtual position in the three-dimensional environment.
[0202] Similarly, embodiments described herein may refer to the location of a user (e.g., a user of a computer system) and / or the location of a computer system in a three-dimensional environment. In some embodiments, the user of a computer system is holding, wearing, or otherwise positioned near the computer system. Thus, in some embodiments, the location of the computer system is used as a proxy for the user's location. In some embodiments, the location of the computer system and / or the user in the physical environment corresponds to individual locations in the three-dimensional environment. For example, if a user stands in a location facing an individual part of the physical environment that is visible through a display-generating component, the location of the computer system is the location in the physical environment (and its corresponding location in the three-dimensional environment) where the user will see objects in the physical environment in the same position, orientation, and / or size (e.g., absolutely and / or relative to each other) as the objects are visible through the display-generating component of the computer system in the three-dimensional environment. Similarly, if a virtual object displayed in a three-dimensional environment is a physical object in a physical environment (for example, the physical object is located in the same physical environment location as the one in the three-dimensional environment and has the same size and orientation as the one in the three-dimensional environment), then the computer system and / or user's location is the position from which the user will view the virtual object in the physical environment in the same position, orientation, and / or size (for example, absolutely, and / or relative to each other, and in relation to real-world objects) as it was displayed by the computer system's display generation components in the three-dimensional environment.
[0203] This disclosure describes various input methods for interaction with computer systems. Where one example is provided using one input device or method, and another example is provided using a different input device or method, each example may be compatible with the input device or method described in the other example, and their use should be considered optional. Similarly, various output methods for interaction with computer systems are described. Where one example is provided using one output device or method, and another example is provided using a different output device or method, each example may be compatible with the output device or method described in the other example, and their use should be considered optional. Similarly, various methods for interaction with virtual or mixed reality environments via computer systems are described. Where one example is provided using interaction with a virtual environment, and another example is provided using a mixed reality environment, each example may be compatible with the method described in the other example, and their use should be considered optional. Therefore, this disclosure discloses embodiments that are combinations of features of multiple examples, without exhaustively listing all features of the embodiments in the description of each exemplary embodiment. User interface and related processes
[0204] Here, we focus on embodiments of a user interface ("UI") and related processes that may be performed in a computer system such as a portable multifunction device or head-mounted device, which includes display generation components, one or more input devices, and (optionally) one or more cameras.
[0205] Figures 7A to 7L show examples of several embodiments that change the visual prominence of parts of virtual objects in a three-dimensional environment during a communication session.
[0206] Figure 7A shows a computer system (e.g., an electronic device) 101 that displays a three-dimensional environment 700 from the user's viewpoint 710' (e.g., facing the back wall of the physical environment in which the computer system 101 is located) via a display generation component (e.g., the display generation component 120 in Figure 1). In some embodiments, the computer system 101 includes a display generation component (e.g., a touchscreen) and a plurality of image sensors (e.g., the image sensor 314 in Figure 3A). The image sensors optionally include one or more of the following: a visible light camera, an infrared camera, a depth sensor, or any other sensors that the computer system 101 may use to capture one or more images of the user or a part of the user (e.g., one or more of the user's hands) while the user interacts with the computer system 101. In some embodiments, the user interfaces illustrated and described below may also be implemented on a head-mounted display, which includes a display generating component that displays the user interface or three-dimensional environment to the user, and sensors for detecting the physical environment and / or the movement of the user's hands (e.g., external sensors facing outward from the user) and / or the user's attention (e.g., gaze) (e.g., internal sensors facing inward towards the user's face).
[0207] For illustrative purposes, Figures 7A to 7L include a top-down view of the three-dimensional environment 700' showing the positions of various objects within the three-dimensional environment 700' in the horizontal and depth dimensions. Additionally, Figures 7A to 7L include a diagram of the three-dimensional environment 700 through the display generation component 120 showing the positions of various objects within the three-dimensional environment 700 in the horizontal and vertical dimensions. The top-down view of the three-dimensional environment 700' further includes an indication of the user's viewpoint 710' of the computer system 101, including the field of view 712 within the three-dimensional environment 700' from the user's viewpoint 710' of the computer system 101. For example, the computer system 101 displays a view of the three-dimensional environment 700 that is visible from the user's viewpoint 710' through the display generation component 120, along with the field of view 712 shown in the top-down view of the three-dimensional environment 700'.
[0208] Figure 7A shows an example of a computer system 101 that displays a three-dimensional environment 700 while facilitating participation in a communication session. In some embodiments, the communication session includes transmitting audio and / or video to one or more computer systems of other participants in the communication session. In some embodiments, facilitating the communication session includes displaying spatial representations 704 of the participants in the communication session. Additional details regarding the characteristics of exemplary communication sessions and spatial representations 704 are provided below in the description of Method 800. The top-down view of the environment 700' in Figure 7A includes a top-down view of the spatial representation 704'.
[0209] As shown in Figure 7A, the three-dimensional environment 700 further includes a virtual object 702. For example, the virtual object 702 is a user interface for an application that is not shared with the user corresponding to the spatial representation 704. Exemplary characteristics of the virtual object 702 are provided below with reference to Method 800. The top-down view of the environment 700' in Figure 7A includes a top-down view of the virtual object 702'.
[0210] As will be described in more detail herein, in some embodiments, while displaying the spatial representation 704, the computer system 101 determines whether a first portion of the spatial representation 704 is spatially colliding with another virtual object in the environment 700, such as a virtual object 702. Two (or more) spatially colliding virtual objects, as will be described in more detail below with reference to Method 800, include one or more portions of a three-dimensional colliding virtual object in a three-dimensional environment. For example, the volume of a three-dimensional virtual ball intersects with the plane of a two-dimensional application window displayed in a three-dimensional environment.
[0211] In some embodiments, upon determination that a virtual object is spatially colliding with a first portion of the spatial representation 704, the computer system 101 displays the portion of the virtual object that is spatially colliding with the first portion of the spatial representation 704 with a first visual splendor, and optionally displays another portion of the virtual object 702 that is not spatially colliding with the first portion of the spatial representation 704 with a second visual splendor that is greater than the first visual splendor. Exemplary visual features included in “visual splendor” are described in more detail below with reference to Method 800. Figure 7A shows the computer system 101 displaying the virtual object 702 with a second visual splendor because in Figure 7A the virtual object 702 is not spatially colliding with the first portion of the spatial representation 704. The first portion of the spatial representation 704 optionally includes portions of the spatial representation corresponding to the heads and / or torsos of participants in a communication session. For example, the portion of the spatial representation 704 shown in Figure 7A is the first portion of the spatial representation 704. As another example, the first part of spatial representation 704 optionally excludes the second part of spatial representation 704, such as the representation of the hands of participants in a communication session.
[0212] Figure 7A additionally shows a first boundary 706 and a second boundary 708 around the spatial representation 704. As described in more detail herein, the computer system 101 optionally uses the first boundary 706 to determine whether the spatial representation 704 spatially collides with other objects in the environment 700, such as a virtual object 702. As described in more detail herein, the computer system 101 optionally displays the portion of the virtual object 702 that spatially collides with the first portion of the spatial representation 704 with visual prominence such that it is visually less conspicuous compared to the portion of the virtual object 702 that does not spatially collides with the boundary 708. In some embodiments, the computer system 101 does not display boundaries 706 and 708 except to use them to delineate different areas of the virtual object 702 in order to display them with varying amounts of visual prominence when the virtual object 702 spatially collides with the first portion of the spatial representation 704. The top-down view of environment 700' in Figure 7A includes top-down views of the first boundary 706' and the second boundary 708'.
[0213] In Figure 7A, since the virtual object 702 does not spatially collide with the first boundary 706, the virtual object 702 does not spatially collide with the first portion of the spatial representation 704. For example, in the view of the environment 700 through the display generation component 120, the virtual object 702 does not spatially collide with the first boundary 706 in the vertical and horizontal dimensions. As another example, in the top-down view of environment 700', the virtual object 702' does not spatially collide with the first boundary 706' in the depth and horizontal dimensions. Since the virtual object 702 does not spatially collide with the first portion of the spatial representation 704, the computer system 101 displays the virtual object 702 with a second (e.g., increased) amount of visual prominence.
[0214] Figure 7B shows an example of a computer system 101 displaying a portion of a virtual object 702 that spatially collides with a first portion of a spatial representation 704 with reduced visual significance. For example, in a view of the environment 700 through the display generation component 120, the virtual object 702 spatially collides with the first boundary 706 in the vertical and horizontal dimensions. As another example, in a top-down view of the environment 700', the virtual object 702' spatially collides with the first boundary 706' in the depth and horizontal dimensions.
[0215] In response to the detection of a virtual object 702 spatially colliding with a first portion of the spatial representation 704, the computer system 101 displays a portion of the virtual object 702 with a first (e.g., reduced) amount of visual splendor. The computer system 101 optionally displays a portion of the virtual object 702 that collides with a first boundary 706 having a first amount of visual splendor. The computer system 101 optionally displays a portion of the virtual object 702 that does not collide with a second boundary 708 having a second (e.g., increased) amount of visual splendor. The computer system 101 optionally displays a portion of the virtual object 702 that collides with the second boundary 708 but does not collide with the first boundary 706 with an amount of visual splendor that changes according to a gradient from the second amount at boundary 708 to the first amount at boundary 706.
[0216] In some embodiments, the appearance of the virtual object 702 while it is colliding with a first portion of the spatial representation 704 is independent of the spatial properties of the boundary 706. For example, while the virtual object 702 is colliding with a first portion of the spatial representation 704, the computer system 101 displays the portion of the virtual object 702 that is colliding with the second boundary 708, including the portion that is not colliding with the boundary 706, with a first (e.g., reduced) amount of visual splendor. As another example, while the virtual object 702 is colliding with a first portion of the spatial representation 704, the computer system 101 displays the portion of the virtual object 702 that is colliding with the second boundary 708, including the portion that is not colliding with the boundary 708, with visual splendor having a continuous gradient from a second value at the boundary 708 to a first value at a predetermined location in the contour of the spatial representation 704 or within the boundary 708 (e.g., the center of the boundary 708).
[0217] Additional characteristics and details regarding the appearance of the virtual object 702 when it is spatially colliding with the first part of the spatial representation 704 are included below with reference to Method 800.
[0218] Figure 7C shows an example of a computer system 101 that displays the virtual object 702 with a second (e.g., increased) amount of visual splendor, in response to detecting that the virtual object 702 collides with boundary 708 but not with boundary 706. In some embodiments, as described above, if the virtual object 702 collides with boundary 706, the computer system would display the portion of the virtual object 702 that collides with boundary 608 but not with boundary 708 with less visual splendor than the second amount of visual splendor. However, since the virtual object 702 does not collide with boundary 706 in Figure 7C, the computer system 101 displays the portion of the virtual object 702 that collides with boundary 708 in Figure 7C with the second amount of visual splendor.
[0219] Figure 7D shows an example of a computer system 101 that maintains the display of a virtual object 702 with a second (e.g., increased) amount of visual splendor, in response to detecting that the virtual object spatially collides with a second portion 716 of the spatial representation 704 but not with the first portion of the spatial representation 704. For example, the second portion 716 of the spatial representation 704 corresponds to the hands of participants in a communication session.
[0220] As shown in the view of the environment 700, which is visible through the display generation component 120, the second portion 716 of the spatial representation 704 collides with the virtual object 702 in the vertical and horizontal dimensions. As shown in the top-down view of the environment 700', the second portion 716' of the spatial representation 704' collides with the virtual object 702' in the vertical and horizontal dimensions. However, since the first portion of the spatial representation 704 does not collide with the virtual object 702, the computer system 101 displays the virtual object 702 with a second (e.g., increased) amount of visual splendor.
[0221] As shown in Figure 7D, the computer system 101 displays a portion of the second portion 716 of the spatial representation 704 that lies between the user's viewpoint 710' in the three-dimensional environment 700' and the virtual object 702', and discontinues displaying a portion of the second portion 716 of the spatial representation 704 that is behind the virtual object 702' from the user's viewpoint 710' in the three-dimensional environment 700'. In some embodiments, the computer system 101 displays a portion of the second portion 714 of the spatial representation 704 that is visible in front of the virtual object 702 with an alpha texture or a transparent texture. In some embodiments, applying this texture to a portion of the second portion 714 of the spatial representation 704 that is visible in front of the virtual object 702 allows the user to see the portion of the virtual object 702 behind that portion of the second portion 714 of the spatial representation 704. The computer system 101 optionally applies textures to other portions of the second portion 714 of the spatial representation 704. These parts of the second part 714 of the spatial representation 704 may not be visible to the user of the computer system 101, but may be visible to the user of another computer system, which is in a different position within the three-dimensional environment 700.
[0222] Figure 7E shows an example of a computer system 101 in which, while the virtual object 702 spatially collides with a first portion of the spatial representation 704 and spatially collides with a second portion 714 of the spatial representation 704, the system displays the portion of the virtual object 702 that collides with the first portion 714 of the spatial representation 704 with a first (e.g., reduced) amount of visual splendor, and the portion of the virtual object 702 that collides with the second portion 714 of the spatial representation 704 but does not collide with the first portion of the spatial representation 704 with a second (e.g., increased) amount of visual splendor.
[0223] In Figure 7E, the computer system 101 displays portions of virtual object 702 that spatially collide with boundaries 706 and / or 708 with a visual strife greater than a second (e.g., increased) visual strife amount, as described in more detail above with reference to Figure 7B and in more detail below with reference to Method 800. The computer system 101 displays portions of virtual object 702 that spatially collide with a second portion 714 of spatial representation 704 but do not collide with a first portion of spatial representation 704, boundary 706, or boundary 708, with a second (e.g., increased) visual strife amount. Thus, as shown in Figure 7E, the computer system 101 discontinues displaying portions of the second portion 714 of spatial representation 704 behind virtual object 702' from the user's viewpoint 710' of computer system 101' in environment 700' because they are obscured by virtual object 702. As shown in Figure 7E, the computer system 101 displays a portion of the second part 714 of the spatial representation 704 that lies between the virtual object 702' in the three-dimensional environment 700' and the viewpoint 710', obscuring the portion of the virtual object 702 that is behind the portion of the second part 714' of the spatial representation 704' from the viewpoint 710' of the computer system 101 user.
[0224] Figure 7F shows an example of a computer system 101 that, in several embodiments, displays the portion of the virtual object 702 colliding with the first portion of the spatial representation 704 and the portion of the virtual object 702 colliding with the second portion 714 of the spatial representation 704 with a first (e.g., reduced) amount of visual prominence while the virtual object 702 is spatially colliding with the first portion of the spatial representation 704 and the second portion 714 of the spatial representation 704.
[0225] In Figure 7F, the computer system 101 displays portions of virtual object 702 that spatially collide with boundaries 706 and / or 708 at a level less than a second (e.g., increased) amount of visual splendor, as described in more detail above with reference to Figure 7B and further described below with reference to Method 800. The computer system 101 also displays portions of virtual object 702 in Figure 7F that spatially collide with a second portion 714 of the spatial representation 704 but do not collide with a first portion of the spatial representation 704, boundary 706, or boundary 708, at a first (e.g., reduced) amount of visual splendor. As shown in Figure 7F, the computer system 101 constructs a boundary 720 around the second portion 714 of the spatial representation 704 and a boundary 722 around boundary 720. In some embodiments, the computer system 101 uses boundary 720 to determine whether the virtual object 702 spatially collides with a second portion 714 of the spatial representation 704, similar to how the computer system 101 uses boundary 706 to determine whether the virtual object 702 spatially collides with a first portion 714 of the spatial representation 704, as described herein. In some embodiments, the computer system 101 uses boundary 722 to delineate the portion of the virtual object 702 that is displayed with a second (e.g., increased) amount of visual splendor from the portion of the virtual object 7802 that is displayed with a less visual splendor than the second (e.g., increased) amount of visual splendor.
[0226] In some embodiments, the computer system 101 displays portions of a virtual object 702 that spatially collide with a second portion 714 of the spatial representation 704 in a manner similar to the method used to display portions of a virtual object 702 that spatially collide with a first portion of the spatial representation 704, as described herein. For example, the computer system 101 displays portions of a virtual object 702 that spatially collide with boundary 720 with a first (e.g., reduced) amount of spatial splendor, portions of a virtual object 702 that do not spatially collide with boundary 7220 (or any other object) with a second (e.g., increased) amount of spatial splendor, and portions of a virtual object 702 that collide with boundary 722 but not with boundary 720 with an amount of visual splendor that changes along a gradient from the first to the second amount. As another example, the computer system 101 displays the portion of the virtual object 702 that collides with boundary 722 with reduced visual splendor, independent of boundary 720, such as displaying the portion of the virtual object 702 that collides with boundary 722 with a first (e.g., reduced) amount of visual splendor, including the portion of the virtual object 702 that does not collide with boundary 720. As another example, the computer system displays the portion of the virtual object 702 that collides with boundary 722 at boundary 722 with an amount of visual splendor that changes along a gradient from a second (e.g., increased) amount to a first (e.g., decreased) amount at the contour of the second portion 714 of the spatial representation 704, or to a first (e.g., decreased) amount at a default location within boundary 722, such as the center of boundary 722.
[0227] In some embodiments, when a virtual object 702 collides with a first portion of the spatial representation 704, even if the computer system 101 reduces the visual prominence of the portion of the virtual object 702 that collides with the second portion 714 of the spatial representation 704, the computer system 101 will, when the virtual object 702 does not collide with the first portion of the spatial representation 704, stop reducing the visual prominence of the portion of the virtual object 702 that collides with the second portion 714 of the spatial representation 704, for example, by the method described above with reference to Figure 7D.
[0228] Figure 7G is an example of a computer system 101 displaying a portion of a second virtual object 703 that collides with a second portion 714 of the spatial representation, where the first portion of the spatial representation 704 spatially collides with the virtual object 702, while the second portion 703 collides with the second portion 714 of the spatial representation, where the visual prominence is reduced. The second virtual object 703 is optionally an application user interface that is not shared with participants in the communication session corresponding to the spatial representation 704. Other examples of the second virtual object 703 are described below with reference to Method 800.
[0229] As shown in Figure 7G, the virtual object 702 is spatially colliding with the first portion of the spatial representation 704, and the computer system 101 accordingly displays the portion of the virtual object 702 with reduced visual prominence, as described herein. While the virtual object 702 is spatially colliding with the first portion of the spatial representation 704, the computer system detects that the second virtual object 703 is spatially colliding with the second portion 714 of the spatial representation 704. For example, determining that the second virtual object 703 is spatially colliding with the second portion 714 of the spatial representation 704 includes determining that the boundary 720 is spatially colliding with the second virtual object 703.
[0230] In some embodiments, upon determination that virtual object 702 spatially collides with a first portion of spatial representation 704 and second virtual object 703 spatially collides with a second portion 714 of spatial representation 704, the computer system 101 displays the portion of the second virtual object 703 that spatially collides with the second portion 714 of spatial representation 704 with a third visual splendor, and displays the portion of the second virtual object 703 that does not spatially collides with the second portion 714 of spatial representation 704 with a fourth visual splendor greater than the third visual splendor. In some embodiments, as described below with reference to Method 800, the third visual splendor is the same as the first visual splendor. In some embodiments, as described below with reference to Method 800, the third visual splendor is different from the first visual splendor. In some embodiments, as described below with reference to Method 800, the fourth visual splendor is the same as the second visual splendor. As described below with reference to Method 800, in some embodiments, the amount of the fourth visual splendor is different from the amount of the fourth visual splendor.
[0231] In some embodiments, the computer system 101 displays a portion of the second virtual object 703 with reduced visual prominence in Figure 7G, in a manner similar to the manner in which the computer system 101 displays a portion of the virtual object 702 having one or more characteristics described below with reference to Method 800, where the computer system 101 collides with the second portion 714 of the spatial representation in Figure 7F.
[0232] Figure 7H shows an example of a computer system 101 that displays the environment 700' while the spatial representation 704' is between the user's viewpoint 710' and the virtual object 702' within the environment 700'. For example, as shown in the view of the environment 700 which is visible through the display generation component 120, the spatial representation 704 collides with the virtual object 702 in the vertical and horizontal dimensions, while the spatial representation 704' and the virtual object 702' do not collide in the depth dimension, as shown in the top-down view of the environment 700'.
[0233] In some embodiments, the virtual object 702' and the spatial representation 704' do not collide in the depth dimension, so the computer system 101 determines that the virtual object 702 and the spatial representation 704 do not collide spatially. In some embodiments, in accordance with the determination that the virtual object 702 and the spatial representation 704 do not collide spatially, the computer system 101 displays the virtual object 702 with a second (e.g., increased) amount of visual prominence in Figure 7H. As shown in Figure 7H, from the user's viewpoint 710', the portion of the virtual object 702 behind the spatial representation 704 is not visible to the user of the computer system 101.
[0234] Figures 7I to 7K show an example of a computer system 101 displaying virtual object 702 and a second virtual object 724 positioned in front of each other within environment 700 from the user's viewpoint 710' of the computer system. As shown in the view of environment 700 through the display generation component 120 in Figure 7I, virtual object 702 and the second virtual object 724 are spatially colliding in the vertical and horizontal dimensions. As shown in the top-down view of environment 700', virtual object 702' and the second virtual object 724' do not spatially collide in the depth dimension. From the user's viewpoint 710' within environment 700', the second virtual object 724' is in front of virtual object 702'.
[0235] Figure 7I shows an example of a computer system 101 that displays portions of virtual object 702 and second virtual object 724 with reduced visual prominence, based on the determination that representation 704 is spatially colliding with either virtual object 702 or a second virtual object 724. For example, in Figure 7I, the first portion of spatial representation 704 is spatially colliding with virtual object 702 but not with the second virtual object 724. In response to detecting the first portion of spatial representation 704 that is spatially colliding with virtual object 702, the computer system 101 displays the portion of virtual object 702 that is spatially colliding with spatial representation 704 with reduced visual prominence, and displays the portion of the second virtual object 724 that is in front of the portion of virtual object 702 that is spatially colliding with spatial representation 704 from the user's viewpoint 710' with reduced visual prominence. Displaying these portions of virtual object 702 and second virtual object 724 with reduced visual saturation optionally has one or more of the characteristics described herein regarding the display of portions of virtual objects with reduced visual saturation. As shown in Figure 7I, the computer system 101 displays portions of virtual object 702 and second virtual object 724 with reduced visual saturation so that the real object 705 (e.g., a potted plant) is visible to the user of the computer system 101 through the portions of virtual object 702 and second virtual object 724 that are displayed with reduced visual saturation. In some embodiments, as shown in Figure 7J later, if the computer system 101 detects a spatial representation 704 that is spatially in collision with the second virtual object 724 but not with virtual object 702, the computer system 101 displays portions of virtual object 702 and second virtual object 724 with reduced visual saturation in a manner similar to that shown in Figure 7I.
[0236] Figure 7J shows an example of a computer system 101 that displays a portion of the second virtual object 724 with reduced visual splendor, based on the determination that the spatial representation 704 spatially collides with the second virtual object 724 but does not spatially collide with the virtual object 702. Displaying a portion of the second virtual object 724 with reduced visual splendor in Figure 7J optionally has one or more of the characteristics of reducing the visual splendor of a portion of a virtual object as described herein. As shown in Figure 7J, the computer system 101 displays the virtual object 702 with increased visual splendor because the virtual object 702 does not spatially collide with the spatial representation 704. For example, the computer system 101 displays a portion of the virtual object 702 behind the second virtual object 724 from the user's viewpoint 710' through the portion of the second virtual object 724 displayed with reduced visual splendor. As shown in the top-down view of environment 700' in Figure 7J, the real object 705' is positioned behind the virtual object 702' and the second virtual object 724' from the user's viewpoint 710'. However, as shown in the view of environment 700 through the display generation component 120, the virtual object 702 is displayed with increased visual prominence, so the real object 705, which was visible in Figure 7I, is obscured by the virtual object 702 in Figure 7J.
[0237] Figure 7K shows an example where a portion of spatial representation 704 is obscured by a second virtual object 724 while a first portion of spatial representation 704 is spatially colliding with a virtual object 702. The computer system 101 optionally reduces the visual prominence of the portion of virtual object 702 that is spatially colliding with the first portion of spatial representation 704, but this portion of virtual object 702 is obscured by virtual object 724. As shown in Figure 7K, the computer system 101 increases the visual prominence of the second virtual object 724 and displays it because it is not spatially colliding with spatial representation 704.
[0238] Figure 7L shows an example of a computer system 101 displaying a virtual object 726 in a default region of the three-dimensional environment 700 with increased visual prominence, even when the virtual object 726 spatially collides with a first portion of the spatial representation 704. In some embodiments, the default region of the environment 700 is a region in which the computer system 101 displays notification indications and / or indications of the state of the computer system 101. For example, the virtual object 726 is an indication of a notification received by the computer system 101, such as a notification that an incoming message has been received. Further details regarding the default region of the three-dimensional environment 700 and / or the virtual object 726 are described below with reference to Method 800.
[0239] As shown in Figure 7L, the virtual object 726 is spatially in collision with a first portion of the spatial representation 704. In some embodiments, the computer system 101 does not reduce the visual prominence of the virtual objects displayed in a predetermined area when the first portion of the spatial representation 704 is spatially in collision with those virtual objects. For example, a portion of the spatial representation 704' is in front of the virtual object 726' from the user's viewpoint 710' within the environment 700', but the computer system 101 displays the virtual object 726 with increased visual prominence without obscuring the portion of the virtual object 726 by the spatial representation 704.
[0240] Figure 8 is a flowchart illustrating exemplary methods for altering the visual prominence of a portion of a virtual object in a three-dimensional environment during a communication session, according to several embodiments. In some embodiments, Method 800 is performed on a computer system (e.g., computer system 101 in Figure 1, such as a tablet, smartphone, wearable computer, or head-mounted device) that includes a display generating component (e.g., display generating component 120 in Figures 1, 3, and 4) (e.g., a head-up display, display, touchscreen, and / or projector) and one or more cameras (e.g., a camera pointed downward towards the user's hand (e.g., a color sensor, infrared sensor, and other depth-sensing camera) or a camera pointed forward from the user's head). In some embodiments, Method 800 is stored in a non-temporary computer-readable storage medium and managed by instructions executed by one or more processors of the computer system, such as one or more processors 202 of the computer system 101 (e.g., control unit 110 in Figure 1A). Some operations of Method 800 are optionally combined, and / or the order of some operations is optionally changed.
[0241] In some embodiments, Method 800 is performed on a computer system that communicates with (e.g., includes and / or is linked to communicate with) one or more input devices and display generation components, such as the computer system 101 in Figure 7A. In some embodiments, the computer system is or includes an electronic device such as a mobile device (e.g., a tablet, smartphone, media player, or wearable device) or a computer. In some embodiments, the display generation component is an external display such as a display integrated with the electronic device (optionally a touchscreen display), a monitor, projector, television, or hardware component (optionally integrated or external) for projecting a user interface or making the user interface visible to one or more users. In some embodiments, one or more input devices include an electronic device or component that can receive user input (e.g., capture or detect user input) and transmit information associated with the user input to the electronic device. Examples of input devices include image sensors (e.g., cameras), location sensors, hand tracking sensors, eye tracking sensors, motion sensors (e.g., hand motion sensors), orientation sensors, microphones (and / or other audio sensors), touchscreens (optionally integrated or external), remote control devices (e.g., external), other mobile devices (e.g., separate from the electronic device), handheld devices (e.g., external), and / or controllers.
[0242] In some embodiments, while a user of a computer system is participating in a communication session with one or more participants, and while a three-dimensional environment including a first virtual object, such as the three-dimensional environment 700 in Figure 7A, is visible via a display generation component (802), the computer system (e.g., 101) receives an indication (804) to display a spatial representation of the first participant among the one or more participants in the three-dimensional environment, such as the spatial representation 704 in Figure 7A.
[0243] In some embodiments, the three-dimensional environment is generated, displayed, or otherwise made visible by a first computer system. For example, the three-dimensional environment is an extended reality (XR) environment such as a virtual reality (VR) environment, a mixed reality (MR) environment, or an augmented reality (AR) environment. In some embodiments, the three-dimensional environment includes one or more virtual objects and / or representations of objects within the physical environment of the user of the computer system.
[0244] In some embodiments, a communication session is a real-time (e.g., or near real-time) communication session including audio (e.g., real-time voice audio from one or more participants), video (e.g., real-time video of the environment of one or more participants, and / or video content from media shared among one or more participants), and / or other shared content (e.g., images, applications, and / or interactive media (e.g., video game media)). In some embodiments, the first computer system optionally initiates and / or receives a request to join a communication session with one or more other participants. In some embodiments, in response to initiating and / or receiving a request to join a communication session, one or more computer systems of one or more participants initiate a display of a three-dimensional environment to facilitate communication among the one or more participants. In some embodiments, one or more other computer systems of one or more participants in a communication session include computer systems of the same type as the computer system. In some embodiments, one or more computer systems include computer systems of a different type than the computer system. Exemplary types of computer systems include head-mounted display devices and / or devices that communicate with them, smartphones, tablets, personal computers, set-top boxes, and / or media players.
[0245] In some embodiments, the first virtual object is a virtual representation of a content item, a control element, a user interface element, a user interface, or a real object. In some embodiments, the first virtual object is a three-dimensional object. In some embodiments, the first virtual object is a two-dimensional object rendered on a plane in a three-dimensional environment. In some embodiments, the first virtual object is not accessible to participants in the communication session other than the computer system (for example, the first virtual object is private to the computer system so that it is not displayed by one or more computer systems of one or more participants that are part of the communication session). In some embodiments, the first virtual object is accessible to other participants in the communication session (e.g., visible, audible, and / or interactive). For example, the first virtual object is a user interface of an application running on the computer system that is not shared with one or more participants in the communication session, such as a messaging application and / or a user interface of a content item (e.g., a movie or video episode included in a series).
[0246] In some embodiments, the spatial representation of a first participant is an avatar associated with a user of a second computer system who is included in one or more participants of a communication session (e.g., optionally created and / or customized by a user of the second computer system and / or corresponding to one or more physical characteristics of the user of the second computer system). For example, the first participant customizes one or more visual characteristics of the spatial representation (e.g., one or more visual characteristics other than color (e.g., size, shape, physical characteristics (e.g., facial features), and / or clothing)). In some embodiments, the second computer system captures video and / or other sensor data showing the movements and / or facial expressions of the first participant and generates indications to move the spatial representation accordingly. For example, the spatial representation mimics the facial expressions and / or movements of the first participant, e.g., the movements of the first participant's head and / or limbs.
[0247] In some embodiments, the spatial representation of a first participant is displayed in a position within a three-dimensional environment corresponding to the first participant's current viewpoint in the communication session. In some embodiments, the viewpoint of the first participant changes according to the movement of the first participant and / or the movement of the second computer system within the physical environment of the second computer system. In some embodiments, the viewpoint of the first participant changes in response to the second computer system receiving an input requesting that it be repositioned within the three-dimensional environment. In some embodiments, in response to the update of the first participant's viewpoint, the second computer system transmits an indication of the updated viewpoint to other participants in the communication session, including the computer system. In some embodiments, in response to the first participant receiving an indication of the updated viewpoint, the computer system moves the spatial representation to the first participant's updated viewpoint. For example, the second computer system is a head-mounted display, and the computer system displays the movement of the first participant's spatial representation corresponding to the first participant's movement in the physical environment. In some embodiments, the position of the spatial representation includes an orientation (e.g., based on spherical or polar coordinates) to the three-dimensional environment, based on the orientation and / or location of the first participant's current viewpoint relative to the three-dimensional environment (e.g., relative to a reference location within the three-dimensional environment).
[0248] In some embodiments, while a user of a computer system is participating in a communication session with one or more participants, and while a three-dimensional environment including a first virtual object, such as the three-dimensional environment 700 in Figure 7A, is visible via a display generation component (802), the computer system (e.g., 101) displays, via a display generation component, the spatial representation of the first participant in the three-dimensional environment, such as the spatial representation 704 in Figure 7A (806). In some embodiments, displaying the spatial representation includes displaying the movement of the spatial representation corresponding to the movement of the first participant. In some embodiments, the computer system displays the spatial representation at a location in the three-dimensional environment corresponding to the viewpoint of the first participant, as described in more detail above.
[0249] In some embodiments, while a user of a computer system is participating in a communication session with one or more participants, and while the three-dimensional environment, including a first virtual object such as a virtual object 702 in the three-dimensional environment 700 in Figure 7A, is visible via a display generation component (802), while displaying a spatial representation of the first participant in the three-dimensional environment (808), the computer system (e.g., 101) displays, via a display generation component, the first portion of the first virtual object with a first amount of visual splendor to the three-dimensional environment, according to a determination that a first portion of the first virtual object spatially collides with a first portion of the spatial representation of the first participant in the three-dimensional environment, and displays a second portion of the first virtual object that does not spatially collide with the first portion of the spatial representation of the first participant with a second amount of visual splendor to the three-dimensional environment that is greater than the first amount of visual splendor, such as the display of the virtual object 702 in Figure 7B (810). In some embodiments, a spatial collision occurs when at least a portion of a first object and a first portion of a spatial representation occupy the same three-dimensional location (e.g., an area and / or volume) in a three-dimensional environment. In some embodiments, a spatial collision occurs when at least a portion of a first virtual object and at least a first portion of a spatial representation overlap in three dimensions. As will be described in more detail below, in some embodiments, the portion of the spatial representation that spatially collides with the first portion of the first virtual object is optionally a volume that encloses a visual portion of the spatial representation. As will be described in more detail below, in some embodiments, the volume that encloses a visual portion of a spatial representation also includes portions of the three-dimensional environment that are not portions of the visual portion of the spatial representation. For example, the volume is at least the minimum distance from the visual portion of the spatial representation at all locations of the volume, and at some locations it is at a distance greater than the minimum distance from the visual portion of the spatial representation. In some embodiments, visual saturation includes opacity, vividness, saturation, lightness of color, darkness of color, and / or visual transparency.For example, according to a determination that a first part of a first virtual object spatially collides with a first part of the spatial representation of a first participant, the computer system displays the first part of the first virtual object with an opacity and / or transparency lower than that of a second part of the first virtual object that does not spatially collide with the first part of the spatial representation. In some embodiments, according to a determination that a second part of the first virtual object spatially collides with a first part of the spatial representation of a first participant, and that a first part of the first virtual object does not spatially collide with the first part of the spatial representation, the computer system displays the first part of the first virtual object with a visual splendor greater than that of a second part of the first virtual object.
[0250] In some embodiments, while a user of a computer system is participating in a communication session with one or more participants, and while the three-dimensional environment, including a first virtual object such as a virtual object 702 in the three-dimensional environment 700 in Figure 7A, is visible via a display generation component (802), the computer system (e.g., 101) displays a spatial representation of the first participant in the three-dimensional environment (808) in accordance with the determination that the first virtual object does not spatially collide with a first portion of the spatial representation of the first participant in the three-dimensional environment, the computer system (e.g., 101) displays a first and second portion of the first virtual object via the display generation component with a second amount of visual prominence to the three-dimensional environment, such as the display of the virtual object 702 in Figure 7A (812). In some embodiments, determining that the first virtual object does not spatially collide with the spatial representation of the first participant includes determining that no portion of the first virtual object collides in three dimensions with a first portion of the spatial representation. In some embodiments, determining that a first virtual object does not spatially collide with a first portion of the spatial representation of a first participant includes determining that the first virtual object and the first portion of the spatial representation of the first participant occupy an intrinsic three-dimensional volume of the three-dimensional environment. In some embodiments, according to the determination that the first virtual object does not spatially collide with a first portion of the spatial representation and does not spatially collide with another virtual object in the three-dimensional environment, the computer system displays the first and second portions of the virtual object with a second amount of visual splendor. In some embodiments, according to the determination that the first virtual object does not spatially collide with a first portion of the spatial representation and does not spatially collide with another virtual object in the three-dimensional environment, the computer system displays the virtual object (e.g., the whole) with a second amount of visual splendor.
[0251] In some embodiments, upon receiving an indication to update the position of the spatial representation of the first participant as described above, the computer system updates the position of the spatial representation and, optionally, updates the visual splendor of various parts of the first virtual object accordingly. For example, during and / or after moving the spatial representation, in accordance with a determination that the first part of the spatial representation moves from a state in which it is not spatially in collision with the first virtual object to a state in which it is spatially in collision with the first virtual object, the computer system updates the first virtual object from a state in which it displays the part of the first virtual object that is spatially in collision with the first part of the spatial representation at a second visual splendor level. As another example, during and / or after moving a spatial representation, in accordance with the determination that a first portion of the spatial representation has moved from a state in which it is spatially colliding with a first virtual object to a state in which it is not spatially colliding with a first virtual object, the computer system updates the first virtual object from a state in which it is displayed with a first amount of visual splendor together with the portion of the first virtual object that is spatially colliding with the first portion of the spatial representation, to a state in which it displays the first virtual object with a second amount of visual splendor. As another example, during and / or after moving the spatial representation, the computer system updates the first virtual object from a state in which the first part of the spatial representation spatially collides with the first virtual object in the first part of the first virtual object but not in the second part of the first virtual object, to a state in which the first virtual object spatially collides with the first virtual object in the second part of the first virtual object but not in the first part of the first virtual object.
[0252] In some embodiments, upon determination that a portion of a virtual object spatially collides with a first portion of the spatial representation of another participant in a communication session, the computer system displays the portion of the virtual object that spatially collides with the first portion of the spatial representation with lower visual splendor than the portion of the virtual object that does not spatially collides with the first portion of the spatial representation. Displaying the portion of the first virtual object that spatially collides with the first portion of the first participant's spatial representation in the communication session with reduced visual splendor compared to other portions of the first virtual object enhances user interaction with the computer system by improving the visibility of the first participant's spatial representation in the communication session during the communication session without requiring the reception of user input, thereby reducing the number of inputs required to interact with the first participant and avoiding errors in interacting with the first virtual object.
[0253] In some embodiments, the spatial representation of a first participant is associated with a first boundary having a first minimum distance from the contour of a first part of the spatial representation, such as boundaries 706 and 708 around the spatial representation 704 in Figure 7A, and a second boundary having a second minimum distance greater than the first minimum distance from the contour of the first part of the spatial representation. In some embodiments, the first boundary defines a first volume of the three-dimensional environment around the first part of the spatial representation, and the second boundary defines a second volume of the three-dimensional environment around the first volume. In some embodiments, the first and second boundaries have shapes different from the shape of the first part of the spatial representation. For example, the first part of the spatial representation has the shape of a human head and / or torso and / or body, and the first and / or second boundaries have the same or different geometric shapes. Exemplary geometric shapes of the first and / or second boundaries include spheres, ovals, cubes, right-angle prisms, cylinders, pyramids, other prisms, and / or organic and / or non-geometric shapes. In some embodiments, the second boundary is further from the first portion of the spatial representation than the first boundary. In some embodiments, the contour of the first portion of the spatial representation has the shape of the visible portion of the first portion of the spatial representation. For example, if the first portion of the spatial representation depicts the user's head and torso, the contour of the first portion of the spatial representation has the three-dimensional shape of the user's head and torso. In some embodiments, the first boundary has a first distance from individual portions of the first portion of the spatial representation, and the second boundary has a second distance greater than the first distance from individual portions of the first portion of the spatial representation. In some embodiments, the computer system displays a visual indication(s) of the first and / or second boundary. In some embodiments, the computer system does not display a visual indication(s) of the first and / or second boundary.
[0254] In some embodiments, the spatial representation further includes a second portion. For example, the second portion corresponds to the hand of a first participant. In some embodiments, the first and second boundaries are based on the first portion of the spatial representation and independent of the second portion of the spatial representation. For example, a computer system moves the first and second boundaries in accordance with the movement of the first portion of the spatial representation, but does not move the first and second boundaries in accordance with the movement of the second portion of the spatial representation. In some embodiments, the second portion of the spatial representation can cross the first and / or second boundaries due to the movement of the second portion of the spatial representation relative to the first portion of the spatial representation. In some embodiments, the computer system updates the positions of the first and / or second boundaries to maintain the first and / or second minimum distances between the first and / or second boundaries and the first portion of the spatial representation, respectively, so that the first portion of the spatial representation cannot cross the first and / or second boundaries. Defining a boundary around a first portion of a spatial representation improves the processing time required to reduce the visual prominence of other object portions that spatially collide with the first portion of the spatial representation, improves the visibility of the first participant's spatial representation during a communication session without the need to receive user input, and thus enhances user interaction with the computer system by reducing the number of inputs required to interact with the first participant and avoiding errors in interaction with the first virtual object.
[0255] In some embodiments, determining that a first portion of a first virtual object spatially collides with a first portion of a spatial representation includes determining that a first boundary spatially collides with a first portion of a first virtual object, such as boundary 706 colliding with virtual object 702 in Figure 7B. In some embodiments, the first boundary spatially colliding with a first portion of a first virtual object includes one or more portions of the first boundary that collide in three dimensions with the first portion of a first virtual object, similar to the spatial collision description provided above with respect to the first portion of a first virtual object that spatially collides with a first portion of a spatial representation. In some embodiments, even if the contour of the spatial representation does not collide with a first portion of a first virtual object, the computer system determines that a first portion of a first virtual object spatially collides with a spatial representation, in accordance with the determination that a first boundary spatially collides with a first portion of a first virtual object.
[0256] In some embodiments, determining that a first portion of a first virtual object does not spatially collide with a first portion of a spatial representation includes determining that a first boundary does not spatially collide with a first portion of a first virtual object, such as boundary 706 not spatially colliding with virtual object 702 in Figure 7A. In some embodiments, regardless of whether a second boundary collides with a first portion of a first virtual object, the computer system determines that a first portion of a first virtual object does not spatially collide with a first boundary, based on the determination that a first portion of a first virtual object does not spatially collide with a first boundary. Therefore, in some embodiments, the computer system determines that a spatial representation does not spatially collide with a first portion of a first virtual object, based on the determination that a second boundary spatially collides with a first portion of a first virtual object, and that the first boundary does not spatially collide with a first portion of a first virtual object. Determining spatial collisions with a first portion of a spatial representation based on a first boundary improves the processing time required to reduce the visual prominence of portions of other objects that spatially collide with the first portion of the spatial representation, improves the visibility of the first participant's spatial representation during a communication session without the need to receive user input, and thus enhances user interaction with the computer system by reducing the number of inputs required to interact with the first participant and avoiding errors in interaction with the first virtual object.
[0257] In some embodiments, displaying a first portion of a first virtual object with a first amount of visual splendor, according to the determination that the first boundary has first spatial characteristics, includes displaying the first virtual object with a second appearance, such as the appearance of a virtual object 702 independent of the boundary 706, similar to that shown in Figure 7B. In some embodiments, the first spatial characteristics of the first boundary include a first size, shape, curvature, topography, and / or position of the first boundary in a three-dimensional environment. In some embodiments, the second appearance of the first virtual object includes displaying a first portion of the first virtual object with a first amount of visual splendor relative to the three-dimensional environment, as described above. In some embodiments, the second appearance of the first virtual object includes displaying a second portion of the first virtual object with a second amount of visual splendor relative to the three-dimensional environment, as described above. In some embodiments, the second appearance of the first virtual object includes a visual splendor gradient between displaying a first portion of the first virtual object with a first amount of visual splendor and displaying a second portion of the second virtual object with a second amount of visual splendor, as will be described in more detail below, and includes the velocity and / or shape of the gradient.
[0258] In some embodiments, displaying a first portion of a first virtual object with a first amount of visual splendor, based on the determination that the first boundary has a third spatial property distinct from the first spatial property, includes displaying the first virtual object with a second appearance, such as the appearance of a virtual object 702 independent of the boundary 706, similar to that shown in Figure 7B. In some embodiments, the first spatial property of the first boundary includes a first size, shape, curvature, topography, and / or position of the first boundary in the three-dimensional environment. In some embodiments, the second appearance of the first virtual object is independent of the spatial property of the first boundary but depends on the spatial property of the second boundary. For example, displaying the first virtual object with a second appearance includes displaying a portion of the first virtual object that collides with the second boundary with a first amount of visual splendor to the three-dimensional environment, and displaying a portion of the first virtual object that does not collide with the second boundary with a second amount of visual splendor to the three-dimensional environment. As another example, displaying a first virtual object in a second appearance includes displaying portions of the first virtual object that do not spatially collide with the second boundary with a second amount of visual splendor in the three-dimensional environment, and displaying portions of the first virtual object that spatially collide with the second boundary with a gradient-dependent visual splendor, starting from a second visual splendor at the second boundary and progressing to a predetermined distance from the second boundary within the second boundary different from the first boundary, or to the first visual splendor at another location such as the contour of the spatial representation. Displaying a first virtual object in an appearance independent of the spatial properties of the first boundary improves the processing time required to reduce the visual splendor of portions of other objects that spatially collide with the first portion of the spatial representation, improves the visibility of the spatial representation of the first participant during a communication session without the need to receive user input, and thus improves user interaction with the computer system by reducing the number of inputs required to interact with the first participant and avoiding errors in interacting with the first virtual object.
[0259] In some embodiments, according to the determination that the first and second boundaries have a first set of spatial properties, the computer system (e.g., 101) displays a first portion of the first virtual object with a first amount of visual splendor, which includes displaying the first virtual object with a second appearance, such as the appearance of the virtual object 702 in Figure 7B based on boundaries 708 and 706. In some embodiments, the first set of spatial properties of the first and second boundaries includes a first set of size, shape, curvature, topography, and / or position in the three-dimensional environment of the first and / or second boundaries. In some embodiments, the second appearance of the first virtual object includes displaying a first portion of the first virtual object with a first amount of visual splendor to the three-dimensional environment, as described above. In some embodiments, the second appearance of the first virtual object includes displaying a second portion of the first virtual object with a second amount of visual splendor to the three-dimensional environment, as described above. In some embodiments, the second appearance of the first virtual object includes a visual splendor gradient between displaying a first portion of the first virtual object with a first amount of visual splendor and displaying a second portion of the second virtual object with a second amount of visual splendor, including the velocity and / or shape of the gradient, as will be described in more detail below. For example, a computer system displays a portion of the first object that does not spatially collide with the second boundary with a second amount of visual splendor to a three-dimensional environment, a portion of the first virtual object that spatially collide with the first boundary with a first amount of visual splendor, and a portion of the first virtual object that collide with the second boundary and does not spatially collide with the first boundary with visual splendor having a gradient between the first visual splendor at the first boundary and the second visual splendor at the second boundary.
[0260] In some embodiments, displaying a first portion of a first virtual object with a first amount of visual splendor, based on the determination that the first and second boundaries have a third set of spatial properties different from the first set of spatial properties, includes displaying the first virtual object with a fourth appearance different from a second appearance, such as the appearance of the virtual object 702 in Figure 7B based on boundaries 708 and 706, which would be different if boundaries 708 and 706 have different spatial properties than those shown in Figure 7B. In some embodiments, the third set of spatial properties differs from the first set of spatial properties due to different spatial properties of the first boundary, different spatial properties of the second boundary, or differences in the appearance of both the first and second boundaries. In some embodiments, the second set of spatial properties of the first and second boundaries includes a second set of size, shape, curvature, topography, and / or position in the three-dimensional environment of the first and / or second boundary. As described above, in some embodiments, when the first virtual object spatially collides with a spatial representation, the computer system displays the portion of the first virtual object that spatially collides with the second boundary but not with the first boundary, with a visual splendor that has a gradient between the first and second boundaries. Therefore, in some embodiments, if the first and / or second boundaries have different spatial properties, the appearance of the first virtual object will be different, such as the appearance of the portion of the first virtual object that has a gradient between the second and first boundaries. Displaying the first virtual object with an appearance that depends on the spatial properties of the first and / or second boundaries when the first virtual object spatially collides with a first portion of the spatial representation improves the processing time required to reduce the visual splendor of the portion of other objects that spatially collides with the first portion of the spatial representation, improves the visibility of the spatial representation of the first participant during a communication session without requiring the reception of user input, and thus reduces the number of inputs required to interact with the first participant, thereby enhancing user interaction with the computer system by avoiding errors in interacting with the first virtual object.
[0261] In some embodiments, while a user is participating in a communication session, while the three-dimensional environment is visible through the display generation component, and while the display generation component displays a first virtual object and spatial representation as shown in Figure 7A, the computer system (e.g., 101) displays a first portion of the first virtual object with a first visual splendor, based on the determination that a first portion of the first virtual object spatially collides with a first portion of the spatial representation of the first participant in the three-dimensional environment, and displays a second portion of the first virtual object with a second visual splendor, while the computer system (e.g., 101) displays a third portion of the first virtual object with a visual splendor that spatially collides with the second boundary but not with the first boundary, with a visual splendor that has a gradient from a first visual splendor to a second visual splendor, such as the portion of virtual object 702 between boundary 706 and boundary 708 in Figure 7B. In some embodiments, as described above, the gradient includes displaying a portion of the first virtual object at the first boundary with a first amount of visual splendor, displaying a portion of the second virtual object at the second boundary with a second amount of visual splendor, and displaying a portion of the first virtual object between the first and second boundaries with a gradient in visual splendor. When the first virtual object is spatially colliding with a first portion of its spatial representation, displaying a third portion of the first virtual object with an amount of visual splendor having a gradient between a first amount and a second amount between the first and second boundaries improves the processing time required to reduce the visual splendor of portions of other objects that are spatially colliding with the first portion of its spatial representation, improves the visibility of the spatial representation of the first participant during a communication session without requiring the reception of user input, and thus improves user interaction with the computer system by reducing the number of inputs required to interact with the first participant and avoiding errors in interacting with the first virtual object.
[0262] In some embodiments, the amount of first visual splendor, such as the portion of the virtual object 702 in Figure 7B that spatially collides with the first portion of the spatial representation 704, is a predetermined visual splendor. In some embodiments, the amount of first visual splendor is determined by the computer system and cannot be changed by changing user settings. In some embodiments, the amount of first visual splendor is determined by changing user settings, as will be described in more detail below. For example, the predetermined visual splendor includes a predetermined amount of opacity, vividness, saturation, color brightness, color darkness, and / or visual transparency. In some embodiments, as described above, the gradient of visual splendor is similarly determined. In some embodiments, as described above, the spatial properties of the first and / or second boundaries are similarly determined. Using a predetermined amount of visual splendor for the amount of first visual splendor enhances user interaction with the computer system by improving the visibility of the spatial representation of the first participant during a communication session without requiring the reception of user input, thus reducing the number of inputs required to interact with the first participant and avoiding errors in interaction with the first virtual object.
[0263] In some embodiments, displaying a first portion of a first virtual object with a first amount of visual splendor, such as a portion of the virtual object 702 in Figure 7B that spatially collides with a first portion of the spatial representation 704, includes displaying a first portion of the first virtual object with a first appearance, such as the appearance of the virtual object 702 shown in Figure 7B based on a user-defined setting, via a display generation component, according to the determination that a first user-defined setting has a first value on the computer system. In some embodiments, the computer system includes a user-defined setting that allows the user to modify the appearance of the first visual splendor, including opacity, vividness, saturation, brightness of color, darkness of color, and / or visual transparency. In some embodiments, the user-defined setting includes allowing the user to independently set values for one or more of these properties. In some embodiments, the user-defined setting includes allowing the user to set the magnitudes of several of these properties together. In some embodiments, the user-defined setting includes spatial properties of a first boundary and / or a second boundary, such as the spatial properties of a first boundary and / or a second boundary, which are described in more detail above.
[0264] In some embodiments, displaying a first portion of a first virtual object with a first amount of visual splendor, such as a portion of the virtual object 702 in Figure 7B that spatially collides with a first portion of the spatial representation 704, includes displaying a first portion of a first virtual object with a second appearance that differs from the first appearance, such as the appearance of the virtual object 702 differing from the appearance shown in Figure 7B, due to the user-defined setting being set differently on the computer system via a display generation component, according to the determination that a first user-defined setting has a second value different from a first value. In some embodiments, the second value and / or the second appearance differs from the first value and / or the first appearance with respect to one or more of the characteristics described above with respect to the first setting and / or the first appearance. Allowing the user to customize the appearance of the first virtual object when it spatially collides with its spatial representation enhances user interaction with the computer system by improving the visibility of the first participant's spatial representation during a communication session, without requiring the reception of user input. This, in turn, reduces the number of inputs required to interact with the first participant and avoids errors in interacting with the first virtual object.
[0265] In some embodiments, while the three-dimensional environment is visible through a display generation component such as the three-dimensional environment 700 in Figure 7A, a computer system (e.g., 101) displays a second virtual object in a given portion of the three-dimensional environment, in a given spatial relationship (e.g., a given orientation and / or position) with respect to the viewpoint of the computer system user in the three-dimensional environment, the second virtual object differs from the first virtual object, which is displayed outside the given portion of the three-dimensional environment, such as the virtual object 726 in Figure 7L. In some embodiments, the given portion of the three-dimensional environment is an area of the three-dimensional environment in which the computer system displays system user interface elements such as computer system status indicators and / or notification indicators. Examples of computer system status include the current time, an indicator of one or more settings (e.g., connectivity, brightness, or volume), and / or an indicator of background applications running on the computer system. Examples of notification indications include notifications of incoming communications (e.g., messages, emails, phone calls, and / or communication sessions in which a computer system is participating), time-based reminders for calendar or reminder applications, and / or indications of available software updates. In some embodiments, the second virtual object is a computer system status indication or notification indication.
[0266] In some embodiments, the computer system displays a second virtual object and optionally one or more additional virtual objects in a given portion of a three-dimensional environment in response to receiving input while the computer system is not displaying the second virtual object. In some embodiments, the input includes detecting the user's attention directed to a given portion of the three-dimensional environment (e.g., the user's gaze is directed to the given portion of the three-dimensional environment for at least a threshold time (e.g., 0.05, 0.1, 0.2, 0.3, 0.5, 1, or 2 seconds)). In some embodiments, the input includes detecting the selection of a default portion of the environment via a hardware input device and / or via voice commands, using air gestures, etc.
[0267] In some embodiments, a given portion of a three-dimensional environment has a predetermined spatial relationship with respect to the user's viewpoint. In some embodiments, in response to detecting movement of the user's viewpoint, the computer system moves the given portion of the three-dimensional environment relative to the three-dimensional environment to maintain the spatial relationship between the given portion and the user's viewpoint. As will be described in more detail below, upon determination that a portion of a second virtual object spatially collides with the spatial representation of the first participant, the computer system maintains the display of the portion of the second virtual object that spatially collides with the spatial representation with the same visual prominence as the portion of the second virtual object that does not spatially collides with the spatial representation. Displaying a second virtual object distinct from the first virtual object in a predetermined area enhances user interaction with the computer system and reduces user error by improving the readability of the second virtual object.
[0268] In some embodiments, while a user is participating in a communication session, while the three-dimensional environment is visible through the display generation component, and while a second virtual object and spatial representation are displayed through the display generation component as shown in Figure 7L, the computer system (e.g., 101) displays the second virtual object through the display generation component with a third amount of visual splendor to the three-dimensional environment, such as the display of the virtual object 726 in Figure 7L, according to the determination that a first portion of the second virtual object is spatially colliding with a first portion of the spatial representation of the first participant in the three-dimensional environment. In some embodiments, the determination that a first portion of the second virtual object is spatially colliding with a spatial representation has one or more of the spatial collision characteristics described above with respect to the spatial collision of the first portion of the first object with the spatial representation. In some embodiments, the third amount of visual splendor is the same as the second amount of visual splendor described above. In some embodiments, the third amount of visual splendor is greater than the first amount of visual splendor described above. In some embodiments, displaying a second virtual object with a third visual splendor includes displaying a first portion of the second virtual object with a third visual splendor, and displaying a second portion of the second virtual object that does not spatially collide with the spatial representation with a third visual splendor. In some embodiments, the computer system displays a second virtual object superimposed on a virtual representation even when a portion of the virtual representation lies between the user's viewpoint in a three-dimensional environment and the second virtual object.
[0269] In some embodiments, while a user is participating in a communication session, while a three-dimensional environment is visible via a display generation component, and while a second virtual object and a spatial representation are being displayed via the display generation component as shown in FIG. 7L, in accordance with a determination that the second virtual object does not spatially collide with a first portion of a spatial representation of a first participant in the three-dimensional environment, a computer system (e.g., 101) displays the second virtual object with a third amount of visual prominence relative to the three-dimensional environment, such as displaying the virtual object 726 with the same visual prominence as shown in FIG. 7L even when the virtual object 726 does not spatially collide with the first portion of the spatial representation 704 via the display generation component. In some embodiments, the amount of visual prominence of the second virtual object is the same regardless of whether a portion of the second virtual object collides with the spatial representation. Maintaining the visual prominence of the second virtual object regardless of whether the second virtual object spatially collides with the spatial representation enhances user interaction with the computer system and reduces user error by improving the readability of the second virtual object.
[0270] In some embodiments, while a user is participating in a communication session, while the three-dimensional environment is visible through the display generation component, and while the display generation component is displaying a first virtual object and spatial representation, according to the determination that the first virtual object does not spatially collide with a first portion of the spatial representation of the first participant in the three-dimensional environment, as shown in Figure 7D, and according to the determination that the first portion of the first virtual object is spatially colliding with a second portion of the spatial representation that is different from the first portion of the spatial representation, as shown in Figure 7D, the computer system (e.g., 101) displays the first and second portions of the first virtual object through the display generation component with a second amount of visual prominence to the three-dimensional environment, such as the display of virtual object 702 in Figure 7D while virtual object 702 is spatially colliding with a second portion 714 of spatial representation 704. In some embodiments, the second portion of the spatial representation is unique to the first portion of the spatial representation. For example, the second portion of the spatial representation corresponds to a hand in the spatial representation. In some embodiments, the spatial representation includes a first boundary around a first portion of the spatial representation, a third boundary around a second portion of the spatial representation similar to the first boundary around the first portion of the spatial representation, and a fourth boundary around a second portion of the spatial representation similar to the second boundary around the first portion of the spatial representation. For example, the fourth boundary is around the third boundary. In some embodiments, determining that a first portion of a first virtual object spatially collides with a second portion of a second portion of the spatial representation includes determining that a first portion of a first virtual object spatially collides with a third boundary.
[0271] In some embodiments, while a first portion of the first virtual object is spatially colliding with a second portion of the spatial representation and while the first virtual object is displayed with a second amount of visual saliency for the three-dimensional environment, the computer system displays a portion of the second portion of the spatial representation that is between a user's viewpoint and the first virtual object in the three-dimensional environment, and ceases to display a portion of the second portion of the spatial representation that is behind or inside the first virtual object from the user's viewpoint. In some embodiments, in accordance with a determination that the first virtual object does not collide with the second portion of the spatial representation and does not collide with the first portion of the spatial representation, the computer system displays the first virtual object with the second amount of visual saliency. Therefore, in some embodiments, while the first virtual object is not spatially colliding with the first portion of the spatial representation, the computer system does not adjust the visual saliency of the first virtual object based on whether the first virtual object is spatially colliding with the second portion of the spatial representation. Displaying the first virtual object with the second amount of visual saliency, while the first portion of the spatial representation is not spatially colliding with the first virtual object and while the second portion of the spatial representation is spatially colliding with the first virtual object, enhances user interaction with the computer system and reduces user errors by improving the visibility of the first virtual object.
[0272] In some embodiments, while a user is participating in a communication session, while the three-dimensional environment is visible through the display generation component, and while the first virtual object and spatial representation are displayed through the display generation component, as shown in Figure 7F, according to a determination that the first virtual object is spatially colliding with a first portion of the spatial representation of the first participant in the three-dimensional environment, and as shown in Figure 7F, according to a determination that a second portion of the first virtual object is spatially colliding with a second portion of a spatial representation different from the first portion of the spatial representation, the computer system (e.g., 101) displays the third virtual object and spatial representation of the three-dimensional environment through the display generation component. A visual splendor of 1 is used to display the first part of the first virtual object, a third visual splendor of 1 is used to display the second part of the first virtual object with respect to the three-dimensional environment, the third visual splendor of 1 is used to display the second part of the first virtual object with respect to the three-dimensional environment, the third part of the first virtual object is used to display the third part of the first virtual object that does not spatially collide with the first or second part of the spatial representation, the third part being, for example, the part of virtual object 702 that spatially collides with the second part 714 of the spatial representation 704, which is displayed with reduced visual splendor in Figure 7F. In some embodiments, the determination that the second part of the first virtual object spatially collides with the second part of the spatial representation has one or more of the characteristics described above regarding the spatial collision of the first part of the first virtual object with the second part of the spatial representation. In some embodiments, the third visual splendor is the same as the first visual splendor. In some embodiments, displaying a second portion of a first virtual object having a visual splendor of a third quantity includes displaying a portion of the first virtual object adjacent to the second portion of the first virtual object with a visual splendor having a gradient from the third quantity to the second quantity, similar to the properties described above for displaying a portion of the first virtual object with a visual splendor having a gradient from the first quantity to the second quantity. In some embodiments, the quantity of the third visual splendor is different from the quantity of the first visual splendor.In some embodiments, a second portion of a first virtual object spatially collides with a second portion of its spatial representation, but according to the determination that the first virtual object does not spatially collide with a first portion of its spatial representation, the computer system displays the first virtual object, including the second portion of the first virtual object, with a second amount of visual splendor. Displaying a portion of the first virtual object that spatially collides with a second portion of the spatial representation of a first participant in a communication session, with reduced visual splendor compared to other portions of the first virtual object, while the first portion of the spatial representation collides with the first virtual object, enhances user interaction with the computer system by improving the visibility of the spatial representation of the first participant in a communication session during the communication session without requiring the reception of user input, thereby reducing the number of inputs required to interact with the first participant and avoiding errors in interacting with the first virtual object.
[0273] In some embodiments, while a user is participating in a communication session, and the three-dimensional environment is visible through the display generation component, a first portion of the first virtual object spatially collides with the first spatial representation, and while the display generation component displays (i) the spatial representation of the first participant, (ii) the first portion of the first virtual object with a first amount of visual splendor to the three-dimensional environment, and (iii) the second portion of the first virtual object with a second amount of visual splendor to the three-dimensional environment, as described above and as shown in Figure 7G, the computer system (e.g., 101) displays a second virtual object, such as the virtual object 703 in Figure 7G, through the display generation component. In some embodiments, the second virtual object has one or more of the characteristics described above as one or more of the characteristics of the first virtual object. In some embodiments, the second virtual object has one or more characteristics that are different from those of the first virtual object.
[0274] In some embodiments, while a user is participating in a communication session, and the three-dimensional environment is visible through the display generation component, the first part of the first virtual object spatially collides with the first spatial representation and displays, through the display generation component, (i) the spatial representation of the first participant, (ii) the first part of the first virtual object with a first amount of visual splendor to the three-dimensional environment, and (iii) the second part of the first virtual object with a second amount of visual splendor to the three-dimensional environment, as shown above and in Figure 7G, a second virtual object such as in Figure 7G. In the meantime, according to the determination that a second portion of the spatial representation of the first participant spatially collides with a first portion of the second virtual object, the computer system, through a display generation component, displays the first portion of the second virtual object with a third amount of visual splendor to the three-dimensional environment, such as displaying the virtual object 703 in Figure 7G, and displays the second portion of the second virtual object that does not spatially collide with the second portion of the spatial representation of the first participant with a fourth amount of visual splendor to the three-dimensional environment, where the fourth amount is greater than the third amount. In some embodiments, the second portion of the spatial representation that spatially collides with the first portion of the second virtual object has one or more of the above-described properties with reference to the first portion of the spatial representation that spatially collides with the first portion of the first virtual object, and / or with reference to the second portion of the first virtual object that spatially collides with the second portion of the spatial representation.
[0275] In some embodiments, the third and fourth visual splendor amounts include the visual properties described above with reference to the first and second visual splendor amounts. In some embodiments, the third visual splendor amount is the same as the first visual splendor amount. In some embodiments, the third visual splendor amount is different from the first visual splendor amount. In some embodiments, the fourth visual splendor amount is the same as the second visual splendor amount. In some embodiments, the fourth visual splendor amount is different from the second visual splendor amount.
[0276] In some embodiments, displaying the first portion of the second virtual object with a third amount of visual splendor and the second portion of the second virtual object with a fourth amount of visual splendor includes displaying the second virtual object as a portion between the first and second portions with a visual splendor that varies according to a gradient. In some embodiments, this gradient is similar to the gradient of visual splendor in the portion of the first virtual object described in more detail above. In some embodiments, according to a determination that the first portion of the spatial representation does not spatially collide with the first virtual object (or another virtual object), or according to a determination that the second portion of the spatial representation spatially collide with the second virtual object, the computer system displays the second virtual object with a fourth amount of visual splendor. In some embodiments, according to a determination that a first portion of the spatial representation is spatially in collision with another virtual object other than the first or second virtual object, or according to a determination that a second portion of the spatial representation is spatially in collision with a second portion of the spatial representation, the computer system displays the first portion of the second virtual object with a third visual splendor and the second portion of the second virtual object with a fourth visual splendor. In some embodiments, according to a determination that a first portion of the spatial representation is not spatially in collision with a virtual object, or according to a determination that a second portion of the spatial representation is spatially in collision with a second portion of the spatial representation, the computer system displays the second virtual object with a fourth visual splendor.
[0277] In some embodiments, while a user is participating in a communication session, and the three-dimensional environment is visible through the display generation component, the first portion of the first virtual object spatially collides with the first spatial representation, and while the display generation component displays (i) the spatial representation of the first participant, (ii) the first portion of the first virtual object with a first amount of visual splendor to the three-dimensional environment, and (iii) the second portion of the first virtual object with a second amount of visual splendor to the three-dimensional environment, as shown above and in Figure 7G, the computer system (e.g., 101) displays the second virtual object with a fourth amount of visual splendor to the three-dimensional environment, such as displaying the virtual object 703 without displaying the portion with reduced visual splendor if the second portion of the spatial representation of the first participant does not spatially collide with the second virtual object. In some embodiments, determining that a second portion of a spatial representation does not spatially collide with a second virtual object has one or more characteristics of determining that two virtual objects, such as a first virtual object and a first portion of a spatial representation, do not spatially collide, as described above. In some embodiments, displaying the second virtual object with a fourth amount of visual splendor includes displaying the first portion of the second virtual object that spatially collides with the second portion of the spatial representation, and the second portion of the second virtual object that does not spatially collide with the second portion of the spatial representation, with a fourth amount of visual splendor.When a first part of a spatial representation spatially collides with another virtual object, displaying the portion of the second virtual object that spatially collides with the second part of the spatial representation with reduced visual prominence improves the visibility of the first participant's spatial representation in a communication session during a communication session without requiring user input, thereby reducing the number of inputs required to interact with the first participant and enhancing user interaction with the computer system by avoiding errors in interactions with the first and second virtual objects.
[0278] In some embodiments, while a user is participating in a communication session, while the three-dimensional environment is visible via a display generation component, and while the display generation component displays a spatial representation of a first virtual object and a first participant, such as in Figure 7I, the computer system (e.g., 101) displays a second virtual object via the display generation component, which includes a first virtual object and a second virtual object having overlapping portions with respect to the user's viewpoint in the three-dimensional environment, such as virtual objects 702 and 724 that overlap each other as shown in Figure 7I. In some embodiments, the second virtual object has one or more of the above-described properties as one or more properties of the first virtual object. In some embodiments, the second virtual object has one or more properties that are different from the first virtual object. In some embodiments, the overlapping portions of the first and second virtual objects with respect to the user's viewpoint collide in two dimensions, rather than three, within the three-dimensional environment. In some embodiments, the overlapping portions of the first and second virtual objects coincide with the user's viewpoint. In some embodiments, the first object is located between the second object and the user's viewpoint.
[0279] In some embodiments, while a user is participating in a communication session, while the three-dimensional environment is visible via the display generation component, and while the first virtual object and the spatial representation of the first participant are displayed via the display generation component, such as while the first virtual object and the second virtual object are displayed in the overlapping portion relative to the user's viewpoint in the three-dimensional environment as shown in Figure 7I, the computer determines, based on the determination that the first portion of the spatial representation is spatially colliding with the portion of the first virtual object or the portion of the second virtual object included in the overlapping portion relative to the user's viewpoint in the computer system, the computer The computer system (e.g., 101) displays the overlapping portion of the first and second virtual objects with a third amount of visual splendor to the three-dimensional environment via a display generation component, and displays portions of virtual objects 702 and 724 with reduced visual splendor via a display generation component, such as displaying portions of virtual objects 702 and 724 with reduced visual splendor, so as to be shown in Figure 7I, it displays other portions of the first virtual object and other portions of the second virtual object that do not spatially collide with the first portion of the spatial representation and do not overlap with the overlapping portion, with a fourth amount of visual splendor to the three-dimensional environment, where the fourth amount of visual splendor is greater than the third amount of visual splendor. In some embodiments, the overlapping portion of the first and seco...
Claims
1. It is a method, In a computer system that communicates with one or more input devices and display generation components, While a user of the computer system is participating in a communication session with one or more participants, and while the three-dimensional environment including the first virtual object is visible through the display generation component, Receiving an indication to display the spatial representation of the first participant among the many participants in the three-dimensional environment, In response to receiving the indication for displaying the spatial representation of the first participant, the spatial representation of the first participant is displayed in the three-dimensional environment via the display generation component, While displaying the spatial representation of the first participant in the three-dimensional environment, In accordance with the determination that a first portion of the first virtual object spatially collides with a first portion of the spatial representation of the first participant in the three-dimensional environment, the first portion of the first virtual object is displayed via the display generation component with a first visual splendor amount relative to the three-dimensional environment, and the second portion of the first virtual object that does not spatially collides with the first portion of the spatial representation of the first participant is displayed with a second visual splendor amount greater than the first visual splendor amount relative to the three-dimensional environment. In accordance with the determination that the first virtual object does not spatially collide with the first portion of the spatial representation of the first participant in the three-dimensional environment, the first portion and the second portion of the first virtual object are displayed via the display generation component with a second amount of visual prominence in the three-dimensional environment, Methods that include...
2. The method according to claim 1, wherein the spatial representation of the first participant is associated with a first boundary having a first minimum distance from the contour of the first portion of the spatial representation, and a second boundary having a second minimum distance from the contour of the first portion of the spatial representation, the second minimum distance being greater than the first minimum distance.
3. Determining that the first portion of the first virtual object spatially collides with the first portion of the spatial representation includes determining that the first boundary spatially collides with the first portion of the first virtual object, and determining that the first portion of the first virtual object does not spatially collides with the first portion of the spatial representation includes determining that the first boundary does not spatially collides with the first portion of the first virtual object. The method according to claim 2.
4. Displaying the first portion of the first virtual object with a first amount of visual splendor, according to the determination that the first boundary has a first spatial characteristic, includes displaying the first virtual object with a second appearance; and displaying the first portion of the first virtual object with a first amount of visual splendor, according to the determination that the first boundary has a third spatial characteristic different from the first spatial characteristic, includes displaying the first virtual object with a second appearance. The method according to claim 2 or 3.
5. Displaying the first portion of the first virtual object in a first amount of visual splendor, in accordance with the determination that the first boundary and the second boundary have a first set of spatial characteristics, includes displaying the first virtual object in a second appearance. Displaying the first portion of the first virtual object with a first amount of visual splendor, in accordance with the determination that the first boundary and the second boundary have a third set of spatial properties different from the first set of spatial properties, includes displaying the first virtual object with a fourth appearance different from the second appearance. The method according to claim 2 or 3.
6. While the user is participating in the communication session, while the three-dimensional environment is visible through the display generation component, and while the first virtual object and the spatial representation are displayed through the display generation component, In accordance with the determination that the first portion of the first virtual object spatially collides with the first portion of the spatial representation of the first participant in the three-dimensional environment, the first portion of the first virtual object is displayed with a first visual splendor, and the second portion of the first virtual object is displayed with a second visual splendor, The third portion of the first virtual object, which spatially collides with the second boundary but does not spatially collides with the first boundary, is displayed via the display generation component with a visual splendor having a gradient from the first visual splendor to the second visual splendor. The method according to any one of claims 2, 3, or 5, further comprising:
7. The method according to any one of claims 1 to 6, wherein the amount of the first visual splendor is a predetermined visual splendor.
8. Displaying the first portion of the first virtual object with the first amount of visual splendor is, In accordance with the determination that the first user-defined setting has a first value on the computer system, the first part of the first virtual object is displayed in a first appearance via the display generation component, In accordance with the determination that the first user-defined setting has a second value different from the first value on the computer system, the first part of the first virtual object is displayed via the display generation component in a second appearance different from the first appearance. The method according to any one of claims 1 to 7, including
9. While the three-dimensional environment is visible through the display generation component, The display generation component displays a second virtual object in a predetermined part of the three-dimensional environment that has a predetermined spatial relationship with the user's viewpoint of the computer system within the three-dimensional environment, wherein the second virtual object differs from the first virtual object, and the first virtual object is displayed outside the predetermined part of the three-dimensional environment. The method according to any one of claims 1 to 8, further comprising:
10. While the user is participating in the communication session, while the three-dimensional environment is visible through the display generation component, and while the second virtual object and the spatial representation are displayed through the display generation component, In accordance with the determination that the first portion of the second virtual object spatially collides with the first portion of the spatial representation of the first participant in the three-dimensional environment, the second virtual object is displayed via the display generation component with a third amount of visual splendor in relation to the three-dimensional environment, In accordance with the determination that the second virtual object does not spatially collide with the first portion of the spatial representation of the first participant in the three-dimensional environment, the second virtual object is displayed via the display generation component with the third amount of visual splendor in the three-dimensional environment. The method according to claim 9, further comprising:
11. While the user is participating in the communication session, while the three-dimensional environment is visible through the display generation component, and while the first virtual object and the spatial representation are displayed through the display generation component, In accordance with the determination that the first virtual object does not spatially collide with the first portion of the spatial representation of the first participant in the three-dimensional environment, In accordance with the determination that the first portion of the first virtual object spatially collides with a second portion of the spatial representation that is different from the first portion of the spatial representation, the first portion and the second portion of the first virtual object are displayed via the display generation component with a second amount of visual prominence in the three-dimensional environment. The method according to any one of claims 1 to 10, further comprising:
12. While the user is participating in the communication session, while the three-dimensional environment is visible through the display generation component, and while the first virtual object and the spatial representation are displayed through the display generation component, In accordance with the determination that the first virtual object is spatially colliding with the first portion of the spatial representation of the first participant in the three-dimensional environment, In accordance with the determination that the second portion of the first virtual object spatially collides with a second portion of the spatial representation that is different from the first portion of the spatial representation, the display generation component displays the first portion of the first virtual object with a first visual splendor to the three-dimensional environment, the second portion of the first virtual object with a third visual splendor to the three-dimensional environment, the third visual splendor being smaller than the second visual splendor, and the third portion of the first virtual object that does not spatially collides with the first or second portion of the spatial representation with a second visual splendor to the three-dimensional environment. The method according to any one of claims 1 to 11, further comprising:
13. While the user is participating in the communication session, the three-dimensional environment is visible through the display generation component, and the first portion of the first virtual object spatially collides with the first spatial representation, and the display generation component displays (i) the spatial representation of the first participant, (ii) the first portion of the first virtual object with respect to the three-dimensional environment, and (iii) the second portion of the first virtual object with respect to the three-dimensional environment, The second virtual object is displayed via the aforementioned display generation component, While the second virtual object described above is being displayed, In accordance with the determination that the second portion of the spatial representation of the first participant spatially collides with the first portion of the second virtual object, the display generation component displays the first portion of the second virtual object with a third amount of visual splendor to the three-dimensional environment, and the second portion of the second virtual object that does not spatially collides with the second portion of the spatial representation of the first participant with a fourth amount of visual splendor to the three-dimensional environment, wherein the fourth amount is greater than the third amount; and in accordance with the determination that the second portion of the spatial representation of the first participant does not spatially collide with the second virtual object, the display generation component displays the second virtual object with a fourth amount of visual splendor to the three-dimensional environment. The method according to any one of claims 1 to 12, further comprising:
14. While the user is participating in the communication session, while the three-dimensional environment is visible via the display generation component, and while the spatial representation of the first virtual object and the first participant is displayed via the display generation component, The second virtual object, which includes the first virtual object and the second virtual object having portions that overlap with the user's viewpoint of the computer system in the three-dimensional environment, is displayed via the display generation component. While displaying the first virtual object and the second virtual object in the overlapping portion of the computer system in the three-dimensional environment with respect to the user's viewpoint, In accordance with the determination that the first portion of the spatial representation spatially collides with a portion of the first virtual object or a portion of the second virtual object included in the overlapping portion with respect to the user's viewpoint of the computer system, the overlapping portion of the first virtual object and the second virtual object is displayed via the display generation component with a third visual splendor to the three-dimensional environment, and other portions of the first virtual object and other portions of the second virtual object that do not spatially collide with the first portion of the spatial representation and do not overlap with the overlapping portion are displayed via the display generation component with a fourth visual splendor to the three-dimensional environment, wherein the fourth visual splendor is greater than the third visual splendor. In accordance with the determination that the first portion of the spatial representation does not spatially collide with the first virtual object or the second virtual object, the first virtual object and the second virtual object are displayed via the display generation component with the fourth amount of visual prominence relative to the three-dimensional environment. The method according to any one of claims 1 to 13, further comprising:
15. While the user is participating in the communication session, while the three-dimensional environment is visible via the display generation component, and while the spatial representation of the first virtual object and the first participant is displayed via the display generation component, The second virtual object, which includes the first virtual object and the second virtual object having portions that overlap with the user's viewpoint of the computer system in the three-dimensional environment, is displayed via the display generation component. While displaying the first virtual object and the second virtual object in the overlapping portion of the computer system in the three-dimensional environment relative to the user's viewpoint, In accordance with the determination that the first portion of the spatial representation does not spatially collide with the second virtual object, but spatially collides with the portion of the first virtual object included in the overlapping portion with respect to the user's viewpoint of the computer system, the display generation component is used to generate the representation. The amount of third visual prominence with respect to the three-dimensional environment, the portion of the first virtual object included in the overlapping portion, A fourth amount of visual splendor with respect to a three-dimensional environment, wherein the amount of the fourth amount of visual splendor is greater than the amount of the third amount of visual splendor, and the other part of the first virtual object that does not spatially collide with the first part of the spatial representation, A fifth amount of visual splendor in a three-dimensional environment, wherein the fifth amount of visual splendor is greater than the third amount of visual splendor, and the second virtual object is displayed with respect to this fifth amount of visual splendor. In accordance with the determination that the first portion of the spatial representation does not spatially collide with the first virtual object, but spatially collides with the portion of the second virtual object included in the overlapping portion with respect to the user's viewpoint of the computer system, the display generation component is used to generate the representation. The amount of the third visual prominence with respect to the three-dimensional environment, the portion of the second virtual object included in the overlapping portion, The fourth amount of visual prominence with respect to the three-dimensional environment, wherein the first part of the spatial representation and another part of the second virtual object that does not spatially collide with each other, Displaying the first virtual object with respect to the three-dimensional environment with respect to the fifth amount of visual prominence, The method according to any one of claims 1 to 13, further comprising:
16. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and One or more programs, The system comprises, wherein the one or more programs are stored in the memory and are configured to be executed by the one or more processors, and the one or more programs are While a user of the computer system is participating in a communication session with one or more participants, and while the three-dimensional environment including the first virtual object is visible through the display generation component, An indication is received to display the spatial representation of the first participant among the many participants in the three-dimensional environment. Upon receiving the indication for displaying the spatial representation of the first participant, the spatial representation of the first participant is displayed in the three-dimensional environment via the display generation component, and while the spatial representation of the first participant is displayed in the three-dimensional environment, In accordance with the determination that a first portion of the first virtual object spatially collides with a first portion of the spatial representation of the first participant in the three-dimensional environment, the first portion of the first virtual object is displayed via the display generation component with a first visual splendor amount relative to the three-dimensional environment, and the second portion of the first virtual object that does not spatially collides with the first portion of the spatial representation of the first participant is displayed with a second visual splendor amount greater than the first visual splendor amount relative to the three-dimensional environment. The command includes, in accordance with the determination that the first virtual object does not spatially collide with the first portion of the spatial representation of the first participant in the three-dimensional environment, to display the first portion and the second portion of the first virtual object in the three-dimensional environment through the display generation component with a second amount of visual prominence in the three-dimensional environment. Computer system.
17. A non-temporary computer-readable storage medium for storing one or more programs, wherein the one or more programs include instructions, and when the instructions are executed by one or more processors of a computer system communicating with a display generation component and one or more input devices, the computer system While a user of the computer system is participating in a communication session with one or more participants, and while the three-dimensional environment including the first virtual object is visible through the display generation component, Receiving an indication to display the spatial representation of the first participant among the many participants in the three-dimensional environment, In response to receiving the indication for displaying the spatial representation of the first participant, the spatial representation of the first participant is displayed in the three-dimensional environment via the display generation component, and while the spatial representation of the first participant is displayed in the three-dimensional environment, In accordance with the determination that a first portion of the first virtual object spatially collides with a first portion of the spatial representation of the first participant in the three-dimensional environment, the first portion of the first virtual object is displayed via the display generation component with a first visual splendor amount relative to the three-dimensional environment, and the second portion of the first virtual object that does not spatially collides with the first portion of the spatial representation of the first participant is displayed with a second visual splendor amount greater than the first visual splendor amount relative to the three-dimensional environment. A method is performed which, in accordance with the determination that the first virtual object does not spatially collide with the first portion of the spatial representation of the first participant in the three-dimensional environment, the first portion and the second portion of the first virtual object are displayed via the display generation component with a second amount of visual prominence in the three-dimensional environment. Non-temporary computer-readable storage medium.
18. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and While a user of the computer system is participating in a communication session with one or more participants, and while the three-dimensional environment including the first virtual object is visible through the display generation component, An indication is received to display the spatial representation of the first participant among the many participants in the three-dimensional environment. Upon receiving the indication for displaying the spatial representation of the first participant, the spatial representation of the first participant is displayed in the three-dimensional environment via the display generation component, and while the spatial representation of the first participant is displayed in the three-dimensional environment, In accordance with the determination that a first portion of the first virtual object spatially collides with a first portion of the spatial representation of the first participant in the three-dimensional environment, the first portion of the first virtual object is displayed via the display generation component with a first visual splendor amount relative to the three-dimensional environment, and the second portion of the first virtual object that does not spatially collides with the first portion of the spatial representation of the first participant is displayed with a second visual splendor amount greater than the first visual splendor amount relative to the three-dimensional environment. A means for displaying the first portion and the second portion of the first virtual object with a second amount of visual prominence in the three-dimensional environment via the display generation component, in accordance with the determination that the first virtual object does not spatially collide with the first portion of the spatial representation of the first participant in the three-dimensional environment, A computer system equipped with the following features.
19. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A computer system comprising one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, and the one or more programs include instructions for performing the method according to any one of claims 1 to 15.
20. A non-temporary computer-readable storage medium for storing one or more programs, wherein the one or more programs, when executed by one or more processors of a computer system communicating with a display generation component and one or more input devices, include instructions causing the computer system to perform the method according to any one of claims 1 to 15.
21. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A computer system comprising means for performing the method described in any one of claims 1 to 15.