Devices, methods, and graphical user interfaces for interacting with three-dimensional environment

The computer system addresses inefficiencies in XR interactions by visually managing user interface elements based on user attention and movement, reducing inputs and errors, and optimizing power usage.

CN119200818APending Publication Date: 2024-12-27APPLE INC
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Patent Information

Application Number
CN202410979919.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-09-19
Filing Date
2022-09-20
Publication Date
2024-12-27

AI Technical Summary

Technical Problem

Existing methods and interfaces for interacting with virtual, augmented, and extended reality environments are cumbersome, inefficient, and impose a cognitive burden on users, often requiring multiple inputs and providing insufficient feedback, leading to errors and energy wastage.

Method used

A computer system with improved methods and interfaces that visually de-emphasize user interface elements when not in focus and update their display based on user attention and movement, reducing the number of required inputs and enhancing feedback through visual, auditory, and tactile cues.

Benefits of technology

The system enhances user interaction efficiency and reduces errors by minimizing unnecessary inputs and providing timely feedback, improving the overall XR experience and extending battery life.

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Abstract

A device, method, and graphical user interface for interacting with a three-dimensional environment are provided. A computer system detects whether a user satisfies attention criteria regarding a first user interface object displayed in a first view of a three-dimensional environment. In response to detecting that the user does not meet the attention criteria for the first user interface object, the computer system displays the first user interface in a modified appearance. The computer system detects a first movement of a viewpoint of the user relative to a physical environment, and detects that the user meets the attention criteria with respect to the first user interface object. In response, the computer system displays the first user interface object in a second view of the three-dimensional environment, including displaying the first user interface object in an appearance that emphasizes the first user interface object more than if the first user interface object is displayed in the modified appearance.
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Description

[0001] This application is a divisional application of the invention patent application with the application date of September 20, 2022, application number 202280063114.3, and invention name "Device, method and graphical user interface for interacting with a three-dimensional environment".

[0002] Related patent applications

[0003] This application is a continuation of U.S. patent application No. 17 / 948,096 filed on September 19, 2022, which claims priority to U.S. Provisional Patent Application No. 63 / 247,241 filed on September 22, 2021, each of which is hereby incorporated by reference in its entirety. Technical Field

[0004] The present disclosure generally relates to computer systems having display generation components and one or more input devices that provide computer-generated extended reality (XR) experiences, including but not limited to electronic devices that provide virtual reality and mixed reality experiences via display generation components. Background Art

[0005] In recent years, the development of computer systems for virtual reality, augmented reality, and extended reality has increased significantly. Example augmented reality and extended reality environments include at least some virtual elements that replace or enhance 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 / extended reality environments. Example virtual elements include virtual objects (including digital images, videos, text, icons, control elements (such as buttons), and other graphics).

[0006] However, methods and interfaces for interacting with environments that include at least some virtual elements (e.g., applications, augmented reality environments, mixed reality environments, virtual reality environments, and extended reality environments) are cumbersome, inefficient, and limited. 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 virtual / augmented / extended reality environments, and systems where virtual object manipulation is complex, cumbersome, and error-prone can impose a huge cognitive burden on users and detract from the experience of virtual / augmented / extended reality environments. In addition, these methods take longer than necessary, thereby wasting energy. This latter consideration is particularly important in battery-powered devices. Summary of the invention

[0007] Therefore, there is a need for a computer system with improved methods and interfaces to provide a computer-generated experience to a user, so that the user's interaction with the computer system is more efficient and more intuitive for the user. The disclosed system, method, and user interface reduce or eliminate the above-mentioned defects and other problems associated with user interfaces for computer systems having display generation components and one or more input devices. Such systems, methods, and interfaces optionally supplement or replace conventional systems, methods, and user interfaces for providing an extended reality experience to a user. Such methods and interfaces reduce the number, degree, and / or nature of inputs from a user by helping the user understand the connection between the inputs provided and the device's response to these inputs, thereby forming a more effective human-computer interface.

[0008] According to some embodiments, a method is performed at a computer system in communication with a first display generation component and one or more input devices. The method includes: displaying a first user interface object in a first view of a three-dimensional environment via the first display generation component. The method also includes: while displaying the first user interface object, detecting via the one or more input devices whether a user meets an attention criterion regarding the first user interface object. The method also includes: in response to detecting that the user does not meet the attention criterion regarding the first user interface object, displaying the first user interface with a modified appearance, wherein displaying the first user interface object with the modified appearance includes deemphasizing the first user interface object relative to one or more other objects in the three-dimensional environment. The method also includes: while displaying the first user interface object with the modified appearance, detecting via the one or more input devices a first movement of the user's viewpoint relative to a physical environment. The method also includes: after detecting the first movement of the user's viewpoint relative to the physical environment, detecting that the user meets the attention criterion regarding the first user interface object. The method also includes: in response to detecting that the user satisfies the attention criterion, displaying the first user interface object in a second view of the three-dimensional environment that is different from the first view of the three-dimensional environment, wherein displaying the first user interface object in the second view of the three-dimensional environment includes displaying the first user interface object with an appearance that emphasizes the first user interface object more relative to one or more other objects in the three-dimensional environment than when the first user interface object is displayed with the modified appearance.

[0009] In some embodiments, a method is performed at a computer system that communicates with a first display generation component and one or more input devices. The method includes: displaying a first user interface object in a first view of a three-dimensional environment via the first display generation component at a first position in the three-dimensional environment and a first spatial arrangement relative to a corresponding part of a user. The method also includes: while displaying the first user interface object, detecting, via the one or more input devices, movement of the user's viewpoint from a first position to a second position in the physical environment. The method also includes: in response to detecting the movement of the user's viewpoint from the first position to the second position: maintaining display of the first user interface object at the first position in the three-dimensional environment based on determining that the movement of the user's viewpoint from the first position to the second position does not satisfy a threshold movement amount. The method also includes: in response to detecting the movement of the user's viewpoint from the first position to the second position, based on determining that the movement of the user's viewpoint from the first position to the second position satisfies the threshold movement amount: stopping displaying the first user interface object at the first position in the three-dimensional environment, and displaying the first user interface object at the second position in the three-dimensional environment, wherein the second position in the three-dimensional environment has the first spatial arrangement relative to the corresponding part of the user.

[0010] According to some embodiments, a computer system includes or communicates with: a display generation component (e.g., a display, a projector, or a head-mounted display), one or more input devices (e.g., one or more cameras, a touch-sensitive surface, one or more sensors for detecting the intensity of contact with the touch-sensitive surface), optionally one or more audio output components, optionally one or more tactile output generators, one or more processors, and a memory storing one or more programs; the one or more programs are configured to be executed by the one or more processors, and the one or more programs include instructions for performing or causing the execution of the operations of any of the methods described herein. According to some embodiments, a non-transitory computer-readable storage medium has instructions stored therein, which, when executed by a computer system having a display generation component, one or more input devices (e.g., one or more cameras, a touch-sensitive surface, one or more sensors for detecting the intensity of contact with the touch-sensitive surface), optionally one or more audio output components, and optionally one or more tactile output generators, causes the device to perform any of the methods described herein or causes the operations of any of the methods described herein to be performed. According to some embodiments, a graphical user interface on a computer system having a display generation component, one or more input devices (e.g., one or more cameras, a touch-sensitive surface, optional one or more sensors for detecting the intensity of contact with the touch-sensitive surface), optional one or more audio output components, optional one or more tactile output generators, memory, and one or more processors for executing one or more programs stored in the memory includes one or more of the elements displayed in any of the methods described herein, and the one or more elements are updated in response to the input, as described in any of the methods described herein. According to some embodiments, the computer system includes: a display generation component, one or more input devices (e.g., one or more cameras, a touch-sensitive surface, optional one or more sensors for detecting the intensity of contact with the touch-sensitive surface), optional one or more audio output components, and optional one or more tactile output generators; and a component for performing or causing the operation of any of the methods described herein to be performed. According to some embodiments, an information processing device for a computer system having a display generating component, one or more input devices (e.g., one or more cameras, a touch-sensitive surface, optionally one or more sensors for detecting intensity of contact with the touch-sensitive surface), optionally one or more audio output components, and optionally one or more tactile output generators includes components for performing the operations of any of the methods described herein or causing the operations of any of the methods described herein to be performed.

[0011] Thus, improved methods and interfaces are provided for computer systems having display generation components for interacting with a three-dimensional environment and facilitating user use of the computer system while interacting with the three-dimensional environment, thereby improving the effectiveness, efficiency, and user safety and satisfaction of such computer systems. Such methods and interfaces may supplement or replace conventional methods for interacting with a three-dimensional environment and facilitating user use of a computer system while interacting with the three-dimensional environment.

[0012] It should be noted that the various embodiments described above can be combined with any other embodiments described herein. The features and advantages described in this specification are not comprehensive, and in particular, many additional features and advantages will be apparent to those of ordinary skill in the art based on the drawings, the specification, and the claims. In addition, it should be noted that the language used in this specification is selected in principle for readability and instructional purposes, and may not be selected to describe or define the subject matter of the present invention. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] For a better understanding of the various described embodiments, reference should be made to the following detailed description taken in conjunction with the following drawings, wherein like reference numerals designate corresponding parts throughout the several views.

[0014] Figure 1 is a block diagram illustrating an operating environment of a computer system for providing an extended reality (XR) experience according to some embodiments.

[0015] Figure 2 is a block diagram illustrating a controller of a computer system configured to manage and coordinate a user's XR experience according to some embodiments.

[0016] Figure 3 is a block diagram illustrating display generation components of a computer system configured to provide a visual component of an XR experience to a user according to some embodiments.

[0017] Figure 4 is a block diagram illustrating a hand tracking unit of a computer system configured to capture gesture input from a user according to some embodiments.

[0018] Figure 5 is a block diagram illustrating an eye tracking unit of a computer system configured to capture gaze input of a user according to some embodiments.

[0019] Figure 6 is a flow chart illustrating a flash-assisted gaze tracking pipeline according to some embodiments.

[0020] 7A to 7J is a block diagram illustrating displaying user interface objects at corresponding locations in a three-dimensional environment according to some embodiments.

[0021] Figure 8 is a flowchart of a method for visually emphasizing a user interface element in a three-dimensional environment when a user is not focusing on the user interface element, according to some embodiments.

[0022] Fig. 9 is a flowchart of a method for updating a display of user interface elements in a three-dimensional environment to follow a user as the user changes the user's current view of the three-dimensional environment according to some embodiments. DETAILED DESCRIPTION

[0023] According to some embodiments, the present disclosure relates to a user interface for providing a computer-generated extended reality (XR) experience to a user.

[0024] The systems, methods, and GUIs described herein improve user interface interactions with virtual / augmented reality environments in a number of ways.

[0025] In some embodiments, a computer system displays a user interface element that is visually de-emphasized when the user is not focusing on the user interface element. As the user moves around the physical environment, the user interface element remains de-emphasized, and upon determining that the user is focusing on the user interface element, the user interface element is no longer visually de-emphasized and is displayed to the user at a location within the three-dimensional environment based on the user's current view of the three-dimensional environment.

[0026] In some embodiments, a computer system is provided that displays a user interface element in a three-dimensional environment, wherein the display of the user interface element is updated to follow the user as the user changes the user's current view of the three-dimensional environment (e.g., by moving around the physical environment). The user interface element does not initially move as the user's view changes until the user's view has changed by more than a threshold amount. After the user's view has changed by more than the threshold amount, the user interface element follows the user (e.g., is followed with a delay and / or follows the user at a slower movement rate than the user's movement).

[0027] Figures 1 to 6 A description of an example computer system for providing an XR experience to a user is provided. 7A to 7J The user interface in Figures 8 to 9 process.

[0028] The processes described below enhance the operability of the device and make the user-device interface more efficient (e.g., by helping the user provide appropriate input and reducing user errors when operating / interacting with the device) through various techniques, including by providing improved visual, auditory, and / or tactile feedback to the user, reducing the number of inputs required to perform an operation, providing additional control options without cluttering the user interface with additional displayed controls, performing an operation without further user input when a set of conditions have been met, and / or additional techniques. These techniques also reduce power usage and extend the battery life of the device by enabling the user to use the device more quickly and more efficiently.

[0029] In some embodiments, such as Figure 1 As shown in , an XR experience is provided to a user via an operating environment 100 including a computer system 101. The computer system 101 includes a controller 110 (e.g., a processor of a portable electronic device or a remote server), a display generation component 120 (e.g., a head mounted device (HMD), a display, a projector, and / or a touch screen), 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 position sensor, a motion sensor, and / or a speed sensor), and optionally one or more peripheral devices 195 (e.g., a household appliance and / or a wearable device). 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 (e.g., in a head-mounted device or a handheld device).

[0030] In describing an XR experience, various terms are used to distinguishably refer to several related but distinct environments that a user can sense and / or with which the user can interact (e.g., using inputs detected by the computer system 101 generating the XR experience, which inputs cause the computer system generating the XR experience to generate audio, visual, and / or tactile feedback corresponding to the various inputs provided to the computer system 101). The following is a subset of these terms:

[0031] Physical environment: The physical environment refers to the physical world that people can sense and / or interact with without the help of electronic systems. A physical environment, such as a physical park, includes physical objects, such as physical trees, physical buildings, and physical people. People can directly sense and / or interact with the physical environment, such as through vision, touch, hearing, taste, and smell.

[0032] Extended Reality: In contrast, an extended reality (XR) environment refers to a fully or partially simulated environment that people perceive and / or interact with via an electronic system. In XR, a subset of a person's physical movements, or a representation thereof, is tracked, and in response, one or more features of one or more virtual objects simulated in the XR environment are adjusted in a manner that complies with at least one physical law. For example, an XR system may detect a person's head turn, and in response, adjust the graphical content and sound field presented to the person in a manner similar to the way such views and sounds change in a physical environment. In some cases (e.g., for accessibility reasons), adjustments to features of virtual objects in an XR environment may be made in response to a representation of physical movement (e.g., a voice command). A person may sense and / or interact with an XR object using any of their senses, including vision, hearing, touch, taste, and smell. For example, a person may sense and / or interact with an audio object that creates a 3D or spatial audio environment that provides the perception of a point audio source in 3D space. As another example, an audio object can enable audio transparency that selectively introduces ambient sounds from the physical environment with or without computer-generated audio. In some XR environments, a person can sense and / or interact only with an audio object.

[0033] Examples of XR include virtual reality and mixed reality.

[0034] Virtual Reality: A virtual reality (VR) environment refers to a simulated environment designed to be based entirely on computer-generated sensory input to one or more senses. A VR environment includes a plurality of virtual objects that a person can sense and / or interact with. For example, trees, buildings, and computer-generated images representing avatars of people are examples of virtual objects. A person can sense and / or interact with virtual objects in a VR environment through a simulation of the person's presence within the computer-generated environment and / or through a simulation of a subset of the person's physical movement within the computer-generated environment.

[0035] Mixed Reality: In contrast to VR environments, which are designed to be based entirely on computer-generated sensory input, a mixed reality (MR) environment refers to a simulated environment that is designed to include sensory input from the physical environment, or representations thereof, in addition to computer-generated sensory input (e.g., virtual objects). On the virtuality continuum, a mixed reality environment is anything between, but not including, a fully physical environment at one end and a virtual reality environment at the other end. In some MR environments, computer-generated sensory input can respond to changes in sensory input from the physical environment. In addition, some electronic systems used to render MR environments can track position and / or orientation relative to the physical environment to enable virtual objects to interact with real objects (i.e., physical items from the physical environment, or representations thereof). For example, the system can cause movement so that virtual trees appear stationary relative to the physical ground.

[0036] Examples of mixed reality include augmented reality and augmented virtuality.

[0037] Augmented reality: An augmented reality (AR) environment refers to a simulated environment in which one or more virtual objects are superimposed on a physical environment or a representation of a physical environment. For example, an electronic system for presenting an AR environment may have a transparent or translucent display through which a person can directly view the physical environment. The system may be configured to present virtual objects on a transparent or translucent display so that a person uses the system to perceive virtual objects superimposed on the physical environment. Alternatively, the system may have an opaque display and one or more imaging sensors that capture images or videos of the physical environment, which are representations of the physical environment. The system combines the image or video with the virtual object and presents the composition on an opaque display. A person uses the system to indirectly view the physical environment via an image or video of the physical environment and perceives virtual objects superimposed on the physical environment. As used herein, a video of a physical environment displayed on an opaque display is referred to as a "transparent 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 an opaque display. Further alternatively, the system may have a projection system that projects virtual objects into a physical environment, such as as a hologram or on a physical surface, so that a person using the system perceives virtual objects superimposed on the physical environment. An augmented reality environment also refers to a simulated environment in which a representation of a physical environment is transformed by computer-generated sensory information. For example, in providing a pass-through video, the system may transform one or more sensor images to apply a selected perspective (e.g., a viewpoint) that is different from the perspective captured by the imaging sensor. For another example, the representation of the physical environment may be transformed by graphically modifying (e.g., enlarging) a portion thereof so that the modified portion may be a representative but not real version of the original captured image. For another example, the representation of the physical environment may be transformed by graphically eliminating a portion thereof or blurring a portion thereof.

[0038] Augmented Virtual: An augmented virtual (AV) environment refers to a simulated environment in which a virtual environment or a computer-generated environment incorporates one or more sensory inputs from the physical environment. The sensory input may be a representation of one or more characteristics of the physical environment. For example, an AV park may have virtual trees and virtual buildings, but the faces of people are realistically reproduced from images taken of physical people. For another example, a virtual object may take the shape or color of a physical object imaged by one or more imaging sensors. For another example, a virtual object may take a shadow that conforms to the positioning of the sun in the physical environment.

[0039] Hardware: There are many different types of electronic systems that enable a person to sense various XR environments and / or interact with various CGR environments. Examples include head-mounted systems, projection-based systems, heads-up displays (HUDs), vehicle windshields with integrated display capabilities, windows with integrated display capabilities, displays formed as lenses designed to be placed on a person's eyes (e.g., similar to contact lenses), headphones / earpieces, speaker arrays, input systems (e.g., wearable or handheld controllers with or without tactile feedback), smartphones, tablets, and desktop / laptop computers. A head-mounted system can have one or more speakers and an integrated opaque display. Alternatively, a head-mounted system can be configured to accept an external opaque display (e.g., a smartphone). A head-mounted system can incorporate one or more imaging sensors for capturing images or video of the physical environment, and / or one or more microphones for capturing audio of the physical environment. Instead of an opaque display, a head-mounted system can have a transparent or translucent display. A transparent or translucent display can have a medium through which light representing the image is directed to a person's eyes. The display can utilize digital light projection, OLED, LED, uLED, liquid crystal on silicon, laser scanning light source, or any combination of these technologies. The medium can be an optical waveguide, a hologram medium, an optical combiner, an optical reflector, or any combination thereof. In one embodiment, a transparent or translucent display can be configured to selectively become opaque. The projection-based system can employ retinal projection technology that projects graphic images onto a person's retina. The projection system can also be configured to project virtual objects into a physical environment, for example as a hologram, or onto a physical surface. In some embodiments, the controller 110 is configured to manage and coordinate the user's XR experience. In some embodiments, the controller 110 includes a suitable combination of software, firmware, and / or hardware. The following description with respect to Figure 2Controller 110 is described in more detail. In some embodiments, controller 110 is a computing device that is located locally or remotely relative to scene 105 (e.g., physical setting / environment). For example, controller 110 is a local server located within scene 105. In another example, controller 110 is a remote server (e.g., a cloud server, a central server, and / or another server) located outside of scene 105. In some embodiments, controller 110 is communicatively coupled to display generation component 120 (e.g., HMD, display, projector, and / or touch screen) 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 included within a housing (e.g., a physical housing) of the display generating component 120 (e.g., an HMD or 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 one or more of the peripheral devices 195, or shares the same physical housing or support structure with one or more of the foregoing items.

[0040] In some embodiments, the display generation component 120 is configured to provide an XR experience (e.g., at least the visual component of the XR experience) to the user. In some embodiments, the display generation component 120 includes a suitable combination of software, firmware, and / or hardware. Figure 3 Display generation component 120 is described in further detail. In some embodiments, the functionality of controller 110 is provided by and / or combined with display generation component 120.

[0041] According to some embodiments, display generation component 120 provides an XR experience to the user when the user is virtually and / or physically present within scene 105.

[0042] In some embodiments, the display generation component is worn on a part of the user's body (e.g., on his / her head and / or on his / her hand). In this way, 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 smart phone or tablet) configured to present XR content, and the user holds a device with a display facing the user's field of view and a camera facing the scene 105. In some embodiments, the handheld device is optionally placed in a housing worn on the user's head. In some embodiments, the handheld device is optionally placed on a support (e.g., a tripod) in front of the user. In some embodiments, the display generation component 120 is an XR room, housing, or room configured to present XR content, wherein the user does not wear or hold 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 interactions with XR content triggered based on interactions occurring in the space in front of a handheld device or a tripod-mounted device may similarly be implemented with an HMD, where the interactions occur in the space in front of the HMD and responses to the XR content are displayed via the HMD. Similarly, a user interface showing interactions with XR content triggered based on movement of a handheld device or a tripod-mounted device relative to a physical environment (e.g., scene 105 or a part of a user's body (e.g., the user's eyes, head, or hands)) may similarly be implemented with an HMD, where the movement is caused by movement of the HMD relative to the physical environment (e.g., scene 105 or a part of a user's body (e.g., the user's eyes, head, or hands)).

[0043] Despite Figure 1 Relevant features of operating environment 100 are shown, but those skilled in the art will recognize from this disclosure that various other features are not shown for the sake of brevity and so as not to obscure more relevant aspects of the example embodiments disclosed herein.

[0044] Figure 2is a block diagram of an example of a controller 110 according to some embodiments. While some specific features are shown, those skilled in the art will recognize from this disclosure that various other features are not shown for the sake of brevity and so as not to obscure more relevant aspects of the embodiments disclosed herein. To this end, as a non-limiting example, in some embodiments, the controller 110 includes one or more processing units 202 (e.g., a microprocessor, an application specific integrated circuit (ASIC), a field programmable gate array (FPGA), a graphics processing unit (GPU), a central processing unit (CPU), a processing core, etc.), one or more input / output (I / O) devices 206, one or more communication interfaces 208 (e.g., a universal serial bus (USB), IEEE802.3x, IEEE 802.11x, IEEE 802.16x, Global System for Mobile Communications (GSM), Code Division Multiple Access (CDMA), Time Division Multiple Access (TDMA), Global Positioning System (GPS), infrared (IR), Bluetooth, ZIGBEE and / or similar types of interfaces), one or more programming (e.g., I / O) interfaces 210, a memory 220, and one or more communication buses 204 for interconnecting these components and various other components.

[0045] In some embodiments, the one or more communication buses 204 include circuits that interconnect and control communications between system components. In some embodiments, the one or more I / O devices 206 include at least one of a keyboard, a mouse, a touch pad, a joystick, one or more microphones, one or more speakers, one or more image sensors, one or more displays, etc.

[0046] The memory 220 includes a high-speed random access memory, such as a dynamic random access memory (DRAM), a static random access memory (SRAM), a double data rate random access memory (DDR RAM), or other random access solid-state memory devices. In some embodiments, the memory 220 includes a 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. The memory 220 optionally includes one or more storage devices located away from the one or more processing units 202. The memory 220 includes a non-transitory computer-readable storage medium. In some embodiments, the memory 220 or the non-transitory computer-readable storage medium of the memory 220 stores the following programs, modules, and data structures or subsets thereof, including an optional operating system 230 and an XR experience module 240.

[0047] The operating system 230 includes instructions for handling various basic system services and for performing hardware-related tasks. In some embodiments, the XR experience module 240 is configured to manage and coordinate single or multiple XR experiences of one or more users (e.g., a single XR experience of one or more users, or multiple XR experiences of corresponding groups of one or more users). To this end, in various embodiments, the XR experience module 240 includes a data acquisition unit 242, a tracking unit 244, a coordination unit 246, and a data transmission unit 248.

[0048] In some embodiments, the data acquisition unit 242 is configured to obtain Figure 1 120 and optionally from one or more of input device 125, output device 155, sensor 190, and / or peripheral device 195. For this purpose, in various embodiments, data acquisition unit 242 includes instructions and / or logic for instructions and heuristics and metadata for the heuristics.

[0049] In some embodiments, tracking unit 244 is configured to map scene 105 and track at least display generation component 120 relative to Figure 1 The tracking unit 244 may include instructions and / or logic for instructions and heuristics and metadata for the heuristics. In some embodiments, the tracking unit 244 includes a hand tracking unit 245 and / or an eye tracking unit 243. In some embodiments, the hand tracking unit 245 is configured to track the position / location of one or more parts of the user's hand, and / or the position of one or more parts of the user's hand relative to the user's hand. Figure 1 The movement of the scene 105 relative to the display generation component 120 and / or relative to a coordinate system (the coordinate system is defined relative to the user's hand). Figure 4 The hand tracking unit 245 is described in more detail. In some embodiments, the eye tracking unit 243 is configured to track the position or movement of the user's gaze (or more generally, the user's eyes, face, or head) relative to the scene 105 (e.g., relative to the physical environment and / or relative to the user (e.g., the user's hands)) or relative to the XR content displayed via the display generation component 120. Figure 5 The eye tracking unit 243 is described in more detail.

[0050] In some embodiments, coordination unit 246 is configured to manage and coordinate the XR experience presented to the user by display generation component 120, and optionally by one or more of output device 155 and / or peripherals 195. To this end, in various embodiments, coordination unit 246 includes instructions and / or logic for instructions and heuristics and metadata for the heuristics.

[0051] In some embodiments, data transfer unit 248 is configured to transfer data (e.g., presentation data and / or position data) to at least display generation component 120, and optionally to one or more of input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, data transfer unit 248 includes instructions and / or logic for instructions as well as heuristics and metadata for the heuristics.

[0052] Although the data acquisition unit 242, the tracking unit 244 (e.g., including the eye tracking unit 243 and the hand tracking unit 245), the coordination unit 246, and the data transmission unit 248 are illustrated as residing on a single device (e.g., the controller 110), it should be understood that in other embodiments, any combination of the data acquisition unit 242, the tracking unit 244 (e.g., including the eye tracking unit 243 and the hand tracking unit 245), the coordination unit 246, and the data transmission unit 248 may be located in separate computing devices.

[0053] also, Figure 2 It serves more as a functional description of various features that may be present in a particular implementation, as opposed to a block diagram of the embodiments described herein. As one of ordinary skill in the art will recognize, items shown separately may be combined, and some items may be separated. For example, Figure 2 Some functional modules shown separately in the figure may be implemented in a single module, and the various functions of a single functional block may be implemented by one or more functional blocks in various embodiments. The actual number of modules and the division of specific functions and how the features are distributed among them will vary depending on the specific implementation, and in some embodiments, depends in part on the specific combination of hardware, software and / or firmware selected for a specific implementation.

[0054] Figure 31 is a block diagram of an example of a display generation component 120 according to some embodiments. Although some specific features are shown, those skilled in the art will recognize from this disclosure that various other features are not shown for the sake of brevity and so as not to obscure more relevant aspects of the embodiments disclosed herein. For the purposes described, as a non-limiting example, in some embodiments, the HMD 120 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, IR, 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 internal-facing and / or external-facing image sensors 314, memory 320, and one or more communication buses 304 for interconnecting these and various other components.

[0055] In some embodiments, one or more communication buses 304 include circuits for interconnecting and controlling communications between various system components. In some embodiments, one or more I / O devices and sensors 306 include at least one of an inertial measurement 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, and / or a blood glucose sensor), one or more microphones, one or more speakers, a haptic engine, one or more depth sensors (e.g., structured light, time of flight, etc.), etc.

[0056] In some embodiments, one or more XR displays 312 are configured to provide an XR experience to the user. 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), microelectromechanical system (MEMS) and / or similar display types. In some embodiments, one or more XR displays 312 correspond to diffraction, reflection, polarization, holographic and other waveguide displays. For example, HMD 120 includes a single XR display. In another example, HMD 120 includes an XR display for each eye of the user. In some embodiments, one or more XR displays 312 can present MR and VR content. In some embodiments, one or more XR displays 312 can present MR or VR content.

[0057] In some embodiments, the 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, the one or more image sensors 314 are configured to acquire image data corresponding to the user's hands and, optionally, at least a portion of the user's arms (and may be referred to as a hand tracking camera). In some embodiments, the one or more image sensors 314 are configured to face forward so as to acquire image data corresponding to a scene that the user would see in the absence of the HMD 120 (and may be referred to as a scene camera). The one or more optional image sensors 314 may include one or more RGB cameras (e.g., with a complementary metal oxide semiconductor (CMOS) image sensor or a charge coupled device (CCD) image sensor), one or more infrared (IR) cameras, and / or one or more event-based cameras, etc.

[0058] The memory 320 includes a high-speed random access memory, such as a DRAM, SRAM, DDR RAM, or other random access solid-state memory device. In some embodiments, the memory 320 includes a 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. The memory 320 optionally includes one or more storage devices located away from the one or more processing units 302. The memory 320 includes a non-transitory computer-readable storage medium. In some embodiments, the memory 320 or the non-transitory computer-readable storage medium of the memory 320 stores the following programs, modules, and data structures or a subset thereof, including an optional operating system 330 and an XR rendering module 340.

[0059] The operating system 330 includes processes for handling various basic system services and for performing hardware-related tasks. In some embodiments, the XR rendering module 340 is configured to present XR content to a user via one or more XR displays 312. For such purposes, in various embodiments, the XR rendering module 340 includes a data acquisition unit 342, an XR rendering unit 344, an XR map generation unit 346, and a data transfer unit 348.

[0060] In some embodiments, the data acquisition unit 342 is configured to obtain Figure 1 At least controller 110 acquires data (e.g., presentation data, interaction data, sensor data, and / or location data). For the purposes described, in various embodiments, data acquisition unit 342 includes instructions and / or logic for instructions and heuristics and metadata for heuristics.

[0061] In some embodiments, the XR rendering unit 344 is configured to render XR content via one or more XR displays 312. For such purposes, in various embodiments, the XR rendering unit 344 includes instructions and / or logic for the instructions and heuristics and metadata for the heuristics.

[0062] In some embodiments, the XR map generation unit 346 is configured to generate an XR map (e.g., a 3D map of a mixed reality scene or a map of a physical environment in which a computer-generated object can be placed to generate an extended reality) based on the media content data. For this purpose, in various embodiments, the XR map generation unit 346 includes instructions and / or logic for the instructions and heuristics and metadata for the heuristics.

[0063] In some embodiments, the data transmission unit 348 is configured to transmit data (e.g., presentation data and / or position data) to at least the controller 110, and optionally one or more of the input device 125, the output device 155, the sensor 190, and / or the peripheral device 195. For such purposes, in various embodiments, the data transmission unit 348 includes instructions and / or logic for the instructions and heuristics and metadata for the heuristics.

[0064] Although the data acquisition unit 342, the XR rendering unit 344, the XR map generation unit 346, and the data transfer unit 348 are shown as residing on a single device (e.g., Figure 1, but it should be understood that in other embodiments, any combination of the data acquisition unit 342, the XR rendering unit 344, the XR mapping generation unit 346, and the data transmission unit 348 may be located in a separate computing device.

[0065] also, Figure 3 More as a functional description of various features that may be present in a particular embodiment, rather than a schematic diagram of the structures of the embodiments described herein. As one of ordinary skill in the art will recognize, items shown separately may be combined, and some items may be separated. For example, Figure 3 Some functional modules shown separately in the figure may be implemented in a single module, and the various functions of a single functional block may be implemented by one or more functional blocks in various embodiments. The actual number of modules and the division of specific functions and how the features are distributed among them will vary depending on the specific implementation, and in some embodiments, depends in part on the specific combination of hardware, software and / or firmware selected for a specific implementation.

[0066] Figure 4 is a schematic illustration of an example implementation of the hand tracking device 140. In some implementations, the hand tracking device 140 ( Figure 1 ) is controlled by the hand tracking unit 245 ( Figure 2 ) to track the position / location of one or more parts of a user's hand, and / or one or more parts of a user's hand relative to Figure 1 The hand tracking device 140 can be used to monitor movement of the scene 105 (e.g., relative to a portion of the physical environment surrounding the user, relative to the display generation component 120, or relative to a portion of the user (e.g., the user's face, eyes, or head), and / or relative to a coordinate system (which is defined relative to the user's hands)). In some embodiments, the hand tracking device 140 is part of the display generation component 120 (e.g., embedded in or attached to the 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).

[0067] 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 a human user's hand 406. The image sensor 404 captures hand images with sufficient resolution to enable the fingers and their corresponding positions to be distinguished. The image sensor 404 typically captures images of other parts of the user's body, or also or possibly all parts of the body, and may have zoom capabilities or a dedicated sensor with increased magnification to capture images of the hand with a desired resolution. In some embodiments, the image sensor 404 also captures 2D color video images 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 to capture the physical environment of the scene 105, or is used as an image sensor to capture the physical environment of the scene 105. In some embodiments, the image sensor is positioned relative to the user or the user's environment in a manner that the field of view of the image sensor 404 or a portion thereof is used to define an interaction space in which hand movements captured by the image sensor are considered input to the controller 110.

[0068] In some embodiments, the image sensor 404 outputs a sequence of frames containing 3D mapping data (and in addition, possible color image data) to the controller 110, which extracts high-level information from the mapping data. This high-level information is typically provided to an application running on the controller via an application program interface (API), which drives the display generation component 120 accordingly. For example, a user can interact with the software running on the controller 110 by moving his hand 408 and changing his hand posture.

[0069] In some embodiments, the image sensor 404 projects a speckled pattern onto a scene containing 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 offset of the spots in the pattern. This method is advantageous because it does not require the user to hold or wear any kind of beacon, sensor, or other marker. The method gives the depth coordinates of points in the scene at a specific distance from the image sensor 404 relative to a predetermined reference plane. In the present disclosure, it is assumed that the image sensor 404 defines an orthogonal set of x-axis, y-axis, and z-axis, so that the depth coordinates of points in the scene correspond to the z component measured by the image sensor. Alternatively, the hand tracking device 440 may use other 3D mapping methods based on a single or multiple cameras or other types of sensors, such as stereo imaging or time-of-flight measurement.

[0070] In some embodiments, the hand tracking device 140 captures and processes a time series of depth maps containing the user's hand as the user moves his hand (e.g., the entire hand or one or more fingers). Software running on the image sensor 404 and / or the processor in the controller 110 processes the 3D mapping data to extract image patch descriptors of the hand in these depth maps. The software can match these descriptors with image patch descriptors stored in the database 408 based on a previous learning process to estimate the pose of the hand in each frame. The pose typically includes the 3D position of the user's hand joints and finger tips.

[0071] The software can also analyze the trajectory of the hand and / or finger over multiple frames in the sequence to recognize gestures. The pose estimation function described herein can be alternated with the motion tracking function so that the image block-based pose estimation is performed only once every two (or more) frames, and the tracking is used to find the changes in pose that occur on the remaining frames. The pose, motion, and gesture information is provided to the application running on the controller 110 via the above-mentioned API. The program can, for example, move and modify the image presented on the display generation component 120 in response to the pose and / or gesture information, or perform other functions.

[0072] In some embodiments, gestures include air gestures. An air gesture is a gesture detected without the user touching an input element that is part of a device (e.g., computer system 101, one or more input devices 125, and / or hand tracking device 140) (or independent of an input element that is part of a device) and based on detected movement of a part of the user's body (e.g., head, one or more arms, one or more hands, one or more fingers, and / or one or more legs) through 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 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 one of the user's hands relative to the user's other hand, and / or movement of a user's finger 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 that includes a hand moving a predetermined amount and / or speed in a predetermined posture, or a shake gesture that includes a predetermined speed or amount of rotation of a part of the user's body)).

[0073] In some embodiments, according to some embodiments, the input gestures used in the various examples and embodiments described herein include air gestures for interacting with an XR environment (e.g., a virtual or mixed reality environment) performed by movement of a user's fingers relative to other fingers or parts of the user's hand. In some embodiments, an air gesture is a gesture detected without the user touching an input element that is part of the device (or independent of an input element that is part of the device) and based on detected movement of a part of the user's body through 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 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 one of the user's hands relative to the user's other 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 in which the hand moves a predetermined amount and / or speed in a predetermined posture, or a shake gesture including a predetermined speed or amount of rotation of a part of the user's body)).

[0074] In some embodiments where the input gesture is an in-air gesture (e.g., in the absence of physical contact with an input device that provides information to the computer system about which user interface element is the target of the user input, such as contact with a user interface element displayed on a touch screen, or contact with a mouse or trackpad to move a cursor to a user interface element), the gesture takes into account the user's attention (e.g., gaze) to determine the target of the user input (e.g., for direct input, as described below). Thus, in embodiments involving in-air gestures, for example, the input gesture is combined (e.g., simultaneously) with movement of the user's fingers and / or hand to detect attention (e.g., gaze) toward a user interface element to perform a pinch and / or tap input, as described below.

[0075] In some embodiments, an input gesture pointing to a user interface object is performed directly or indirectly with reference to the user interface object. For example, the user input is performed directly on the user interface object according to performing the input with the user's hand at a position corresponding to the position of the user interface object in the three-dimensional environment (e.g., as determined based on the user's current viewpoint). In some embodiments, when the user's attention (e.g., gaze) to the user interface object is detected, the input gesture is performed indirectly on the user interface object according to the position of the user's hand not being at the position corresponding to the position of the user interface object in the three-dimensional environment while the user performs the input gesture. For example, for a direct input gesture, the user can guide the user's input to the user interface object by initiating a gesture at or near a position corresponding to the display position of the user interface object (e.g., within 0.5 cm, 1 cm, 5 cm, or within a distance between 0 cm and 5 cm measured from the outer edge of the option or the center portion of the option). For an indirect input gesture, the user can guide the user's input to the user interface object by focusing on the user interface object (e.g., by gazing at the user interface object), and while focusing on the option, the user initiates an input gesture (e.g., at any position detectable by the computer system) (e.g., at a position that does not correspond to the display position of the user interface object).

[0076] In some embodiments, according to some embodiments, the input gestures (e.g., air gestures) used in various examples and embodiments described herein include pinch input and tap input for interacting with a virtual or mixed reality environment. For example, the pinch input and tap input described below are performed as air gestures.

[0077] In some embodiments, the 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 as an air gesture includes movement of two or more fingers of a hand to contact each other, that is, optionally followed by an immediate (e.g., within 0 to 1 second) interruption of contact with each other. A long pinch gesture as an air gesture includes movement of two or more fingers of a hand in contact with each other for at least a threshold amount of time (e.g., at least 1 second) before an interruption of contact with each other is detected. For example, a long pinch gesture includes the user maintaining a pinch gesture (e.g., in which 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 as an air gesture includes two (e.g., or more) pinch inputs (e.g., performed by the same hand) that are detected consecutively immediately (e.g., within a predefined time period) with 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., interrupts contact between two or more fingers), and performs a second pinch input within a predefined time period after releasing the first pinch input (e.g., within 1 second or within 2 seconds).

[0078] In some embodiments, the pinch and drag gesture as an air gesture includes a pinch gesture (e.g., a pinch gesture or a long pinch gesture) performed in conjunction with (e.g., following) a drag input that changes the position of the user's hand from a first position (e.g., the start position of the drag) to a second position (e.g., the end position of the drag). In some embodiments, the user maintains the pinch gesture while performing the drag input, and releases the pinch gesture (e.g., opens their 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 to contact each other and moves the same hand to a second position in the air using the drag gesture). In some embodiments, a pinch input is performed by a first hand of a user, and a drag input is performed by a second hand of the user (e.g., the second hand of the user moves from a first position to a second position in the air while the user continues to pinch input with the first hand of the user. In some embodiments, the input gesture as an air gesture includes input performed using both hands of the user (e.g., pinch and / or tap input). For example, the input gesture includes two (e.g., or more) pinch inputs performed in conjunction with each other (e.g., simultaneously or within a predefined time period). For example, a first pinch gesture (e.g., a pinch input, a long pinch input, or a pinch and drag input) is performed using the first hand of the user, and in conjunction with the pinch input performed using the first hand, a second pinch input is performed using another hand (e.g., a second hand of the user's two hands). In some embodiments, movement between the two hands of the user (e.g., increasing and / or decreasing the distance or relative orientation between the two hands of the user).

[0079] In some embodiments, a tap input performed as an air gesture (e.g., pointing to a user interface element) includes movement of a user's finger toward the user interface element, movement of a user's hand toward the user interface element (optionally, extension of the user's finger toward the user interface element), downward movement of a user's finger (e.g., mimicking a mouse click motion or a tap on a touch screen), or other predefined movement of a user's hand. In some embodiments, a tap input performed as an air gesture is detected based on movement characteristics of the finger or hand performing the tap gesture movement of the finger or hand, which is a movement of the finger or hand away from the user's viewpoint and / or toward an object that is the target of the tap input, followed by an 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 performing the tap gesture (e.g., the end of the movement away from the user's viewpoint and / or toward an object that is the target of the tap input, a reversal of the direction of movement of the finger or hand, and / or a reversal of the acceleration direction of the movement of the finger or hand).

[0080] In some embodiments, it is determined that the user's attention is directed to a portion of the three-dimensional environment based on detection of a gaze directed to that portion of the three-dimensional environment (optionally, no other conditions are required). In some embodiments, it is determined that the user's attention is directed to a portion of the three-dimensional environment based on detection of a gaze directed to that portion of the three-dimensional environment using one or more additional conditions, such as requiring the gaze to be directed to the portion of the three-dimensional environment for at least a threshold duration (e.g., a dwell duration) and / or requiring the gaze to be directed to the portion of the three-dimensional environment when the user's viewpoint is within a distance threshold from the portion of the three-dimensional environment, so that the device determines that the user's attention is directed to the portion of the three-dimensional environment, wherein if one of these additional conditions is not met, the device determines that the attention is not directed to the portion of the three-dimensional environment to which the gaze is directed (e.g., until the one or more additional conditions are met).

[0081] In some embodiments, detection of a ready state configuration of a user or a portion of a user is detected by a computer system. Detection of a ready state configuration of a hand is used by the computer system as an indication that the user may be preparing to interact with the computer system using one or more air gesture inputs (e.g., pinch, tap, pinch and drag, double pinch, long pinch, or other air gestures described herein) performed by the hand. For example, the ready state of the hand is determined based on whether the hand has a predetermined hand shape (e.g., a pre-pinch shape with the thumb and one or more fingers extended and spaced apart to prepare for a pinch or grab gesture, or a pre-tap with one or more fingers extended and the palm facing away from the user), based on whether the hand is in a predetermined position relative to the user's viewpoint (e.g., below the user's head and above the user's waist and extending at least 15 cm, 20 cm, 25 cm, 30 cm, or 50 cm from the body), and / or based on whether the hand has moved in a particular manner (e.g., toward an area in front of the user above the user's waist and 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 interactive element of a user interface responds to attention (e.g., gaze) input.

[0082] In some embodiments, the software may be downloaded to the controller 110 in electronic form, for example, over a network, or may alternatively be provided on a tangible, non-transitory medium such as an optical, magnetic, or electronic memory medium. In some embodiments, the database 408 is also stored in a memory associated with the controller 110. Alternatively or in addition, some or all of the described functions of the computer may be implemented in dedicated hardware, such as a custom or semi-custom integrated circuit or a programmable digital signal processor (DSP). Although in Figure 44, but some or all of the processing functions of the controller may be performed by a suitable microprocessor and software or by dedicated circuits within the housing of the hand tracking device 402 or other devices associated with the image sensor 404, for example. 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 receiver, handheld device, or head mounted device) or integrated with any other suitable computerized device (such as a game console or media player). The sensing functions of the image sensor 404 may also be integrated into a computer or other computerized device to be controlled by the sensor output.

[0083] Figure 4 Also included is a schematic diagram of a depth map 410 captured by the image sensor 404 according to some embodiments. As described above, the depth map includes a matrix of pixels with corresponding depth values. Pixels 412 corresponding to the hand 406 have been segmented from the background and wrist in the map. The brightness of each pixel within the depth map 410 is inversely proportional to its depth value (i.e., the measured z distance from the image sensor 404), where gray shades become darker as depth increases. The controller 110 processes these depth values ​​in order to identify and segment components of the image that have human hand features (i.e., a group of adjacent pixels). These features may include, for example, overall size, shape, and motion from frame to frame in the depth map sequence.

[0084] Figure 4 Also schematically shown is a hand skeleton 414 that the controller 110 ultimately extracts from the depth map 410 of the hand 406 according to some embodiments. Figure 4 In the hand skeleton 414, the skeleton 414 is superimposed on the hand background 416 that has been segmented from the original depth map. In some embodiments, key feature points of the hand and optionally on the wrist or arm connected to the hand (e.g., points corresponding to knuckles, finger tips, palm center, and / or the end of the hand connected to the wrist) are identified and located on the hand skeleton 414. In some embodiments, the controller 110 uses the position and movement of these key feature points over multiple image frames to determine the gesture performed by the hand or the current state of the hand according to some embodiments.

[0085] Figure 5 The eye tracking device 130 ( Figure 1 ). In some embodiments, the eye tracking device 130 is composed of an eye tracking unit 243 ( Figure 2) controls to track the position and movement of the user's gaze relative to the scene 105 or relative 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, when the display generation component 120 is a head-mounted device (such as headphones, helmets, goggles, or glasses) or a handheld device placed in a wearable frame, the head-mounted device includes both components for generating XR content for the user to view and components for tracking the user's gaze relative to the XR content. In some embodiments, the eye tracking device 130 is separate from the display generation component 120. For example, when the display generation component is a handheld device or an XR room, the eye tracking device 130 is optionally a device separate from the handheld device or the XR room. In some embodiments, the eye tracking device 130 is a head-mounted device or a part of a head-mounted device. In some embodiments, the head-mounted eye tracking device 130 is optionally used in conjunction with a display generation component that is also head-mounted or a display generation component that is not head-mounted. In some embodiments, the eye tracking device 130 is not a head mounted device, and is optionally used in conjunction with a head mounted display generation component. In some embodiments, the eye tracking device 130 is not a head mounted device, and is optionally part of a non-head mounted display generation component.

[0086] In some embodiments, the display generation component 120 uses a display mechanism (e.g., a left near-eye display panel and a right near-eye display panel) to display a frame including a left image and a right image in front of the user's eyes, thereby providing a 3D virtual view to the user. For example, the head-mounted display generation component may include a left optical lens and a right optical lens (referred to herein as eye lenses) located 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 cameras that capture a video of the user's environment for display. In some embodiments, the head-mounted display generation component may have a transparent or translucent display, and display a virtual object on the transparent or translucent display, and the user can directly view the physical environment through the transparent or translucent display. In some embodiments, the display generation component projects the virtual object into the physical environment. The virtual object may, for example, be projected on a physical surface or projected as a hologram so that an individual using the system observes the virtual object superimposed on the physical environment. In this case, separate display panels and image frames for the left and right eyes may not be required.

[0087] like Figure 5As shown in , in some embodiments, the gaze tracking device 130 includes at least one eye tracking camera (e.g., an infrared (IR) or near infrared (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 eyes. The eye tracking camera can be pointed at the user's eyes to receive the IR or NIR light reflected directly from the eyes by the light source, or alternatively can be pointed at "hot" mirrors located between the user's eyes and the display panel, which reflect the IR or NIR light from the eyes to the eye tracking camera while allowing visible light to pass through. The gaze tracking device 130 optionally captures images of the user's eyes (e.g., as a video stream captured at 60-120 frames per second (fps)), analyzes the images to generate gaze tracking information, and transmits the gaze tracking information to the controller 110. In some embodiments, the user's two eyes are tracked separately by corresponding eye tracking cameras and illumination sources. In some embodiments, only one eye of the user is tracked by the corresponding eye tracking camera and illumination source.

[0088] 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, such as the 3D geometric relationships and parameters of the LED, camera, thermal mirror (if present), eye lens, and display screen. The device-specific calibration process can be performed at a factory or another facility before the AR / VR equipment is delivered to the end user. The device-specific calibration process can be an automatic calibration process or a manual calibration process. According to some embodiments, the user-specific calibration process may include an estimate of the eye parameters of a specific user, such as pupil position, foveal position, optical axis, visual axis, eye spacing, etc. According to some embodiments, once the device-specific parameters and user-specific parameters are determined for the eye tracking device 130, a flash-assisted method can be used to process the images captured by the eye tracking camera to determine the current visual axis and the user's gaze point relative to the display.

[0089] like Figure 5As shown in , the eye tracking device 130 (e.g., 130A or 130B) includes an eye lens 520 and a gaze tracking system, which includes at least one eye tracking camera 540 (e.g., an infrared (IR) or near infrared (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 eye 592. The eye tracking camera 540 can be directed toward a reflector 550 (e.g., such as a left display panel or right display panel of a head-mounted display, or a display of a handheld device, and / or a projector) located between the user's eye 592 and a display 510 (e.g., a left display panel or a right display panel of a head-mounted display, or a display of a handheld device, and / or a projector) that reflects the IR or NIR light from the eye 592 while allowing visible light to pass. Figure 5 ), or alternatively may be directed toward the user's eye 592 to receive reflected IR or NIR light from the eye 592 (e.g., as shown in the top portion of Figure 5 ).

[0090] 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. The controller 110 uses the gaze tracking input 542 from the eye tracking camera 540 for various purposes, such as for processing the frames 562 for display. The controller 110 optionally estimates the user's gaze point on the display 510 based on the gaze tracking input 542 obtained from the eye tracking camera 540 using a flash-assisted method or other suitable method. The gaze point estimated from the gaze tracking input 542 is optionally used to determine the direction in which the user is currently looking.

[0091] Several possible use cases for the user's current gaze direction are described below and are not intended to be limiting. As an example use case, the controller 110 may render virtual content differently based on the determined direction of the user's gaze. For example, the controller 110 may generate virtual content at a higher resolution in the foveal region determined according to the user's current gaze direction than in the peripheral region. As another example, the controller may position or move virtual content in a view based at least in part on the user's current gaze direction. As another example, the controller may display specific virtual content in a view based at least in part on the user's current gaze direction. As another example use case in an AR application, the controller 110 may direct an external camera used to capture the physical environment of the XR experience to focus in the determined direction. The autofocus mechanism of the external camera may then focus on an object or surface in the environment that the user is currently looking at on the display 510. As another example use case, the eye lens 520 may be a focusable lens, and the controller uses gaze tracking information to adjust the focus of the eye lens 520 so that the virtual object that the user is currently looking at has an appropriate degree of convergence to match the convergence of the user's eye 592. The controller 110 can use the gaze tracking information to guide the eye lens 520 to adjust the focus so that nearby objects that the user is looking at appear at the correct distance.

[0092] In some embodiments, the eye tracking device is part of a head mounted device that includes a display (e.g., display 510), two eye lenses (e.g., eye lenses 520), an eye tracking camera (e.g., eye tracking camera 540), and a light source (e.g., light source 530 (e.g., IR or NIR LED)). The light source emits light (e.g., IR or NIR light) toward the user's eye 592. In some embodiments, the light sources may be arranged in a ring or circle around each of the lenses, such as Figure 5 In some embodiments, for example, eight light sources 530 (eg, LEDs) are arranged around each lens 520. However, more or fewer light sources 530 may be used, and other arrangements and locations of the light sources 530 may be used.

[0093] In some embodiments, the display 510 emits light in the visible range and does not emit light in the IR or NIR range, and therefore does not introduce noise into the gaze tracking system. Note that the positions and angles of the eye tracking cameras 540 are given by way of example and are not intended to be limiting. In some embodiments, a single eye tracking camera 540 is located on each side of the user's face. In some embodiments, two or more NIR cameras 540 may 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.

[0094] like Figure 5 Embodiments of the gaze tracking system shown in the disclosure may be used, for example, in extended reality (e.g., including virtual reality and / or mixed reality) applications to provide an extended reality (e.g., including virtual reality, augmented reality, and / or augmented virtuality) experience to a user.

[0095] Figure 6 FIG. 2 shows a flash-assisted gaze tracking pipeline according to some embodiments. In some embodiments, the gaze tracking pipeline is implemented by a flash-assisted gaze tracking system (e.g., Figure 1 and Figure 5 The flash-assisted gaze tracking system can maintain a tracking state. Initially, the tracking state is off or "no". When in the tracking state, the flash-assisted gaze tracking system uses previous information from previous frames when analyzing the current frame to track the pupil outline and the flash in the current frame. When not in the tracking state, the flash-assisted gaze tracking system attempts to detect the pupil and the flash in the current frame, and if successful, initializes the tracking state to "yes" and continues with the next frame in the tracking state.

[0096] like Figure 6 As shown in , the gaze tracking camera can capture left and right images of the user's left and right eyes. The captured images are then input to the gaze tracking pipeline for processing starting 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 group of captured images can be input to the pipeline for processing. However, in some embodiments or under some conditions, not all captured frames are processed by the pipeline.

[0097] At 610, for the currently captured image, if the tracking status is yes, 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 indicated at 620. At 630, if the pupil and glint are successfully detected, the method proceeds to element 640. Otherwise, the method returns to element 610 to process the next image of the user's eye.

[0098] At 640, if advancing from element 410, the current frame is analyzed to track pupils and glints based in part on previous information from previous frames. At 640, if advancing from element 630, the tracking state is initialized based on the pupils and glints detected in the current frame. The processing results at element 640 are checked to verify that the results of the tracking or detection can be credible. For example, the results can be checked to determine whether the pupil and a sufficient number of glints for performing gaze estimation are successfully tracked or detected in the current frame. At 650, if the results are not likely to be credible, the tracking state is set to no, and the method returns to element 610 to process the next image of the user's eye. At 650, if the results are credible, the method advances 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.

[0099] Figure 6 It is intended to be used as an example of an eye tracking technology that can be used for a particular implementation. As recognized by one of ordinary skill in the art, according to various embodiments, other eye tracking technologies currently existing or developed in the future can be used in place of or in combination with the flash-assisted eye tracking technology described herein in a computer system 101 for providing an XR experience to a user.

[0100] In the present disclosure, various input methods are described with respect to interaction with a computer system. When an input device or input method is used to provide an example, and another input device or input method is used to provide another example, it should be understood that each example is compatible with the input device or input method described with respect to another example and optionally utilizes the input device or input method. Similarly, various output methods are described with respect to interaction with a computer system. When an output device or output method is used to provide an example, and another output device or output method is used to provide another example, it should be understood that each example is compatible with the output device or output method described with respect to another example and optionally utilizes the output device or output method. Similarly, various methods are described with respect to interaction with a virtual environment or a mixed reality environment by a computer system. When an example is provided using interaction with a virtual environment, and another example is provided using a mixed reality environment, it should be understood that each example is compatible with the method described with respect to another example and optionally utilizes these methods. Therefore, the present disclosure discloses an embodiment as a combination of features of multiple examples, without exhaustively listing all features of the embodiment in the description of each example embodiment.

[0101] User interface and associated processes

[0102] Attention is now turned to embodiments of a user interface ("UI") and associated processes that may be implemented on a computer system (such as a portable multifunction device or a head mounted device) having display generating components, one or more input devices, and (optionally) one or more cameras.

[0103] 7A to 7JA three-dimensional environment displayed via a display generation component (e.g., display generation component 7100 or display generation component 120) and interactions occurring in the three-dimensional environment caused by user input directed to the three-dimensional environment and / or input received from other computer systems and / or sensors are shown. In some embodiments, the input is directed to the virtual object within the three-dimensional environment by the user's gaze detected in the area occupied by the virtual object and / or by a hand gesture performed at a location in the physical environment corresponding to the area of ​​the virtual object. In some embodiments, the input is directed to the virtual object within the three-dimensional environment by a hand gesture performed (e.g., optionally at a location in the physical environment that is unrelated to the area of ​​the virtual object in the three-dimensional environment) when the virtual object has input focus (e.g., when the virtual object has been selected by a concurrent and / or previously detected gaze input, selected by a concurrent or previously detected pointer input, or selected by a concurrent and / or previously detected gesture input). In some embodiments, the input is directed to the virtual object within the three-dimensional environment by an input device that has positioned a focus selector object (e.g., a pointer object or a selector object) at the location of the virtual object. In some embodiments, the input is directed to a virtual object within the three-dimensional environment via other components (e.g., voice and / or control buttons). In some embodiments, the input is directed to a representation of a physical object or a virtual object corresponding to a physical object through a user's hand movement (e.g., whole hand movement, whole hand movement in a corresponding gesture, movement of one part of a hand relative to another part of a hand, and / or relative movement between both hands) and / or manipulation relative to a physical object (e.g., touching, swiping, tapping, opening, moving toward, and / or moving relative to). In some embodiments, the computer system displays some changes to the three-dimensional environment (e.g., displaying additional virtual content, stopping displaying existing virtual content, and / or transitioning between different immersion levels of displayed visual content) based on input from sensors (e.g., image sensors, temperature sensors, biometric sensors, motion sensors, and / or proximity sensors) and contextual conditions (e.g., location, time, and / or the presence of other people in the environment). In some embodiments, a computer system displays some changes to a three-dimensional environment (e.g., displaying additional virtual content, ceasing to display existing virtual content, or transitioning between different immersive levels of displayed visual content) based on input from other computers used by other users sharing a computer-generated environment with a user of the computer system (e.g., in a shared computer-generated experience, in a shared virtual environment, or in a shared virtual reality or augmented reality environment of a communication session).In some embodiments, a computer system displays some changes to a three-dimensional environment (e.g., movement, deformation, changes in visual features, etc. of a displayed user interface, virtual surfaces, user interface objects, and / or virtual scenery) based on input from a sensor that detects the movement of other people and objects as well as movement of a user that may not meet the criteria for recognized gesture input for triggering an associated operation of the computer system.

[0104] In some embodiments, the three-dimensional environment displayed via the display generation component described herein is a virtual three-dimensional environment including virtual objects and content at different virtual locations in the three-dimensional environment without a representation of the physical environment. In some embodiments, the three-dimensional environment is a mixed reality environment that displays virtual objects at different virtual locations in the three-dimensional environment that are constrained by one or more physical aspects of the physical environment (e.g., walls, floors, positioning and orientation of surfaces, the direction of gravity, time of day and / or spatial relationships between physical objects). In some embodiments, the three-dimensional environment is an augmented reality environment that includes a representation of the physical environment. In some embodiments, the representation of the physical environment includes corresponding representations of physical objects and surfaces at different locations in the three-dimensional environment, so that the spatial relationship between different physical objects and surfaces in the physical environment is reflected by the spatial relationship between the representations of the physical objects and surfaces in the three-dimensional environment. In some embodiments, when a virtual object is placed relative to the position of the representation of the physical objects and surfaces in the three-dimensional environment, the virtual object appears to have a corresponding spatial relationship with the physical objects and surfaces in the physical environment. In some embodiments, a computer system transitions between displaying different types of environments based on user input and / or contextual conditions (e.g., transitioning between presenting a computer-generated environment or experience at different levels of immersion or adjusting the relative prominence of auditory / visual sensory input from virtual content and from representations of the physical environment).

[0105] In some embodiments, the display generation component includes a transparent portion in which a representation of the physical environment is displayed. In some embodiments, the transparent portion of the display generation component is a transparent or translucent (e.g., perspective) portion of the display generation component that shows at least a portion of the physical environment around the user or within the user's field of view. For example, the transparent portion is a portion of a head-mounted display or a head-up display that is made translucent (e.g., less than 50%, 40%, 30%, 20%, 15%, 10% or 5% opacity) or transparent, so that the user can see through it to view the real world around the user without removing the head-mounted display or moving away from the head-up display. In some embodiments, when a virtual or mixed reality environment is displayed, the transparent portion gradually transitions from translucent or transparent to completely opaque. In some embodiments, the transparent portion of the display generation component displays a real-time feed of an image or video of at least a portion of the physical environment captured by one or more cameras (e.g., a rear-facing camera of a mobile device or associated with a head-mounted display, or other cameras that feed image data to a computer system). In some embodiments, the one or more cameras are directed at a portion of the physical environment that is directly in front of the user's eyes (e.g., behind the display generating components relative to the user of the display generating components). In some embodiments, the one or more cameras are directed at a portion of the physical environment that is not directly in front of the user's eyes (e.g., in a different physical environment, or to the side or behind the user).

[0106] In some embodiments, when virtual objects are displayed at locations corresponding to the positions of one or more physical objects in a physical environment (e.g., at locations in a virtual reality environment, a mixed reality environment, or an augmented reality environment), at least some of the virtual objects are displayed in place of a portion of a live view of the camera (e.g., a portion of the physical environment captured in the live view) (e.g., at least some of the virtual objects replace the display of a portion of the live view). In some embodiments, at least some of the virtual objects and virtual content are projected onto a physical surface or blank space in the physical environment and are visible through a see-through portion of a display generation component (e.g., can be viewed as part of a camera view of the physical environment or through a transparent or translucent portion of the display generation component). In some embodiments, at least some of the virtual objects and virtual content are displayed to cover a portion of the display and obstruct the view of at least a portion of the physical environment visible through a transparent or translucent portion of the display generation component.

[0107] In some embodiments, the display generation component displays different views of the three-dimensional environment based on user input or movement that changes the viewpoint of the current display view of the three-dimensional environment relative to the virtual position of the three-dimensional environment. In some embodiments, when the three-dimensional environment is a virtual environment, the viewpoint moves based on a browsing or motion request (e.g., an air hand gesture and / or a gesture performed by movement of one part of the hand relative to another part of the hand) without requiring movement of the user's head, torso, and / or display generation component in the physical environment. In some embodiments, movement of the user's head and / or torso relative to the physical environment and / or movement of the display generation component or other position sensing elements of the computer system relative to the physical environment (e.g., due to the user holding the display generation component or wearing an HMD) causes a corresponding movement of the viewpoint relative to the three-dimensional environment (e.g., with a corresponding change in movement direction, movement distance, movement speed, and / or orientation), thereby resulting in a corresponding change in the current display view of the three-dimensional environment. In some embodiments, when a virtual object has a preset spatial relationship relative to a viewpoint (e.g., anchored or fixed to the viewpoint), movement of the viewpoint relative to the three-dimensional environment will cause movement of the virtual object relative to the three-dimensional environment while maintaining the position of the virtual object in the field of view (e.g., the virtual object is said to be head-locked). In some embodiments, the virtual object is body-locked to the user and moves relative to the three-dimensional environment as the user as a whole moves in the physical environment (e.g., carrying or wearing the display generation components and / or other position sensing components of the computer system), but will not move in the three-dimensional environment in response to individual user head movements (e.g., the display generation components and / or other position sensing components of the computer system rotate around a fixed position of the user in the physical environment). In some embodiments, the virtual object is optionally locked to another part of the user, such as the user's hand or the user's wrist, and moves in the three-dimensional environment in accordance with the movement of that part of the user in the physical environment to maintain a preset spatial relationship between the position of the virtual object and the virtual position of that part of the user in the three-dimensional environment. In some embodiments, the virtual object is locked to a preset portion of the field of view provided by the display generation component and moves in the three-dimensional environment based on the movement of the field of view, regardless of the user's movement that does not cause the field of view to change.

[0108] In some embodiments, such as FIG. 7B to FIG. 7JAs shown, the view of the three-dimensional environment sometimes does not include the representation of the user's hand, arm and / or wrist. In some embodiments, the representation of the user's hand, arm and / or wrist is included in the view of the three-dimensional environment. In some embodiments, the representation of the user's hand, arm and / or wrist is included in the view of the three-dimensional environment as a part of the representation of the physical environment provided via the display generation component. In some embodiments, these representations are not part of the representation of the physical environment, and are captured separately (e.g., by one or more cameras pointing to the user's hand, arm and wrist) and displayed in a three-dimensional environment independent of the current display view of the three-dimensional environment. In some embodiments, these representations include camera images captured by one or more cameras of the computer system or stylized versions of arms, wrists and / or hands based on information captured by various sensors. In some embodiments, these representations replace the display of a portion of the representation of the physical environment, are covered on a portion of the representation of the physical environment or block the view of a portion of the representation of the physical environment. In some embodiments, when the display generation component does not provide a view of the physical environment and provides a completely virtual environment (e.g., no camera view and no transparent pass-through portion), a real-time visual representation of one or both arms, wrists, and / or hands of the user is optionally still displayed in the virtual environment (e.g., a stylized representation or a segmented camera image). In some embodiments, if a representation of the user's hand is not provided in the view of the three-dimensional environment, the position corresponding to the user's hand is optionally indicated in the three-dimensional environment, such as by a change in the appearance of the virtual content at the position corresponding to the position of the user's hand in the physical environment in the three-dimensional environment (e.g., by a change in translucency and / or simulated reflectivity). In some embodiments, when the virtual position corresponding to the position of the user's hand or wrist in the three-dimensional environment is outside the current field of view provided by the display generation component, the representation of the user's hand or wrist is outside the current display view of the three-dimensional environment; and in response to the virtual position corresponding to the position of the user's hand or wrist moving within the current field of view due to movement of the display generation component, the user's hand or wrist, the user's head, and / or the user as a whole, the representation of the user's hand or wrist becomes visible in the view of the three-dimensional environment.

[0109] 7A to 7J is a block diagram illustrating user interaction with user interface objects displayed in a three-dimensional environment according to some embodiments. In some embodiments, one or more of the user interface objects are provided within a predefined area in the three-dimensional environment, such that user interface objects placed within the predefined area follow the user in the three-dimensional environment, while user interface objects placed outside the predefined area do not follow the user in the three-dimensional environment (e.g., user interface objects placed outside the predefined area are anchored to the three-dimensional environment). According to various embodiments, 7A to 7J (as well as Figures 8 to 9) with respect to user interface objects in some examples apply to user interface objects in other examples unless otherwise stated in the description.

[0110] 7A to 7J An exemplary computer system (e.g., device 101 or another computer system) is shown in communication with a first display generating component (e.g., display generating component 7100 or another display generating component). In some embodiments, the first display generating component is a head-up display. In some embodiments, the first display generating component is a head-mounted display (HMD). In some embodiments, the first display generating component is a stand-alone display, a touch screen, a projector, or another type of display. In some embodiments, the computer system communicates with one or more input devices, which include cameras or other sensors and input devices that detect movement of a user's hands, movement of the user's entire body, and / or movement of the user's head in a physical environment. In some embodiments, one or more input devices detect movement of a user's hands, face, and the user's entire body, etc. and the current posture, orientation, and position. In some embodiments, one or more input devices include an eye tracking component that detects the location and movement of a user's gaze. In some embodiments, the first display generating component and optionally one or more input devices and a computer system are part of a head mounted device (e.g., an HMD or a pair of goggles) that moves and rotates with the user's head in the physical environment and changes the user's viewpoint to a three-dimensional environment provided via the first display generating component. In some embodiments, the first display generating component is a heads-up display that does not move or rotate with the user's head or the user's entire body, but optionally changes the user's viewpoint to a three-dimensional environment based on movement of the user's head or body relative to the first display generating component. In some embodiments, the first display generating component is optionally moved and rotated by the user's hand relative to the physical environment or relative to the user's head, and changes the user's viewpoint to a three-dimensional environment based on movement of the first display generating component relative to the user's head or face or relative to the physical environment.

[0111] 7A to 7E is a block diagram showing user interface objects 7104 (e.g., user interface objects 7104-1 through 7104-3 are instances of user interface object 7104) displayed at respective locations in a three-dimensional environment corresponding to a position relative to a user 7002 (e.g., the user's viewpoint) in a physical environment 7000.

[0112] For example, Fig. 7AA physical environment 7000 is shown including a user 7002 interacting with a display generation component 7100. In the examples described below, the user 7002 uses one or both of his or her hands (hand 7020 and hand 7022) to provide input or instructions to the computer system. In some of the examples described below, the computer system also uses the positioning or movement of the user's arm, such as the user's left arm 7028 connected to the user's left hand 7020, as part of the input provided by the user to the computer system. The physical environment 7000 includes a physical object 7014 and physical walls 7004 and 7006. The physical environment 7000 also includes a physical floor 7008.

[0113] like Figure 7B As shown, a computer system (e.g., display generation component 7100) displays a view of a three-dimensional environment (e.g., environment 7000', a virtual three-dimensional environment, an augmented reality environment, a pass-through view of a physical environment, or a camera view of a physical environment). In some embodiments, the three-dimensional environment is a virtual three-dimensional environment without a representation of the physical environment 7000. In some embodiments, the three-dimensional environment is a mixed reality environment, which is a virtual environment enhanced by sensor data corresponding to the physical environment 7000. In some embodiments, the three-dimensional environment is an augmented reality environment, which includes one or more virtual objects (e.g., user interface object 7104) and a representation of at least a portion of the physical environment surrounding the display generation component 7100 (e.g., representations 7004', 7006' of walls, representations 7008' of floors, and representations 7014' of physical objects). In some embodiments, the representation of the physical environment includes a camera view of the physical environment. In some embodiments, the representation of the physical environment includes a view of the physical environment through a transparent or semi-transparent portion of the display generation component. In some embodiments, the representation 7014' of the physical object is locked (e.g., anchored) to the three-dimensional environment so that as the user moves within the physical environment, the representation 7014' is maintained at its position within the three-dimensional environment (e.g., and is only displayed when the user's current view includes the portion of the three-dimensional environment to which the representation 7014' of the physical object is anchored).

[0114] FIG. 7C to FIG. 7E An example is shown in which a user focuses on various objects (eg, physical objects and / or virtual objects in a physical environment) in a three-dimensional environment 7000' displayed using the display generation component 7100. For example, Figure 7CA first view from the user's viewpoint is shown when the user is paying attention to (e.g., looking at) user interface object 7104-1. For example, the user's attention is represented by a dotted line from the user's eyes. In some embodiments, the computer system determines that the user is paying attention to a corresponding portion (e.g., an object) of the three-dimensional environment based on sensor data that determines the user's gaze and / or the user's head positioning. It should be understood that the computer system can use a variety of sensor data to determine the portion of the three-dimensional environment that the user is currently paying attention to.

[0115] In some embodiments, user interface object 7104-1 includes a panel that includes a plurality of selectable user interface options (e.g., buttons) that can be selected by a user via the user's gaze and / or gestures with one or more of the user's hands (e.g., air gestures). In some embodiments, the user controls (e.g., modifies) which selectable user interface options are included in the panel (e.g., user interface object 7104-1). For example, the user selects certain application icons, settings, controls, and / or other options to be displayed within the panel so that the user can easily access the selected application icons, settings, controls, and / or other options included in the panel (e.g., so that the user can interact with the panel even when the user moves in the physical environment because the panel follows the user as the user moves in the physical environment, as described in more detail below).

[0116] Fig.7D The user is shown focusing on object 7014' (eg, which is a representation of physical object 7014 in physical environment 7000). In response to the user not focusing on user interface object 7104-1 (eg, Figure 7C4-1 is updated to user interface object 7104-2, which is displayed as a visually de-emphasized version of user interface object 7104-1 (e.g., as indicated by a shaded fill portion). In some embodiments, user interface object 7104-2 is displayed with faded visual characteristics relative to the visual characteristics of user interface object 7104-1 that were displayed with unmodified visual characteristics (e.g., not faded) when the user was focusing on user interface object 7104-1. In some embodiments, user interface object 7104-2 is displayed with faded visual characteristics relative to other objects (e.g., virtual objects and / or physical objects) displayed in three-dimensional environment 7000'. For example, representation 7014' of a physical object is not visually de-emphasized (e.g., not modified), while user interface object 7104-2 is visually de-emphasized. In some embodiments, the user interface object 7104-2 is visually de-emphasized by blurring the user interface object 7104-2, reducing the size of the user interface object 7104-2, reducing the opacity of the user interface object 7104-2, increasing the translucency of the user interface object 7104-2, completely ceasing the display of the user interface object 7104-2, or a combination of visual effects (e.g., fading and blurring simultaneously) to de-emphasize the user interface object 7104-2.

[0117] In some embodiments, such as FIG. 7E to FIG. 7G As shown, when the user is not focusing on user interface object 7104 (e.g., user interface object 7104-3, user interface object 7104-4, and user interface object 7104-5), user interface object 7104 continues to be displayed with visual de-emphasis (e.g., as shown in FIG. FIG. 7E to FIG. 7F ). In some embodiments, when the user is not focusing on the user interface object (e.g., when the amount of time the user has not focused on the user interface object increases), the visual de-emphasis of user interface object 7104 increases. For example, in response to the user initially shifting the user's attention away from user interface object 7104-1, user interface object 7104-2 is displayed as faded by a first amount (e.g., the opacity of the user interface object is reduced by a first amount and / or the translucency of the user interface object is increased by a first amount). In some embodiments, after a predefined amount of time (e.g., 0.1 seconds, 0.2 seconds, 0.5 seconds, 1 second, 2 seconds, or 5 seconds), user interface object 7104-3 ( Fig. 7E ) are displayed as faded by a second amount that is greater than the first amount (e.g., user interface object 7104-3 is displayed with a greater amount of visual de-emphasis than user interface object 7104-2).

[0118] In some embodiments, the amount of visual de-emphasis is determined based at least in part on the rate and / or amount (e.g., the amount of change in angle and / or the amount of distance) at which the user turns the user's attention away from the object. For example, in response to the user quickly (e.g., at a first rate) looking away from user interface object 7104-1, user interface object 7104-2 is visually de-emphasized by a first amount. In response to the user less quickly (e.g., at a second rate that is slower than the first rate) looking away (e.g., and / or turning away) from user interface object 7104-1, user interface object 7104-2 is visually de-emphasized by a second amount that is less than the first amount. In some embodiments, the amount of visual de-emphasis is based on the amount of change (e.g., change in distance and / or change in angle) between user interface object 7104-1 and the location of the user's current attention within the three-dimensional environment (e.g., in addition to or in lieu of a rate based on the change in the user's movement / attention). For example, if the user shifts the user's attention to an area that is close to (e.g., within 5 cm or within 10 cm, or meets a predefined proximity criterion) user interface object 7104-1, the user interface object is visually de-emphasized by a smaller amount than if the user shifts the user's attention to an area that is farther away from user interface object 7104-1 (e.g., more than 5 cm or more than 10 cm). Thus, when the user shifts the user's attention away from user interface object 7104-1, the display of user interface object 7104-2 is updated according to one or more characteristics of the user's movement and / or the change in the user's attention.

[0119] In some embodiments, when a user moves within the three-dimensional environment 7000' (e.g., corresponding to a user moving around the physical environment 7000), as shown in FIG. FIG. 7E to FIG. 7H As shown, user interface object 7104 continues to be displayed with visual de-emphasis (or not displayed) as the user continues to not focus on user interface object 7104. In some embodiments, user interface object 7104 is displayed at various locations within the three-dimensional environment (e.g., user interface object 7104 follows the user) as the user moves in the physical environment, as described in more detail below.

[0120] In some embodiments, user interface object 7104 continues to be displayed with visual de-emphasis until the computer system detects that the user is focusing on user interface object 7104, such as Figure 7H For example, in response to detecting that the user is focusing on user interface object 7104-6, the user interface object is displayed without visual de-emphasis (e.g., user interface object 7104-6 is displayed with Figure 7CIn some embodiments, in response to detecting that the user is focusing on user interface object 7104-6, user interface object 7104-6 is displayed at a location within the three-dimensional environment such that user interface object 7104-6 has the same location relative to the user as the (e.g., previous) location of user interface object 7104-1 relative to the user (e.g., the initial location of the user interface object relative to the user before the user moves in the physical environment).

[0121] FIG. 7E to FIG. 7H is a block diagram illustrating display of user interface object 7104 at various locations within a three-dimensional environment as user 7002 moves within physical environment 7000. It should be appreciated that changes in the location of user interface object 7104 within the three-dimensional environment can be performed in conjunction with (e.g., concurrently with) the visual de-emphasis of user interface object 7104 described above.

[0122] In some embodiments, such as Fig. 7E As shown, the user (e.g., and the user's current viewpoint) moves in the physical environment (e.g., the user moves a first distance to the right), and in response to the user moving in the physical environment, the view displayed on the display generation component 7100 is updated (e.g., in real time) to include a current view of the three-dimensional environment that reflects the user's movement in the physical environment. For example, when the user is in Fig. 7E to the right (for example, relative to Fig.7D ), the representation 7014' of the physical object is displayed as Fig. 7E more centered in the user's current view (with the representation of the physical object 7014' in Fig.7D in the right edge of the user's view).

[0123] In some embodiments, user interface object 7104-3 is initially maintained at the same location within the three-dimensional environment (e.g., relative to other displayed objects in the three-dimensional environment) as the user is moving in the physical environment. Fig.7D , user interface object 7104-2 is displayed with its right edge aligned with the left edge of the representation of object 7014' (e.g., vertically). Fig. 7E7014 'represented in the three-dimensional environment. For example, user interface object 7104-3 initially appears to be anchored to the three-dimensional environment. In some embodiments, according to the user moving less than a threshold amount (e.g., a threshold change amount of a threshold distance amount, orientation and / or positioning) in a physical environment (e.g., the first amount of the user's movement is less than the threshold amount), user interface object 7104-2 (e.g., and user interface object 7104-3) is maintained in the same positioning relative to other objects in the three-dimensional environment in the three-dimensional environment. In some embodiments, user interface object 7104-2 (e.g., and user interface object 7104-3) is maintained in the same positioning relative to other objects in the three-dimensional environment in the three-dimensional environment for the first predefined time period of the user's movement. For example, user interface object 7104-2 is displayed in the same positioning in the three-dimensional environment in the first 2 seconds (e.g., or 0.5 seconds, or 4 seconds) of the user moving in the physical environment.

[0124] In some embodiments, after the user has moved more than a threshold amount (e.g., more than a threshold distance, more than a threshold change in orientation and / or position, and / or for a time period longer than a first predefined time period), user interface object 7104-4 is updated to be displayed at a location in the three-dimensional environment that is different from its initial location (e.g., before the user began moving). For example, user interface object 7104-3 would have been displayed at a different location in the three-dimensional environment if it had not been updated. Figure 7F 4-4 disappears from the user's current view in the three-dimensional environment. Thus, user interface object 7104-4 moves relative to other objects displayed in the three-dimensional environment to remain within the user's current view (e.g., user interface object 7104-4 remains displayed in its entirety as the user moves in the physical environment). Thus, user interface object 7104-4 is not anchored to the three-dimensional environment, but rather to the user's current viewpoint.

[0125] In some embodiments, the display generation component 7100 is used to Figure 7FThe animation in the positioning of the user interface object 7104-4 shown moves (e.g., gradually and continuously) to display the user interface object 7104-3. In some embodiments, when the user interface object 7104-3 is moved, the user interface object 7104-3 is visually de-emphasized, as described above. In some embodiments, when the user moves in the physical environment, the user interface objects 7104-3 to 7104-4 are displayed as if the user interface object is following the user (e.g., so that the user interface object 7104 as a whole remains displayed in each corresponding current view of the user). In some embodiments, when the user interface object 7104-3 is updated to the positioning of the user interface object 7104-4, the moving speed of the positioning of the user interface object 7104-3 to the user interface object 7104-4 is displayed as a moving speed slower than the moving speed of the user in the physical environment. For example, the user interface object is delayed to follow the user (e.g., after 2 seconds, it starts to follow the user), and is displayed as moving more slowly in the three-dimensional environment compared with the moving speed of the user in the physical environment (e.g., and the rate of change of the current viewpoint of the user). As a result, user interface objects appear to lag behind the user as the user moves through the physical environment.

[0126] Figure 7G Shows the user continuing to move within the physical environment (e.g., relative to FIG. 7D to FIG. 7F ). Figure 7G Additional lateral movement (eg, left to right) of the user (eg, and display generating component 7100) in the physical environment is shown as the user continues to move to the right (eg, in the same direction as described above) in the physical environment. Figure 7G Further illustrating the movement of the user's posture (eg, orientation) in the vertical direction (eg, Figure 7G For example, the user moves right in the physical environment while also moving the user's current viewpoint downward (e.g., concurrently) (e.g., to include Figure 7G In some embodiments, user interface object 7104-5 is updated to move as the user moves in the physical environment (e.g., at a slower rate than the user). Figure 7G Relative to Fig. 7E Further to the right, user interface object 7104 is also shown as FIG. 7E to FIG. 7G between moving to the right at a slower rate than the user's movement rate (e.g., following the user). For example, the replacement user interface object 7104 continues to move between Figures 7E to 7G 7104 is displayed at the top center portion of the user's current viewpoint (e.g., this would indicate that user interface object 7104 is moving at the same rate as the user), user interface object 7104 would appear to lag behind as the user is moving.

[0127] In some embodiments, after the user has moved more than a threshold amount of movement (e.g., and the user interface object 7104 has moved from its initial position to an updated position to remain within the user's current view), the user interface object 7104 continues to follow the user in the three-dimensional environment as the user continues to move in the physical environment. In some embodiments, the user interface object 7104 moves to a different position within the three-dimensional environment (e.g., as the user moves in the physical environment) so as to maintain the same spatial relationship relative to the user (e.g., relative to a portion of the user's body and / or relative to the user's current viewpoint). For example, the user interface object 7104 continues to follow the user to remain within a predefined portion of the user's current view (e.g., in the upper left corner of the user's current view) and / or at a predefined distance away from the user's current view (e.g., within arm's length away from the user).

[0128] The user's viewpoint is optionally updated by any combination of: moving the display generation component 7100 laterally within the physical environment, changing the relative angle (e.g., posture) of the display generation component 7100, and / or changing the posture (e.g., orientation) of the user's head (e.g., when the user is looking down at the floor 7008, such as when the display generation component is an HMD worn by the user). The examples of movement of the user in a physical environment in a particular direction and / or orientation (e.g., to the right and / or downward) described herein are non-limiting examples of movement of the user within the physical environment. For example, other movements of the user (e.g., to the left, upward, and / or a combination of different directions and / or postures) cause the user interface object to be displayed with similar behavior (e.g., where the user interface object moves within the user's current viewpoint of the three-dimensional environment to follow the user's movement (optionally, with a certain delay and / or lag)).

[0129] In some embodiments, such as Figure 7H As shown, after the user has moved more than a threshold amount (e.g., a threshold amount of distance, a threshold amount of pose, and / or orientation) in the physical environment, user interface object 7104-6 is redisplayed at a position defined relative to the user (e.g., the user's body and / or the user's viewpoint) within the user's current viewpoint of the three-dimensional environment. Figure 7C, user interface object 7104-1 is initially displayed at a defined position within the three-dimensional environment relative to the user's current viewpoint. For example, user interface object 7104-1 is displayed at a predefined distance from the user (e.g., in perceived depth) and at a height relative to the user (e.g., at the top of the user's current viewpoint or at a predefined angle (e.g., 45 degrees) above the user's viewpoint when the user is looking straight ahead). In some embodiments, as the user is moving within the physical environment, the user interface object moves within the user's current view to appear to have a reference to the user before the user has moved a threshold amount. FIG. 7E to FIG. 7G The slow follow behavior described above and after the user has moved at least a threshold amount (e.g., Figure 7H As shown), the user interface object 7104-6 is relative to Figure 7C The same position defined by the user's current viewpoint is redisplayed. In some embodiments, the same position defined relative to the user's current viewpoint corresponds to a predefined area within the user's comfortable viewing distance.

[0130] In some embodiments, the delay and lag behavior of the user interface object 7104 described above (e.g., also referred to herein as slow follow behavior) is performed according to the user interface object 7104 being added to one of the multiple predefined areas. For example, the initial positioning of the user interface object 7104-1 is set in the first area of ​​the multiple predefined areas, wherein the user interface object placed in one of the multiple predefined areas (e.g., anchored to the one predefined area) is updated according to the slow follow behavior described herein. In some embodiments, the user 7002 can move user interface objects into various areas and also move those objects out of these areas (e.g., so that when the corresponding user interface object is not placed in one of the predefined areas, the slow follow behavior is no longer applicable). In some embodiments, when the user selects a user interface object, multiple predefined areas are highlighted (e.g., using the outline of each corresponding area) to indicate to the user where the user can place the user interface object so that the user interface object has the slow follow behavior.

[0131] In some embodiments, the predefined area (e.g., with a predefined shape) covers a predefined part of a three-dimensional environment. For example, the predefined area occupies a location defined by the length, width, depth and / or shape (e.g., boundary) of the predefined area in a three-dimensional environment. For example, the first predefined area is positioned at (e.g., occupies) a first depth (e.g., or a depth range) and has a first width, a first length and / or a first height. In some embodiments, the first predefined area occupies a part of a three-dimensional environment corresponding to a three-dimensional shape or optionally a two-dimensional shape (e.g., a two-dimensional window or a taskbar). For example, the first predefined area is a cube at a predefined location in a three-dimensional environment (e.g., and moving a user interface object into a cube at a predefined location is moving a user interface object into the first predefined area).

[0132] In some embodiments, when the user moves the user's head in the physical environment without moving the user's body, the user interface object 7104 disappears. In some embodiments, when the user moves the user's body (e.g., torso and head), the user interface object (e.g., to visually de-emphasize the feature) continues to be displayed. For example, if the user turns the user's head (e.g., this updates the user's current view of the three-dimensional environment) without the user changing the user's position (e.g., from a first position in the physical environment to a second position) and / or the user does not move the user's torso (e.g., to change the orientation of the user's body), the user interface object 7104 is not animated to move from a first position in the three-dimensional environment to a second position. Instead, the user interface object 7104 is not displayed during the user's movement, and is redisplayed in response to the user's head movement stopping (e.g., and remaining at the new position of the user's head for a predefined period of time) (e.g., when the user is stationary at the second position for a predefined period of time).

[0133] In some embodiments, the user is further able to interact with user interface object 7104-4, such as Fig.7I As shown. For example, user interface object 7104-7 is a panel that includes multiple selectable objects (e.g., application icons, controls in a control center, settings, and / or buttons). In response to detecting user input (e.g., a user's gaze and / or an air gesture) pointing to a first selectable object among the multiple selectable objects, in some embodiments, the first selectable object is emphasized (e.g., highlighted, outlined, enlarged, or otherwise distinguished relative to other selectable objects).

[0134] In some embodiments, multiple selectable objects include one or more controls for an immersive experience in a three-dimensional environment. For example, user interface object 7104-7 includes a play control and / or a pause control for immersing a user in a three-dimensional environment into a fully virtual experience, and provides the user with options for changing the level of immersion (e.g., displaying more or less pass-through content from the physical environment in the three-dimensional environment). For example, controls for playing and / or pausing an immersive experience in a three-dimensional environment are displayed. In some embodiments, a higher immersion level in a three-dimensional environment includes additional virtual features, such as the display of virtual objects, the display of virtual wallpapers, the display of virtual lighting, and the like. Thus, the user is able to control how much of the physical environment is displayed as pass-through content in the three-dimensional environment relative to the amount of virtual content displayed in the three-dimensional environment.

[0135] For example, Figure 7J As shown, in response to user input (e.g., a hand gesture using the user's hand 7020, or a combined hand and gaze gesture), the user is able to move the user interface object to a different position within the three-dimensional environment relative to the user's current view (e.g., user interface object 7104-8 in Figure 7J 4-8 is displayed in the lower left corner of the user's current view in the physical environment). In some embodiments, the new position of user interface object 7104-8 is within a predefined area in the plurality of predefined areas (e.g., and as the user moves in the physical environment, user interface object 7104-8 will continue to have a slow following behavior). For example, the user repositions user interface object 7104-8 from a first predefined area to a second predefined area. In some embodiments, after the user interface object moves to the second predefined area, after the user moves in the physical environment (e.g., more than a threshold amount of movement), the user interface object moves in the three-dimensional environment to remain displayed in the user's current view at the user's position relative to the second predefined area.

[0136] In some embodiments, in response to a user positioning a user interface object near (e.g., within a threshold distance of) a predefined area (e.g., while the area is highlighted as the user selects the user interface object and moves the user interface object around in a three-dimensional environment), the user interface object 7104 snaps to the predefined area (e.g., in accordance with user confirmation that the user interface object is placed in the predefined area). For example, in response to a user repositioning the user interface object close enough to the predefined area, the computer system automatically displays the user interface object snapped to the predefined area (e.g., and the user releases the pinch gesture and / or drag gesture to plop (e.g., and snap) the user interface object to the appropriate location without the user fully aligning the user interface object with the predefined area). In some embodiments, the computer system outputs an audible and / or tactile indication based on the user interface object snapping to the appropriate location in the predefined area.

[0137] In some embodiments or in some cases, the new location of user interface object 7104-8 is not within a predefined area in the plurality of predefined areas. In some embodiments, if user interface object 7104 is not placed within a predefined area (e.g., the user repositions the user interface object to a location in the three-dimensional environment that does not correspond to a predefined area), user interface object 7104-8 does not continue to have slow following behavior as the user moves in the physical environment (e.g., user interface object 7104-8 is anchored to the three-dimensional environment to be world-locked as the user moves, rather than changing location to remain within the user's current view).

[0138] In some embodiments, the user can only reposition the user interface object within a predefined distance from the user. For example, the user interface object is placed at a location within the reach of the user's arm. In some embodiments, the user interface object cannot be placed at a location outside the predefined distance from the user (for example, more than the distance of the user's arm). For example, in response to the user repositioning the user interface object to a location farther from the user in a three-dimensional environment than the predefined distance from the user, the computer system provides an error warning to the user (for example, and does not allow the user to place the user interface object at a location farther than the predefined distance from the user). In some embodiments, in response to the user repositioning the user interface object to a location farther from the user in a three-dimensional environment than the predefined distance from the user, the computer system allows the user to place the object at the location, but provides a warning (for example, text indication) that the user interface object will not follow the user in the three-dimensional environment when placed at the location (for example, placing the object at a location farther than the predefined distance from the user anchors the object to the three-dimensional environment, so that when the user moves in the physical environment, the user interface object does not move to maintain the same relative spatial relationship with the user).

[0139] In some embodiments, such as Figure 7J As shown, the user is also able to resize user interface object 7104-8. For example, user input (e.g., using a pinch gesture with a first hand) points to user interface object 7104-8 (e.g., on a resize enable representation of user interface object 7104-8), and the size of user interface object 7104-8 is enlarged and / or reduced based on the user dragging the resize enable representation outward from the user interface object (e.g., to enlarge the user interface object) or dragging the resize enable representation inward toward the center of the user interface object (e.g., to reduce the size of the user interface object). In some embodiments, the user is able to perform a two-handed gesture (e.g., using two hands to perform a gesture). For example, after selecting a user interface object using the user's first hand (e.g., using a pinch gesture), the user can move the user's other hand closer to and / or farther away from the user's first hand (e.g., pinching the user interface object) to respectively reduce and / or increase the size of the user interface object. In some embodiments, according to some embodiments, in this document (e.g., relative to 7A to 7J and Figures 8 to 9 )The input gestures used in the various examples and embodiments described herein optionally include discrete small motion gestures performed by moving a user's fingers relative to other fingers or parts of the user's hand, optionally without requiring larger movements of the user's entire hand or arm away from its natural position and posture to perform operations immediately prior to or during a gesture for interacting with a virtual or mixed reality environment.

[0140] In some embodiments, the input gesture is analyzed by a sensor system (e.g., sensor 190, Figure 1 ; Image sensor 314, Figure 3 ) captured data or signals to detect. In some embodiments, the sensor system includes one or more imaging sensors (e.g., one or more cameras, such as a motion RGB camera, an infrared camera, and / or a depth camera). For example, the one or more imaging sensors are computer systems (e.g., Figure 1 Components of or providing data to a computer system 101 (e.g., a portable electronic device or HMD) in the computer system, which includes a display generation component (e.g., Figure 1 , Figure 3 and Figure 4In some embodiments, the one or more imaging sensors include one or more rear-facing cameras on the side of the device opposite to the display of the device. In some embodiments, the input gesture is detected by a sensor system of a head-mounted system (e.g., a VR headset including a stereoscopic display that provides a left image to the left eye of the user and a right image to the right eye of the user). For example, one or more cameras that are components of the head-mounted system are mounted on the front and / or lower side of the head-mounted system. In some embodiments, one or more imaging sensors are located in the space where the head-mounted system is used (e.g., arranged around the head-mounted system in various locations in the room) so that the imaging sensors capture images of the head-mounted system and / or the user of the head-mounted system. In some embodiments, the input gesture is detected by a sensor system of a head-up device (such as a head-up display, a car windshield with the ability to display graphics, a window with the ability to display graphics, a lens with the ability to display graphics). For example, one or more imaging sensors are attached to the interior surface of the car. In some embodiments, the sensor system includes one or more depth sensors (e.g., a sensor array). For example, the one or more depth sensors include one or more light-based (e.g., infrared) sensors and / or one or more sound-based (e.g., ultrasonic) sensors. In some embodiments, the sensor system includes one or more signal transmitters, such as light transmitters (e.g., infrared transmitters) and / or sound transmitters (e.g., ultrasonic transmitters). For example, when light (e.g., light from an array of infrared light transmitters having a predetermined pattern) is projected onto a hand (e.g., hand 7102), an image of the hand under the illumination of the light is captured by the one or more cameras, and the captured image is analyzed to determine the position and / or structure of the hand. Using signals from an image sensor pointing to the hand to determine an input gesture, rather than using signals from a touch-sensitive surface or other direct contact mechanism or proximity-based mechanism, allows the user to freely choose whether to perform a large movement or remain relatively still when providing an input gesture using his / her hand, without being subject to restrictions imposed by a specific input device or input area.

[0141] In some embodiments, the tap input is optionally a tap input of the thumb of the user's hand above the index finger (e.g., on the side of the index finger adjacent to the thumb). In some embodiments, the tap input is detected without the need to lift the thumb from the side of the index finger. In some embodiments, the tap input is detected based on determining that the downward movement of the thumb is followed by the upward movement of the thumb, wherein the thumb is in contact with the side of the index finger for less than a threshold amount of time. In some embodiments, the tap-hold input is detected based on determining that the thumb moves from the lifted position to the touch-press position and remains in the touch-press position for at least a first threshold amount of time (e.g., a tap time threshold or another time threshold longer than the tap time threshold). In some embodiments, the computer system requires the hand as a whole to remain substantially stationary in the position for at least a first threshold amount of time in order to detect the tap-hold input of the thumb on the index finger. In some embodiments, the touch-hold input is detected without the need for the hand as a whole to remain substantially stationary (e.g., the hand as a whole can move when the thumb rests on the side of the index finger). In some embodiments, a tap-hold-drag input is detected when the thumb presses against the side of the index finger and the hand as a whole moves while the thumb rests on the side of the index finger.

[0142] In some embodiments, the flick gesture is optionally a push or flick input performed by movement of the thumb across the index finger (e.g., from the palm side to the dorsal side of the index finger). In some embodiments, the extended movement of the thumb is accompanied by an upward movement away from the side of the index finger, for example, as in an upward flick input performed by the thumb. In some embodiments, during the forward movement and upward movement of the thumb, the index finger moves in a direction opposite to the direction of the thumb. In some embodiments, a reverse flick input is performed by moving the thumb from an extended position to a retracted position. In some embodiments, during the backward movement and downward movement of the thumb, the index finger moves in a direction opposite to the direction of the thumb.

[0143] In some embodiments, the swipe gesture is optionally a swipe input performed by movement of the thumb along the index finger (e.g., along the side of the index finger adjacent to the thumb or on the side of the palm). In some embodiments, the index finger is optionally in an extended state (e.g., substantially straight) or a curled state. In some embodiments, during the movement of the thumb in the swipe input gesture, the index finger moves between the extended state and the curled state.

[0144] In some embodiments, different phalanges of various fingers correspond to different inputs. The tap input of the thumb over the various phalanges of various fingers (e.g., index finger, middle finger, ring finger, and optionally, pinky finger) is optionally mapped to different operations. Similarly, in some embodiments, different push or click inputs may be performed by the thumb across different fingers and / or different parts of a finger to trigger different operations in the corresponding user interface context. Similarly, in some embodiments, different swipe inputs performed by the thumb along different fingers and / or in different directions (e.g., toward the distal end or proximal end of the finger) trigger different operations in the corresponding user interface context.

[0145] In some embodiments, the computer system treats tap input, flick input, and swipe input as different types of input based on the type of movement of the thumb. In some embodiments, the computer system treats input with different finger positions tapped, touched, or swiped by the thumb as different sub-input types (e.g., proximal, intermediate, distal sub-types, or index, middle, ring, or pinky sub-types) of a given input type (e.g., tap input type, flick input type, and / or swipe input type). In some embodiments, the amount of movement performed by moving a finger (e.g., thumb) and / or other movement measurements associated with the movement of the finger (e.g., speed, initial speed, end speed, duration, direction, and / or movement pattern) are used to quantitatively affect the operation triggered by the finger input.

[0146] In some embodiments, the computer system recognizes combination input types that combine a series of movements performed by the thumb, such as a tap-swipe input (e.g., pressure of the thumb on a finger followed by a swipe along that side of the finger), a tap-flick input (e.g., pressure of the thumb above the finger followed by a flick across the finger from the palm side to the back side of the finger), a double-click input (e.g., two consecutive taps on that side of the finger at approximately the same location), and the like.

[0147] In some embodiments, the gesture input is performed by an index finger rather than a thumb (e.g., the index finger performs a tap or swipe on the thumb, or the thumb and index finger move toward each other to perform a pinch gesture). In some embodiments, a wrist movement (e.g., a flick of the wrist in a horizontal or vertical direction) is performed immediately before, immediately after (e.g., within a threshold amount of time), or simultaneously with the finger movement input to trigger an additional operation, a different operation, or a modified operation in the current user interface context, compared to a finger movement input without a modified input by a wrist movement. In some embodiments, a finger input gesture performed with the palm of the user facing the user's face is considered a different type of gesture than a finger input gesture performed with the palm of the user facing away from the user's face. For example, an operation performed with a tap gesture performed with the palm of the user facing away from the user's face has increased (or decreased) privacy protection compared to an operation performed in response to a tap gesture performed with the palm of the user facing away from the user's face (e.g., the same operation).

[0148] Although in the examples provided in the present disclosure, one type of finger input may be used to trigger a certain type of operation, in other embodiments, other types of finger input are optionally used to trigger the same type of operation.

[0149] The following references are relative to the following Figures 8 to 9 The methods 800 and 900 provide information on 7A to 7J Additional description of .

[0150] Figure 8 is a flow diagram of a method 800 of visually emphasizing a user interface element in a three-dimensional environment when a user is not focusing on the user interface element, according to some embodiments.

[0151] In some embodiments, method 800 is performed on a computer system (e.g., Figure 1 , and the computer system 101 includes a first display generating component (eg, Figure 1 , Figure 3 and Figure 4 100 ) and one or more input devices, such as one or more sensors (e.g., cameras pointing downward toward the user's hands (e.g., color sensors, infrared sensors, and other depth sensing cameras) or cameras pointing forward from the user's head). In some embodiments, method 800 is performed by storing in a non-transitory computer-readable storage medium and by one or more processors of a computer system, such as one or more processors 202 of computer system 101 (e.g., Figure 1Some operations in method 800 are optionally combined, and / or the order of some operations is optionally changed.

[0152] In some embodiments, the computer system communicates with a first display generating component (e.g., the first display generating component is a heads-up display, a head-mounted display (HMD), a display, a touch screen, and / or a projector) and one or more input devices (e.g., a camera, a controller, a touch-sensitive surface, a joystick, a button, a glove, a watch, a motion sensor, and / or an orientation sensor). In some embodiments, the first display generating component is relative to 7A to 7J The first display generating component 7100. In some embodiments, the computer system is an integrated device having one or more processors and memory and at least some of the one or more input devices enclosed in the same housing as the first display generating component. In some embodiments, the computer system includes a computing component (e.g., a server, a mobile electronic device such as a smart phone or tablet device, a wearable device such as a watch, wristband or earpiece, a desktop computer and / or a laptop computer) that includes one or more processors and a memory separate from the first display generating component and / or the one or more input devices. In some embodiments, the first display generating component and the one or more input devices are integrated and enclosed in the same housing. According to some embodiments, relative to 7A to 7J Many of the features of method 800 are described.

[0153] Method 800 involves displaying a user interface element that is visually de-emphasized when a user is not focusing on the user interface element. The user interface element remains de-emphasized as the user moves around in the physical environment, and when the user focuses on the user interface element, the user interface element is no longer de-emphasized and is displayed to the user at a location within the three-dimensional environment based on the user's current view of the three-dimensional environment. Automatically de-emphasizing and changing the display location of the user interface object based on whether the user is focusing on the user interface object and based on the user's current viewpoint provides real-time visual feedback as the user shifts his or her attention to different parts of the three-dimensional environment. Providing improved visual feedback to the user enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing user errors when operating / interacting with the system), which in turn reduces power usage and extends the battery life of the system by enabling the user to use the system more quickly and efficiently.

[0154] The computer system displays (802) a first user interface object in a first view of the three-dimensional environment via a first display generation component. In some embodiments, the first user interface object includes one or more user interface objects in a predetermined layout (e.g., user interface object 7104-1 includes one or more user interface objects displayed within user interface object 7104-1).

[0155] While displaying the first user interface object, the computer system detects (804) via one or more input devices whether the user satisfies attention criteria with respect to the first user interface object (e.g., whether the user is focusing on the first user interface object, such as by determining whether the user satisfies gaze detection criteria and / or head positioning criteria). Figure 7C and Fig.7D As described, in some embodiments, the computer system detects whether the user is focusing on user interface object 7104-1 (e.g., as indicated by a dotted line from the user's eyes to user interface object 7104-1), or whether the user is not focusing on user interface object 7104-2 (e.g., as indicated by a dotted line from the user's eyes to representation 7014' of the physical object).

[0156] In response to detecting that the user does not meet the attention criteria with respect to the first user interface object (e.g., the user is not focusing on the first user interface object), the computer system displays (806) the first user interface with a modified appearance, wherein displaying the first user interface object with the modified appearance includes de-emphasizing the first user interface object relative to one or more other objects (e.g., real objects or virtual objects) in the three-dimensional environment. For example, as described above with reference to Fig.7D As described, when the user is not focusing on the first user interface object, the computer system visually de-emphasizes the first user interface object 7104-2 (eg, reduces the opacity and / or increases the blurriness of the first user interface object).

[0157] While displaying the first user interface object with a modified appearance, the computer system detects (808) a first movement of the user's viewpoint relative to the physical environment via one or more input devices. FIG. 7D to FIG. 7HAs described, the user moves the user's position in the physical environment. In some embodiments, the user's position (and current viewpoint) optionally includes both the user's position in the physical environment (e.g., in three-dimensional space) and the user's posture / orientation within the physical environment. In some embodiments, the physical environment corresponds to a three-dimensional environment (e.g., at least a portion of the physical environment is displayed as a transparent content), so that changes in the user's orientation and / or positioning in the physical environment update the user's current view of the three-dimensional environment. In some embodiments, before the computer system determines whether the user meets the attention criteria (e.g., or makes a new determination), the first movement must meet the movement criteria (e.g., the user must move at least a threshold amount from a previous position in the physical environment and / or the user must move the user's torso (e.g., not just the user's head) in the physical environment). Optionally, changes in the user's posture and / or orientation in the physical environment may meet the movement criteria.

[0158] After detecting a first movement of the user's viewpoint relative to the physical environment (e.g., based on or in response to detecting the first movement of the viewpoint), the computer system detects (810) that the user satisfies attention criteria with respect to the first user interface object (e.g., the user is focusing on the first user interface object), as described with reference to Figure 7H described.

[0159] In response to detecting that the user satisfies the attention criteria, the computer system displays (812) the first user interface object in a second view of the three-dimensional environment that is different from the first view of the three-dimensional environment, wherein displaying the first user interface object in the second view of the three-dimensional environment includes displaying the first user interface object with an appearance that emphasizes the first user interface object more relative to one or more other objects (e.g., real objects or virtual objects) in the three-dimensional environment than if the first user interface object were displayed with a modified appearance. For example, as described in reference Figure 7H The different positions of the first user interface object in the three-dimensional environment (e.g., Fig.7D The first viewpoint is displayed at a position (compared to its position in the three-dimensional environment) but continues to have a first spatial relationship relative to a first anchor position corresponding to the user's current viewpoint (e.g., position and / or position) in the physical environment. Figure 7H As shown, in response to the user looking at user interface object 7104-6, user interface object 7104-6 is no longer visually de-emphasized (because this is the case when the user is not focusing on the user interface object). Therefore, in some embodiments, the first user interface object is displayed as following the user as the user moves in the physical environment.

[0160] In some embodiments, the first user interface object has a first spatial relationship with respect to a first anchored position in the three-dimensional environment that corresponds to the position of the user's body in the physical environment. For example, the first user interface object is maintained in the same approximate position relative to the user's torso, hand, head, or other part of the user's body (e.g., or locked to these parts of the user). In some embodiments, the first spatial relationship is maintained before and after movement of the user's viewpoint. For example, as referenced in Figure 7C and Figure 7H As described, the first spatial relationship between the user's viewpoint and instances of user interface objects 7104-1 and 7104-6 is maintained before and after the user has moved in the physical environment. Automatically displaying certain user interface objects at locations that maintain the same approximate position relative to a portion of the user's body (e.g., or locked relative to a portion of the user's body) even when the user's viewpoint changes (e.g., by changing the user's current viewpoint as the user moves around the physical environment) provides real-time visual feedback as the user moves around the physical environment, thereby providing improved visual feedback to the user.

[0161] In some embodiments, after detecting a first movement of the user's viewpoint relative to the physical environment, the computer system maintains display of the first user interface object at the same anchored location in the three-dimensional environment (e.g., until a time threshold is met). In some embodiments, as the user's viewpoint moves, the first user interface object is initially maintained at the same location within the three-dimensional environment. In some embodiments, the user interface object moves in the three-dimensional environment when the user's viewpoint moves more than a threshold distance and / or when the user's viewpoint moves for a threshold amount of time (e.g., the user moves and stops, but does not return to the initial viewpoint), as described in reference to FIG. FIG. 7E to FIG. 7H In some embodiments, the user interface objects move at a slower rate than the user's viewpoint. Certain user interface objects are automatically displayed at a location that maintains the same approximate position relative to the three-dimensional environment (e.g., or locked relative to the three-dimensional environment) even when the user's viewpoint changes (e.g., by changing the user's current viewpoint as the user moves around the physical environment), providing real-time visual feedback as the user moves around the physical environment, thereby providing improved visual feedback to the user.

[0162] In some embodiments, after detecting a first movement of the user's viewpoint relative to the physical environment, based on determining that the first movement satisfies a time threshold (e.g., the user has moved for at least the time threshold or the user has moved and remained in the second viewpoint for the time threshold), the computer system moves the first user interface object to the same position relative to the user's viewpoint (e.g., the same position as before the movement of the user's viewpoint) in the three-dimensional environment, as described above with reference to Figure 7HAutomatically displaying certain user interface objects as moving within a three-dimensional environment after the user has moved around the physical environment for longer than a predefined amount of time (e.g., and / or has remained in different positions within the three-dimensional environment for a predefined amount of time) provides real-time visual feedback as the user moves around the physical environment, thereby providing improved visual feedback to the user.

[0163] In some embodiments, the computer system receives user input for repositioning (e.g., anchoring) the first user interface object in the three-dimensional environment. In some embodiments, in response to receiving the input for repositioning the first user interface object in the three-dimensional environment, the computer system repositions the first user interface object to a corresponding position in the three-dimensional environment according to the input, for example, as described above with reference to Figure 7J In some embodiments, after repositioning the first user interface object to a corresponding position in the three-dimensional environment according to the input, the computer system detects an input for changing the user's viewpoint, and in response to detecting the input for changing the user's viewpoint, the computer system changes the user's viewpoint according to the input for changing the user's viewpoint, and displays the first user interface object in the three-dimensional environment from the user's current viewpoint, including: based on determining that the first user interface object is positioned in a first predefined area, displaying the first user interface object at a corresponding position having a first spatial relationship relative to a first anchor position in the three-dimensional environment corresponding to the position of the user's viewpoint in the physical environment (for example, and when the first user interface object is positioned in the first predefined area, displaying the first user interface object at the corresponding position after detecting movement of the user's viewpoint relative to the physical environment), and based on determining that the first user interface object is not positioned in the first predefined area (for example, or any predefined area of ​​multiple predefined areas), maintaining the display of the first user interface object at the same anchor position in the three-dimensional environment that does not correspond to the position of the user's body in the physical environment. For example, as described above with reference to FIG. 7C to FIG. 7HThe first predefined area is a zone that follows the user's viewpoint when the user moves in the physical environment. In some embodiments, the first predefined area follows the user's viewpoint with a certain delay (e.g., the first predefined area moves at a rate slower than the user's moving rate). For example, the first predefined area does not move with the user's viewpoint at first, until the user's viewpoint has moved a threshold amount (e.g., at least a threshold amount) and / or the user's viewpoint has moved a threshold amount of time (e.g., at least a threshold amount of time). In some embodiments, the first predefined area is referred to as a slow following area in this article. Allowing the user to anchor certain user interface objects to a zone (wherein the user interface objects placed in the zone automatically follow the user in a three-dimensional environment, even when the user moves around in the physical environment) and distinguishing the user interface objects placed in the zone from the user interface objects placed outside the zone (which are alternatively anchored to the three-dimensional environment so that they do not automatically follow the user in the three-dimensional environment), real-time visual feedback is provided when the user moves in the physical environment, thereby providing improved visual feedback to the user.

[0164] In some embodiments, the first predefined area is selected from a plurality of predefined areas in the three-dimensional environment, wherein the first predefined area has a first spatial relationship relative to a first anchor position corresponding to a position in the three-dimensional environment corresponding to a user's viewpoint, and a second predefined area in the plurality of predefined areas has a second spatial relationship (e.g., different from the first spatial relationship of the first predefined area) relative to a second anchor position corresponding to a position in the three-dimensional environment corresponding to a user's viewpoint. Figure 7J The user can reposition the user interface element to any predefined area in a plurality of predefined areas, wherein each predefined area has a different spatial arrangement relative to the user's current viewpoint. In some embodiments, the user interface object placed in the predefined area follows the movement of the user's viewpoint (e.g., with a slow following behavior). In some embodiments, the first predefined area is displayed at a first location relative to the user in the user's current view of the three-dimensional environment, wherein the first location is maintained before and after the user's movement, and the second predefined area is displayed at a second location relative to the user in the user's current view of the three-dimensional environment, wherein the second location is maintained before and after the user's movement. Providing the user with the option of changing the anchoring of certain user interface objects in any of a plurality of areas (each area having a different location relative to the user's current view) to be placed in the three-dimensional environment makes it easy for the user to place certain user interface objects in a location that is most comfortable or convenient for the user to view, and provides real-time visual feedback when the user selects a location to place the user interface object and when the user moves in the physical environment, thereby providing improved visual feedback to the user.

[0165] In some embodiments, in response to detecting a user-initiated user input for repositioning a first user interface object, the computer system displays a visual indication of the first predefined area, and maintains display of the visual indication of the first predefined area while detecting a user input for repositioning the first user interface object to the first predefined area. In some embodiments, the computer system optionally stops displaying the visual indication of the first predefined area in response to no longer detecting a user input for repositioning the first user interface object (e.g., in response to the end of the user input). In some embodiments, the computer system displays a visual indication of each of a plurality of predefined areas. In some embodiments, the computer system provides an outline of a slow follow area so that the user knows where they can place (e.g., drag and drop or flop) the first user interface object so that the first user interface object will have a slow follow behavior (e.g., where the first user interface object follows the user's viewpoint (e.g., with a certain delay) when the first user interface object is located in the slow follow area). For example, as described in reference to Figure 7J As described above, the computer system optionally provides outlines of predefined zones. Automatically displaying outlines of multiple zones within a three-dimensional environment, each zone having a different positioning relative to the user's current view, allows the user to easily select a zone in which to anchor certain user interface objects so that when the user interface objects are placed within the zone, the user interface objects will follow the user as the user moves in the physical environment, and allows the user to more easily determine where to position the user interface objects within the three-dimensional environment that is most comfortable or convenient for the user to view, thereby providing improved visual feedback to the user.

[0166] In some embodiments, the attention criteria for the first user interface object include a gaze criterion. For example, the computer system uses one or more cameras and / or other sensors to determine whether the user is gazing at (e.g., looking at and / or paying attention to) the first user interface object, as described above with reference to Figure 7C By detecting whether a user is looking at a user interface object, automatically determining whether the user is focusing on the user interface object and automatically updating the display of the user interface object when the user is looking at the user interface object without requiring additional input from the user, additional control is provided to the user without requiring the user to navigate a complex menu hierarchy, thereby providing improved visual feedback to the user without requiring additional user input.

[0167] In some embodiments, the attention criteria for the first user interface object include criteria for the positioning of the user's head in the physical environment. For example, as the user's head moves within the physical environment (e.g., in terms of posture, orientation, and / or position), the computer system determines whether the user's head is in a particular posture, orientation, and / or position relative to the first user interface object, as described above with reference to Figure 7CBy automatically determining whether the user is focusing on a user interface object by detecting whether the user's head is at a specific position (such as turning toward a user interface object) and automatically updating the display of the user interface object when the user's head is at the specific position without requiring additional input from the user, additional control is provided to the user without requiring the user to navigate a complex menu hierarchy, thereby providing improved visual feedback to the user without requiring additional user input.

[0168] In some embodiments, the computer system detects (e.g., receives) a pinch input (e.g., a pinch input including movement of two or more fingers of a hand into or out of contact with each other) directed to a first affordance displayed on at least a portion of a first user interface object followed by movement of the hand performing the pinch input, and in response to the movement of the hand changes the size of the first user interface object in accordance with the movement of the hand. For example, a user is able to resize the first user interface object, as described in reference to FIG. Figure 7JIn some embodiments, the movement of the hand performing the pinch input is a drag gesture (e.g., a pinch and drag gesture is performed with one hand). For example, a pinch gesture that includes the movement of two or more fingers of a hand contacting or disconnecting from each other is combined with (e.g., a heel) to change the positioning of the user's hand from a first positioning (e.g., the starting positioning of the drag) to a second positioning (e.g., the ending positioning of the drag). In some embodiments, the user maintains the pinch gesture while performing the drag input, and releases the pinch gesture (e.g., opening their two or more fingers) to end the drag gesture (e.g., at a second position). For example, the pinch input selects a first enable representation, and once the first enable representation is selected, the user is able to drag the enable representation away from the center portion of the first user interface object (e.g., to increase the size of the first user interface object) and / or drag the enable representation toward the center portion of the first user interface object (e.g., to reduce the size of the first user interface object). In some embodiments, the first enable representation is displayed on the corner of the first user interface object (e.g., the first enable representation is a size adjustment enable representation). In some embodiments, the user pinches the first enable representation (e.g., to select the enable representation), and uses the same hand that pinched the first enable representation to drag the corner of the first user interface object from the first position in the three-dimensional environment to the second position. For example, the user drags the enable representation outward to enlarge the first user interface object, or drags the corner of the first user interface object inward to reduce the size of the first user interface object. In some embodiments, the movement of the hand includes the user changing the distance between two or more fingers that are performing the pinch input. For example, the user brings the user's thumb and index finger together to cause the size of the user interface object to decrease, and the user opens the pinch gesture (e.g., increases the distance between two fingers (e.g., the user's thumb and index finger)) to cause the size of the user interface object to increase. In another example, the movement of the user's entire hand causes the size of the user interface object to increase or decrease, depending on the direction of movement of the user's hand. In some embodiments, the pinch input is directed directly to the first enable representation (e.g., the user performs the pinch input at a location corresponding to the first enable representation), or the pinch input is directed indirectly to the first enable representation (e.g., the user performs the pinch input while looking at the first enable representation, where the position of the user's hand is not at a location corresponding to the first enable representation when the pinch input is performed). For example, the user is able to direct the user's input to the first enable representation by initiating a gesture at or near the first enable representation (e.g., within 0.5 cm, 1 cm, 5 cm, or within a distance between 0 cm and 5 cm, such as measured from the outer edge of the first enable representation or the center portion of the first enable representation).In some embodiments, the user is also able to direct the user's input to the first enable representation by focusing on the first enable representation (e.g., looking at the first enable representation) and the user initiating a gesture while focusing on the first enable representation (e.g., at any location detectable by the computer system). For example, if the user is focusing on the first enable representation, the gesture need not be initiated at a location at or near the first enable representation. Automatically updating the size of a user interface object by allowing the user to perform a pinch input (such as by pinching a corner of a user interface object or performing a pinch input while looking at the user interface object) and using the same hand of the user to drag the user's hand relative to the user interface object (e.g., while continuing to perform the pinch input) to enlarge or reduce the size of the object provides the user with additional control without the user having to navigate a complex menu hierarchy, and allows the user to intuitively resize the user interface object by selecting the user interface object (e.g., using a pinch input) and dragging the user's hand to different locations in the three-dimensional environment to change the size accordingly, thereby providing the user with improved visual feedback.

[0169] In some embodiments, a computer system receives (e.g., detects) a pinch input with a first hand directed at a first user interface object and a pinch input with a second hand followed by a change in the distance between the first hand and the second hand. In some embodiments, in response to the change in the distance between the first hand and the second hand, the computer system changes the size of the first user interface object according to the change in the distance between the first hand and the second hand. For example, a user performs an input that is a two-handed gesture (e.g., a pinch and drag input). The user pinches the user interface object with the user's first hand, and (e.g., while maintaining the pinch input with the user's first hand), the user performs a pinch input with the user's second hand and (e.g., using a drag input) moves the user's second hand closer to the user's first hand to reduce the size of the user interface object, and moves the user's second hand farther from the user's first hand to increase the size of the user interface object. In some embodiments, the pinch and drag input also causes the first user interface object to move within a three-dimensional environment (e.g., when the first user interface object is dragged to different predefined areas, as described in reference to FIG. 1 ). Figure 7JAs described). In some embodiments, the pinch input performed with the first hand directly points to the first user interface object (e.g., the user performs the pinch input at a location corresponding to the first user interface object), or the pinch input indirectly points to the first user interface object (e.g., the user performs the pinch input while looking at the first user interface object, wherein the location of the user's hand when performing the pinch input is not at a location corresponding to the first user interface object). For example, the user is able to direct the user's input to the first user interface object by initiating a gesture at or near the first user interface object (e.g., within 0.5 cm, 1 cm, 5 cm, or within a distance between 0 cm and 5 cm, such as measured from the outer edge of the first user interface object or the center portion of the first user interface object). In some embodiments, the user is also able to direct the user's input to the first user interface object by focusing on the first user interface object (e.g., looking at the first user interface object) and while focusing on the first user interface object, the user initiates a gesture (e.g., at any location detectable by the computer system). For example, if the user is focusing on the first user interface object, the gesture does not need to be initiated at a location at or near the first user interface object. In some embodiments, a pinch input with a second hand may also be detected directly or indirectly (e.g., a pinch input is initiated at a location at or near the first user interface object, or a pinch input is initiated at any location while the user is focusing on the first user interface object). In some embodiments, after a pinch input with a first hand has been detected, a pinch input with a second hand is detected at any location while the pinch input with the first hand is maintained. For example, when a first user interface object is selected (e.g., using a pinch input with the first hand), a pinch input with the second hand is detected at any location (e.g., regardless of whether the user is focusing on the first user interface object). In some embodiments, a user concurrently resizes a first user interface object and repositions (e.g., moves) the first user interface object in a three-dimensional environment (e.g., using a combination of gestures). For example, a user provides the pinch input described above to resize a first user interface object, while providing a drag input (e.g., using the user's second hand) to reposition the user interface object (e.g., by dragging the user interface object to another location in the three-dimensional environment).Additional control is provided to the user by allowing the user to use two hands (each hand selecting (e.g., pinching) a portion of the user interface object such as a corner) and automatically updating the size of the user interface object based on the change in the distance between the user's two hands when the portion of the user interface object is selected, without requiring the user to navigate a complex menu hierarchy, so that the user can intuitively resize the user interface object to increase the size by increasing the distance between the user's hands or to decrease the size by decreasing the distance between the user's hands, thereby providing the user with improved visual feedback.

[0170] In some embodiments, de-emphasizing the first user interface object relative to one or more other objects in the three-dimensional environment includes de-emphasizing the first user interface object relative to one or more other virtual objects in the three-dimensional environment. For example, one or more virtual objects including applications (e.g., application windows, application objects), user interface objects (e.g., affordances and / or controls), virtual environments (e.g., immersive experiences), etc. are not visually de-emphasized (e.g., remain unmodified), while the first user interface object is visually de-emphasized, as described in reference to FIG. Fig.7D The invention provides improved visual feedback to the user by automatically updating the display of certain user interface objects by visually de-emphasizing certain user interface objects relative to other displayed virtual content when the user is not focusing on the certain user interface objects, providing real-time visual feedback when the user focuses on different virtual content in a three-dimensional environment.

[0171] In some embodiments, de-emphasizing the first user interface object relative to one or more other objects in the three-dimensional environment includes de-emphasizing the first user interface object relative to representations of one or more physical objects in the physical environment. For example, one or more physical objects in the physical environment are displayed in the three-dimensional environment as pass-through content (e.g., representations of physical objects 7014') without being visually de-emphasized, while first user interface object 7104-2 is visually de-emphasized, as shown in reference Fig.7D The invention provides improved visual feedback to a user by automatically updating the display of certain user interface objects by visually de-emphasizing certain user interface objects relative to other real-world content from a physical environment displayed within a three-dimensional environment when the user is not focusing on the certain user interface objects, providing real-time visual feedback when the user focuses on real content and / or virtual content displayed in the three-dimensional environment.

[0172] In some embodiments, the first user interface object includes a plurality of selectable user interface objects. Fig.7IAs described, the user can interact with one or more selectable user interface objects displayed in user interface object 7104-7. In some embodiments, the selectable user interface object is an affordance that can be selected using gaze and / or air gestures. In some embodiments, the first user interface object includes a panel (e.g., a menu) having multiple selectable objects. In some embodiments, the first selectable user interface object from multiple selectable user interface objects is an application icon, and in response to the user selecting the application icon, the computer system opens (e.g., starts) an application window of the application corresponding to the application icon. In some embodiments, the first selectable user interface object from multiple selectable user interface objects is a control for adjusting the settings of the three-dimensional environment (e.g., volume level, brightness level, and / or immersion level), and in response to the user selecting the control for adjusting the settings of the three-dimensional environment, the computer system adjusts the settings according to the user selection. Automatically displaying multiple controls that the user can select by gazing and / or performing gestures pointing to multiple controls provides the user with additional controls that are easily accessed by the user in the displayed user interface object (e.g., even when the user moves in the physical environment, follow the user) without the user having to navigate a complex menu hierarchy, thereby providing improved visual feedback to the user without the need for additional user input.

[0173] In some embodiments, a computer system displays one or more user interface objects for controlling an immersion level of a three-dimensional environment, and in response to user input directed to a first user interface object among the one or more user interface objects for increasing the immersion level of the three-dimensional environment, displays additional virtual content in the three-dimensional environment (e.g., and optionally stops displaying pass-through content). In some embodiments, in response to detecting user input directed to a second user interface object among the one or more user interface objects for decreasing the immersion level of the three-dimensional environment, the computer system displays additional content corresponding to the physical environment (e.g., and optionally stops displaying virtual content (e.g., one or more virtual objects)). For example, a user is able to control how much of the physical environment is displayed as pass-through content in the three-dimensional environment (e.g., during a fully immersive experience, no physical environment is displayed (e.g., represented in the three-dimensional environment)). In some embodiments, reference Fig.7IThe one or more user interface objects include controls for playing and / or pausing the immersive experience in the three-dimensional environment. In some embodiments, the one or more user interface objects are displayed within the first user interface object (e.g., in a slow follow zone) so that the one or more user interface objects follow the user as the user moves around the physical environment. Automatically displaying multiple controls that allow the user to control the immersive experience of the three-dimensional environment relative to the physical environment provides additional control to the user without the user having to navigate a complex menu hierarchy, so that the user can easily control how much content from the physical environment is displayed in the three-dimensional environment, and provides real-time visual feedback to the user when the user requests a change in the immersion level in the three-dimensional environment, thereby providing improved visual feedback to the user without the need for additional user input.

[0174] In some embodiments, the amount by which a first user interface object is de-emphasized relative to one or more other objects in a three-dimensional environment is based (e.g., at least in part) on an angle between a user's detected gaze and the first user interface object. For example, when the user's viewpoint is directly in front of the user, the angle is defined as "0," and as the user's viewpoint moves relative to the first user interface object (left, right, up, or down), the angle increases as the user's viewpoint moves away from the first user interface object. For example, the first user interface object becomes more faded / blurred as the user's gaze tracks farther away from the first user interface object. In some embodiments, the amount of de-emphasis of the first user interface object is proportional to the amount of change (e.g., linearly or otherwise) in the angle between the user's viewpoint and the first user interface object (e.g., de-emphasis increases as the user's viewpoint increases in angle). Improved visual feedback is provided to the user by automatically updating the display of certain user interface objects by visually de-emphasizing certain user interface objects by varying amounts based on the perceived angle between the user's current view and the user interface objects so that the user interface objects appear less distinct as the user's current view angle is farther away from the user interface objects, providing real-time visual feedback as the user's current view of the three-dimensional environment changes, and providing the user with a greater awareness of the user's movements relative to the user interface objects.

[0175] In some embodiments, the amount by which the first user interface object is de-emphasized relative to one or more other objects in the three-dimensional environment is based (e.g., at least in part) on the rate of the first movement of the user's viewpoint. For example, the faster the user's viewpoint moves (e.g., a rapid turn of the head), the more de-emphasis of the first user interface object results. In some embodiments, the amount of de-emphasis of the first user interface object is proportional to the rate of movement and / or direction of movement (e.g., linearly or non-linearly) of the user's viewpoint (e.g., faster movement results in more de-emphasis, slower movement results in less de-emphasis, as described above with reference to FIG. 1 ). FIG. 7D to FIG. 7GThe invention provides improved visual feedback to the user by automatically updating the display of certain user interface objects by visually de-emphasizing certain user interface objects based on how fast the user is moving in the physical environment so that the objects appear to fade out the faster the user moves in the physical environment, providing real-time visual feedback as the user moves at different speeds in the three-dimensional environment.

[0176] In some embodiments, the first user interface object moves within the three-dimensional environment based on the user's movements. For example, the first user interface object is anchored to a position relative to the user's viewpoint so that when the user moves, the first user interface object appears to be in the same position relative to the user's viewpoint, such as with reference to FIG. Figure 7C and Figure 7H Automatically moving certain user interface objects in a three-dimensional environment to follow the user's current viewpoint as the user moves in the physical environment while maintaining the same relative spatial relationship between certain user interface objects and the user's viewpoint, providing real-time visual feedback as the user moves around the physical environment, and displaying user interface objects at convenient locations so that the user can view and interact with user interface objects even as the user moves in the physical environment, thereby providing improved visual feedback to the user.

[0177] In some embodiments, immediately before and after the first movement of the user's viewpoint relative to the physical environment, the corresponding feature location of the first user interface object in the three-dimensional environment has a first spatial relationship relative to a first anchor location in the three-dimensional environment corresponding to the position of the user's viewpoint in the physical environment. Figure 7C As described above, the user interface object 7104-1 is moved by the user ( FIG. 7E to FIG. 7G ) before being displayed at the corresponding feature location (e.g., relative to the user's viewpoint) and ... Figure 7H Automatically maintaining certain user interface objects in the three-dimensional environment at the same location relative to the user's current viewpoint even as the user moves in the physical environment and changes the user's viewpoint provides real-time visual feedback as the user moves around the physical environment, enabling the user to view and interact with user interface objects even as the user moves in the physical environment, thereby providing improved visual feedback to the user.

[0178] It should be understood that Figure 8The specific order in which the operations in the description are described is merely an example and is not intended to indicate that the order is the only order in which the operations may be performed. A person of ordinary skill in the art will recognize many ways to reorder the operations described herein. In addition, it should be noted that the details of other processes described herein with respect to other methods described herein (e.g., method 900) also apply in a similar manner to the details of the above with respect to Figure 8 Method 800 described herein. For example, the gestures, inputs, physical objects, user interface objects, movements, criteria, three-dimensional environments, display generation components, representations of physical objects, virtual objects, and / or animations described above with reference to method 800 optionally have one or more of the features of the gestures, inputs, physical objects, user interface objects, movements, criteria, three-dimensional environments, display generation components, representations of physical objects, virtual objects, and / or animations described herein with reference to other methods described herein (e.g., method 900). For the sake of brevity, these details are not repeated here.

[0179] Fig. 9 is a flowchart of method 900 for updating a display of user interface elements in a three-dimensional environment to follow a user as the user changes the user's current view of the three-dimensional environment according to some embodiments.

[0180] In some embodiments, method 900 is performed on a computer system (e.g., Figure 1 , and the computer system 101 includes a first display generating component (eg, Figure 1 , Figure 3 and Figure 4 100 ) and one or more input devices, such as one or more sensors (e.g., cameras pointing downward toward the user's hands (e.g., color sensors, infrared sensors, and other depth sensing cameras) or cameras pointing forward from the user's head). In some embodiments, method 900 is performed by storing in a non-transitory computer-readable storage medium and by one or more processors of a computer system, such as one or more processors 202 of computer system 101 (e.g., Figure 1 Some operations in method 900 are optionally combined, and / or the order of some operations is optionally changed.

[0181] In some embodiments, the computer system communicates with a first display generating component (e.g., the first display generating component is a heads-up display, a head-mounted display (HMD), a display, a touch screen, and / or a projector) and one or more input devices (e.g., a camera, a controller, a touch-sensitive surface, a joystick, a button, a glove, a watch, a motion sensor, and / or an orientation sensor). In some embodiments, the first display generating component is relative to 7A to 7J The first display generating component 7100. In some embodiments, the computer system is an integrated device having one or more processors and memory and at least some of the one or more input devices enclosed in the same housing as the first display generating component. In some embodiments, the computer system includes a computing component (e.g., a server, a mobile electronic device such as a smart phone or tablet device, a wearable device such as a watch, wristband or earpiece, a desktop computer and / or a laptop computer) that includes one or more processors and a memory separate from the first display generating component and / or the one or more input devices. In some embodiments, the first display generating component and the one or more input devices are integrated and enclosed in the same housing. According to some embodiments, relative to 7A to 7J Many of the features of method 900 are described.

[0182] Method 900 relates to a computer system that displays user interface elements in a three-dimensional environment, wherein the display of the user interface elements is updated to follow the user when the user changes the user's current view of the three-dimensional environment (e.g., by moving around the physical environment). The user interface element does not initially move when the user's view changes until the user's view has changed by more than a threshold amount. After the user's view has changed by more than the threshold amount, the user interface element follows the user (e.g., is followed with a delay and / or follows the user at a movement rate slower than the user's movement). Automatically changing the display position of the user interface object to follow the user when the user's current viewpoint changes according to the user's movement in the physical environment provides real-time visual feedback as the user moves around the physical environment. Providing improved visual feedback to the user enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing user errors when operating / interacting with the system), which in turn reduces power usage and extends the battery life of the system by enabling the user to use the system more quickly and efficiently.

[0183] The computer system displays (902) via a first display generating component in a first view of the three-dimensional environment at a first location in the three-dimensional environment and in a first spatial arrangement relative to a corresponding portion of a user (e.g., relative to a current viewpoint of the user to the three-dimensional environment). For example, as described in reference Figure 7CAs described, user interface object 7104-1 is initially displayed in a first spatial arrangement relative to the user's current position in the physical environment.

[0184] While displaying the first user interface object, the computer system detects (904) via one or more input devices, movement of the user's viewpoint from a first location in the physical environment to a second location. For example, the user's location optionally includes information related to the user's three-dimensional location (e.g., coordinates) in the physical environment and information related to the user's posture and / or orientation in the physical environment. In some embodiments, detecting movement of the user's viewpoint includes detecting movement of the torso within the physical environment (e.g., where the first user interface object is maintained at the same approximate location relative to the user's body). For example, as described in reference FIG. 7E to FIG. 7G As described, a user moves in the physical environment, which causes the user's current view of the three-dimensional environment to change.

[0185] In response to detecting movement of the user's viewpoint from the first location to the second location (906), the computer system maintains display of the first user interface object at the first location in the three-dimensional environment (908) (e.g., even though the first user interface no longer has the first spatial arrangement relative to the corresponding portion of the user) based on determining that the movement of the user's viewpoint from the first location to the second location does not satisfy a threshold movement amount (e.g., a threshold change amount in the user's angle (orientation) and / or a threshold distance amount). For example, as Fig. 7E As shown, when the user initially moves in the physical environment (eg, but does not satisfy the threshold amount of movement), user interface object 7104-3 remains anchored (eg, locked) to the same position in the three-dimensional environment.

[0186] In response to detecting movement of a user's viewpoint from a first location to a second location (906), based on determining that the movement of the user's viewpoint from the first location to the second location satisfies (910) a threshold movement amount, the computer system ceases (912) displaying the first user interface object at a first location in the three-dimensional environment and displays (914) the first user interface object at a second location in the three-dimensional environment, wherein the second location in the three-dimensional environment has a first spatial arrangement relative to a corresponding portion of the user. For example, the location of the user interface object changes within the three-dimensional environment (e.g., the user interface object is not anchored to the location within the three-dimensional environment), but remains at the same relative location relative to the user after the user has moved at least the threshold amount. For example, as described in reference to Figure 7C and Figure 7H As stated in Figure 7H After the threshold movement amount is satisfied, restoring the default positioning of the first user interface object relative to the user (e.g., Figure 7C shown).

[0187] In some embodiments, while maintaining display of a first user interface object at a first location in a three-dimensional environment (e.g., where the first location is a fixed location in the three-dimensional environment), the computer system detects that movement of the user's viewpoint satisfies a threshold movement amount. In some embodiments, in response to movement of the user's viewpoint satisfying the threshold movement amount, the computer system moves the first user interface object from the first location in the three-dimensional environment to a second location (e.g., animates the movement). For example, as described in reference Fig.7D As described, initially, the user moves less than the threshold movement amount, and after the user meets the threshold movement amount (e.g., Figure 7H The computer system may further include a method for displaying the user interface object in a three-dimensional environment in which the user interface object is automatically displayed at the position initially locked relative to the three-dimensional environment even as the user moves around the physical environment before the user has moved more than the threshold amount, the user interface object being maintained at the same first position fixed in the physical environment before the user has moved more than the threshold amount; and the computer system may then move the user interface object to a second position in the three-dimensional environment (e.g., based on determining that the amount of movement satisfies a threshold amount of movement). The computer system may further include a method for displaying the user interface object in a three-dimensional environment in which the user interface object is automatically displayed at the position initially locked relative to the three-dimensional environment even as the user moves around the physical environment after the user has moved more than the threshold amount, the user interface object being maintained less than a threshold distance from the user (e.g., because the user interface object will follow the user after the user has moved at least the threshold amount away from the initial position of the user interface object and / or after the user's viewpoint has changed by the threshold amount), thereby providing improved visual feedback to the user.

[0188] In some embodiments, while displaying the first user interface object at a second location in the three-dimensional environment, the computer system detects, via one or more input devices, movement of the user's viewpoint from the second location in the physical environment to a third location. In some embodiments, in response to detecting movement of the user's viewpoint from the second location to the third location, based on determining that the movement of the user's viewpoint from the second location to the third location does not satisfy a second threshold movement amount (e.g., a threshold movement amount that is the same and / or different from that from the first location to the second location), the computer system maintains display of the first user interface object at the second location in the three-dimensional environment (e.g., even if the first user interface no longer has the first spatial arrangement relative to the corresponding portion of the user). In some embodiments, based on determining that the movement of the user's viewpoint from the second location to the third location satisfies the second threshold movement amount, the computer system stops displaying the first user interface object at the second location in the three-dimensional environment, and displays the first user interface object at a third location in the three-dimensional environment, wherein the third location in the three-dimensional environment has the first spatial arrangement relative to the corresponding portion of the user (e.g., at the third location). For example, even when the user subsequently moves in the physical environment (e.g., or continues to move, continuously or occasionally), the user interface object continues to have a reference to the first user interface object. FIG. 7D to FIG. 7HThe described slow follow behavior automatically changes the display position of a user interface object to follow the user as the user's current viewpoint changes based on the user's movement in the physical environment, providing real-time visual feedback as the user moves around the physical environment.

[0189] In some embodiments, when a first user interface object is moved from a first location to a second location in a three-dimensional environment, the computer system visually de-emphasizes the first user interface object relative to one or more other objects in the three-dimensional environment. FIG. 7E to FIG. 7G As shown, user interface objects 7104-3 to 7104-5 are visually de-emphasized in the three-dimensional environment as the user is moving. Automatically updating the display of certain user interface objects by visually de-emphasizing certain user interface objects relative to other displayed content as the user is moving around the physical environment provides real-time visual feedback as the user moves around the three-dimensional environment and reduces the amount of visual load (e.g., or distraction level) on the user by displaying user interface objects with less prominence when the user is moving (and not interacting with the user interface objects), thereby providing improved visual feedback to the user.

[0190] In some embodiments, visually de-emphasizing the first user interface object includes displaying the first user interface object with a reduced opacity, as described above with reference to FIG. 7D to FIG. 7E For example, when a first user interface object is visually de-emphasized (e.g., when a user is moving), the first user interface object appears more translucent (e.g., faded) relative to other objects displayed in the three-dimensional environment. Automatically updating the display of certain user interface objects by reducing the opacity of certain user interface objects relative to other displayed content as the user is moving around the physical environment provides real-time visual feedback as the user moves around the three-dimensional environment and reduces the amount of visual load (e.g., or distraction level) on the user by displaying user interface objects with less prominence when the user is moving (e.g., and not interacting with the user interface objects), thereby providing improved visual feedback to the user.

[0191] In some embodiments, visually de-emphasizing the first user interface object includes displaying the first user interface object with a blurred visual effect, as described above with reference to FIG. 7D to FIG. 7EFor example, a first user interface object appears blurred relative to other objects displayed in the three-dimensional environment (e.g., when the user is moving). Automatically updating the display of certain user interface objects by blurring them relative to other displayed content as the user is moving around the physical environment provides real-time visual feedback as the user moves around the three-dimensional environment and reduces the amount of visual load (e.g., or level of distraction) for the user by displaying the user interface objects with less prominence when the user is moving (e.g., and not interacting with the user interface objects), thereby providing improved visual feedback to the user.

[0192] In some embodiments, based on determining that the user does not meet the attention criteria with respect to the first user interface object, the computer system visually de-emphasizes the first user interface object relative to one or more other objects in the three-dimensional environment, such as reference Fig.7D The invention provides improved visual feedback to a user by automatically updating the display of certain user interface objects by visually de-emphasizing certain user interface objects relative to other displayed content when the user is not focusing on them, providing real-time visual feedback when the user focuses on different virtual content in a three-dimensional environment and reducing the amount of visual load (e.g., or level of distraction) for the user by displaying the user interface objects with less prominence relative to other content when the user is not focusing on the user interface objects.

[0193] In some embodiments, the attention criteria for the first user interface object include a gaze criterion, as described above with reference to Fig.7D For example, based on determining that the user has gazed at (e.g., looked at) a first user interface object for at least a threshold amount of time, the user satisfies the gaze criterion. By detecting whether the user is gazed at a user interface object, automatically determining whether the user is focusing on the user interface object and automatically updating the display of the user interface object when the user is gazed at the user interface object without additional input from the user, additional control is provided to the user without requiring the user to navigate a complex menu hierarchy, thereby providing improved visual feedback to the user without additional user input.

[0194] In some embodiments, the attention criteria for the first user interface object include criteria for the positioning of the user's head in the physical environment, as described above with reference to Fig.7DFor example, a criterion for the location of the user's head is met based on determining that the user's current head location matches a predefined head location and / or that the user's head location has remained at the predefined head location for at least a threshold amount of time. By automatically determining whether the user is focusing on a user interface object by detecting whether the user's head is at a particular location (such as turning toward a user interface object) and automatically updating the display of the user interface object when the user's head is at the particular location without requiring additional input from the user, additional control is provided to the user without requiring the user to navigate a complex menu hierarchy, thereby providing improved visual feedback to the user without requiring additional user input.

[0195] In some embodiments, the amount of visual de-emphasis of the first user interface object is based (e.g., at least in part) on the rate of movement of the user's viewpoint. For example, when the user moves faster within the physical environment, the first user interface object appears to fade (e.g., displayed with reduced opacity) and / or appears to be more blurred. In some embodiments, the visual de-emphasis is gradual (e.g., the first user interface object appears to fade more over a period of time), so that when the user moves for a longer period of time, the amount of visual de-emphasis increases. In some embodiments, the rate of the amount of visual de-emphasis during the gradual de-emphasis is based on the rate of movement of the user's viewpoint (e.g., the rate of the amount of visual de-emphasis is proportional to the user's rate of movement). For example, an increase in the rate of movement of the user's viewpoint results in an increase in the amount of fading and / or blurring. By visually de-emphasizing certain user interface objects relative to other displayed content as the user moves around in the physical environment with an amount of visual de-emphasis determined based on the speed of the user's movement so that the faster the user moves, the more certain user interface objects appear to be de-emphasized to automatically update the display of certain user interface objects, real-time visual feedback is provided when the user moves around in the three-dimensional environment at different speeds, thereby providing improved visual feedback to the user.

[0196] In some embodiments, when displaying the first user interface object, the computer system displays a second user interface object (e.g., a representation of a virtual object, an application, or a physical object such as representation 7014' of the physical object) at a fourth location in the first view of the three-dimensional environment, the fourth location having a second spatial arrangement relative to the location within the three-dimensional environment. For example, the second user interface object is anchored to an object or portion of the three-dimensional environment so that the second user interface object does not move when the user's viewpoint moves (e.g., is maintained at the same location within the three-dimensional environment). Automatically displaying one or more user interface objects at a location that is locked relative to the three-dimensional environment even when the user moves around the three-dimensional environment, without locking to certain other user interface objects that follow the user as the user moves, provides real-time visual feedback as the user moves around the physical environment, so that the user knows where the locked user interface element is located within the three-dimensional environment relative to the three-dimensional environment, and enables the user to view or interact with the locked user interface element by returning to the anchored location in the three-dimensional environment, thereby providing improved visual feedback to the user.

[0197] In some embodiments, when displaying the first user interface object, the computer system displays a third user interface object at a fifth location in the first view of the three-dimensional environment, the third user interface object having a third spatial arrangement relative to a corresponding part of the user (e.g., relative to a part of the user's body (e.g., head, torso) or relative to the user's viewpoint). For example, the third user interface object is anchored to the user's hand so that when the user moves in the physical environment, the third user interface object is displayed at the location anchored to the user's hand (e.g., displayed in response to the user raising the user's hand to be located within the user's current view of the three-dimensional environment). Automatically displaying one or more user interface objects at a location that maintains the same approximate position relative to a part of the user's body (e.g., or locked relative to a part of the user's body) even when the user moves around the three-dimensional environment, while not locking certain other user interface objects to the user's body part as the user moves, provides real-time visual feedback as the user moves around the physical environment, thereby providing improved visual feedback to the user.

[0198] In some embodiments, in response to detecting user input for repositioning the first user interface object to a sixth position in the three-dimensional environment, the computer system moves the first user interface object to the sixth position in the three-dimensional environment, the sixth position having a fourth spatial arrangement relative to the corresponding portion of the user, and the computer system updates the first spatial arrangement of the first user interface object relative to the corresponding portion of the user to the fourth spatial arrangement relative to the corresponding portion of the user for the first user interface object. For example, as referenced Figure 7JAs described, the first user interface object 7104-8 is placed in (e.g., repositioned and anchored to) a different zone having a different spatial arrangement relative to the user (e.g., instead of being positioned at a first distance and a first angle relative to the user (e.g., the user's torso, the user's head, the user's viewpoint) (e.g., directly in front of it), the new zone is located in the left-hand corner and is defined at a different angle and / or a different distance from a portion of the user (e.g., a fourth spatial arrangement). In some embodiments, after the first user interface object is updated to have the fourth spatial arrangement, in response to movement of the user's viewpoint satisfying a threshold movement amount, the first user interface object is maintained in the fourth spatial arrangement relative to the corresponding portion of the user (e.g., and continues to have the slow following behavior described above). Allowing a user to change the anchoring position of certain user interface objects to have a different spatial relationship relative to the user's current view so that even when the user's current view changes, certain user interface objects are maintained at the same position relative to the user's current view, providing real-time visual feedback as the user moves in the physical environment, and making it easy for the user to place certain user interface objects at a position that is most comfortable or convenient for the user to view, thereby providing improved visual feedback to the user.

[0199] In some embodiments, the sixth location in the three-dimensional environment is within a predefined distance from the user, and in response to detecting a user input for repositioning the first user interface object to a seventh location in the three-dimensional environment, the seventh location in the three-dimensional environment exceeding the predefined distance from the user, the computer system moves the first user interface object to the seventh location, wherein at the seventh location, the first user interface object is anchored to a portion of the three-dimensional environment. For example, the user is able to place the first user interface object at a location outside any predefined area in the three-dimensional space. In some embodiments, based on determining that the user has placed the first user interface object at a location in the three-dimensional environment (e.g., the seventh location) such that the first user interface object is anchored to the three-dimensional environment (e.g., and its location is independent of the user's current viewpoint, such that when the user moves the user's current viewpoint of the three-dimensional environment, the first user interface object does not maintain a corresponding spatial relationship relative to a corresponding portion of the user), the first user interface object no longer has a slow follow behavior. In some embodiments, in response to the user placing the first user interface object at the seventh location outside the predefined distance from the user (e.g., outside the user's arm's reach), a textual indication is displayed to indicate that the first user interface object will not have a slow follow behavior when the object is placed at the seventh location. In some embodiments, the sixth positioning cannot be at a distance beyond the predefined distance. For example, the sixth positioning is within arm's reach of the user (e.g., the predefined area is within arm's reach of the user) so that the user interface object continues to have a slow following behavior when the user interface object is placed at the sixth positioning. Automatically provide the user with an option to change the anchor points of certain user interface objects within a predefined distance from the user (e.g., within arm's reach) to have a different spatial relationship relative to the user's current view, while allowing the user to position (e.g., or reposition) other user interface objects to a position anchored to the three-dimensional environment (e.g., beyond the predefined distance), allowing the user to place objects in the area that is most comfortable or convenient for the user, and providing real-time visual feedback as the user moves in the physical environment, thereby providing improved visual feedback to the user.

[0200] In some embodiments, upon detecting user input for repositioning the first user interface object to an eighth location in the three-dimensional environment, the computer system displays a visual indication of one or more predefined areas. In some embodiments, based on determining that the eighth location is within a predefined area in one or more predefined areas, the eighth location having a fifth spatial arrangement relative to a corresponding portion of the user, in response to detecting movement of the user's viewpoint, the computer system displays the first user interface object at a ninth location in the three-dimensional environment, the ninth location having a fifth spatial arrangement relative to a corresponding portion of the user. In some embodiments, based on determining that the eighth location is not within a predefined area in one or more predefined areas, in response to detecting movement of the user's viewpoint, the computer system maintains display of the first user interface object at the eighth location in the three-dimensional environment. For example, as described in reference to Figure 7J As described, if the user repositions the first user interface object outside the predefined area, the first user interface object no longer has the slow follow behavior (e.g., the user interface object becomes anchored to the three-dimensional environment, and the first user interface object is no longer maintained as having the first spatial arrangement relative to the corresponding portion of the user). For example, when the user's viewpoint moves, any user interface object placed outside the predefined area will not follow the user's viewpoint (e.g., the user interface object placed outside the predefined area is anchored to the three-dimensional environment). In some embodiments, as shown in reference Figure 7J In some embodiments, the computer system displays an outline (e.g., or other visual indication) of a predefined area (e.g., a slow follow area). In some embodiments, when the user's viewpoint moves, the user interface object placed in any predefined area will follow the user's viewpoint. In some embodiments, the visual indication of the predefined area is displayed when the user is moving the first user interface object (e.g., in response to the user initiating a gesture for repositioning the first user interface object). Automatically displaying the outlines of multiple areas within the three-dimensional environment (each area having a different positioning relative to the user's current view) allows the user to easily select an area in which to anchor certain user interface objects so that when the user interface object is placed in the area, the user interface object will follow the user as the user moves in the physical environment, and allows the user to more easily determine the location of the user interface object in the three-dimensional environment that is most comfortable or convenient for the user to view, thereby providing improved visual feedback to the user.

[0201] In some embodiments, in response to detecting user input for repositioning the first user interface object to the sixth position, the first user interface object is rapidly moved to the sixth position in the three-dimensional environment. Figure 7JThe method of rapidly moving the user interface object to the sixth location includes: upon detecting a user input for repositioning the first user interface object to the sixth location, automatically moving the user interface object to the sixth location (e.g., without the user continuing to drag the first user interface object toward the sixth location) based on determining that the first user interface object moves within a predefined threshold distance from the sixth location. In some embodiments, in response to a user input for moving the first user interface object out of the sixth location (e.g., from a predefined area), the first user interface object remains displayed at the sixth location until the user input moves more than a threshold amount away from the sixth location. In some embodiments, in response to the first user interface object rapidly moving to the sixth location, a tactile and / or auditory indication is provided (e.g., concurrently with displaying the first user interface object at the sixth location). For example, the user input is a pinch gesture (e.g., or a pinch and drag gesture) including movement of two or more fingers of a hand in contact with or out of contact with each other (e.g., and optionally combined with (e.g., heel) a drag input that changes the location of the user's hand from a first location (e.g., a start location of dragging) to a second location (e.g., an end location of dragging)). In some embodiments, the user maintains a pinch gesture while performing a drag input, and releases the pinch gesture (e.g., opening their two or more fingers) to end the drag gesture (e.g., at the second position). For example, the pinch input selects the first user interface object, and once the first user interface object is selected, the user is able to drag the first user interface object to reposition the first user interface object to the sixth position (e.g., or reposition it near the sixth position, and then quickly move the user interface object to the sixth position). In some embodiments, the pinch input is directed directly to the first user interface object (e.g., the user performs the pinch input at a position corresponding to the first user interface object), or the pinch input is directed indirectly to the first user interface object (e.g., the user performs the pinch input while looking at the first affordance, wherein the position of the user's hand is not at a position corresponding to the first user interface object when performing the pinch input). For example, the user is able to direct the user's input to the first user interface object by initiating a gesture at or near the first user interface object (e.g., within 0.5 cm, 1 cm, 5 cm, or within a distance between 0 cm and 5 cm, such as measured from the outer edge of the first user interface object or the center portion of the first user interface object). In some embodiments, the user is also able to direct the user's input to the first user interface object by focusing on the first user interface object (e.g., looking at the first user interface object) and initiating a gesture while the user is focused on the first user interface object (e.g., at any location that can be detected by the computer system).For example, if the user is focusing on the first user interface object, the gesture need not be initiated at a location at or near the first user interface object (e.g., the user performs the drag gesture while looking at the first user interface object). In response to the user repositioning the user interface object within a predefined distance of the snap location so that the user interface object moves into the predefined snap location, the user interface object is automatically snapped without requiring the user to precisely align the user interface object over the snap location, real-time visual feedback is provided to the user as the user repositions the user interface object, and a visual indication is provided confirming that the user interface object has been successfully repositioned into the snap location, thereby providing improved visual feedback to the user.

[0202] In some embodiments, a computer system displays one or more user interface objects for controlling the immersion level of a three-dimensional environment. In some embodiments, in response to user input pointing to a first user interface object among one or more user interface objects for increasing the immersion level of a three-dimensional environment, the computer system displays additional virtual content in the three-dimensional environment (e.g., and optionally stops or reduces the display of transparent content). In some embodiments, in response to detecting user input pointing to a second user interface object among one or more user interface objects for reducing the immersion level of a three-dimensional environment, the computer system displays additional content corresponding to the physical environment (e.g., displays additional transparent content, and optionally stops or reduces the display of virtual content (e.g., one or more virtual objects)). In some embodiments, one or more user interface objects include controls for playing and / or pausing an immersive experience in a three-dimensional environment. For example, a user is able to control how much of the physical environment is displayed as transparent content in a three-dimensional environment (e.g., during a fully immersive experience, no physical environment is displayed (e.g., or otherwise represented in a three-dimensional environment)). For example, the user input is a tap input (e.g., an air gesture or a pinch gesture), which is optionally a tap input of the thumb on the index finger of the user's hand (e.g., on the side of the index finger adjacent to the thumb). In some embodiments, the tap input is detected without the need to lift the thumb from the side of the index finger. For example, the user performs a tap input directed to the first user interface object to increase the immersion level of the three-dimensional environment. In some embodiments, the user input directly points to the first user interface object (e.g., the user performs a tap input at a location corresponding to the first user interface object), or the user input indirectly points to the first user interface object (e.g., the user performs a tap input while looking at the first affordance, wherein the user's hand is not positioned at a location corresponding to the first user interface object when the tap input is performed). For example, the user is able to point the user's input to the first user interface object by initiating a gesture at or near the first user interface object (e.g., within 0.5 cm, 1 cm, 5 cm, or within a distance between 0 cm and 5 cm, such as measured from the outer edge of the first user interface object or the center portion of the first user interface object). In some embodiments, the user can also direct the user's input to the first user interface object by focusing on the first user interface object (e.g., looking at the first user interface object) and initiating a gesture while the user is focusing on the first user interface object (e.g., at any location detectable by the computer system). For example, if the user is focusing on the first user interface object, the gesture need not be initiated at a location at or near the first user interface object.Automatically displaying multiple controls that allow the user to control the immersive experience of the three dimensional environment relative to the physical environment provides additional control to the user without requiring the user to navigate a complex menu hierarchy, allowing the user to easily control how much content from the physical environment is displayed in the three dimensional environment, and provides real-time visual feedback to the user when the user requests a change in the immersion level in the three dimensional environment, thereby providing improved visual feedback to the user without the need for additional user input.

[0203] In some embodiments, the computer system displays one or more user interface objects for controlling the experience in the three-dimensional environment. In some embodiments, in response to a user input pointing to a first user interface object in one or more user interface objects, the computer system performs a first operation of changing content (e.g., playing or pausing the first content) in the three-dimensional environment. In some embodiments, in response to detecting a user input pointing to a second user interface object in one or more user interface objects, the computer system performs a second operation different from the first operation (e.g., pausing or playing the second content) in the three-dimensional environment. In some embodiments, one or more user interface objects include controls for playing and / or pausing an immersive experience in a three-dimensional environment. For example, the computer system displays a first type of virtual wallpaper (corresponding to a first type of virtual experience) to the three-dimensional environment in response to the user selecting the first user interface object. In response to the user selecting the second user interface object, the computer system displays the three-dimensional environment with a virtual lighting effect. For example, the user input is a tap input (e.g., an air gesture or a pinch gesture), which is optionally a tap input of the thumb on the index finger of the user's hand (e.g., on the side of the index finger adjacent to the thumb). In some embodiments, the tap input is detected without the need to lift the thumb from the side of the index finger. For example, a user performs a tap input directed to a first user interface object to play (e.g., or pause) virtual content displayed in a three-dimensional environment. In some embodiments, the user input directly points to the first user interface object (e.g., the user performs a tap gesture at a location corresponding to the first user interface object), or the user input indirectly points to the first user interface object (e.g., the user performs a tap input while looking at the first affordance, wherein the location of the user's hand when performing the tap input is not at a location corresponding to the first user interface object). For example, the user can point the user's input to the first user interface object by initiating a gesture at or near the first user interface object (e.g., within 0.5 cm, 1 cm, 5 cm, or within a distance between 0 cm and 5 cm, such as measured from the outer edge of the first user interface object or the center portion of the first user interface object). In some embodiments, the user can also point the user's input to the first user interface object by focusing on the first user interface object (e.g., looking at the first user interface object) and while focusing on the first user interface object, the user (e.g., at any location that can be detected by the computer system) initiates a gesture. For example, if the user is focusing on the first user interface object, the gesture does not need to be initiated at or near the location of the first user interface object. Thus, the user interface objects correspond to controls for changing (eg, displaying or stopping displaying) various virtual contents of the virtual experience in the three-dimensional environment.In some embodiments, in response to selecting the play control user interface object, the virtual content of the virtual experience is displayed, and in response to selecting the pause control user interface object, the display of the virtual content of the virtual experience is stopped. Automatically displaying multiple controls that allow the user to control the immersive experience of the three-dimensional environment relative to the physical environment provides additional control to the user without requiring the user to navigate a complex menu hierarchy, allows the user to easily control how much content from the physical environment is displayed in the three-dimensional environment, and provides real-time visual feedback to the user when the user requests a change in the immersion level in the three-dimensional environment, thereby providing improved visual feedback to the user without requiring additional user input.

[0204] In some embodiments, in response to the movement of the user's viewpoint satisfying a threshold movement amount, based on determining that the user's body (e.g., torso, head, or hand) moves in the physical environment, the computer system moves the first user interface object from a first position in the three-dimensional environment to a second position. In some embodiments, based on determining that the user's head moves from a first head position in the physical environment to a second head position (e.g., without detecting movement of the user's body (e.g., only detecting head rotation)), the computer system stops displaying the first user interface object at the first position in the three-dimensional environment, and (e.g., after stopping displaying the first user interface object at the first position) displays the first user interface object at the second position in the three-dimensional environment (e.g., without animating the movement). In some embodiments, before displaying the first user interface object at the second position in the three-dimensional environment, the user's head must also stay at the second head position for at least a threshold amount of time (e.g., 1 second, 2 seconds, 10 seconds, or an amount of time between 0.5 seconds and 10 seconds). In some embodiments, in response to the user moving the user's body (e.g., torso, head, or hands) in the physical environment, the first user interface object continues to be displayed and animated to move with the movement of the user's body, and in response to detecting a turn of the user's head that changes the user's viewpoint (e.g., without moving the user's body), the user interface object disappears and is redisplayed at the new viewpoint (when the head has remained turned to the new viewpoint). In some embodiments, as described above with reference to method 800 and FIG. 7C to FIG. 7H Determining that the user's head moves from a first head position to a second head position includes: detecting that the user does not meet the attention criteria for the first user interface object, and in response to detecting that the user does not meet the attention criteria for the first user interface object, displaying the first user interface object with a modified appearance (e.g., faded, no longer displayed, or otherwise visually de-emphasized). In some embodiments, displaying the first user interface object at a second position in the three-dimensional environment is responsive to detecting that the user meets the attention criteria for the first user interface object (e.g., as described in reference to FIG. Figure 7HCertain user interface objects are automatically displayed in a three-dimensional environment when the user's torso moves in the physical environment, while certain user interface objects are not displayed in the three-dimensional environment when the user's head moves without moving the user's torso, providing real-time visual feedback as the user moves within the physical environment, thereby providing improved visual feedback to the user.

[0205] In some embodiments, after determining that the movement satisfies a threshold amount, as the user's viewpoint moves relative to the physical environment, the first user interface object is displayed at multiple corresponding locations in the three-dimensional environment, wherein at a first location in the multiple corresponding locations, the first user interface object has (e.g., continues to have) a first spatial arrangement relative to the corresponding part of the user, and at a second location in the multiple corresponding locations, the first user interface object has (e.g., continues to have) the first spatial arrangement relative to the corresponding part of the user. For example, the multiple corresponding locations in the three-dimensional environment are applicable to any number of positions within the three-dimensional environment (e.g., the first user interface object can be displayed at any portion of the three-dimensional environment within the user's current viewpoint to maintain the first spatial arrangement relative to the corresponding part of the user). Thus, as the user moves in the physical environment, the first user interface object can be displayed at multiple locations in the three-dimensional environment to appear as if the first user interface object moves continuously in the three-dimensional environment as the user moves. For example, in FIG. 7E to FIG. 7G In the embodiment of the present invention, as the user continues to move in the physical environment, the user interface objects are displayed at additional locations. Automatically moving certain user interface objects in the three-dimensional environment to follow the user's current viewpoint as the user moves in the physical environment while maintaining the same spatial relationship between certain user interface objects and the user's viewpoint provides real-time visual feedback as the user moves around the physical environment, thereby providing improved visual feedback to the user.

[0206] It should be understood that Fig. 9 The specific order in which the operations in the description are described is merely an example and is not intended to indicate that the order is the only order in which the operations may be performed. A person of ordinary skill in the art will recognize many ways to reorder the operations described herein. In addition, it should be noted that the details of other processes described herein with respect to other methods described herein (e.g., method 800) also apply in a similar manner to the details of the above with respect to Fig. 9Method 900 described herein. For example, the gestures, inputs, physical objects, user interface objects, movements, criteria, three-dimensional environments, display generation components, representations of physical objects, virtual objects, and / or animations described above with reference to method 900 optionally have one or more of the features of the gestures, inputs, physical objects, user interface objects, movements, criteria, three-dimensional environments, display generation components, representations of physical objects, virtual objects, and / or animations described herein with reference to other methods described herein (e.g., method 800). For the sake of brevity, these details are not repeated here.

[0207] References Figure 8 and Fig. 9 The operation is optionally performed by Figures 1 to 6 In some embodiments, aspects / operations of methods 800 and 900 may be interchanged, replaced, and / or added between these methods. For the sake of brevity, these details are not repeated here.

[0208] In addition, in the method described herein where one or more steps depend on one or more conditions being met, it should be understood that the method can be repeated in multiple repetitions so that in the process of repetition, all conditions for determining the steps in the method have been met in different repetitions of the method. For example, if the method needs to perform the first step (if the condition is met), and perform the second step (if the condition is not met), then the ordinary technician will know that the steps stated are repeated until both the condition is met and the condition is not met (in no particular order). Therefore, the method described as having one or more steps depending on one or more conditions being met can be rewritten as a method of repeating until each condition described in the method is met. However, this does not require the system or computer-readable medium to declare that the system or computer-readable medium contains instructions for performing a contingent operation based on the satisfaction of the corresponding one or more conditions, and is therefore able to determine whether the possible situation has been met without explicitly repeating the steps of the method until all conditions for determining the steps in the method have been met. It will also be understood by ordinary technicians in the art that, similar to the method with the contingent step, the system or computer-readable storage medium can repeat the steps of the method as many times as needed to ensure that all the contingent steps have been performed.

[0209] For the purpose of explanation, the foregoing description is described by reference to specific embodiments. However, the above exemplary discussion is not intended to be exhaustive or to limit the invention to the disclosed precise form. According to the above teachings, many modifications and variations are possible. The embodiments are selected and described in order to best illustrate the principles of the present invention and its practical application, so that other technical personnel in the field can best use the present invention and the various described embodiments with various modifications suitable for the specific purpose contemplated.

Claims

1. A method comprising: At a computer system in communication with a first display generating component and one or more first input devices: displaying, via the first display generating component, a first user interface object in a first view of a three-dimensional environment, the first view of the three-dimensional environment corresponding to a first viewpoint of a user of the computer system relative to a physical environment; while displaying the first user interface object, detecting, via the one or more first input devices, whether the user of the computer system satisfies an attention criterion with respect to the first user interface object; as well as in response to detecting that the user does not meet the attention criteria with respect to the first user interface object, displaying the first user interface object with a modified appearance, wherein displaying the first user interface object with the modified appearance comprises de-emphasizing the first user interface object relative to one or more other objects in the three-dimensional environment; while displaying the first user interface object with the modified appearance, detecting, via the one or more first input devices, a first movement of a viewpoint of the user relative to the physical environment to a second viewpoint of the user; as well as After detecting the first movement of the viewpoint of the user relative to the physical environment, detecting that the user satisfies the attention criterion with respect to the first user interface object; as well as In response to detecting that the user satisfies the attention criteria, displaying the first user interface object in a second view of the three-dimensional environment that is different from the first view of the three-dimensional environment, wherein displaying the first user interface object in the second view of the three-dimensional environment includes displaying the first user interface object with an appearance that emphasizes the first user interface object more relative to one or more other objects in the three-dimensional environment than when the first user interface object is displayed with the modified appearance.

2. A method according to claim 1, wherein the first user interface object has a first spatial relationship relative to a first anchor position in the three-dimensional environment corresponding to the position of the user's body in the physical environment.

3. The method according to claim 1, further comprising: After detecting the first movement of the viewpoint of the user relative to the physical environment, maintaining display of the first user interface object at the same anchor location in the three-dimensional environment.

4. The method according to claim 1, further comprising: After detecting the first movement of the viewpoint of the user relative to the physical environment: Based on determining that the first movement satisfies a time threshold, the first user interface object is moved in the three-dimensional environment to a same position relative to the viewpoint of the user.

5. The method according to any one of claims 1 to 4, further comprising: receiving user input for repositioning the first user interface object in the three-dimensional environment; in response to receiving the user input for repositioning the first user interface object in the three-dimensional environment, repositioning the first user interface object to a corresponding position in the three-dimensional environment according to the user input; as well as detecting input for changing a viewpoint of the user after repositioning the first user interface object to the corresponding location in the three-dimensional environment based on the user input; as well as In response to detecting the input for changing the viewpoint of the user, changing the viewpoint of the user according to the input for changing the viewpoint of the user, and displaying the first user interface object in the three-dimensional environment from the current viewpoint of the user, comprising: based on determining that the first user interface object is positioned within a first predefined area, displaying the first user interface object at a corresponding location having a first spatial relationship relative to a first anchor location in the three-dimensional environment corresponding to a location of the viewpoint of the user in the physical environment; as well as Based on determining that the first user interface object is not positioned within the first predefined area, maintaining display of the first user interface object at a same anchor location in the three-dimensional environment that does not correspond to the position of the user's body in the physical environment.

6. The method of claim 5, wherein the first predefined area is selected from a plurality of predefined areas in the three-dimensional environment, wherein: The first predefined area has a first spatial relationship relative to a first anchor location corresponding to a position of the viewpoint of the user in the three-dimensional environment, and A second predefined area of ​​the plurality of predefined areas has a second spatial relationship relative to a second anchor location in the three-dimensional environment corresponding to the viewpoint of the user.

7. The method according to claim 5, further comprising: responsive to detecting that the user initiates the user input for repositioning the first user interface object, displaying a visual indication of the first predefined area; as well as Upon detecting the user input for repositioning the first user interface object to the first predefined area, display of the visual indication of the first predefined area is maintained.

8. A method according to any one of claims 1 to 4, wherein the attention criterion regarding the first user interface object includes a gaze criterion.

9. A method according to any one of claims 1 to 4, wherein the attention criteria regarding the first user interface object include criteria for the positioning of the user's head in the physical environment.

10. The method according to any one of claims 1 to 4, further comprising: detecting a pinch input directed toward a first affordance displayed on at least a portion of the first user interface object followed by movement of a hand performing the pinch input; as well as In response to the movement of the hand, the size of the first user interface object is changed according to the movement of the hand.

11. The method according to any one of claims 1 to 4, further comprising: receiving a pinch input with a first hand directed to the first user interface object and a pinch input with a second hand followed by a change in a distance between the first hand and the second hand; as well as In response to a change in the distance between the first hand and the second hand, a size of the first user interface object is changed according to the change in the distance between the first hand and the second hand.

12. A method according to any one of claims 1 to 4, wherein de-emphasizing the first user interface object relative to the one or more other objects in the three-dimensional environment includes de-emphasizing the first user interface object relative to one or more other virtual objects in the three-dimensional environment.

13. A method according to any one of claims 1 to 4, wherein de-emphasizing the first user interface object relative to the one or more other objects in the three-dimensional environment includes de-emphasizing the first user interface object relative to representations of one or more physical objects in the physical environment.

14. A method according to any one of claims 1 to 4, wherein the first user interface object comprises a plurality of selectable user interface objects.

15. The method according to any one of claims 1 to 4, further comprising: displaying one or more user interface objects for controlling an immersion level of the three-dimensional environment; displaying additional virtual content in the three-dimensional environment in response to a user input directed to a first user interface object of the one or more user interface objects for increasing an immersion level of the three-dimensional environment; as well as In response to detecting a user input directed to a second user interface object of the one or more user interface objects for reducing the immersion level of the three-dimensional environment, additional content corresponding to the physical environment is displayed.

16. A method according to any one of claims 1 to 4, wherein the amount of de-emphasizing the first user interface object relative to the one or more other objects in the three-dimensional environment is based on an angle between the user's detected gaze and the first user interface object.

17. A method according to any one of claims 1 to 4, wherein the amount of de-emphasizing the first user interface object relative to the one or more other objects in the three-dimensional environment is based on the rate of the first movement of the user's viewpoint.

18. The method of claim 4, wherein the first user interface object moves within the three-dimensional environment based on the movement of the user.

19. A method according to claim 1, wherein immediately before and after the first movement of the user's viewpoint relative to the physical environment, the corresponding feature positioning of the first user interface object in the three-dimensional environment has a first spatial relationship with a first anchor positioning in the three-dimensional environment corresponding to the position of the user's viewpoint in the physical environment.

20. A computer system comprising: a first display generating component; one or more first input devices; one or more processors; and A memory storing one or more programs, wherein the one or more programs are configured to be executed by the one or more processors, the one or more programs comprising instructions for performing the following operations: displaying, via the first display generating component, a first user interface object in a first view of a three-dimensional environment, the first view of the three-dimensional environment corresponding to a first viewpoint of a user of the computer system relative to a physical environment; while displaying the first user interface object, detecting, via the one or more first input devices, whether the user of the computer system satisfies an attention criterion with respect to the first user interface object; as well as in response to detecting that the user does not meet the attention criteria with respect to the first user interface object, displaying the first user interface object with a modified appearance, wherein displaying the first user interface object with the modified appearance comprises de-emphasizing the first user interface object relative to one or more other objects in the three-dimensional environment; while displaying the first user interface object with the modified appearance, detecting, via the one or more first input devices, a first movement of a viewpoint of the user relative to the physical environment to a second viewpoint of the user; as well as After detecting the first movement of the viewpoint of the user relative to the physical environment, detecting that the user satisfies the attention criterion with respect to the first user interface object; as well as In response to detecting that the user satisfies the attention criteria, displaying the first user interface object in a second view of the three-dimensional environment that is different from the first view of the three-dimensional environment, wherein displaying the first user interface object in the second view of the three-dimensional environment includes displaying the first user interface object with an appearance that emphasizes the first user interface object more relative to one or more other objects in the three-dimensional environment than when the first user interface object is displayed with the modified appearance.

21. The computer system of claim 20, wherein the one or more programs include instructions for performing the method of any one of claims 2 to 19.

22. A computer-readable storage medium storing one or more programs, the one or more programs comprising instructions that, when executed by a computer system comprising a first display generating component and one or more first input devices, cause the computer system to perform operations comprising: displaying, via the first display generating component, a first user interface object in a first view of a three-dimensional environment, the first view of the three-dimensional environment corresponding to a first viewpoint of a user of the computer system relative to a physical environment; while displaying the first user interface object, detecting, via the one or more first input devices, whether the user of the computer system satisfies an attention criterion with respect to the first user interface object; as well as in response to detecting that the user does not meet the attention criteria with respect to the first user interface object, displaying the first user interface object with a modified appearance, wherein displaying the first user interface object with the modified appearance comprises de-emphasizing the first user interface object relative to one or more other objects in the three-dimensional environment; while displaying the first user interface object with the modified appearance, detecting, via the one or more first input devices, a first movement of a viewpoint of the user relative to the physical environment to a second viewpoint of the user; as well as After detecting the first movement of the viewpoint of the user relative to the physical environment, detecting that the user satisfies the attention criterion with respect to the first user interface object; as well as In response to detecting that the user satisfies the attention criteria, displaying the first user interface object in a second view of the three-dimensional environment that is different from the first view of the three-dimensional environment, wherein displaying the first user interface object in the second view of the three-dimensional environment includes displaying the first user interface object with an appearance that emphasizes the first user interface object more relative to one or more other objects in the three-dimensional environment than when the first user interface object is displayed with the modified appearance.

23. The computer-readable storage medium of claim 22, wherein the one or more programs include instructions that, when executed by the computer system, cause the computer system to perform the method of any one of claims 2 to 19.

24. A computer program product comprising instructions which, when executed by a computer system comprising a first display generating component and one or more input devices, cause the computer system to perform the method according to any one of claims 1 to 19.