Representation of messages in three-dimensional environment

By displaying user interface objects in a three-dimensional environment in a computer system and dynamically changing their visual appearance, the problems of insufficient feedback and complex input in user interaction are solved, and a more efficient and intuitive interactive experience is achieved, and power is saved.

CN119987551APending Publication Date: 2025-05-13APPLE INC
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Patent Information

Application Number
CN202510078845.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-04-21
Filing Date
2023-04-21
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

In the prior art, the interaction between the user and the virtual/augmented reality environment has problems such as insufficient feedback, complex and cumbersome input, resulting in a large cognitive burden on the user, low interaction efficiency, and high energy consumption on the battery-driven device.

Method used

By displaying user interface objects in a three-dimensional environment in a computer system, and dynamically change the visual appearance of user interface objects based on user viewpoint movement, virtual objects, and container movement, reducing the number and complexity of user input.

Benefits of technology

Achieve more intuitive and efficient user interaction, reduces the number and complexity of user input, improves the experience of virtual/augmented reality environments, and saves energy in battery-driven devices.

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Abstract

The invention relates to representation of messages in a three-dimensional environment. In some embodiments, a computer system modifies a visual appearance of user interface objects based on a spatial arrangement of the user interface objects in a three-dimensional environment relative to a viewpoint of a user. In some embodiments, a computer system displays, via a display generation component, a representation of a message at a first distance from a viewpoint of a user in a three-dimensional environment, and then changes the distance of the representation of the message from the viewpoint of the user to a second distance. In some embodiments, a computer system is configured to translate a virtual object from a three-dimensional appearance to a two-dimensional appearance and / or from a two-dimensional appearance to a three-dimensional appearance.
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Description

[0001] This application is a divisional application of the patent application with application number 202380048125.9, application date April 21, 2023, and invention name “Representation of messages in a three-dimensional environment”.

[0002] CROSS-REFERENCE TO RELATED APPLICATIONS

[0003] This application claims the benefit of U.S. Provisional Application No. 63 / 363,378, filed on April 21, 2022, the contents of which are incorporated herein by reference in their entirety for all purposes. Technical Field

[0004] The present disclosure generally relates to computer systems that provide computer-generated experiences, including but not limited to electronic devices that provide virtual reality and mixed reality experiences via displays. Background Art

[0005] In recent years, the development of computer systems for augmented reality has increased significantly. Example augmented reality environments include at least some virtual elements that replace or augment the physical world. Input devices (such as cameras, controllers, joysticks, touch-sensitive surfaces, and touch screen displays) for computer systems and other electronic computing devices are used to interact with virtual / augmented reality environments. Example virtual elements include virtual objects such as digital images, videos, text, icons, and control elements (such as buttons and other graphics). Summary of the invention

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

[0007] Therefore, there is a need for computer systems with improved methods and interfaces to provide computer-generated experiences to users, so that the user's interaction with the computer system is more efficient and more intuitive to the user. Such methods and interfaces optionally supplement or replace conventional methods for providing extended reality experiences to users. Such methods and interfaces reduce the amount, degree and / or nature of inputs from the user by helping the user understand the connection between the inputs provided and the device's response to those inputs, thereby forming a more effective human-computer interface.

[0008] The above-mentioned defects and other problems associated with the user interface of the computer system are reduced or eliminated by the disclosed system. In some embodiments, the computer system is a desktop computer with an associated display. In some embodiments, the computer system is a portable device (e.g., a notebook computer, a tablet computer, or a handheld device). In some embodiments, the computer system is a personal electronic device (e.g., a wearable electronic device, such as a watch or a head-mounted device). In some embodiments, the computer system has a touch pad. In some embodiments, the computer system has one or more cameras. In some embodiments, the computer system has a touch-sensitive display (also referred to as a "touch screen" or "touch screen display"). In some embodiments, the computer system has one or more eye tracking components. In some embodiments, the computer system has one or more hand tracking components. In some embodiments, in addition to the display generation component, the computer system also has one or more output devices, which include one or more tactile output generators and / or one or more audio output devices. In some embodiments, the computer system has a graphical user interface (GUI), one or more processors, a memory, and one or more modules, a program or instruction set stored in the memory for performing multiple functions. In some embodiments, the user interacts with the GUI through contact and gestures of a stylus and / or finger on a touch-sensitive surface, movement of the user's eyes and hands in space relative to the GUI (and / or computer system) or the user's body (as captured by a camera and other mobile sensors), and / or voice input (as captured by one or more audio input devices). In some embodiments, the functions performed by interaction optionally include image editing, drawing, presentations, word processing, spreadsheet creation, playing games, making and receiving calls, video conferencing, sending and receiving emails, instant messaging, testing support, digital photography, digital video recording, web browsing, digital music playback, note-taking, and / or digital video playback. Executable instructions for performing these functions are optionally included in a transient and / or non-transient computer-readable storage medium or other computer program product configured for execution by one or more processors.

[0009] There is a need for electronic devices with improved methods and interfaces for interacting with a three-dimensional environment. Such methods and interfaces can supplement or replace conventional methods for interacting with a three-dimensional environment. Such methods and interfaces reduce the amount, degree, and / or nature of input from a user and produce a more efficient human-computer interface. For battery-powered computing devices, such methods and interfaces save power and increase the time interval between battery charges.

[0010] In some embodiments, a computer system modifies the visual appearance of user interface objects based on their spatial arrangement in a three-dimensional environment relative to a user's viewpoint. In some embodiments, a computer system displays a representation of a message in a three-dimensional environment at a first distance from the user's viewpoint, and then changes the distance of the representation of the message to a second distance from the user's viewpoint based on input directed to the representation of the message. In some embodiments, a computer system transitions a virtual object from a three-dimensional appearance to a two-dimensional appearance and vice versa based on movement of the virtual object.

[0011] 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

[0012] 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.

[0013] Figure 1 is a block diagram illustrating an operating environment of a computer system for providing an XR experience according to some embodiments.

[0014] 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.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] Figure 6 is a flow chart illustrating a flash-assisted gaze tracking pipeline according to some embodiments.

[0019] 7A to 7D An example of a computer system changing the visual appearance of a user interface object according to some embodiments is illustrated.

[0020] FIG. 8A to FIG. 8L is a flowchart illustrating an exemplary method of changing the visual appearance of a user interface object according to some embodiments.

[0021] 9A to 9E An example is illustrated in which a computer system according to some embodiments changes the distance of a representation of a message from a user's viewpoint based on input directed to the representation of the message.

[0022] FIG. 10A to FIG. 10G Included is a flowchart illustrating a method for changing the distance of a representation of a message from a user's viewpoint based on input directed to the representation of the message according to some embodiments of the present disclosure.

[0023] FIG. 11A to FIG. 11C Examples of a computer system transforming a virtual object from a three-dimensional appearance to a two-dimensional appearance and from a two-dimensional appearance to a three-dimensional appearance are illustrated according to some embodiments.

[0024] FIG. 12A to FIG. 12I is a flow chart illustrating an exemplary method of transforming a virtual object from a three-dimensional appearance to a two-dimensional appearance and from a two-dimensional appearance to a three-dimensional appearance according to some embodiments. DETAILED DESCRIPTION

[0025] According to some embodiments, the present disclosure relates to a user interface for providing an extended reality (XR) experience to a user.

[0026] The systems, methods, and graphical user interfaces (GUIs) described herein improve user interface interactions with virtual / augmented reality environments in a number of ways.

[0027] In some embodiments, the computer system displays a three-dimensional environment including a plurality of user interface objects (such as representations of messages). In some embodiments, the computer system displays these objects with a three-dimensional visual effect such as a virtual lighting effect. In some embodiments, when the spatial arrangement of these objects relative to the user's viewpoint changes, the computer system updates the three-dimensional visual effect to have a different visual appearance. In some embodiments, such changes in the relative spatial arrangement occur in response to movement of the viewpoint in the three-dimensional environment, movement of the user interface object, and / or movement of the container of these user interface objects.

[0028] In some embodiments, the computer system displays, via a display generation component, a messaging user interface including a plurality of message representations, the plurality of message representations including a first representation of a first message. The first representation of the first message is optionally displayed at a first distance from a user's viewpoint. The computer system optionally changes the distance of the representation of the message from the user's viewpoint to a second distance in response to receiving an input directed to the first representation of the first message. The first representation of the first message is optionally a two-dimensional object at the first distance from the user's viewpoint and a three-dimensional object at a second distance from the user's viewpoint.

[0029] In some embodiments, a computer system displays a user interface area having a plurality of user interface objects. In some embodiments, the plurality of user interface objects include a three-dimensional user interface object having a visual appearance that includes a value having a three-dimensional property at a first position in the user interface area. In response to an input for scrolling the three-dimensional user interface object in a direction toward a boundary of the user interface area, the three-dimensional user interface object is scrolled to a second position in the user interface area that is different from the first position according to the input for scrolling. In some embodiments, the three-dimensional user interface object at the second position includes a three-dimensional property having a value that is different from the value of the three-dimensional property at the first position.

[0030] Figures 1 to 6 A description of an example computer system for providing an XR experience to a user (such as described below with respect to methods 800 , 1000 , and / or 1200 ) is provided. 7A to 7D An example of a computer system changing the visual appearance of a user interface object according to some embodiments is illustrated. FIG. 8A to FIG. 8L is a flowchart illustrating an exemplary method of changing the visual appearance of a user interface object according to some embodiments. 7A to 7D The user interface in FIG. 8A to FIG. 8L process. 9A to 9E An example of a computer system changing the distance between a representation of a message and a user's viewpoint according to some embodiments is illustrated. FIG. 10A to FIG. 10G Included is a flowchart illustrating a method by which a computer system changes the distance between a representation of a message and a user's viewpoint according to some embodiments. 9A to 9E The user interface in FIG. 10A to FIG. 10G process. FIG. 11A to FIG. 11C Example techniques for transitioning a virtual object from a three-dimensional appearance to a two-dimensional appearance and vice versa are illustrated in accordance with some embodiments. FIG. 12A to FIG. 12I is a flow chart of a method of transforming a virtual object from a three-dimensional appearance to a two-dimensional appearance and vice versa, according to some embodiments. FIG. 11A to FIG. 11C The user interface in FIG. 12A to FIG. 12I process.

[0031] The process described below enhances the operability of the device and makes the user-device interface more efficient (e.g., by helping the user provide appropriate input and reducing user errors when operating the device / interacting with the device) through various technologies, including providing improved visual 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 display controls, performing an operation without further user input when a set of conditions have been met, improving privacy and / or security, providing a more diverse, detailed and / or realistic user experience while saving storage space, and / or additional technologies. These technologies also reduce power usage and extend the battery life of the device by enabling the user to use the device faster and more efficiently. Saving battery power, and therefore saving weight, improves the ergonomics of the device. These technologies also enable real-time communication, allow the use of fewer and / or less accurate sensors, thereby producing a more compact, lighter and cheaper device, and enable the device to be used under various lighting conditions. These techniques reduce energy usage and thereby reduce the heat emitted by the device, which is particularly important for wearable devices where if the device generates too much heat well within the operating parameters of the device components, it may become uncomfortable for the user to wear the device.

[0032] 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.

[0033] In some embodiments, such as Figure 1As 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, a touch screen, etc.), one or more input devices 125 (e.g., an eye tracking device 130, a hand tracking device 140, other input devices 150), one or more output devices 155 (e.g., a speaker 160, a tactile output generator 170, and other output devices 180), one or more sensors 190 (e.g., an image sensor, a light sensor, a depth sensor, a tactile sensor, an orientation sensor, a proximity sensor, a temperature sensor, a position sensor, a motion sensor, a speed sensor, etc.), and optionally one or more peripheral devices 195 (e.g., a household appliance, a wearable device, etc.). In some embodiments, one or more of the input device 125, the output device 155, the sensor 190, and the peripheral device 195 are integrated with the display generation component 120 (e.g., in a head mounted device or a handheld device).

[0034] 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:

[0035] 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.

[0036] Extended Reality: In contrast, an extended reality (XR) environment refers to a fully or partially simulated environment that people sense 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 characteristics 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 the characteristics of virtual objects in the XR environment may be made in response to a representation of physical movement (e.g., a voice command). People can sense and / or interact with XR objects using any of their senses, including vision, hearing, touch, taste, and smell. For example, people can sense and / or interact with audio objects, which create 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.

[0037] Examples of XR include virtual reality and mixed reality.

[0038] 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.

[0039] 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 motion so that virtual trees appear stationary relative to the physical ground.

[0040] Examples of mixed reality include augmented reality and augmented virtuality.

[0041] 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.

[0042] 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.

[0043] In an augmented reality, mixed reality or virtual reality environment, a view of a three-dimensional environment is visible to a user. The view of a three-dimensional environment is usually visible to a user through a virtual viewport via one or more display generation components (e.g., a display or a pair of display modules that provide stereoscopic content to different eyes of the same user), and the virtual viewport has a viewport boundary, which defines the scope of the three-dimensional environment visible to the user via one or more display generation components. In some embodiments, the area defined by the viewport boundary is smaller than the user's visual range in one or more dimensions (e.g., based on the user's visual range, the size of one or more display generation components, optical properties or other physical properties, and / or the position and / or orientation of one or more display generation components relative to the user's eyes). In some embodiments, the area defined by the viewport boundary is larger than the user's visual range in one or more dimensions (e.g., based on the user's visual range, the size of one or more display generation components, optical properties or other physical properties, and / or the position and / or orientation of one or more display generation components relative to the user's eyes). The viewport and viewport boundary usually move with the movement of one or more display generation components (e.g., for a head-mounted device, it moves with the user's head, or for a handheld device such as a tablet or smart phone, it moves with the user's hand). The user's viewpoint determines what is visible in the viewport, and the viewpoint typically specifies a position and orientation relative to the three-dimensional environment, and as the viewpoint moves, the view of the three-dimensional environment will also move in the viewport. For head-mounted devices, the viewpoint is typically based on the position and orientation of the user's head, face, and / or eyes to provide a view of the three-dimensional environment that is perceptually accurate and provides an immersive experience when the user is using the head-mounted device. For handheld or fixed devices, the viewpoint moves as the handheld or fixed device moves and / or as the user's positioning relative to the handheld or fixed device changes (e.g., the user moves toward, away from, up, down, right, and / or left). For devices including display generation components with virtual pass-through, portions of the physical environment that are visible (e.g., displayed and / or projected) via one or more display generation components are based on the field of view of one or more cameras in communication with the display generation components, which one or more cameras typically move with movement of the display generation components (e.g., with movement of the user's head for a head-mounted device, or with movement of the user's hands for a handheld device such as a tablet or smartphone) because the user's viewpoint moves with movement of the field of view of the one or more cameras (and the appearance of one or more virtual objects displayed via the one or more display generation components is updated based on the user's viewpoint (e.g., the display position and pose of the virtual objects are updated based on movement of the user's viewpoint)).For display generating components with optical transmittance, portions of the physical environment that are visible via one or more display generating components (e.g., optically visible through one or more partially or fully transparent portions of the display generating components) are based on the user's field of view through the partially or fully transparent portions of the display generating components (e.g., moves as the user's head moves for a head-mounted device, or moves as the user's hands move for a handheld device such as a tablet or smart phone) because the user's viewpoint moves as the user moves through the field of view of the partially or fully transparent portions of the display generating components (and the appearance of one or more virtual objects is updated based on the user's viewpoint).

[0044] Viewpoint-locked virtual objects: When a computer system displays a virtual object at the same position and / or location in a user's viewpoint, the virtual object is viewpoint-locked even if the user's viewpoint shifts (e.g., changes). In embodiments where the computer system is a head-mounted device, the user's viewpoint is locked to the forward direction of the user's head (e.g., when the user is looking straight ahead, the user's viewpoint is at least a portion of the user's field of view); thus, without moving the user's head, the user's viewpoint remains fixed even when the user's gaze shifts. In embodiments where the computer system has a display generation component (e.g., a display screen) that is repositionable relative to the user's head, the user's viewpoint is an augmented reality view presented to the user on the display generation component of the computer system. For example, a viewpoint-locked virtual object that is displayed in the upper left corner of the user's viewpoint when the user's viewpoint is in a first orientation (e.g., the user's head is facing north) continues to be displayed in the upper left corner of the user's viewpoint even when the user's viewpoint changes to a second orientation (e.g., the user's head is facing west). In other words, the position and / or location of the viewpoint-locked virtual object displayed in the user's viewpoint is independent of the user's position and / or orientation in the physical environment. In embodiments where the computer system is a head-mounted device, the user's viewpoint is locked to the orientation of the user's head, such that the virtual object is also referred to as a "head-locked virtual object."

[0045] Environment-locked visual objects: A virtual object is environment-locked (alternatively, "world-locked") when a computer system displays a virtual object at a position and / or location in a user's viewpoint that is based on (e.g., selected with reference to and / or anchored to) a location and / or object in a three-dimensional environment (e.g., a physical environment or a virtual environment). As the user's viewpoint moves, the location and / or objects in the environment change relative to the user's viewpoint, which causes the environment-locked virtual object to be displayed at a different location and / or location in the user's viewpoint. For example, an environment-locked virtual object locked to a tree immediately in front of the user is displayed at the center of the user's viewpoint. When the user's viewpoint shifts to the right (e.g., the user's head turns to the right) such that the tree is now to the left of center in the user's viewpoint (e.g., the tree location in the user's viewpoint shifts), the environment-locked virtual object locked to the tree is displayed to the left of center in the user's viewpoint. In other words, the position and / or orientation of the virtual object that is locked to the environment in the user's viewpoint depends on the position and / or orientation of the object in the environment to which the virtual object is locked. In some embodiments, the computer system uses a stationary reference system (e.g., a coordinate system anchored to a fixed position and / or object in the physical environment) to determine the position of the virtual object that is locked to the user's viewpoint. The virtual object that is locked to the environment can be locked to a stationary part of the environment (e.g., a floor, wall, table or other stationary object), or can be locked to a movable part of the environment (e.g., a vehicle, animal, person or even a representation of a part of the user's body that moves independently of the user's viewpoint, such as a hand, wrist, arm or foot of the user) so that the virtual object moves as the viewpoint or the part of the environment moves to maintain a fixed relationship between the virtual object and the part of the environment.

[0046] In some embodiments, an environment-locked or viewpoint-locked virtual object exhibits an inertial following behavior that reduces or delays the movement of the environment-locked or viewpoint-locked virtual object relative to the movement of the reference point followed by the virtual object. In some embodiments, when exhibiting inertial following behavior, when detecting the movement of a reference point (e.g., a portion of the environment, a viewpoint, or a point fixed relative to the viewpoint, such as a point between 5cm and 300cm from the viewpoint) that the virtual object is following, the computer system intentionally delays the movement of the virtual object. For example, when the reference point (e.g., the portion of the environment or the viewpoint) moves at a first speed, the virtual object is moved by the device to remain locked to the reference point, but moves at a second speed that is slower than the first speed (e.g., until the reference point stops moving or slows down, at which point the virtual object begins to catch up with the reference point). In some embodiments, when the virtual object exhibits inertial following behavior, the device ignores small amounts of movement of the reference point (e.g., ignoring movements of the reference point below a threshold movement amount, such as moving 0 degrees to 5 degrees or moving 0cm to 50cm). For example, when a reference point (e.g., the portion of the environment or viewpoint to which the virtual object is locked) moves a first amount, the distance between the reference point and the virtual object increases (e.g., because the virtual object is being displayed so as to maintain a fixed or substantially fixed position relative to a viewpoint or portion of the environment that is different from the reference point to which the virtual object is locked), and when the reference point (e.g., the portion of the environment or viewpoint to which the virtual object is locked) moves a second amount greater than the first amount, the distance between the reference point and the virtual object initially increases (e.g., because the virtual object is being displayed so as to maintain a fixed or substantially fixed position relative to a viewpoint or portion of the environment that is different from the reference point to which the virtual object is locked), and then decreases as the amount of movement of the reference point increases above a threshold (e.g., a “lazy follow” threshold) because the virtual object is moved by the computer system to maintain a fixed or substantially fixed position relative to the reference point. In some embodiments, maintaining a substantially fixed position of the virtual object relative to the reference point includes displaying the virtual object within a threshold distance (e.g., 1 cm, 2 cm, 3 cm, 5 cm, 15 cm, 20 cm, 50 cm) of the reference point in one or more dimensions (e.g., up / down, left / right, and / or forward / backward relative to the position of the reference point).

[0047] Hardware: There are many different types of electronic systems that enable a person to sense and / or interact with various XR 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, tablet devices, 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 become selectively 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, such as as a hologram or on 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 environment). For example, controller 110 is a local server located within scene 105. As another example, controller 110 is a remote server (e.g., cloud server, central server, etc.) located outside scene 105. In some embodiments, controller 110 is communicatively coupled to display generation component 120 (e.g., HMD, display, projector, touch screen, etc.) via one or more wired or wireless communication channels 144 (e.g., Bluetooth, IEEE 802.11x, IEEE802.16x, 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, etc.), one or more input devices of the input devices 125, one or more output devices of the output devices 155, one or more sensors of the sensors 190, and / or one or more peripheral devices of the peripheral devices 195, or shares the same physical housing or support structure with one or more of the above devices.

[0048] 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.

[0049] 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.

[0050] In some embodiments, the display generation component is worn on a part of the user's body (e.g., on his / her head, on his / her hand, etc.). 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 device) 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 shell 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, shell, 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)).

[0051] 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.

[0052] 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), FIREWIRE, THUNDERBOLT, IEEE 802.3x, 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.

[0053] 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.

[0054] 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.

[0055] 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 241, a tracking unit 242, a coordination unit 246, and a data sending unit 248.

[0056] In some embodiments, the data acquisition unit 241 is configured to obtain Figure 1 120, and optionally acquires data (e.g., presentation data, interaction data, sensor data, location data, etc.) from one or more of input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, data acquisition unit 241 includes instructions and / or logic for instructions as well as heuristics and metadata for the heuristics.

[0057] In some embodiments, tracking unit 242 is configured to map scene 105 and track at least display generation component 120 relative to Figure 1 105, and optionally tracks the position / location of one or more of the input device 125, the output device 155, the sensor 190, and / or the peripheral device 195. To this end, in various embodiments, the tracking unit 242 includes instructions and / or logic for the instructions and heuristics and metadata for the heuristics. In some embodiments, the tracking unit 242 includes a hand tracking unit 244 and / or an eye tracking unit 243. In some embodiments, the hand tracking unit 244 is configured to track the position / location of one or more parts of the user's hand and / or the 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 244 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.

[0058] 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.

[0059] In some embodiments, the data sending unit 248 is configured to send data (e.g., presentation data, position data, etc.) to at least the display generation component 120, and optionally to one or more of the input device 125, the output device 155, the sensor 190, and / or the peripheral device 195. For this purpose, in various embodiments, the data sending unit 248 includes instructions and / or logic for the instructions as well as heuristics and metadata for the heuristics.

[0060] Although the data acquisition unit 241, the tracking unit 242 (e.g., including the eye tracking unit 243 and the hand tracking unit 244), the coordination unit 246, and the data sending 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 241, the tracking unit 242 (e.g., including the eye tracking unit 243 and the hand tracking unit 244), the coordination unit 246, and the data sending unit 248 may be located in separate computing devices.

[0061] 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 can be implemented in a single module, and the various functions of a single functional block can 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.

[0062] 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 this purpose, as a non-limiting example, in some embodiments, the display generation component 120 (e.g., an HMD) includes one or more processing units 302 (e.g., a microprocessor, an ASIC, an FPGA, a GPU, a CPU, a processing core, 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, IEEE802.11x, 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, a memory 320, and one or more communication buses 304 for interconnecting these and various other components.

[0063] 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 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, a blood glucose sensor, etc.), one or more microphones, one or more speakers, a haptic engine, and / or one or more depth sensors (e.g., structured light, time of flight, etc.), etc.

[0064] 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, the display generation component 120 (e.g., HMD) includes a single XR display. In another example, the display generation component 120 includes an XR display for each 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.

[0065] 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 display generating component 120 (e.g., an HMD) (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.

[0066] 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.

[0067] 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. To this end, 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 transmission unit 348.

[0068] In some embodiments, the data acquisition unit 342 is configured to at least Figure 1 The controller 110 acquires data (e.g., presentation data, interaction data, sensor data, location data, etc.). For the purposes described, in various embodiments, the data acquisition unit 342 includes instructions and / or logic for instructions and heuristics and metadata for the heuristics.

[0069] 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.

[0070] 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 computer-generated objects can be placed to generate an extended reality) based on the media content data. For such purposes, in various embodiments, the XR map generation unit 346 includes instructions and / or logic for the instructions and heuristics and metadata for the heuristics.

[0071] In some embodiments, the data sending unit 348 is configured to send data (e.g., presentation data, position data, etc.) 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 sending unit 348 includes instructions and / or logic for the instructions and heuristics and metadata for the heuristics.

[0072] Although the data acquisition unit 342, the XR rendering unit 344, the XR map generation unit 346, and the data transmission 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 sending unit 348 may be located in a separate computing device.

[0073] 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.

[0074] 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 244 ( 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 1The 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).

[0075] 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, etc.) that captures three-dimensional scene information including at least a human user's hand 406. The image sensor 404 captures hand images at a sufficient resolution so that fingers and their corresponding positions can be distinguished. The image sensor 404 typically captures images of other parts of the user's body, or may also capture images of 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 that captures 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 the hand movements captured by the image sensor are considered as input to the controller 110.

[0076] In some embodiments, the image sensor 404 outputs a sequence of frames containing 3D image data (and in addition, possible color image data) to the controller 110, which extracts high-level information from the image data. The 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 406 and changing his hand posture.

[0077] 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 image sensor 404 (e.g., a hand tracking device) 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.

[0078] 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 map 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.

[0079] The software can also analyze the trajectory of the hand and / or finger over multiple frames in the sequence to identify 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.

[0080] 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 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)).

[0081] 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 rotation amount of a part of the user's body)).

[0082] 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.

[0083] 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 location corresponding to the location 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 user's hand being located not at the location corresponding to the location 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 direct the user's input to the user interface object by initiating a gesture at or near a location corresponding to the display location of the user interface object (e.g., within 0.5 cm, 1 cm, 5 cm, or a distance between 0 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 direct 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 location detectable by the computer system) (e.g., at a location that does not correspond to the display location of the user interface object).

[0084] 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.

[0085] 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 seconds 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).

[0086] 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 positioning of the user's hand from a first positioning (e.g., a starting positioning for dragging) to a second positioning (e.g., an ending positioning for dragging). 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 positioning). 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 the second positioning 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 (e.g., pinch and / or tap input) performed using both hands of the user. For example, the input gesture includes two (e.g., or more) pinch inputs performed in conjunction with each other (e.g., concurrently 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).

[0087] 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 the user's hand toward the user interface element (optionally, extension of the user's finger toward the user interface element), downward movement of the user's finger (e.g., mimicking a mouse click motion or a tap on a touch screen), or other predefined movement of the 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 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).

[0088] 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).

[0089] 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 in preparation 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.

[0090] In scenarios where input is described with reference to in-air gestures, it should be understood that similar gestures may be detected using a hardware input device attached to or held by one or more hands of a user, where optical tracking, one or more accelerometers, one or more gyroscopes, one or more magnetometers, and / or one or more inertial measurement units may be used to track the positioning of the hardware input device in space, and the positioning and / or movement of the hardware input device is used in place of the positioning and / or movement of the one or more hands in the corresponding in-air gesture. In scenarios where input is described with reference to in-air poses, it should be understood that similar poses may be detected using a hardware input device attached to or held by one or more hands of a user. User input may be detected using controls contained in a hardware input device, such as one or more touch-sensitive input elements, one or more pressure-sensitive input elements, one or more buttons, one or more knobs, one or more dials, one or more joysticks, one or more hand or finger overlays that can detect the position or change of position of parts of a hand and / or finger relative to each other, relative to the user's body and / or relative to the user's physical environment, and / or other hardware input device controls, wherein user input using the controls contained in the hardware input device is used in place of hand and / or finger gestures such as air taps or air pinches in corresponding air gestures. For example, a selection input described as being performed using an air tap or air pinch input may alternatively be detected using a button press, a tap on a touch-sensitive surface, a press on a pressure-sensitive surface, or other hardware input. As another example, a movement input described as being performed using an air pinch and drag may alternatively be detected based on an interaction with a hardware input control (such as a button press and hold, a touch on a touch-sensitive surface, a press on a pressure-sensitive surface, or other hardware input following movement of the hardware input device (e.g., along with a hand associated with the hardware input device) through space). Similarly, two-handed input involving movement of the hands relative to each other may be performed using an air gesture and a hardware input device in the hand that is not performing the air gesture, two hardware input devices held in different hands, or two air gestures performed by different hands using various combinations of air gestures and / or inputs detected by one or more of the above hardware input devices.

[0091] 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 4Controller 110 is shown in FIG. 1 , but some or all of the processing functions of the controller may be performed by a suitable microprocessor and software or by dedicated circuitry within the housing of the image sensor 404 (e.g., a hand tracking device) or other device associated with the image sensor 404, for example, as a separate unit from the image sensor 404. In some embodiments, at least some of these processing functions may be performed by a suitable processor integrated with the display generation component 120 (e.g., in a television 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.

[0092] 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 figure. The brightness of each pixel in the depth map 410 is inversely proportional to its depth value (i.e., the measured z distance from the image sensor 404), where the gray shade becomes darker as the depth increases. The controller 110 processes these depth values ​​in order to identify and segment the components of the image that have human hand characteristics (i.e., a group of adjacent pixels). These characteristics may include, for example, overall size, shape, and movement from frame to frame in the depth map sequence.

[0093] 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, a hand background 416 that has been segmented from the original depth map is superimposed. In some embodiments, key feature points of the hand and optionally on a wrist or arm connected to the hand (e.g., points corresponding to knuckles, finger tips, palm center, end of the hand connected to the wrist, etc.) 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.

[0094] 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 viewing by the user 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.

[0095] 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.

[0096] like Figure 5As shown in , in some embodiments, the eye tracking device 130 (e.g., gaze tracking device) includes at least one eye tracking camera (e.g., an infrared (IR) 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 eye 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.

[0097] 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.

[0098] 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 mirror 550 (which reflects IR or NIR light from the eye 592 while allowing visible light to pass) 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, a projector, etc.) 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 ).

[0099] 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.

[0100] 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 area determined according to the user's current gaze direction than in the peripheral area. 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 guide an external camera for capturing 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.

[0101] 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., illumination source 530 (e.g., IR or NIR LED)) mounted in a wearable housing. The light source emits light (e.g., IR or NIR light) toward the user's eyes 592. In some embodiments, the light sources can be arranged in a ring or circle around each of the lenses, such as Figure 5 In some embodiments, for example, eight illumination sources 530 (eg, LEDs) are arranged around each lens 520. However, more or fewer illumination sources 530 may be used, and other arrangements and locations of illumination sources 530 may be used.

[0102] 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.

[0103] like Figure 5 Embodiments of the gaze tracking system shown may be used, for example, in computer-generated reality, virtual reality, and / or mixed reality applications to provide a user with a computer-generated reality, virtual reality, augmented reality, and / or augmented virtual experience.

[0104] 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.

[0105] 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.

[0106] 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.

[0107] At 640, if advancing from element 610, 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, at element 660, 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.

[0108] 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.

[0109] In some embodiments, the captured portion of the real-world environment 602 is used to provide an XR experience to the user, such as a mixed reality environment in which one or more virtual objects are superimposed on top of a representation of the real-world environment 602 .

[0110] Thus, the description herein describes some embodiments of a three-dimensional environment (e.g., an XR environment) including representations of real-world objects and representations of virtual objects. For example, the three-dimensional environment optionally includes a representation of a table present in a physical environment, which is captured and displayed in the three-dimensional environment (e.g., actively displayed via a camera and display of a computer system or passively displayed via a transparent or translucent display of a computer system). As previously described, the three-dimensional environment is optionally a mixed reality system, wherein the three-dimensional environment is based on a physical environment captured by one or more sensors of a computer system and displayed via a display generation component. As a mixed reality system, the computer system is optionally capable of selectively displaying parts and / or objects of the physical environment so that the corresponding parts and / or objects of the physical environment appear as if they exist in the three-dimensional environment displayed by the computer system. Similarly, the computer system is optionally capable of displaying virtual objects in a three-dimensional environment by placing virtual objects at corresponding positions in the three-dimensional environment that have corresponding positions in the real world to appear as if the virtual objects exist in the real world (e.g., a physical environment). For example, the computer system optionally displays a vase so that the vase appears as if a real vase is placed on top of a table in the physical environment. In some embodiments, a corresponding position in the three-dimensional environment has a corresponding position in the physical environment. Thus, when a computer system is described as displaying a virtual object at a corresponding position relative to a physical object (e.g., such as a position at or near a user's hand or at or near a physical table), the computer system displays the virtual object at a specific position in the three-dimensional environment so that it appears as if the virtual object is at or near the physical object in the physical environment (e.g., the virtual object is displayed at a position in the three-dimensional environment that corresponds to the position in the physical environment where the virtual object would be displayed if it were a real object at that specific position).

[0111] In some embodiments, real-world objects present in the physical environment that are displayed in the three-dimensional environment (e.g., and / or visible via a display generation component) can interact with virtual objects that only exist in the three-dimensional environment. For example, the three-dimensional environment may include a table and a vase placed on top of the table, where the table is a view (or representation) of a physical table in the physical environment and the vase is a virtual object.

[0112] In a three-dimensional environment (e.g., a real environment, a virtual environment, or an environment comprising a mixture of real objects and virtual objects), an object is sometimes referred to as having depth or simulated depth, or an object is referred to as being visible, displayed, or placed at different depths. In this context, depth refers to a dimension different from height or width. In some embodiments, depth is defined relative to a fixed coordinate set (e.g., where a room or object has a height, depth, and width defined relative to a fixed coordinate set). In some embodiments, depth is defined relative to the user's position or viewpoint, in which case the depth dimension varies based on the position and angle of the user's position and / or the user's viewpoint. In some embodiments where depth is defined relative to the user's position relative to the surface of the environment (e.g., the surface of the floor or ground of the environment), an object farther away from the user along a line extending parallel to the surface is considered to have greater depth in the environment, and / or the depth of an object is measured along an axis extending outward from the user's position and parallel to the surface of the environment (e.g., depth is defined in a cylindrical or substantially cylindrical coordinate system, where the user's position is at the center of a cylinder extending from the user's head toward the user's feet). In some embodiments where depth is defined relative to a user's viewpoint (e.g., relative to a direction of a point in space that determines which portion of an environment is visible via a head-mounted device or other display), objects that are farther away from the user's viewpoint along a line extending parallel to the user's viewpoint are considered to have greater depth in the environment, and / or the depth of an object is measured along an axis extending outward from the user's viewpoint and parallel to the user's viewpoint (e.g., depth is defined in a spherical or substantially spherical coordinate system with the origin of the viewpoint at the center of a sphere extending outward from the user's head). In some embodiments, depth is defined relative to a user interface container (e.g., a window or application in which applications and / or system content are displayed), where the user interface container has a height and / or width, and the depth is a dimension orthogonal to the height and / or width of the user interface container. In some embodiments, where the depth is defined relative to a user interface container, when the container is placed in a three-dimensional environment or is initially displayed (e.g., such that the depth dimension of the container extends outward away from the user or the user's viewpoint), the height and / or width of the container is generally orthogonal or substantially orthogonal to a straight line extending from a user-based position (e.g., the user's viewpoint or the user's position) to the user interface container (e.g., the center of the user interface container or another feature point of the user interface container). In some embodiments, where the depth is defined relative to the user interface container, the depth of an object relative to the user interface container refers to the position of the object along the depth dimension of the user interface container. In some embodiments, multiple different containers may have different depth dimensions (e.g., different depth dimensions extending away from the user or the user's viewpoint in different directions and / or from different starting points).In some embodiments, when depth is defined relative to a user interface container, the direction of the depth dimension remains constant for the user interface container as the position of the user interface container, the user, and / or the user's viewpoint changes (e.g., or when multiple different viewers are viewing the same container in a three-dimensional environment, such as during an in-person collaboration session and / or when multiple participants are in a real-time communication session with shared virtual content that includes the container). In some embodiments, for curved containers (e.g., including containers with curved surfaces or curved content areas), the depth dimension optionally extends into the surface of the curved container. In some cases, z separation (e.g., the separation of two objects in the depth dimension), z height (e.g., the distance of one object from another object in the depth dimension), z position (e.g., the position of an object in the depth dimension), z depth (e.g., the position of an object in the depth dimension), or simulated z dimension (e.g., depth used as a dimension of an object, a dimension of an environment, a direction in space, and / or a direction in simulated space) is used to refer to the concept of depth as described above.

[0113] In some embodiments, the user is optionally able to use one or both hands to interact with virtual objects in a three-dimensional environment as if the virtual objects were real objects in a physical environment. For example, as described above, one or more sensors of a computer system optionally capture one or more hands of a user and display representations of the user's hands in a three-dimensional environment (e.g., in a manner similar to displaying real-world objects in a three-dimensional environment as described above), or in some embodiments, due to the transparency / translucency of a portion of a display generation component that is displaying a user interface, or due to a projection of a user interface onto a transparent / translucent surface or a projection of a user interface onto a user's eyes or into the field of view of a user's eyes, the user's hands can be seen via the display generation component, via the ability to see the physical environment through the user interface. Therefore, in some embodiments, the user's hands are displayed at corresponding locations in the three-dimensional environment and are treated as if they were objects in the three-dimensional environment, which can interact with virtual objects in the three-dimensional environment as if these virtual objects were physical objects in the physical environment. In some embodiments, the computer system can update the display of the representation of the user's hands in the three-dimensional environment in conjunction with the movement of the user's hands in the physical environment.

[0114] In some of the embodiments described below, the computer system is optionally capable of determining an "effective" distance between a physical object in the physical world and a virtual object in a three-dimensional environment, for example, to determine whether the physical object is directly interacting with the virtual object (e.g., whether the hand is touching, grabbing, holding, etc. a virtual object or is within a threshold distance of the virtual object). For example, a hand that directly interacts with a virtual object optionally includes one or more of the following: a finger of a hand pressing a virtual button, a user's hand grabbing a virtual vase, a user's hand closing together and pinching / holding the user interface of an application, and two fingers that perform any other type of interaction described herein. For example, when determining whether a user is interacting with a virtual object and / or how a user is interacting with a virtual object, the computer system optionally determines the distance between the user's hand and the virtual object. In some embodiments, the computer system determines the distance between the user's hand and the virtual object by determining the distance between the position of the hand in the three-dimensional environment and the position of the virtual object of interest in the three-dimensional environment. For example, the one or more hands of the user are located at a specific location in the physical world, and the computer system optionally captures the one or more hands and displays the one or more hands at a specific corresponding location in the three-dimensional environment (e.g., if the hand is a virtual hand instead of a physical hand, the location where the hand will be displayed in the three-dimensional environment). The location of the hand in the three-dimensional environment is optionally compared with the location of the virtual object of interest in the three-dimensional environment to determine the distance between the one or more hands of the user and the virtual object. In some embodiments, the computer system optionally determines the distance between the physical object and the virtual object by comparing the location in the physical world (e.g., instead of comparing the location in the three-dimensional environment). For example, when determining the distance between the one or more hands of the user and the virtual object, the computer system optionally determines the corresponding position of the virtual object in the physical world (e.g., if the virtual object is a physical object instead of a virtual object, the location where the virtual object will be located in the physical world), and then determines the distance between the corresponding physical location and the one or more hands of the user. In some embodiments, the same technology is optionally used to determine the distance between any physical object and any virtual object. Therefore, as described herein, when determining whether a physical object is in contact with a virtual object or whether a physical object is within a threshold distance of a virtual object, a computer system optionally executes any of the techniques described above to map the position of the physical object to a three-dimensional environment and / or to map the position of the virtual object to the physical environment.

[0115] In some embodiments, the same or similar techniques are used to determine where and what the user's gaze is directed to, and / or where and what the physical stylus held by the user is pointed to. For example, if the user's gaze is directed to a particular location in the physical environment, the computer system optionally determines the corresponding location in the three-dimensional environment (e.g., the virtual location of the gaze), and if a virtual object is located at the corresponding virtual location, the computer system optionally determines that the user's gaze is directed to the virtual object. Similarly, the computer system is optionally able to determine the direction in which the stylus is pointing in the physical environment based on the orientation of the physical stylus. In some embodiments, based on this determination, the computer system determines a corresponding virtual location in the three-dimensional environment that corresponds to the location in the physical environment that the stylus is pointing to, and optionally determines that the stylus is pointing to the corresponding virtual location in the three-dimensional environment.

[0116] Similarly, the embodiments described herein may refer to the position of a user (e.g., a user of a computer system) in a three-dimensional environment and / or the position of a computer system in a three-dimensional environment. In some embodiments, the user of the computer system is holding, wearing, or otherwise located at or near the computer system. Therefore, in some embodiments, the position of the computer system is used as a proxy for the position of the user. In some embodiments, the position of the computer system and / or the user in the physical environment corresponds to the corresponding position in the three-dimensional environment. For example, the position of the computer system will be a position in the physical environment (and its corresponding position in the three-dimensional environment), and if the user stands at this position, facing the corresponding part of the physical environment visible via the display generation component, the user will see from this position in the physical environment in the same positioning, orientation and / or size (e.g., in an absolute sense and / or relative to each other) of the objects displayed in the three-dimensional environment by the display generation component of the computer system or visible in the three-dimensional environment via the display generation component. Similarly, if the virtual objects displayed in the three-dimensional environment are physical objects in the physical environment (e.g., physical objects placed at the same locations in the physical environment as the virtual objects are located in the three-dimensional environment, and physical objects that have the same size and orientation in the physical environment as they do in the three-dimensional environment), then the position of the computer system and / or user is the position from which the user would see the positions of the virtual objects in the physical environment at the same positions, orientations, and / or sizes (e.g., in an absolute sense and / or relative to each other and real-world objects) as the virtual objects displayed in the three-dimensional environment by the display generation components of the computer system.

[0117] 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.

[0118] User interface and associated processes

[0119] 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.

[0120] 7A to 7D An example of a computer system changing the visual appearance of a user interface object according to some embodiments is illustrated.

[0121] Fig. 7A The display generation components (eg, Figure 1 The display generation component 120) can be used to generate a three-dimensional environment 702 visible from the user's point of view. Figures 1 to 6 As described above, the computer system 101 optionally includes a display generation component (e.g., a touch screen) and a plurality of image sensors (e.g., Figure 3The image sensor 314 may include one or more of: a visible light camera; an infrared camera; a depth sensor; or any other sensor that the computer system 101 can use to capture one or more images of a user or a portion of a user (e.g., one or more hands of a user) as the user interacts with the computer system 101. In some embodiments, the user interface shown and described below may also be implemented on a head-mounted display that includes a display generation component that displays a user interface or a three-dimensional environment to the user, as well as sensors that detect movement of the physical environment and / or the user's hands (e.g., external sensors that face outward from the user) and / or sensors that detect the user's gaze (e.g., internal sensors that face inward toward the user's face).

[0122] like Fig. 7A As shown, the computer system 101 captures one or more images of the physical environment (e.g., operating environment 100) surrounding the computer system 101 (including one or more objects in the physical environment surrounding the computer system 101). In some embodiments, the computer system 101 displays a representation of the physical environment in a three-dimensional environment 702, and / or the physical environment is visible in the three-dimensional environment 702 via the display generation component 120. For example, the three-dimensional environment 702 visible via the display generation component 120 includes a representation of the physical floor and the back and side walls of the room in which the computer system 101 is located. The three-dimensional environment 702 also includes a sofa 724.

[0123] exist Fig. 7A , the three-dimensional environment 702 also includes virtual objects 706a-706g included within the virtual object 704. In some embodiments, the virtual objects 706a-706g are representations of messages in the messaging user interface 704, as described in more detail with reference to the method 800.

[0124] In some embodiments, computer system 101 displays messaging user interface 704 and / or representations of messages 706a-706g with one or more virtual lighting effects based on one or more simulated light sources, as described in more detail with reference to method 800. For example, Fig. 7A The representation 706a in FIG. 1 is displayed with a virtual surface lighting effect 707a (illustrated as a vertical line pattern) on the front surface of the representation 706a and a virtual specular highlight 705a near the upper left corner of the representation 706a. Other representations of messages 706b-706g similarly include surface virtual lighting effects 707b-707g and / or specular highlights 705b-705g. Fig. 7AThe messaging user interface 704 in FIG. 1 is also illustrated as having a specular highlight effect 705h in its upper left corner. In some embodiments, the computer system displays the surface lighting effects 705a-705g in different ways depending on the content of the message corresponding to the particular representation of the message 706a-706g. For example, the representation 706a is optionally a three-dimensional representation of the message including text content. In some embodiments, the computer system 101 reduces the intensity of or eliminates the surface lighting effect 707a on portions of the surface of the representation 706a that are in front of or otherwise obscure the text content included in the representation 706a, such as Fig. 7A In contrast, representation 706b is optionally a three-dimensional representation of a message that includes image content. In some embodiments, computer system 101 does not reduce the intensity of surface lighting effect 707b (illustrated as a relatively sparse cross-hatching pattern) on portions of the surface of representation 706b that are in front of or otherwise obscure image content included in representation 706b, as shown. Fig. 7A Optionally, similar computer system 101 does not reduce or eliminate surface lighting effects on surfaces of representations of messages that include other types of content, such as video content (eg, representation 706d) or emoticon content (eg, representation 706e).

[0125] In some embodiments, the surface and / or specular lighting effects displayed by the computer system 101 on the representations 706a-706g and / or the user interface 704 (and more generally, the visual appearance of the representations 706a-706g and / or the user interface 704) optionally have different visual appearances based on the spatial arrangement of these virtual objects relative to the simulated light source and / or the user's viewpoint. In some embodiments, such changes in visual appearance due to changes in the spatial arrangement of these virtual objects relative to the simulated light source and / or the user's viewpoint are different from and optionally in addition to changes in the perceived shape or size (from the user's viewpoint) of the virtual objects due to the changed spatial arrangement relative to the user's viewpoint (e.g., different from the virtual objects appearing smaller from the user's viewpoint due to being farther away from the user's viewpoint and / or different from the shape of the area of ​​the user's field of view consumed by the virtual objects changing due to the virtual objects having a different orientation (e.g., tilt) relative to the user's viewpoint. Examples of such visual appearances and changes in such visual appearances are described below.

[0126] For example, in Fig. 7A, representations 706a and 706d have visually identical or similar specular highlight effects 705a and 705d, respectively, and visually identical or similar surface lighting effects 707a and 707d, respectively, because they are optionally relatively similarly positioned relative to a simulated light source and / or a user's viewpoint. Representations 706b and 706e have specular highlight effects 705b and 705e and surface lighting effects 707b and 707e, respectively, that are visually different from specular highlight effects 705a and 705d and surface lighting effects 707a and 707d, respectively, because representations 706b and 706e have substantially different spatial arrangements relative to a simulated light source and / or a user's viewpoint than representations 706a and 706d. However, representations 706b and 706e have visually identical or similar specular highlight effects 705b and 705e, respectively, and visually identical or similar surface lighting effects 707b and 707e, respectively, because they are optionally relatively similarly positioned relative to the simulated light source and / or the user's viewpoint. 7A to 7D , the patterns of the illustrated surface lighting effects 707a-707g and the sizes and / or shapes of the illustrated mirror lighting effects 705a-705g optionally indicate that different representations of the messages 706a-706g have visually the same or substantially the same surface lighting effects when the illustrated patterns of such lighting effects are the same, have visually different surface lighting effects when the illustrated patterns of such lighting effects are different, have the same or substantially the same mirror lighting effects when the illustrated sizes and / or shapes of such lighting effects are the same, and have different mirror lighting effects when the illustrated sizes and / or shapes of such lighting effects are different. Additional or alternative details about how the visual appearance of the surface lighting effects and mirror lighting effects may optionally differ between different representations of the messages 706a-706g are described with reference to method 800.

[0127] 7A to 7D Also included is a side view of the user interface 704 and representations of messages 706a-706c. Features described with reference to the side views of representations 706a-706c are optionally similarly applicable to representations 706d-g. As previously mentioned, in some embodiments, one or more of representations 706a-706g are three-dimensional representations of the message, as shown in representations 706a and 706b in the reference side view. In some embodiments, one or more of representations 706a-706g are two-dimensional representations of the message, as shown in representation 706c in the reference side view. In some embodiments, representations 706a-706g are displayed with the various virtual lighting effects described herein, regardless of whether the representation is two-dimensional or three-dimensional. In addition, in some embodiments, the two-dimensional representations are displayed with visual effects (e.g., shadows, lighting, and / or other effects) that make such representations appear three-dimensional from the front, such as Fig. 7A Representation 706c in.

[0128] In some embodiments, different types of message content are positioned at different relative locations within the representation of the message based on the type of message content. Fig. 7A , representation 706 includes text content 709a. As shown in the side view, text content 709a is positioned in the middle or interior volume of representation 706a and is separated from a rear surface 710a of representation 706a. In contrast, representation 706b includes image content 709b. As shown in the side view, image content 709b is located on a rear surface 710b of representation 706b. Video content is optionally also placed on the rear surface of the representation of the message. When the representation of the message is two-dimensional (such as representation 706c), the content of the message is optionally placed on the surface 710c of the representation regardless of the type of content, as shown in FIG. Fig. 7A In addition, Fig. 7A 706a - 706c are positioned on the surface of user interface 704 , as shown in side view, optionally because there is no input from hand 720 pointing to representations 706a - 706c .

[0129] from FIG. 7A to FIG. 7B , the spatial arrangement of the user interface 704 and / or representations 706a-706g has changed relative to the simulated light source and / or the user's viewpoint (e.g., the user interface 704 and representations 706a-706g are optionally oriented such that the left edge of the user interface 704 and representations 706a-706g is farther from the user's viewpoint than the right edge of the user interface 704 and representations 706a-706g). Figure 7B , such a change in spatial arrangement is optionally due to a change in the position and / or orientation of user interface 704 in three-dimensional environment 702, such as from Fig. 7A In response to the above-mentioned changes in the spatial arrangement, the computer system 101 optionally displays mirror lighting effects 705a-705g and / or surface lighting effects 707a-707g with different visual appearances, such as Figure 7B For example, the specular lighting effects 705a-705g have been offset away from the upper left corner of the representations 706a-706g, and instead have been moved closer to the middle of the top edge of the representations 706a-706g. Figure 7BAs shown, the mirror lighting effect 705h displayed on the user interface 704a has been similarly moved. In some embodiments, additional or alternative changes to the visual appearance of the mirror lighting effects 705a-705h and / or the surface lighting effects 707a-707g include one or more changes in brightness, color, diffusivity, and / or other characteristics described with reference to method 800. In addition, in Figure 7B 706a - 706c are positioned on the surface of user interface 704 , as shown in side view, optionally because there is no input from hand 720 pointing to representations 706a - 706c .

[0130] As an alternative example to the above, from FIG. 7A to FIG. 7C Due to the scrolling of representations 706a-706g in user interface 704, such as in accordance with an upward scroll input provided by hand 720 (described in more detail with reference to method 800), the spatial arrangement of user interface 704 and / or representations 706a-706g has changed relative to the simulated light source and / or the user's viewpoint. In response to the above-described change in spatial arrangement, computer system 101 has scrolled representations 706a and 706b up and out of user interface 704, and has scrolled representations 706b-706c, 706e-706g up into user interface 704 and displayed the image having the same spatial arrangement as the image of FIG. Fig. 7A Compared to the different visual appearance of the mirror lighting effects 705b-705c, 705e-705g and / or surface lighting effects 707b-707c, 707e-707g, such as Figure 7C For example, in Figure 7C , the specular lighting effect 705c remains in the upper left corner of representation 706c, but is Fig. 7A 706c has a lower intensity, smaller size, and / or greater diffuseness than the specular lighting effect 705c in FIG. 706 (e.g., due to a change in the spatial arrangement of representation 706c relative to the simulated light source and / or the user's viewpoint). Similarly, the visual appearance of surface lighting effect 707c on representation 706c is similar to that of Fig. 7A The visual appearance of the mirror lighting effects 705b, 705e-g and / or the surface lighting effects 707b, 707e-g has optionally been similarly changed from Fig. 7A Change to Figure 7C ,like Figure 7C In addition, Figure 7C 706b - 706c are positioned on the surface of user interface 704 , as shown in side view, optionally because there is no input from hand 720 pointing to representations 706b - 706c .

[0131] Fig.7D706a-706g relative to a simulated light source and / or a user's viewpoint, where representations 706b and 706c have moved away from the surface of the user interface 704 and / or toward the user's viewpoint, such as in response to input provided by hand 720 (e.g., as described in more detail with reference to method 800). In some embodiments, such input is directed to representations 706b and 706c individually, and the computer system 101 responds individually (rather than simultaneously) relative to representations 706b and 706c as follows. In some embodiments, in response to input directed to representation 706c, representation 706c moves toward the user's viewpoint (and / or away from the surface of the user interface 704) and becomes three-dimensional rather than two-dimensional, as shown in FIG. Fig.7D ; the representation 706b is optionally also moved toward the user's viewpoint (and / or away from the surface of the user interface 704) in response to input pointing to the representation 706b, as shown in the side view of FIG. Fig.7D In addition, because representation 706c is now three-dimensional, text content 709c of representation 706c is optionally positioned within representation 706c rather than on one or more surfaces of representation 706c (e.g., such as on Fig. 7A , when representation 706c is two-dimensional).

[0132] In some embodiments, in response to moving away from the surface of user interface 704, the computer system displays simulated shadows projected by representations 706b and / or 706c onto user interface 704 and / or other representations of messages in user interface 704, such as Fig.7D In addition, in some embodiments, the visual appearance of the mirror lighting effects 705b, 705c and / or the surface lighting effects 707b, 707c is changed by the computer system 101 in response to the surface moving away from the user interface 704. For example, from FIG. 7C to FIG. 7D , the specular lighting effects 705b, 705c have optionally become brighter, more intense, larger and / or less diffuse, and are optionally brighter, more intense, larger and / or less diffuse than, for example, the specular lighting effects 705e, 705f. Reference method 800 describes additional or alternative changes to the visual appearance of representations 706a-706g and / or user interface 704 due to changes in the spatial arrangement of these virtual objects relative to the simulated light source and / or the user's viewpoint.

[0133] FIG. 8A to FIG. 8L 800 is a flowchart illustrating an exemplary method 800 of changing the visual appearance of a user interface object according to some embodiments. In some embodiments, the method 800 is performed on a computer system (e.g., Figure 1The computer system 101 in the embodiment of the present invention is executed at a computer system 101 in the embodiment of the present invention, such as a tablet computer, a smart phone, a wearable computer or a head mounted device, the computer system including a display generating component (e.g., Figure 1 , Figure 3 and Figure 4 100 ) and one or more cameras (e.g., a camera pointing downward toward the user's hand (e.g., a color sensor, infrared sensor, or other depth sensing camera) or a camera pointing forward from the user's head). In some embodiments, method 800 is managed by instructions stored in a non-transitory computer-readable storage medium and executed by one or more processors of a computer system, such as one or more processors 202 (e.g., a control unit) of computer system 101. Some operations in method 800 are optionally combined and / or the order of some operations is optionally changed.

[0134] In some embodiments, method 800 is performed at a computer system (e.g., 101) that communicates with a display generation component (e.g., 120) and one or more input devices. For example, a mobile device (e.g., a tablet, a smart phone, a media player, or a wearable device) or a computer or other electronic device. In some embodiments, the display generation component is a display (optionally a touch screen display) integrated with the electronic device, an external display such as a monitor, a projector, a television, or a hardware component (optionally integrated or external) for projecting a user interface or making the user interface visible to one or more users. In some embodiments, one or more input devices include the ability to receive user input (e.g., capture user input and / or detect user input) and send information associated with the user input to the computer system. Examples of input devices include a touch screen, a mouse (e.g., external), a trackpad (optionally integrated or external), a touchpad (optionally integrated or external), a remote control device (e.g., external), another mobile device (e.g., separate from the computer system), a handheld device (e.g., external), a controller (e.g., external), a camera, a depth sensor, an eye tracking device, and / or a motion sensor (e.g., a hand tracking device, a hand motion sensor). In some embodiments, the computer system communicates with a hand tracking device (e.g., one or more cameras, depth sensors, proximity sensors, touch sensors (e.g., a touch screen, a touchpad)). In some embodiments, the hand tracking device is a wearable device, such as a smart glove. In some embodiments, the hand tracking device is a handheld input device, such as a remote control or a stylus.

[0135] In some embodiments, a computer system displays (802a) a user interface area in a three-dimensional environment from a first viewpoint (e.g., of a user and / or display generation component) via a display generation component, such as Fig. 7A As shown (for example, the three-dimensional environment is an extended reality (XR) environment, such as a virtual reality (VR) environment, a mixed reality (MR) environment, or an augmented reality (AR) environment), wherein the user interface area includes a plurality of user interface objects, the plurality of user interface objects including text content having a first spatial arrangement relative to a first viewpoint, such as Fig. 7A 706, and wherein the plurality of user interface objects are first three-dimensional visual effects (such as Fig. 7AIn some embodiments, the user interface area is or includes a user interface of an application accessible by the computer system, such as a word processing application with multiple words, an application launch user interface with multiple application icons, a photo management application with multiple photo representations, a spreadsheet application with multiple data units, a presentation application with multiple slides or other graphical user interface objects, a messaging application with multiple messages, and / or an email application with multiple emails. In some embodiments, the user interface area includes a messaging (e.g., text messaging) representation or bubble corresponding to messages that have been sent between users (such as between a user of the computer system and one or more users of one or more other computer systems). Therefore, in some embodiments, the user interface area is or includes a messaging dialogue interface that displays representations of messages that have been sent to two or more users (including users of the computer system) and / or sent within a messaging dialogue between two or more users. In some embodiments, multiple user interface objects are multiple representations of such messages and include text content corresponding to these messages. For example, a representation of a message corresponding to "Hello!" optionally includes the text "Hello!" displayed within a representation in a messaging user interface. In some embodiments, the representation of the message is displayed with a first three-dimensional visual effect (e.g., a specular lighting effect, a shadow effect, a reflection effect, and / or other visual effects described later) so that the representation of the message has a specific visual appearance (e.g., a three-dimensional appearance). In some embodiments, the first spatial arrangement corresponds to the placement and / or orientation of the representation of the message relative to the first viewpoint. In some embodiments, the three-dimensional environment includes virtual objects, such as application windows, operating system elements, representations of users other than the user of the computer system, representations of physical objects in the physical environment of the computer system, and / or one or more content items. In some embodiments, the representation of the physical object is a view of a physical object visible through a transparent portion of a display generation component in the physical environment of the computer system (e.g., a true or true passthrough). In some embodiments, the computer system (e.g., via an image sensor of one or more input devices) captures one or more images of one or more physical objects in the physical environment of the computer system, and in response, displays corresponding virtual representations (e.g., real representations, simplified representations, or cartoon representations) of one or more physical objects in the three-dimensional environment. In some embodiments, a computer system displays a three-dimensional environment from a user's viewpoint at a location in the three-dimensional environment that corresponds to a physical location of the computer system and / or display generation components and / or the user in the physical environment of the computer system.In some embodiments, displaying the three-dimensional environment from a user's viewpoint includes displaying the three-dimensional environment from a perspective associated with a position of the user's viewpoint in the three-dimensional environment.

[0136] In some embodiments, when displaying the user interface area in the three-dimensional environment, the computer system detects (802b) a change in the spatial arrangement of the plurality of user interface objects relative to a viewpoint (e.g., of a user) from a first spatial arrangement to a second spatial arrangement different from the first spatial arrangement, such as Figure 7B or Figure 7C For example, the position and / or orientation of multiple user interface objects changes relative to the user's viewpoint (e.g., due to movement of the user's viewpoint and / or due to movement of the user interface area and / or user interface objects in the three-dimensional environment, as described in more detail later).

[0137] In some embodiments, in response to detecting a change in the spatial arrangement of multiple user interface objects relative to a viewpoint (e.g., a user), from a first spatial arrangement to a second spatial arrangement, the computer system displays (802c) via a display generation component a user interface area including the multiple user interface objects, wherein the multiple user interface objects are based on the changed spatial arrangement of the multiple user interface objects relative to the viewpoint (e.g., a user), to have a first three-dimensional visual effect (such as a second visual appearance) that is different from the first visual appearance. Figure 7B or Figure 7C705 and / or 707). For example, for a given user interface object among multiple user interface objects (and / or for one or more or all of the multiple user interface objects), the same three-dimensional visual effect (e.g., a specular lighting effect, a shadow effect, a reflection effect, and / or other visual effect described later) displayed for the given user interface object has a different appearance (e.g., a different size, a different area, a different brightness, a different position, and / or a different color) on the given user interface object based on the updated position and / or orientation of the given user interface object relative to the user's viewpoint, as will be described in more detail later. In some embodiments, a given user interface object (and / or one or more or all of the multiple user interface objects) is displayed with multiple different three-dimensional visual effects, and the visual appearance of these three-dimensional visual effects changes (optionally changes in different ways) in response to the changed spatial arrangement of the multiple user interface objects relative to the user's viewpoint. In some embodiments, the change of the first three-dimensional visual effect from the first visual appearance to the second visual appearance is different from and optionally in addition to a change in the perceived shape or size (from the user's viewpoint) of multiple user interface objects due to a changed spatial arrangement relative to the user's viewpoint (e.g., different from multiple user interface objects appearing smaller from the user's viewpoint due to being farther away from the user's viewpoint and / or different from the shape of the area of ​​the user's field of view consumed by multiple user interface objects changing due to multiple objects having different orientations (e.g., tilt) relative to the user's viewpoint). Displaying user interface objects including text content with a dynamic three-dimensional visual effect conveys the relative placement and / or orientation of these objects to the user and avoids errors in user interaction with the computer system.

[0138] In some embodiments, the first three-dimensional visual effect includes a virtual lighting effect (804a), such as Fig. 7A 705 or 707. For example, a visual effect generated by a computer system and corresponding to one or more visual effects produced by one or more light sources illuminating multiple user interface objects, as will be described in more detail below.

[0139] In some embodiments, displaying the plurality of user interface objects with a first three-dimensional visual effect having a first visual appearance includes displaying the plurality of user interface objects with a virtual lighting effect having a third visual appearance (804b), such as Fig. 7A The appearance of effect 705 or 707 in FIG. For example, one or more surfaces or edges of multiple user interface objects are displayed with virtual lighting of a first amount, a first color, a first shape, and / or a first brightness from one or more light sources.

[0140] In some embodiments, displaying the plurality of user interface objects with a first three-dimensional visual effect having a second visual appearance includes displaying the plurality of user interface objects with a virtual lighting effect having a fourth visual appearance different from the third visual appearance (804c), such as Figure 7B or Figure 7C The appearance of effect 705 or 707 in FIG. 1 is shown in FIG. 1 . For example, one or more surfaces or edges of multiple user interface objects are displayed with virtual lighting of a second amount, a second color, a second shape, and / or a second brightness from one or more light sources. In some embodiments, the difference in the visual appearance of the virtual lighting effect is due to the changed spatial arrangement of the multiple user interface objects relative to the one or more light sources and / or the user's viewpoint. Displaying user interface objects with dynamic virtual lighting effects communicates the relative placement and / or orientation of these objects to the user and avoids errors in the user's interaction with the computer system.

[0141] In some embodiments, the virtual lighting effects include virtual reflections corresponding to elements (e.g., physical objects, virtual objects, and / or light sources) in the three-dimensional environment (806a), such as in Fig. 7A 706. For example, reflections of a light source, another virtual object (optionally, one or more of the plurality of user interface objects), and / or a physical object displayed on one or more edges or surfaces of one or more of the plurality of user interface objects.

[0142] In some embodiments, displaying the plurality of user interface objects with a first three-dimensional visual effect having a first visual appearance includes displaying the plurality of user interface objects with virtual reflections having a third visual appearance (806b), such as in Fig. 7A 706. For example, the reflection corresponding to the element is displayed at a first size, a first brightness, a first intensity, a first color, a first diffusion level, and / or at a first position on one or more user interface objects in the plurality of user interface objects.

[0143] In some embodiments, displaying the plurality of user interface objects with a first three-dimensional visual effect having a second visual appearance includes displaying the plurality of user interface objects with a virtual reflection having a fourth visual appearance different from the third visual appearance (806c), such as in Figure 7B or Figure 7C706 in the plurality of user interface objects. For example, the reflection corresponding to the element is displayed at a second size, a second brightness, a second intensity, a second color, a second diffusion level, and / or at a second position on one or more user interface objects in the plurality of user interface objects. In some embodiments, the difference in the visual appearance of the virtual reflection is due to the spatial arrangement of the plurality of user interface objects relative to one or more light sources and / or the user's viewpoint. Displaying user interface objects with a dynamic virtual reflection effect conveys to the user the relative placement and / or orientation of these objects and avoids errors in the user's interaction with the computer system.

[0144] In some embodiments, the virtual lighting effect is based on simulated light sources associated with the three-dimensional environment (809a), such as if Fig. 7A Effects 705 or 707 in are based on simulated light sources. For example, the computer system displays the three-dimensional environment with lighting based on one or more light sources that do not exist in the user's physical environment (e.g., virtual lights as light sources and / or virtual suns or moons as light sources). In some embodiments, virtual lighting effects from such simulated light sources are displayed on one or more edges or surfaces of one or more user interface objects in the plurality of user interface objects.

[0145] In some embodiments, displaying the plurality of user interface objects with a first three-dimensional visual effect having a first visual appearance includes displaying the plurality of user interface objects with a simulated lighting effect based on a simulated light source having a third visual appearance (809b), such as a simulated light source based on the simulated light source. Fig. 7A The simulated lighting effect is displayed at a first size, a first brightness, a first intensity, a first color, a first diffusion level, and / or at a first position on one or more user interface objects in the plurality of user interface objects based on one or more characteristics of the simulated light source (e.g., the color of the light source, the placement of the light source in the three-dimensional environment, the brightness of the light source, and / or the size or shape of the light source).

[0146] In some embodiments, displaying the plurality of user interface objects with a first three-dimensional visual effect having a second visual appearance includes displaying the plurality of user interface objects with a simulated lighting effect based on a simulated light source having a fourth visual appearance different from the third visual appearance (809c), such as a simulated lighting effect based on the simulated light source. Figure 7B or Figure 7CThe simulated lighting effect is displayed at a second size, a second brightness, a second intensity, a second color, a second diffusion level, and / or at a second position on one or more of the plurality of user interface objects based on one or more characteristics of the simulated light source. In some embodiments, the difference in the visual appearance of the simulated lighting effect is due to the changed spatial arrangement of the plurality of user interface objects relative to the one or more light sources and / or the user's viewpoint. Displaying user interface objects with dynamic simulated lighting effects communicates the relative placement and / or orientation of these objects to the user and avoids errors in the user's interaction with the computer system.

[0147] In some embodiments, the virtual lighting effects are based on physical light sources associated with the three-dimensional environment (810a), such as if Fig. 7A Effects 705 or 707 in are based on physical light sources in the physical environment of computer system 101. For example, the computer system displays the three-dimensional environment with illumination based on one or more light sources present in the user's physical environment (e.g., a physical lamp as a light source, and / or the sun or moon as a light source). In some embodiments, the computer system detects (e.g., using one or more cameras or sensors) the position, direction, color, and / or intensity of such physical light sources, and determines how to create virtual lighting effects based on the determination. In some embodiments, virtual lighting effects from such physical light sources are displayed on one or more edges or surfaces of one or more user interface objects in a plurality of user interface objects. In some embodiments, the computer system uses one or more sensors, cameras, and / or other information sources to identify physical light sources in the user's physical environment, and displays the three-dimensional environment with illumination based on one or more simulated light sources corresponding to the one or more physical light sources.

[0148] In some embodiments, the physical light source is present in the physical environment of a user of the computer system (810b) (e.g., present in the computer system, display generating components, and / or the user's physical environment). In some embodiments, displaying the plurality of user interface objects with a first three-dimensional visual effect having a first visual appearance includes displaying the plurality of user interface objects (810c) with a simulated lighting effect based on the physical light source having a third visual appearance, such as a third visual effect based on the physical light source. Fig. 7A For example, the simulated lighting effect is displayed at a first size, a first brightness, a first intensity, a first color, a first diffusion level, and / or at a first position on one or more user interface objects in the plurality of user interface objects based on one or more characteristics of the physical light source and / or the corresponding simulated light source (e.g., the color of the light source, the placement of the light source in the three-dimensional environment, the brightness of the light source, and / or the size or shape of the light source).

[0149] In some embodiments, displaying the plurality of user interface objects with a first three-dimensional visual effect having a second visual appearance includes displaying the plurality of user interface objects with a simulated lighting effect based on a physical light source having a fourth visual appearance different from the third visual appearance (810d), such as a simulated lighting effect based on a physical light source having a fourth visual appearance different from the third visual appearance. Figure 7B or Figure 7C 705 or 707 in the three-dimensional environment. For example, the simulated lighting effect is displayed at a second size, a second brightness, a second intensity, a second color, a second diffusion level, and / or at a second position on one or more user interface objects in the plurality of user interface objects based on one or more characteristics of the physical light source and / or the corresponding simulated light source (e.g., the color of the light source, the placement of the light source in the three-dimensional environment, the brightness of the light source, and / or the size or shape of the light source). In some embodiments, the difference in the visual appearance of the simulated lighting effect is due to the changed spatial arrangement of the plurality of user interface objects relative to the one or more physical light sources and / or the corresponding simulated light sources and / or the user's viewpoint. Displaying user interface objects with dynamic simulated lighting effects based on physical light sources conveys to the user the relative placement and / or orientation of these objects relative to the user's physical environment and avoids errors in the user's interaction with the computer system.

[0150] In some embodiments, the plurality of user interface objects includes a first user interface object that includes one or more edges (811a), such as Fig. 7A 706 in the first user interface object. For example, the first user interface object is optionally a representation of a message (e.g., a message bubble) having one or more edges (such as a top edge, a bottom edge, a right edge, and / or a left edge). The edges of the first user interface object are optionally aligned with and / or extend along one or more planes (optionally planes that are not visible in a three-dimensional environment) that intersect with one or more planes with which one or more surfaces of the first user interface object are aligned and / or along which one or more surfaces extend. In some embodiments, the one or more surfaces are the front and back surfaces of the representation of the message. In some embodiments, the edges are one-dimensional and correspond to locations where two or more of the surfaces of the first user interface object converge and intersect.

[0151] In some embodiments, displaying the first user interface object with a first three-dimensional visual effect having a first visual appearance includes displaying the first user interface object with one or more edges of the first user interface object having a third appearance based on a virtual lighting effect (811b), such as edges at Fig. 7A The virtual lighting effect is displayed with effect 705. For example, the virtual lighting effect is displayed with a first size, a first brightness, a first intensity, a first color, a first diffusion level, and / or at a first position on one or more edges of the plurality of user interface objects.

[0152] In some embodiments, displaying the first user interface object with a first three-dimensional visual effect having a second visual appearance includes displaying the first user interface object with one or more edges of the first user interface object having a fourth appearance based on a virtual lighting effect, the fourth appearance being different from the third appearance (811c), such as the edges being Figure 7B or Figure 7C The virtual lighting effect is displayed with effect 705. For example, the virtual lighting effect is displayed at a second size, a second brightness, a second intensity, a second color, a second diffusion level, and / or at a second position on one or more of the edges of the plurality of user interface objects. In some embodiments, the difference in the visual appearance of the virtual lighting effect on the one or more edges is due to the changed spatial arrangement of the plurality of user interface objects relative to the user's viewpoint. Displaying user interface objects with dynamic virtual lighting effects on the edges of user interface objects communicates the relative placement and / or orientation of these objects to the user and avoids errors in the user's interaction with the computer system.

[0153] In some embodiments, the plurality of user interface objects includes a first user interface object that includes one or more surfaces (812a), such as Fig. 7A For example, the first user interface object is optionally a representation of a message (e.g., a message bubble) having one or more surfaces, such as a front surface and a back surface of the representation of the message (e.g., the front surface of the first user interface object is optionally the surface through which content (such as text or image content) of the message is visible).

[0154] In some embodiments, displaying the first user interface object with a first three-dimensional visual effect having a first visual appearance includes displaying the first user interface object with one or more surfaces of the first user interface object having a third appearance based on a virtual lighting effect (812b), such as surfaces in Fig. 7A The virtual lighting effect is displayed with effect 707. For example, the virtual lighting effect is displayed with a first size, a first brightness, a first intensity, a first color, a first diffusion level, and / or at a first position on one or more surfaces of the plurality of user interface objects.

[0155] In some embodiments, displaying the first user interface object with a first three-dimensional visual effect having a second visual appearance includes displaying the first user interface object with one or more surfaces of the first user interface object having a fourth appearance based on a virtual lighting effect, the fourth appearance being different from the third appearance (812c), such as the surface being Figure 7B or Figure 7CThe virtual lighting effect is displayed with effect 707. For example, the virtual lighting effect is displayed at a second size, a second brightness, a second intensity, a second color, a second diffusion level, and / or at a second position on one or more of the surfaces of the plurality of user interface objects. In some embodiments, the difference in the visual appearance of the virtual lighting effect on the one or more surfaces is due to the changed spatial arrangement of the plurality of user interface objects relative to the user's viewpoint. Displaying user interface objects with dynamic virtual lighting effects on the surfaces of user interface objects communicates the relative placement and / or orientation of these objects to the user and avoids errors in the user's interaction with the computer system.

[0156] In some embodiments, detecting a change in the spatial arrangement of the plurality of user objects relative to the viewpoint from a first spatial arrangement to a second spatial arrangement includes detecting a change in the viewpoint from a first viewpoint to a second viewpoint different from the first viewpoint (814), such as if FIG. 7A to FIG. 7B The change is the result of the user's viewpoint moving relative to the three-dimensional environment 702. For example, the computer system detects input from a user of the electronic device (e.g., hand input, touch screen input, and / or controller movement) to move the position and / or orientation of the user's viewpoint in the three-dimensional environment. For example, the input for moving the user's viewpoint in the three-dimensional environment optionally includes detecting one or more hands of the user performing a pinch air gesture, and moving one or more hands while maintaining the pinch hand shape so that the user's viewpoint moves based on the movement of the user's hands (e.g., direction and / or amplitude). In some embodiments, the input detected by the computer system to change the position and / or orientation of the user's viewpoint includes detecting the user moving and / or changing orientation in the user's physical environment (e.g., turning their head, turning their torso, and / or walking around in the physical environment). Displaying user interface objects with a dynamic three-dimensional effect based on changes in the user's viewpoint conveys how the user's viewpoint changes relative to these objects and avoids errors in the user's interaction with the computer system.

[0157] In some embodiments, detecting a change in the spatial arrangement of the plurality of user interface objects relative to the viewpoint from a first spatial arrangement to a second spatial arrangement includes detecting movement of a user interface area (e.g., a messaging user interface) in the three-dimensional environment (816), such as movement of the user interface 704 from a first spatial arrangement to a second spatial arrangement. FIG. 7A to FIG. 7BMovement. For example, in some embodiments, the computer system detects a gesture / input from a user of the computer system directed to a messaging user interface for moving the messaging user interface (and multiple user interface objects contained in the user interface) in a three-dimensional environment, and accordingly moves the messaging user interface (and multiple user interface objects contained in the user interface) in the three-dimensional environment. In some embodiments, the input from the user includes an air pinch gesture performed by the user's hand, while the user's attention is directed to the messaging user interface in which the user's index finger and the user's thumb gather and touch, and then the hand in the shape of a pinching hand moves in one direction and / or with a certain amplitude. The computer system optionally moves the messaging user interface in the three-dimensional environment with an amplitude and / or direction corresponding to the movement of the user's hand. The input from the user optionally includes other types of input, such as a touchpad input (e.g., a finger touches the touchpad and moves in a direction and / or with a certain amount) or an input device input (e.g., movement of a handheld input device, which detects the direction and / or amount of movement of the input device when it is held in the user's hand). Therefore, in some embodiments, the change in the spatial arrangement of multiple user interface objects relative to the user's viewpoint is at least partially caused by a change in the position of the messaging user interface in the three-dimensional environment. Displaying user interface objects with a dynamic three-dimensional effect based on changes in the position of a messaging user interface conveys how the position of the object changes relative to the viewpoint and avoids errors in user interaction with the computer system.

[0158] In some embodiments, detecting a change in the spatial arrangement of the plurality of user interface objects relative to the viewpoint from a first spatial arrangement to a second spatial arrangement includes detecting scrolling of the plurality of user interface objects in the user interface area (818), such as object 706 moving from a first spatial arrangement to a second spatial arrangement. FIG. 7A to FIG. 7CScrolling. For example, in some embodiments, the computer system detects a gesture / input from a user of the computer system pointing to one or more user interface objects in a messaging user interface to scroll the user interface object within the messaging user interface, and scrolls the user interface object accordingly. In some embodiments, the input from the user includes an air pinch gesture performed by the user's hand, while the user's attention is directed to one or more user interface objects in the messaging user interface in which the user's index finger and the user's thumb gather and touch, and then the hand in the shape of a pinching hand moves in one direction and / or with a certain amplitude. The computer system optionally scrolls the user interface object within the messaging user interface in an amplitude and / or direction corresponding to the movement of the user's hand (e.g., if the hand moves up, the user interface object is scrolled up, and if the hand moves down, the user interface object is scrolled down). The input from the user optionally includes other types of input, such as a touchpad input (e.g., a finger touches the touchpad and moves in a direction and / or with a certain amount) or an input device input (e.g., movement of a handheld input device, which detects the direction and / or amount of movement of the input device when it is held in the user's hand). Thus, in some embodiments, the change in the spatial arrangement of multiple user interface objects relative to the user's viewpoint is caused at least in part by the scrolling of the user interface objects within the messaging user interface. Displaying the user interface objects with a dynamic three-dimensional effect based on the scrolling of the user interface objects conveys how the positions of the objects change relative to the viewpoint and avoids errors in the user's interaction with the computer system.

[0159] In some embodiments, the plurality of user interface objects correspond to a plurality of message representations (e.g., messages sent from the computer system to one or more different computer systems and / or messages sent to the computer system from one or more other computer systems), and the text content corresponds to the content of the plurality of messages (820), such as references to Fig. 7A 706 in (e.g., the text content is the content of a message sent to and / or from the computer system). For example, the user interface area is a messaging user interface that displays a representation of a message as part of a messaging conversation involving a user of the computer system and one or more other users of other computer systems. In some embodiments, the representation of the message includes different types of content (e.g., text content, image content, video content, hyperlink content, and / or emoticons). In some embodiments, one or more of the features described herein with reference to the representation of a text message also apply to the representation of a message including non-text content. Displaying the representation of the message with a dynamic three-dimensional effect conveys how the position of the representation of the message changes relative to the viewpoint and avoids errors in the user's interaction with the computer system.

[0160] In some embodiments, the plurality of user interface objects includes a first user interface object that includes first text content (822a), such as Fig. 7A In some embodiments, displaying the first user interface object with a first three-dimensional visual effect having a first appearance includes (822b): displaying one or more portions (822c) of the first user interface object that do not obscure the first text content (such as a first three-dimensional visual effect having a first appearance); Fig. 7A and displaying one or more portions (822d) of the first user interface object that obstruct the first text content (such as a first three-dimensional visual effect or a first three-dimensional visual effect) with a second amount less than the first amount (or, optionally, without any first three-dimensional visual effect). Fig. 7A 707a on a portion of the front surface of an object 706a in the image that obscures the text content 709a of the object 706a). For example, whether the first three-dimensional effect is any of a lighting effect, a shadow effect, a reflection effect, and / or other three-dimensional effects described herein, in some embodiments, the computer system displays the three-dimensional visual effect with less prominence on surfaces and / or edges of user interface objects that obscure or otherwise at least partially obscure the visibility of the content (e.g., text content) of these user interface objects. For example, if the text content of the three-dimensional representation of the message is positioned in the middle of the three-dimensional representation of the message, the computer system optionally displays the portion of the front surface of the representation in front of the content of the representation with a less significant (or eliminated) reflection (or other) effect than the portion of the front surface of the representation that is not in front of the content. Therefore, in some embodiments, due to differences in the area and / or position of the message content of the corresponding representations of the message, different representations of the message have different portions (e.g., surfaces and / or edges) of the corresponding representation displayed with less significant three-dimensional visual effects. In some embodiments, the portion of the representation of the message that is displayed with a less pronounced three-dimensional visual effect changes as the arrangement of the representation of the message changes relative to the user's viewpoint (e.g., because different portions of the representation of the message obscure the content of the message due to changes in the viewing angle of the representation of the message). Displaying the representation of the message with a less pronounced visual effect at a location corresponding to the content of the message reduces obstruction of the content of the message.

[0161] In some embodiments, the plurality of user interface objects includes a first user interface object that includes first text content (824a) (e.g., a representation of a message including text, as described above). In some embodiments, the first user interface object is three-dimensional and includes a plurality of user interface objects (e.g., a plurality of user interface objects including ... Fig. 7A706a) in the first user interface object 824a). For example, the front boundary and / or the rear boundary of the first user interface object are parallel to the user interface area (e.g., the messaging user interface). The thickness of the first user interface object is optionally in a direction perpendicular to the surface and / or the front boundary and / or the rear boundary of the messaging user interface. For example, the first user interface object is optionally a rectangular prism having thickness in one dimension and width and height in two other dimensions. In some embodiments, the front surface and / or the rear surface of the first user interface object is at least partially transparent and / or the interior of the first user interface object is at least partially transparent, so that content positioned within the interior of the first user interface object is visible from the user's viewpoint (e.g., the viewpoint is optionally outside the interior of the first user interface object).

[0162] In some embodiments, the first text content is positioned between the front border and the back border within the first user interface object (e.g., at a midpoint between the front border and the back border) (824c), such as Fig. 7A 709a of object 706a in the three-dimensional user interface object. For example, the text content is optionally parallel to (or substantially parallel to) the front surface and / or the back surface of the first user interface object, and the text content is optionally positioned at a position within the thickness of the first user interface object (e.g., within the interior of the first user interface object and not at or within a threshold distance such as 0.01 cm, 0.05 cm, 0.1 cm, 0.2 cm, 0.5 cm, 1 cm, 3, or 5 cm from the front surface and / or the back surface of the first user interface object). Displaying the text content within the interior of the three-dimensional user interface object avoids occlusion of the text content by other aspects of the three-dimensional user interface object (e.g., such as described below).

[0163] In some embodiments, the plurality of user interface objects includes a first user interface object that includes a first background content (826a), such as Fig. 7A In some embodiments, the first user interface object is three-dimensional and includes a front border and a rear border (826b) separated by the thickness of the first user interface object (e.g., as described above). In some embodiments, the first background content is positioned at the rear border (826c) of the first user interface object, such as in Fig. 7A706b is shown together with content 709b of object 706b. For example, the background content is optionally parallel to (or substantially parallel to) the front surface and / or rear surface of the first user interface object, and the background content is optionally positioned at or within a threshold distance such as 0.01 cm, 0.05 cm, 0.1 cm, 0.2 cm, 0.5 cm, 1 cm, 3, or 5 cm inside or outside the rear surface of the first user interface object. The background content is optionally visible from the user's viewpoint through the first user interface object (e.g., the front surface of the first user interface object). Displaying the background content on the rear surface of the first user interface object avoids blocking the message content (e.g., text content such as described above).

[0164] In some embodiments, the plurality of user interface objects includes a first user interface object that includes first image content (828a), such as Fig. 7A 706a in the first user interface object (e.g., a representation of a message, including image and / or video content optionally displayed above background content of the message. The image and / or video content is optionally content of the message, rather than displayed with the content of the message). In some embodiments, the first user interface object is three-dimensional and includes a front border and a rear border (828b) separated by the thickness of the first user interface object (e.g., as described above). In some embodiments, the first image content is positioned at the rear border (828c) of the first user interface object, such as Fig. 7A 709b of object 706a in. For example, the image content is optionally parallel to (or substantially parallel to) the front surface and / or the back surface of the first user interface object, and the image content is optionally positioned at or within a threshold distance such as 0.01 cm, 0.05 cm, 0.1 cm, 0.2 cm, 0.5 cm, 1 cm, 3, or 5 cm inside or outside the back surface of the first user interface object. The image content is optionally visible from the user's viewpoint through the first user interface object (e.g., the front surface of the user interface object). Even if the image content is not three-dimensional, displaying the image content on the back surface of the first user interface object gives the image content a three-dimensional visual appearance without requiring computing resources associated with displaying objects in three dimensions.

[0165] In some embodiments, the front border of the first user interface object is connected to the side border of the first user interface object (such as using Fig. 7A 706b) is connected to the back border (830a) of the first user interface object, and the first user interface object also includes additional content (830b) corresponding to the first image content positioned along the inside of the front border and / or side border of the first user interface object, such as if object 706b includes content along the Fig. 7AIn some embodiments, the computer system packages the content from the first image content around the inner side of the front surface and / or side surface of the first user interface object. In some embodiments, the packaging content corresponds to one or more parts (but not all parts) of the first image content. For example, in some embodiments, the packaging content is the outer 1%, 3%, 5%, 10%, 20%, 30%, 45% or 60% of the first image content, and the inner side packaging around the outer 1%, 3%, 5%, 10%, 20%, 30%, 45% or 60% of the front boundary and / or side boundary of the first user interface object, respectively. In some embodiments, the packaging content is different from part (or all) of the first image content, but is a rather blurred color sampled from the first image content and / or is a blurred part of the first image content. In some embodiments, as described herein, the front surface and / or side surface of the first user interface object are at least partially transparent, so the packaging content is visible from the user's viewpoint through these surfaces. Even though the image content is not three-dimensional, displaying content corresponding to the image content wrapped inside around the first user interface object gives the image content a three-dimensional visual appearance without requiring computing resources associated with displaying objects in three dimensions.

[0166] In some embodiments, the plurality of user interface objects includes a first user interface object that includes first text content (832a) (e.g., a representation of a message including text, as described above), such as Fig. 7A706a in the text content, and displaying the first user interface object with a first three-dimensional visual effect having a first appearance includes (832b): based on determining that the first text content has a third visual appearance (e.g., a first color, a first saturation, a first brightness, a second hue, and / or any visual characteristics having a first corresponding value), displaying the first three-dimensional visual effect (832c) with corresponding visual characteristics having a first value (e.g., a second color, a second saturation, a second brightness, a second hue, and / or any visual characteristics having a first value); and based on determining that the first text content has a fourth visual appearance different from the third visual appearance (e.g., a third color, a third saturation, a third brightness, a third hue, and / or any visual characteristics having a second corresponding value), displaying the first three-dimensional visual effect (832d) with corresponding visual characteristics having a second value different from the first value, such as displaying effect 707a of object 706a in a different manner based on the visual appearance of the text content of object 706a (e.g., a fourth color, a fourth saturation, a fourth brightness, a fourth hue, a fourth hue, and / or any visual characteristics having a second value). Therefore, in some embodiments, the computer system changes the visual appearance of the visual effect on a specific user interface object based on the characteristics of the text content included in the specific user interface object. In some embodiments, the computer system similarly changes the visual appearance of the visual effect on a specific user interface object based on the characteristics of the non-text content (e.g., image content or video content) included in the specific user interface object. For example, if the color of the content of the user interface object is red, the computer system optionally changes the visual effect toward non-red to avoid reducing the readability of the red content. Changing the visual appearance of the visual effect on a given user interface object based on the characteristics of the content of the user interface object avoids the visual effect causing the readability of the content of the user interface object.

[0167] In some embodiments, the plurality of user interface objects are two-dimensional user interface objects (834), such as Fig. 7A 706c in the user interface area. Thus, in some embodiments, the user interface object in the user interface area is not actually a three-dimensional user interface object, even if the computer system displays one or more visual effects typically associated with a three-dimensional object on or in relation to the user interface object (e.g., specular highlights, shadows, and / or other visual effects described herein and with respect to methods 1000 and / or 1200). Instead, the one or more visual effects displayed by the computer system optionally give the user interface object the appearance that it is three-dimensional. Maintaining the user interface object as two-dimensional reduces the computing resources required to display and / or interact with the user interface object.

[0168] In some embodiments, the plurality of user interface objects includes a first user interface object (836a), such as Fig. 7AIn some embodiments, when the first user interface object is displayed, the computer system detects (836b) a first input pointing to the first user interface object, such as a pointing finger from hand 720, via one or more input devices. Fig. 7A 1000, wherein the first user interface object is two-dimensional (e.g., as described above). In some embodiments, the first input directed to the first user interface object has one or more of the characteristics of an input directed to a representation of a message, as described in method 1000. For example, the first input optionally includes the attention of a user of the computer system directed to the first user interface object and / or a hand of the user in a ready state posture.

[0169] In some embodiments, in response to detecting the first input, the computer system updates the first user interface object to be three-dimensional (836c), such as Fig.7D 1000). In some embodiments, when the user interface object is not the target of the user input, the computer system displays the user interface object positioned backward relative to the backplate in the user interface area. In some embodiments, when the user interface object is the target of the user input, the computer system both separates the user interface object from the backplate and transforms the user interface object into a three-dimensional object (e.g., such as described with reference to method 1000). Maintaining the user interface objects as two-dimensional until the user input is directed to them reduces the computing resources required to display the user interface objects and / or interact with the user interface objects.

[0170] In some embodiments, the first three-dimensional visual effect includes a virtual specular highlight effect (838) based on a simulated light source associated with the three-dimensional environment, such as Fig. 7ASpecular highlight effect 705 in. Thus, in some embodiments, the computer system displays a specular highlight effect on the user interface object based on the characteristics (e.g., brightness, color, position, size, and / or directionality) of one or more simulated light sources located in the three-dimensional environment and / or based on such characteristics of one or more simulated light sources that are not actually located in the three-dimensional environment, but based on this, the computer system displays the specular highlights as if they were located in the three-dimensional environment. In some embodiments, the characteristics (e.g., brightness, color, position, size, and / or shape) of the specular highlights correspond to the characteristics of the one or more simulated light sources. In some embodiments, as the user's viewpoint and / or the user interface object moves in the three-dimensional environment, resulting in a change in the spatial arrangement relative to the simulated light source (e.g., because the characteristics of the simulated light source do not change based on the change in the user's viewpoint and / or the movement of the user interface object), the specular highlights displayed on the user interface object change accordingly. Displaying the specular highlight effect based on the simulated light source effectively communicates to the user the change in the relative position of the user interface object in the three-dimensional environment.

[0171] In some embodiments, one or more characteristics of the simulated light source change over time (840). For example, the brightness, color, position, size, and / or directionality of the light source changes over time, which optionally causes the resulting specular highlights to change accordingly (e.g., different brightness, color, position, size, and / or shape). Displaying a specular highlight effect based on the simulated light source that changes over time increases the realism of the displayed three-dimensional environment.

[0172] In some embodiments, one or more characteristics of the simulated light source are based on the position of the sun in the physical environment of the user of the computer system (842) (such as the sun at 7A to 7D In some embodiments, the brightness, color, position, size, and / or directionality of the light source changes corresponding to the position of the sun in the sky at the physical geographic location of the computer system and / or based on the position of the sun in the sky. Therefore, as the position of the sun changes throughout the day at the physical geographic location of the computer system, the above-mentioned characteristics of the simulated light source also change accordingly, resulting in different visual characteristics of the lighting effects applied to multiple user interface objects. Displaying a specular highlight effect based on a simulated light source corresponding to the sun increases the realism of displaying a three-dimensional environment and conveys information about the current moment to the user.

[0173] In some embodiments, the first three-dimensional visual effect includes a virtual shadow effect (844) based on a simulated light source, such as for Fig.7D. For example, a computer system displays one or more virtual shadows virtually projected by multiple user interface objects, where these virtual shadows appear to be caused by one or more simulated light sources that shine light onto multiple user interface objects. In some embodiments, virtual shadows are projected onto / displayed on other user interface objects in the multiple user interface objects and / or on the background of the messaging user interface. Specular highlights (or other lighting effects described herein) are optionally based on the same simulated light source used to generate simulated shadows. Displaying simulated shadows and specular highlights based on the same simulated light source increases the realism of the displayed three-dimensional environment.

[0174] In some embodiments, the user interface area includes a virtual object that includes multiple user interface objects, such as Fig. 7A The virtual object is optionally a user interface of a messaging application including multiple user interface objects and / or displayed behind multiple user interface objects, and the virtual object including the multiple user interface objects is displayed with a first three-dimensional visual effect having a third visual appearance (846), such as in Fig. 7A 705h shown on user interface 704 in . Thus, in some embodiments, the same visual effects described herein that are displayed on multiple user interface objects are also displayed on virtual objects that include multiple user interface objects (e.g., the computer system optionally displays specular highlights or other virtual lighting or visual effects on the messaging user interface in addition to the multiple user interface objects, based on the same light source). Displaying the same three-dimensional visual effects on both the user interface objects and the corresponding virtual objects increases the realism of the three-dimensional environment being displayed and provides consistency of presentation to the user, thereby reducing errors in interacting with the user interface area.

[0175] It should be understood that the specific order in which the operations in method 800 are described is merely exemplary and is not intended to indicate that the described 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.

[0176] 9A to 9E An example is illustrated in which a computer system according to some embodiments changes the distance between a representation of a message and a user's viewpoint based on input directed to the representation of the message.

[0177] Fig. 9A A three-dimensional environment 900 is illustrated that is visible via the display generation component 120. The three-dimensional environment 900 is visible from a user's viewpoint 902. Figures 1 to 6As described, the computer system 101 optionally includes a display generation component 120 (e.g., a touch screen) and multiple image sensors (e.g., image sensor 314). Image sensor 314 optionally includes one or more of the following: a visible light camera; an infrared camera; a depth sensor; or any other sensor that the computer system 101 can use to capture one or more images of a user or a portion of a user (e.g., one or more hands of a user) when the user interacts with the computer system 101. In some embodiments, the user interface illustrated in the reference figures and described below can also be implemented on a head-mounted display that includes a display generation component 120 and an image sensor 314 to detect the physical environment, the movement of the user's hands (e.g., via an external sensor facing outward from the user), the user's gaze (e.g., via an internal sensor facing inward toward the user's face), or a combination thereof.

[0178] The computer system 101 captures one or more images of the physical environment surrounding the computer system 101, including one or more objects in the physical environment surrounding the computer system 101. In some embodiments, the computer system 101 displays a representation of the physical environment in a three-dimensional environment 900 via the display generation component 120. For example, the three-dimensional environment 900 visible via the display generation component 120 includes a representation of the physical floor and the back and side walls of the room in which the computer system 101 is located. The three-dimensional environment 900 also includes a table 904 (e.g., a physical object) visible via the display generation component 120.

[0179] exist Fig. 9A , the three-dimensional environment 900 includes virtual objects, including a virtual object 906 and a messaging user interface 908. The virtual object 906 is, optionally, one or more of a user interface of an application (e.g., a content browsing user interface), a three-dimensional object (e.g., a virtual clock, a virtual ball, and / or a virtual car), or any other element displayed by the computer system 101 that is not included in the physical environment of the computer system 101. The messaging user interface 908 includes multiple representations of messages 910. Some of the multiple representations of messages 910 include three-dimensional bubbles (e.g., three-dimensional shapes) that surround the content of the multiple representations of messages 910. For example, Fig. 9A The representations of messages 910A, 910B, 910D-910F in are enclosed in a three-dimensional message bubble. In addition, Fig. 9A The representations of messages 910A, 910B, 910D-910F in include corresponding specular highlights 914. Additional or alternative details regarding the visual appearance of the representations of message 910 are described with reference to method 1000.

[0180] exist Fig. 9AIn the embodiment, the representation of message 910G is displayed as not including a three-dimensional message bubble (e.g., the content of message 910G is not enclosed in a three-dimensional bubble). The representation of message 910G is optionally displayed as not including a three-dimensional message bubble because the content of message 910G is three-dimensional content (e.g., a three-dimensional model of a tent, a vehicle, a snowman, or a house). In addition, the representation of message 910C includes a two-dimensional shell instead of a three-dimensional message bubble. For example, in some embodiments, one or more or all of the representations of message 910 include a two-dimensional shell (e.g., instead of a three-dimensional shell), or one or more or all of the representations of the message include a three-dimensional shell (e.g., instead of a two-dimensional shell). For example, in some embodiments, before receiving an input pointing to one or more of the representations of message 910, all representations of message 910 are two-dimensional. In some embodiments, some types of content are enclosed in a three-dimensional message bubble (e.g., three-dimensional content and / or video content), while other types of content are enclosed in a two-dimensional shell (e.g., text content and / or emoticon content).

[0181] Fig. 9A 910C is provided in the side view icon 919. The side view icon 919 shows some features of the messaging user interface 908 and the representation of messages 910A-910C from a side view. It should be noted that the features described with reference to the side view icon 919 are optionally similarly applied to other representations of other messages, as described in the present disclosure. As shown in the side view icon 919, the messaging user interface 908 includes a background 916 (e.g., a back panel) of the messaging user interface 908. In the side view icon 919, the rear of the representation of the messages 910A-910C is aligned with the background 916 of the messaging user interface 908. For example, in the illustrated embodiment, the rear (e.g., surface) of the representation of the messages 910A, 910B is in contact with the background 916 of the messaging user interface 908. In the side view icon 919, the representation of the two-dimensional message 910C (and its content) is parallel to and in contact with the background 916 of the messaging user interface 908.

[0182] Side view icon 919 also includes an indication of the user's viewpoint 902. The distance between the user's viewpoint 902 and the background 916 of messaging user interface 908 is optionally referred to as background distance 918. The distance between the user's viewpoint 902 and the representation of message 910B (or other messages, as the case may be) is optionally referred to as first distance 921. It should be noted that in some embodiments, first distance 921 is substantially similar to background distance 918.

[0183] Different representations of the message in the multiple representations of message 910 optionally include different types of content. Fig. 9A, the representations of messages 910A, 910B, 910F include text content (e.g., the first type of content), the representation of message 910C includes image content (e.g., the second type of content), the representation of message 910D includes video content (e.g., the third type of content), the representation of message 910E includes emoticon content (e.g., the fourth type of content), and the representation of message 910G includes three-dimensional (3D) content (e.g., the fifth type of content). It should be noted that a given representation of a given message optionally includes multiple types of content. For example, the representation of a message optionally includes text content, image content, video content, emoticon content, 3D content, or any combination thereof.

[0184] Additionally, in some embodiments, the representation of the message appears at a location on the messaging user interface 908 that is based on whether the represented message is being transmitted from or to a user of the computer system 120. Fig. 9A In the illustrated embodiment of , the representations of messages 910D-910G are representations of messages transmitted from a user of computer system 120, and the representations of messages 910A-910C are representations of messages transmitted to a user of computer system 120. In addition, the alignment of the representations of the messages in the plurality of message representations is optionally based on whether the representations of the messages represent messages transmitted from a user of computer system 120 or represent messages transmitted to a user of computer system 120. For example, in Fig. 9A In the illustrated embodiment, representations of messages 910D-910G (e.g., representations of messages representing messages transmitted from a user of computer system 120) are closer to the right side of messaging user interface 908 (e.g., “right-aligned”), while representations of messages 910A-910C (e.g., representations of messages representing messages transmitted to a user of computer system 120) are closer to the left side of messaging user interface 908 (e.g., “left-aligned”).

[0185] In the illustrated embodiment, the input is alternatively directed to the representation of message 910B and the representation of message 910C. Specifically, the input from hand 922 is alternatively directed to the representation of message 910B and the representation of message 910C. In addition, the gaze input 920 corresponding to the attention of the user of computer system 101 is alternatively directed to the representation of message 910B and the representation of message 910C. Computer system 101 optionally detects the input from hand 922 and the gaze input 920 via image sensor 314 and / or other sensor sets. In some embodiments, the input from hand 922 is a hand in a ready state or a hand performing an air pinch gesture, in which two fingers of the hand are gathered and touched, and optionally then moved away from each other.

[0186] Fig. 9BThe present disclosure illustrates some embodiments of the present invention. Fig. 9A In one or more responses to input detected in the user's hand 920, including in response to input directed to a representation of message 910B (e.g., gaze input 920 and / or input from hand 922), the distance of the representation of message 910B from the user's viewpoint 902 is increased from a first distance 921 from the user's viewpoint (e.g., the distance of the representation of message 910B from the user's viewpoint, such as Fig. 9A ) is changed to a second distance 930 from the user's viewpoint.

[0187] Fig. 9B The side view icon 919 illustrates that the representation of message 910B has moved away from the background 916 of the messaging user interface 908. In addition, as shown, in some embodiments, the respective distances between the representation of message 910B and the representations of messages 910A, 910C change in response to input directed to the representation of message 910B (e.g., gaze input 920 and / or input from hand 922).

[0188] Fig. 9B The messaging user interface 908 is also illustrated in that at the user's viewpoint 902, the representation of message 910B appears larger than the representations of messages 910A, 910C.

[0189] Specifically, in Fig. 9B 900 in the three-dimensional environment 900, and from the user's viewpoint 902, the representation of message 910B appears larger on the messaging user interface 908 than the representations of messages 910A, 910C. The representation of message 910B optionally appears larger because the computer system 101 displays the representation of message 910B at a distance closer to the user's viewpoint 902 than other representations of other messages in the plurality of message representations. More specifically, in some embodiments, the computer system 101 displays the representation of message 910B from a first distance (e.g., Fig. 9A The user's viewpoint 902 is moved from a first distance 921 of the display device 910 to a second distance 930, and although the representation of message 910B optionally has the same or similar size as other representations of the other messages, the representation of message 910B appears larger than the other representations of the other messages because it is closer to the user's viewpoint 902 of the other messages 910.

[0190] In addition, the computer system 101 displays a simulated shadow 932 as if cast by the representation of message 910B on the messaging user interface 908. The simulated shadow 932 is optionally generated by the movement of the representation of message 910B toward the user's viewpoint 902 and / or the separation of the representation of message 910B from the back panel of the messaging user interface 908. As the representation of message 910B moves closer to the second distance 930 (e.g., separated from the background 916 of the messaging user interface 908 by a third distance 931), the size of the simulated shadow 932 is optionally increased. In the illustrated embodiment, the simulated shadow 932 is additionally projected on the representation of message 910C, the representation of message 910D, and the representation of message 910F. The simulated shadow 932 is also simulated as being projected onto a portion of the messaging user interface 908 that is not a representation of a message (e.g., projected onto the background 916 of the messaging user interface 908).

[0191] The illustrated embodiment includes an animation 934 displayed via the display generation component 120. The animation 934 optionally corresponds to an effect related to the representation of the message 910B. Specifically, the animation 934 is optionally displayed in response to an input pointing to the representation of the message 910B. As shown, the animation 934 optionally extends beyond the outer boundary of the messaging user interface 908 and is optionally displayed on one or more virtual or physical objects in the three-dimensional environment 900. For example, virtual lighting effects such as fireworks or laser effects are optionally displayed on one or both of the table 904 and the virtual object 906. Although the animation 934 can extend beyond the outer boundary of the messaging user interface 908, in some embodiments, the representation of the message itself (e.g., 910A, 910B, or 910C) cannot move beyond or beyond the outer boundary of the messaging user interface 908.

[0192] Fig. 9C The present disclosure illustrates some embodiments of the present invention. Fig. 9A One or more responses to the input detected in the , including the distance of the representation of message 910C from the user's viewpoint in response to receiving the input directed to the representation of message 910C from a first distance 921 (e.g., the distance of the representation of message 910C from the user's viewpoint 902, such as Fig. 9A ) changes to a second distance 930 from the user's viewpoint 902 (e.g., a third distance 931 from the background 916 of the messaging user interface 908).

[0193] Back to Fig. 9A The message 910C in the representation is a two-dimensional virtual object. Return to Fig. 9C910C in the representation of the message, which is now a three-dimensional virtual object. The representation of the message 910C has optionally become three-dimensional in response to an input directed to it and / or in response to it moving from a first distance 921 to a second distance 930 from the background 916 of the messaging user interface 908.

[0194] Fig. 9C The simulated shadow 942 and animation 934 in the embodiment are similar to those in the present disclosure regarding the representation corresponding to the message 910B. Fig. 9B A manner similar to that described in connection with simulated shadow 932 and animation 934 in FIG. 9A and FIG. 9B optionally corresponds to the representation of message 910C.

[0195] Fig.9D 908 is illustrated according to some embodiments of the present disclosure when the normal of the messaging user interface 908 is aligned with the user's viewpoint (e.g., Fig. 9A , Fig. 9B , Fig. 9C When the angle between the user's viewpoint 902 exceeds the threshold viewing angle, the messaging user interface 908 in the three-dimensional environment 900 is displayed. Fig. 9B and / or FIG. 9C to FIG. 9D , the computer system 101 detects movement of the user's viewpoint 902 toward the left side of the messaging user interface 908, such as movement of the user toward the left side of the messaging user interface 908 in the physical environment, and orientation of the user toward one side of the messaging user interface 908.

[0196] In response to this movement of the user's viewpoint 902, the computer system 101 moves the representations of the messages 910A-910C back into contact with the background 916 of the messaging user interface 908, optionally in response to the computer system 101 detecting that the angle between the normal of the messaging user interface 908 and the user's viewpoint 902 exceeds a threshold viewing angle (e.g., 9 degrees, 20 degrees, 40 degrees, or 80 degrees). As mentioned above, according to some embodiments, the messaging user interface 908 is Fig.9D The illustrated state shows that, unlike the previous state, one or more representations of the message 910 are separated from the background 916 of the messaging user interface 908 (e.g., Fig. 9B The message 910B indicates, or Fig. 9C 910B).

[0197] In some embodiments, in response to the computer system 101 detecting that the user's viewpoint 902 exceeds a threshold viewing angle, the representation of the message 910 (such as the representation of the message 910C) is transformed back into a two-dimensional object. In some embodiments, the computer system 101 collects data indicating the location of the user's viewpoint 902 in the three-dimensional environment 900, determines a corresponding viewing angle of the messaging user interface 908 at that location, compares the corresponding viewing angle to a threshold viewing angle, and in response to the corresponding viewing angle exceeding the threshold viewing angle, the computer system 101 optionally moves the representation of the message 910 back to the background 916 of the messaging user interface 908, such that the three-dimensional representation of the message becomes two-dimensional, or a combination thereof.

[0198] exist Fig.9D In the illustrated embodiment, gaze input 920 and input from hand 922 (e.g., as shown in FIG. Fig. 9A The representation of message 910C optionally does not change distance from background 916 of messaging user interface 908 and / or user's viewpoint 902 in response to input pointing to the representation of message 910C because the viewing angle of messaging user interface 908 is optionally above the viewing angle threshold described above.

[0199] Fig.9E The display of a three-dimensional environment 900 is illustrated in accordance with some embodiments of the present disclosure, wherein a representation of a message 910C includes a second visual appearance different from the first visual appearance. In response to computer system 101 receiving gaze input 920 directed to the representation of message 910C without receiving hand input (e.g., from Fig. 9A 922) and / or the required hand input from hand 922 is not received (e.g., hand 922 in a ready state is not detected), the representation of message 910C is different from, for example 9A to 9C The second visual appearance of the visual appearance represented above for message 910C in any of the figures is displayed.

[0200] In the illustrated embodiment, in response to such input pointing to the representation of message 910C, the representation of message 910C remains in contact with background 916 of messaging user interface 908 (e.g., at a first distance 921 from the user's viewpoint 902). The representation of message 910C is optionally displayed with a highlight 950 effect applied to the representation of message 910C that distinguishes the representation of message 910C from other representations of messages in messaging user interface 908; however, the representation of message 910C optionally does not change from two dimensions to three dimensions.

[0201] FIG. 10A to FIG. 10EThe present disclosure includes a flowchart illustrating a method 1000 for changing the distance between a representation of a message and a user's viewpoint according to some embodiments of the present disclosure. In some embodiments, the method 1000 is performed on a computer system (e.g., Figure 1 101) in the computer system, the computer system including a display generation component (e.g., Figure 1 , Figure 3 and Figure 4 The method 1000 may include a display generation component 120 of the computer system 101 and one or more cameras (e.g., a camera pointing downward toward the user's hand (e.g., a color sensor, an infrared sensor, and other depth sensing cameras) or a camera pointing forward from the user's head). In some embodiments, the method 1000 is managed by instructions stored in a tangible, non-transitory computer-readable storage medium and executed by one or more processors of a computer system, such as one or more processors 202 (e.g., a control unit) of the computer system 101. Some operations in the method 1000 are optionally combined and / or the order of some operations is optionally changed.

[0202] Method 1000 is optionally performed at a computer system (e.g., computer system 101) in communication with a display generation component (e.g., display generation component 120) and one or more input devices (e.g., image sensor 314). In some embodiments, the computer system has one or more characteristics of the computer system in method 800. In some embodiments, the display generation component has one or more characteristics of the display generation component of method 800. In some embodiments, the one or more input devices have one or more of the characteristics of the one or more input devices of method 800.

[0203] In some embodiments, the computer system displays, via display generation components, a messaging user interface (1002a) at a first location from the user's viewpoint in a three-dimensional environment (e.g., a three-dimensional environment having one or more characteristics of the environment of method 800 and / or 1200) (e.g., a portion of a user interface area). Fig. 9A The messaging user interface 908, such as the user interface of method 800 and / or 1200). The messaging user interface optionally includes a plurality of message representations (e.g., Fig. 9A The plurality of message representations 914 of the method 800 and / or 1200 may include a plurality of message representations 914, the message representations having one or more of the characteristics of the message and / or user interface object representations of the method 800 and / or 1200, and the plurality of message representations including a first distance from the user's viewpoint (e.g., a distance from the user's viewpoint). Fig. 9A A first representation of a first message (eg, a first distance 921 of a user's viewpoint 902) is displayed. Fig. 9A 910B).

[0204] In some embodiments, the computer system displays the three-dimensional environment from a user's viewpoint at a location in the three-dimensional environment corresponding to a physical location of the computer system or the user in a physical environment of the computer system via a display generation component. In some embodiments, displaying the three-dimensional environment from the user's viewpoint includes: displaying the three-dimensional environment from a perspective associated with the location of the user's viewpoint in the three-dimensional environment. The plurality of message representations optionally includes text content, image content, or a combination thereof.

[0205] In various embodiments, the representation of the message is displayed on the background (e.g., backboard) of the messaging user interface, relative to the background and / or in front of the background. The background of the messaging user interface is optionally located at a certain distance from the user's viewpoint. The distance of the background of the messaging user interface from the user's viewpoint is optionally referred to as the background distance. The first representation of the first message is optionally displayed as no spacing distance from the background of the messaging user interface, or is optionally displayed as a spacing distance (e.g., 0.1cm, 0.2cm, 0.5cm, 1cm, 3cm, 5cm, 10cm or 20cm) from the background first amount of the messaging user interface (e.g., between the rear of the first representation of the first message and the front of the background of the messaging user interface). The distance from the user's viewpoint to the first representation of the first message is optionally the first distance. Therefore, when the first representation of the first message is optionally displayed as no spacing distance from the background of the messaging user interface, the first distance is substantially similar or identical to the distance from the background of the messaging user interface to the user's viewpoint. Similarly, when a first representation of a first message is optionally displayed as a first amount of separation distance from a background of a messaging user interface, the first distance is optionally the distance from the user's viewpoint to the first representation of the first message, in which case it is optionally the distance from the user's viewpoint to the background of the messaging user interface minus the first amount of separation distance.

[0206] It should be noted that in some embodiments, other representations of other messages in the multiple message representations are at the same distance or substantially similar distances from the user's viewpoint as the first distance. In addition, in some embodiments, other representations of other messages in the multiple message representations are at the same or substantially similar distances from the background of the messaging user interface. In addition, it should be noted that in some embodiments, when the distance between the first representation of the first message and the user's viewpoint is the first distance, no input (e.g., gaze / interaction input) directed to the multiple message representations including the first representation of the first message is detected.

[0207] In some embodiments, while displaying a messaging user interface that includes a first representation of a first message displayed at a first distance from a user's viewpoint (1002b), the computer system receives input (1002c) directed to the first representation of the first message via one or more input devices (e.g., gaze input 920 from Fig. 9A For example, in some embodiments, the input directed to the first representation of the first message includes user attention directed to the first representation of the first message (e.g., line of sight or gaze directed to the first representation of the first message), the user's hand in a specific posture greater than a threshold hand distance (e.g., 0.2 cm, 0.5 cm, 1 cm, 2 cm, 3 cm, 5 cm, 10 cm, 20 cm, 40 cm, 100 cm, 200 cm, or 500 cm) from the first representation of the first message, or any combination of user attention, the user's hand in a specific posture, and / or the user's hand at a threshold hand distance.

[0208] In some embodiments, in response to receiving input pointing to the first representation of the first message, the computer system changes the distance of the first representation of the first message from the user's viewpoint to be different from (e.g., less than) the first distance (e.g., Fig. 9B The first distance 921 of the user's viewpoint 902) and the second distance (e.g., Fig. 9B The first representation of the first message is optionally moved at a second distance 930 from the user's viewpoint 902 while continuing to display the messaging user interface at the first location in the three-dimensional environment (1002d). For example, the first representation of the first message changes depth from the user's viewpoint. In response to receiving the input, the first representation of the first message is optionally moved at a depth from a background (e.g., Fig. 9B The two elements are displayed a second amount of separation distance (e.g., a separation distance greater than the first amount) from the background 916 of the messaging user interface 908.

[0209] In some embodiments, the computer system displays an animation of a first representation of a first message moving away from a background of a messaging user interface (e.g., toward a user's viewpoint) in response to receiving the input, while the messaging user interface and / or the background messaging user interface do not move in the three-dimensional environment (e.g., do not move toward, away from, and / or relative to the user's viewpoint). For example, the animation is optionally Fig. 9C Animation 934 and / or Fig. 9C The simulated shadow 942 of the user 910C continues to increase in size until the representation of the message 910C is located at a second distance 930 from the user's viewpoint 902.

[0210] In some embodiments, the distances of different representations of different messages from the user's viewpoint change based on a direction associated with the input. For example, in response to input pointing toward a first representation of a first message, the first representation of the first message optionally moves closer to the user's viewpoint (and optionally, the computer system increases the area of ​​the field of view from the user's viewpoint consumed by the first representation of the first message), while the second representation of the second message does not move closer to the user's viewpoint. In response to input moving away from the first representation of the first message, the first representation of the first message optionally moves away from the user's viewpoint (and optionally, the computer system reduces the area of ​​the field of view from the user's viewpoint consumed by the first representation). In some embodiments, changing the distance of the first representation of the first message from the user's viewpoint to a second distance includes the second distance being greater than the first distance. For example, when the computer system 101 is displaying Fig. 9A In response to receiving input directed to a representation of message 910B, the computer system optionally displays a message in the messaging user interface 908. Fig. 9B 908, wherein the representation of message 910B is located at a second distance 930. Fig. 9B , in response to receiving input directed toward a representation of message 910C (e.g., input away from a representation of message 910B), the computer system 101 optionally displays a representation of message 910B at a first distance 921 from the user's viewpoint 902, the first distance optionally being a distance greater than a second distance 930 from the user's viewpoint 902.

[0211] In some embodiments, the input directed to the first representation of the first message includes inputting, via a device of one or more input devices (e.g., via a stylus or via a mouse), to the first representation of the first message (e.g., Fig. 9B 910B represents the selection of a button or icon (real or virtual) corresponding to the selection of the message.

[0212] In some embodiments, prior to receiving input directed to a first representation of a first message, representations of messages in a plurality of message representations are arranged in a first arrangement relative to each other and / or relative to a user's viewpoint (e.g., Fig. 9A In some embodiments, representations of messages in the plurality of message representations are optionally arranged via a display generation component at the same distance from the background of the messaging user interface (e.g., at a substantially similar distance from the user's viewpoint, such as Fig. 9AIn some embodiments, when input pointing to the first representation of the first message is received, the first representation of the first message is optionally moved relative to one or more other representations of other messages in the plurality of message representations to produce a second arrangement of the plurality of message representations relative to each other and / or relative to the user's viewpoint that is different from the first arrangement of the plurality of message representations (e.g., Fig. 9A 910B, wherein the representation of message 910B is moved relative to the other representations of message 910).

[0213] The computer system optionally moves the first representation of the first message to a specific distance (e.g., 0.1 cm, 0.3 cm, 0.5 cm, 1 cm, 3 cm, 5 cm, 10 cm, or 20 cm) from the background of the messaging user interface (e.g., Fig. 9B The first representation of the first message is maintained at the distance from the background of the messaging user interface until input (e.g., a second input) deviates from the first representation of the first message. It should be noted that the background distance of the background of the messaging user interface and / or the position of the background of the messaging user interface in the three-dimensional environment optionally does not change in response to receiving the input. In addition, in response to receiving the input, other representations of other messages in the messaging user interface optionally do not cause a change in the distance from the user's viewpoint or a change in the distance from the background of the messaging user interface.

[0214] In some embodiments, if a second input pointing to a second representation of a second message in a plurality of message representations is received after a first input pointing to a first representation of a first message in a plurality of message representations is received, the computer system optionally changes both the distance of the first representation of the first message from the user's viewpoint and the distance of the second representation of the second message from the user's viewpoint. For example, in some embodiments, changing the distance of the first representation of the first message optionally involves increasing the distance of the first representation of the first message from the user's viewpoint (e.g., moving the first representation of the first message back to the background of the messaging user interface) and decreasing the distance of the second representation of the second message from the user's viewpoint (e.g., moving the second representation of the second message away from the background of the messaging user interface). For example, when the computer system 101 is displaying Fig. 9A In response to receiving input directed to a representation of message 910C, the computer system optionally displays a message in the messaging user interface 908. Fig. 9C 908, wherein the representation of message 910C is located at a second distance 930. Fig. 9C, in response to receiving input directed toward a representation of message 910B (e.g., input away from a representation of message 910C), the computer system 101 optionally displays a representation of message 910C at a first distance 921 from the user's viewpoint 902, the first distance optionally being greater than a second distance 930 from the user's viewpoint 902.

[0215] Modifying the distance between the representation of the message and the user's viewpoint in response to input directed to the representation of the message clearly indicates to which message further input will be directed, thereby reducing errors in interaction with the computer system.

[0216] In some embodiments, the messaging user interface includes a background (1004a) that is different from the plurality of message representations (e.g., Fig. 9B In one embodiment, the background of the messaging user interface 908 is displayed at a first distance from the user's viewpoint while displaying the messaging user interface (1004b). In response to receiving the input directed to the first representation of the first message, the background of the messaging user interface optionally maintains the first spatial relationship relative to the user's viewpoint (1004c).

[0217] The background of the messaging user interface is optionally positioned at a distance from the user's viewpoint, which distance is referred to herein as the background distance (e.g., Fig. 9A When receiving input directed to the first representation of the first message, the background of the messaging user interface is optionally maintained at the background distance. In some embodiments, in response to receiving input directed to the first representation of the first message, the orientation of the messaging user interface relative to the user's viewpoint is additionally or alternatively maintained. From the perspective of the user's viewpoint, the message representations of the multiple message representations of the messaging user interface are optionally arranged in front of the background of the messaging user interface (e.g., Fig. 9A Thus, in some embodiments, the distance between the representation of the message and the user's viewpoint is optionally less than the background distance (e.g., Fig. 9A , first distance 921 from the user's viewpoint 902 is optionally less than background distance 918 from the user's viewpoint 902). In some embodiments, there is optionally a separation distance between the representation of the message and the background of the messaging user interface. In some embodiments, one or more representations of the message are superimposed on a portion of the background of the messaging user interface (e.g., Fig. 9AFor example, at a first distance from the user's viewpoint, the two-dimensional representation of the message is optionally arranged on the messaging user interface such that the representation of the message is superimposed on the portion of the background of the message of the user interface. In this case, when the representation of the message is at the first distance from the user's viewpoint, the first distance between the user's viewpoint and the representation of the message is optionally equal to (or substantially equal to) the background distance (e.g., Fig. 9A The distance of the representation of message 910C in the message transmission user interface from the user's viewpoint 902 is optionally equal to (or substantially equal to) the background distance 918 from the viewpoint 902. The background of the messaging user interface maintains its spatial relationship relative to the user's viewpoint in response to receiving input directed to the first representation of the first message, avoiding excessive changes in the display of content and thereby reducing errors in the user's interaction with the computer system.

[0218] The messaging user interface optionally includes an outer border (1006a) corresponding to an edge of the messaging user interface. In some embodiments, the computer system displays, via the display generation component, an animation (e.g., Fig. 9B Animation 934), wherein the animation extends beyond the outer boundary of the messaging user interface in the three-dimensional environment (1006b). The outer boundary of the messaging user interface corresponding to the edge of the messaging user interface optionally extends perpendicular to the direction of movement of the first representation of the first message from a first distance from the user's viewpoint to a second distance from the user's viewpoint. The animation extending beyond the outer boundary of the messaging user interface is optionally displayed in multiple locations beyond the outer boundary of the messaging user interface in the three-dimensional environment. In some embodiments, the animation corresponding to the respective representation of the respective message is displayed in response to an input pointing to the respective representation (such as described above with reference to the first representation of the first message).

[0219] In some embodiments, different representations of different messages are associated with different such animations. In some embodiments, the animation includes one or more of the following: virtual lighting effects (e.g., fireworks, laser effects, or another simulated 3D effect) applied to one or more portions of the messaging user interface and / or the three-dimensional environment in an area outside the messaging user interface; or the display of one or more virtual objects (e.g., balloons) separated from the corresponding representations that move across the three-dimensional environment. Displaying the animation of the corresponding representation of the corresponding message in the messaging user interface outside the outer boundaries of the messaging user interface provides a more immersive experience in the three-dimensional environment.

[0220] In some embodiments, a messaging user interface is displayed within a messaging user interface area in a three-dimensional environment (1008a). In some embodiments, a computer system receives, via one or more input devices, a second input directed to a first representation of a first message (1008b). The second input directed to the first representation of the first message optionally includes a movement corresponding to a movement of the first representation of the first message to a location outside of the messaging user interface area. In response to receiving the second input directed to the first representation of the first message, the computer system optionally moves the first representation of the first message to a location within the messaging user interface area and abandons moving the first representation of the first message to a location outside of the messaging user interface area (1008c). For example, from Fig. 9B The second input of hand 922 optionally includes Fig. 9B In response to receiving a second input directed to the representation of message 910B, the computer system optionally moves the representation of message 910B to a position within the messaging user interface area (e.g., to a boundary of the user interface area) and abandons moving the representation of message 910B to a position outside the messaging user interface area.

[0221] The messaging user interface area optionally includes an edge (e.g., Fig. 9B The messaging user interface 908 is vertically Fig. 9B The first representation of the first message is optionally not moved along one or more axes to a position beyond the edge of the messaging user interface (e.g., the first representation of the first message is optionally constrained to move within the boundaries of the messaging user interface). Keeping the multiple message representations close to each other by moving the first representation of the first message to a position outside the messaging user interface area as described above reduces the amount of time of interaction with the computer system involved in a user attempting to locate a representation of a message in the multiple message representations.

[0222] The plurality of message representations optionally includes a second representation of a second message (1010). The first representation of the first message optionally includes a first type of content (e.g., Fig. 9A ), and the second representation of the second message optionally includes the second type of content (e.g., Fig. 9AThe first representation of the first message optionally includes the content of the first message, such as text content, video content, image content, emoticon content, three-dimensional content, or a combination thereof. The second representation of the second message optionally includes the content of the second message, such as text content, video content, image content, emoticon content, three-dimensional content, or a combination thereof, but is different from the content of the first representation of the first message. The first three-dimensional virtual object of the third type is optionally a virtual object having a first set of visual characteristics (e.g., Fig. 9A The first set of visual characteristics is optionally based on whether the content surrounded by the first three-dimensional virtual object of the third type is content transmitted to the user of the computer system (e.g., from a user of a different computer system) or content transmitted from the user of the computer system (e.g., transmitted to a user of a different computer system). For example, if the content surrounded by the first three-dimensional virtual object of the third type is content transmitted to the user of the computer system, the first three-dimensional virtual object of the third type optionally includes or has a first color (e.g., blue) that is different from the color of the three-dimensional virtual object corresponding to the content transmitted from the user of the computer system. In some embodiments, the three-dimensional virtual object of the third type is at least partially transparent so that the content within (e.g., inside) such virtual object of the third type is visible from the user's viewpoint. Displaying different types of message content in the three-dimensional virtual object of the third type provides consistency of presentation.

[0223] The first type of content and the second type of content are optionally two-dimensional content (1012) (e.g., Fig. 9A 910C of the message representation); the plurality of message representations optionally includes a representation of a message containing three-dimensional content (e.g., Fig. 9A910G of the message); the three-dimensional content is optionally not enclosed in a three-dimensional virtual object of the third type (1012). The first type of content and the second type of content are optionally as described above. For example, the first type of content is optionally text content, and the second type of content is optionally video content, image content, emoticon content, three-dimensional content, or a combination thereof (optionally including text content). It should be noted that a given representation of a message optionally includes multiple types of content. For example, the representation of a message optionally includes a first type of content and a second type of content. In some embodiments, the three-dimensional content of the representation of the message is not (for example, visually) enclosed in a three-dimensional virtual object or any three-dimensional virtual object, as opposed to the two-dimensional message content that is optionally enclosed in a three-dimensional virtual object as described above. In some embodiments, the three-dimensional content of the representation of the message is displayed in front of the background of the message of the user interface. Displaying three-dimensional content that is not enclosed in a three-dimensional virtual object of the third type makes the messaging user interface less crowded with user interface elements, which reduces errors in the user's interaction with the messaging user interface.

[0224] In some embodiments, the plurality of message representations includes a second representation (1014a) of a second message (e.g., Fig. 9A The first message is optionally transmitted (1014b) by a first user (e.g., a user of a computer system transmits the first message to a different user of a different computer system). The second message is optionally transmitted (1014c) by a second user different from the first user (e.g., a user of a different computer system transmits the first message to a computer system (e.g., Fig. 9AThe message transmission user interface optionally includes a first message representation set and a second message representation set, the first message representation set including a first representation of the first message and having a first visual characteristic (e.g., representations of messages 910A-C), and a second message representation set including a second representation of the second message and having a second visual characteristic different from the first visual characteristic (e.g., representations of messages 910D-G). In some embodiments, the first message representation set includes representations of messages transmitted by the first user, and the second message representation set includes representations of messages transmitted by a second user different from the first user. Thus, including a message in the first message representation set is optionally based on whether the message was transmitted by the first user, and including a message in the second message representation set is optionally based on whether the second message was transmitted by a user different from the first user. Additionally, in some embodiments, the message transmitted to the first user and the message transmitted from the first user are optionally the same message (e.g., the user transmits a message to the user). In this case, the content within the message sent to the first user and the content within the message sent from the first user are optionally the same, and on the messaging user interface, the content of such message is optionally included in the representation of the message in the first message representation set and in the representation of the message in the second message representation set.

[0225] A first visual characteristic corresponding to a first message representation set (e.g., representations of messages 910A-C) including a first representation of a first message optionally includes a first arrangement of the first message representation set in a messaging user interface including the first representation of the first message. A second visual characteristic corresponding to a second message representation set (e.g., representations of messages 910D-G) including a second representation of a second message optionally includes a second arrangement of the second message representation set in a messaging user interface including the second representation of the second message, which is different from the first arrangement of the first message representation set. For example, the first message representation set is optionally arranged at a first portion (e.g., a first area) on the messaging user interface or arranged in the messaging user interface in a first alignment (e.g., left-aligned), and the second message representation set is optionally arranged at a second portion (e.g., a second area different from the first area) on the messaging user interface or arranged in the messaging user interface in a second alignment (e.g., right-aligned).

[0226] Additionally or alternatively, a first visual characteristic corresponding to a first set of message representations (e.g., representations of messages 910A-C) optionally corresponds to a first color, and a second visual characteristic corresponding to a second set of message representations (e.g., representations of messages 910D-G) optionally corresponds to a second color different from the first color. For example, the first set of message representations is optionally enclosed in a first set of corresponding three-dimensional objects having a first color, and the second set of message representations is optionally enclosed in a second set of corresponding three-dimensional objects having a second color. It should be noted that one or more of the first visual characteristic and / or the second visual characteristic are optionally not based on the type of content in the multiple message representations. For example, the second set of message representations may include representations of messages containing three-dimensional content (e.g., representations of message 910G). In this example, the representations of messages including three-dimensional content may include a second arrangement of the first set of message representations without including the second color of the second set of message representations (e.g., the representations of messages including three-dimensional content are not enclosed in a three-dimensional object of a third type). Therefore, in some embodiments, the message representation set optionally includes at least one shared visual characteristic that is not based on the type of content in the multiple message representations. Displaying representations of messages transmitted by a first user (eg, sender messages) and representations of messages transmitted by a second user different from the first user (eg, recipient messages) allows a user to access messages from multiple related users.

[0227] The input directed to the first representation of the first message optionally (1016) includes a user's gaze directed to the first representation of the first message (eg, Fig. 9A The computer system optionally detects the user's gaze directed to the first representation of the first message while or as the user of the computer system is looking at the first representation of the first message. Allowing interaction with the representation of the message based on the user's gaze allows for easier and more seamless interaction with the messaging user interface of the computer system.

[0228] The input directed to the first representation of the first message optionally includes a predefined portion (1018) of the user in a corresponding posture (e.g., from Fig. 9AThe predefined portion of the user optionally includes one or more limbs of the user, one or more fingers of the user, one or more hands of the user, one or more other parts of the user, or a combination thereof. In some embodiments, the predefined portion of the user optionally includes any part of the user's body. The predefined portion of the user in the corresponding posture is optionally a predefined portion of the user in a specific position and / or orientation relative to a part of the user, a computer system, or a combination thereof. For example, the predefined portion of the user in the corresponding posture is optionally a finger of the user pointing to the first representation of the first message (e.g., a hand in a ready state, as described above in the present disclosure) or a hand of the user in any posture corresponding to the ready state. In this case, the input pointing to the first representation of the first message optionally includes the finger of the user pointing to the first representation of the first message and the gaze of the user looking at the first representation of the first message. As described above, any one or combination of the predefined portions of the user in any posture is optionally included in the input pointing to the first representation of the first message. The input pointing to the first representation of the first message (including the gaze of the user pointing to the first representation of the first message and the predefined portion of the user in the corresponding posture) avoids unintentional interaction with the first representation of the first message.

[0229] In some embodiments, when the first representation of the first message is displayed at a first distance from the user's viewpoint, the computer system receives, via one or more input devices, a second input directed to the first representation of the first message, wherein the second input directed to the first representation of the first message includes a gaze of the user directed to the first representation of the first message (e.g., Fig. 9A 910C), wherein the first representation of the first message is displayed at a second location in the messaging user interface, and wherein the first representation of the first message has a first visual appearance (e.g., Fig. 9A ) (1020a) of message 910C.

[0230] The computer system optionally detects a gaze of a user directed toward the first representation of the first message. The first visual appearance of the first representation of the first message is optionally the appearance of the first representation of the first message without a highlight applied to the first representation of the first message (e.g., Fig. 9A The first visual appearance of the message representation of the first message 910C). The first visual appearance of the message representation of the first message is optionally the appearance of the first representation of the first message being two-dimensional and / or in contact with a background of the messaging user interface (e.g., a first distance from the user's viewpoint).

[0231] In some embodiments, in response to receiving a second input directed to the first representation of the first message, and based on determining that the second input directed to the first representation of the first message does not include a predefined portion of the user in a corresponding posture (1020b) (e.g., the user's hand is not in a ready state posture), the computer system displays the first representation of the first message (1020c) via a display generation component in a second visual appearance that is different from the first visual appearance (e.g., Fig.9E The first representation of the first message is optionally displayed at a second location in the messaging user interface. The second visual appearance of the first representation of the first message is optionally a highlight appearance of the first representation of the first message.

[0232] In some embodiments, in response to receiving a second input directed to the first representation of the first message, and based on determining that the second input directed to the first representation of the first message does not include a predefined portion of the user in the corresponding posture, the computer system maintains the first representation of the first message at a first distance (1020d) from the user's viewpoint (e.g., Fig.9E of message 910C).

[0233] In some embodiments, the first representation of the first message is a two-dimensional virtual object. In some embodiments, in response to receiving a first input pointing to the first representation of the first message, the computer system optionally changes the distance of the first representation of the first message from the user's viewpoint to a second distance from the user's viewpoint, different from the first distance from the user's viewpoint, as previously described. In some embodiments in which the first representation of the first message is a two-dimensional object, in response to receiving a first input pointing to the first representation of the first message, optionally in addition to changing the distance of the first representation of the first message from the user's viewpoint to a second distance from the user's viewpoint (different from the first distance from the user's viewpoint), the computer system optionally causes the displayed first representation of the first message to be transformed from a two-dimensional virtual object to a three-dimensional virtual object, as previously described.

[0234] In contrast, in some embodiments, in response to receiving a second input directed to the first representation of the first message, and based on determining that the second input directed to the first representation of the first message does not include a predefined portion of the user in the corresponding posture, the first representation of the first message is not transformed into a three-dimensional virtual object. Instead, the first representation of the first message optionally modifies its two-dimensional characteristics. For example, in response to receiving a second input directed to the first representation of the first message, Fig. 9AThe computer system optionally causes the display generation component to display the representation of message 910C with a highlight applied to at least a portion of the first representation of the first message or to change any other visual characteristic (e.g., brightness, saturation, opacity, and / or color) of the representation of message 910C to visually distinguish the first representation of the first message from other representations of other messages in the message user interface (e.g., due to highlight 950 applied to the representation of message 910C, Fig.9E The visual appearance of the representation of message 910C differs from Fig.9E Changing the visual appearance of the first representation of the first message without changing the distance between the representation of the message and the user's viewpoint indicates that the input is pointing to the first representation of the first message, but additional input may still be provided to interact with the first representation of the first message.

[0235] The input directed to the first representation of the first message optionally includes a request to select the first representation of the first message (1022). The request to select the first representation of the first message optionally corresponds to an input that includes a first representation directed to the first message (e.g., Fig. 9A The request to select the first representation of the first message optionally causes the computer system to change the distance of the first representation of the first message from the user's viewpoint in one or more of the ways described herein. In response to detecting that the input directed to the first representation of the first message includes a request to select the first representation of the first message, modifying the distance between the representation of the message and the user's viewpoint communicates to the user of the computer system which representation of the message is the target of the selection input.

[0236] In some embodiments, the input pointing to the first representation of the first message includes a request to respond to the first message (1024). The request to respond to the first message optionally involves a "tap back" (e.g., a quick response) corresponding to initiating a response to the first message. The tap back corresponding to initiating a response to the first message is optionally a request to respond to the first message with one or more pre-selected effects or expressions (e.g., love expression, smile expression, question expression, thumbs up expression, or thumbs down expression). In some embodiments, the input pointing to the first representation of the first message corresponds to a request to respond to the first message in a non-preselected manner. For example, the computer system 101 optionally moves the representation of the message 910B to a second distance 930 from the user's viewpoint 902 in response to the input pointing to the representation of the message 910B (including a request to respond to the message). Modifying the distance between the representation of the message and the user's viewpoint in response to detecting the input pointing to the first representation of the first message (including a request to respond to the message) clearly conveys to the user of the computer system which message is being replied to.

[0237] In some embodiments, the input directed to the first representation of the first message includes a request to display content (e.g., image or video content) associated with the first message (1026). In some embodiments, the content associated with the first message is not displayed until the input directed to the first representation of the first message is received. In some embodiments, in response to receiving the input directed to the first representation of the first message, the content associated with the first message is optionally displayed. For example, if the content associated with the first message is video content (e.g., the first message is a link to the video content), then in response to the input directed to the first representation of the first message, the computer system displays the video content in a three-dimensional environment. As another example, the computer system 101 optionally moves the representation of message 910C to a second distance 930 from the user's viewpoint 902 in response to the input directed to the representation of message 910C (including a request to display content associated with the message), such as Fig. 9C As shown. Fig. 9A At a distance 910C of the representation of the message 910C from the user's viewpoint 902, which is optionally similar to background distance 918 from the user's viewpoint 902, some content associated with the representation of the message 910C is optionally not displayed. At a second distance 930 from the user's viewpoint 902, the computer system 101 optionally causes display of content associated with the message. Modifying the distance between the representation of the message and the user's viewpoint in response to detecting an input directed to the first representation of the first message clearly communicates to the user of the computer system that the message is associated with the displayed content.

[0238] In some embodiments, when displaying the first representation of the first message at a second distance from the user's viewpoint via the display generation component, the computer system detects that the user's viewpoint changes from the first viewpoint to a second viewpoint different from the first viewpoint (e.g., Fig. 9B The position of the user's viewpoint 902 in Fig.9D The input for moving the user's viewpoint from the first viewpoint to the second viewpoint corresponds to a corresponding movement of the user in the physical environment (e.g., movement of the user, a change in orientation of the user's head, and / or a change in orientation of the user's torso).

[0239] In some embodiments, in response to detecting movement of the user's viewpoint from the first viewpoint to the second viewpoint, the computer system displays a message transmission user interface (1028b) (e.g., Fig.9D Displaying the messaging user interface from the second viewpoint optionally includes moving the first representation of the first message to a second separation distance (1028c) (e.g., 0 cm, 0.1 cm, 0.3 cm, 0.5 cm, 1 cm, 3 cm, 5 cm, or 10 cm) from a background of the messaging user interface that is less than the first separation distance based on determining that the viewing angle of the messaging user interface from the second viewpoint exceeds a threshold viewing angle (e.g., relative to a normal to the messaging user interface) (e.g., Fig.9D Messages 910A-910C are shown).

[0240] Multiple message representations including a first representation of a first message optionally vary the distance (e.g., spacing distance) from a background of the messaging user interface based on the viewing angle of the messaging user interface from the user's viewpoint. For example, when the viewing angle of the messaging user interface from the user's viewpoint is within a threshold viewing angle (e.g., 9 degrees, 20 degrees, 40 degrees, or 80 degrees), multiple message representations (e.g., 10, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 113, 114, 115, 116, 117, 118, 119, 120, 121, 12 9A to 9C and / or Fig.9E In some embodiments, the viewing angle is determined based on the viewing angle of the background of the messaging user interface. When the viewing angle of the messaging user interface from the user's viewpoint exceeds a threshold viewing angle, the display generation component displays the message 910 in another arrangement (e.g., Fig.9DSpecifically, in some embodiments, based on determining that the viewing angle of the messaging user interface from the user's viewpoint exceeds a threshold viewing angle, multiple message representations including a first representation of a first message are optionally moved to a distance closer to the background of the messaging user interface (reducing the spacing distance between the multiple message representations and the background of the messaging user interface).

[0241] Based on determining that the viewing angle of the messaging user interface from the second viewpoint exceeds a threshold viewing angle, the first representation of the first message is moved to a second spacing distance from the background of the messaging user interface that is less than the first spacing distance, thereby reducing the occlusion of the three-dimensional environment by the message representation that is separated from the background of the messaging user interface when the user's viewpoint is above the threshold viewing angle.

[0242] In some embodiments, in response to receiving input pointing to the first representation of the first message (1030a), the computer system displays a simulated shadow (1030b) associated with the first representation of the first message in the messaging user interface in response to changing the distance of the first representation of the first message from the user's viewpoint to a second distance (e.g., Fig. 9B Simulated shadows 934 and Fig. 9C942). For example, in response to receiving an input pointing to a first representation of a first message, the first representation of the first message is optionally transformed to a second distance from the user's viewpoint, which is closer than the first distance from the user's viewpoint. Other representations of other messages of the messaging user interface are optionally maintained at their corresponding distances from the background of the messaging user interface and from the user's viewpoint (e.g., corresponding background distances), as before the first representation of the first message is transformed to the second distance. The computer system optionally simulates a shadow associated with the first representation of the first message on the background of at least one other message representation in the plurality of message representations and / or the messaging user interface. In some embodiments, a simulated shadow associated with the first representation of the first message and on at least one of the representations of the message in the plurality of message representations grows in area / size during the transformation of the first representation of the first message to the second distance from the user's viewpoint (e.g., the size of the simulated shadow increases as the spacing distance of the first representation of the first message increases). Additionally or alternatively, the blur level of the simulated shadow is optionally increased in response to an increase in the spacing distance of the first representation of the first message. Additionally or alternatively, the darkness level associated with the simulated shadow optionally decreases in response to an increase in the separation distance of the first representation of the first message. It should be noted that the dimensionality of the first representation of the first message is optionally up to three dimensions. Therefore, the simulated shadow associated with the first representation of the first message is optionally associated with a two-dimensional or three-dimensional representation of the message. In response to changing the distance of the first representation of the first message from the user's viewpoint to a second distance, displaying the simulated shadow associated with the first representation of the first message in the messaging user interface further conveys to the user that the first representation of the first message is the target of the user input.

[0243] In some embodiments, when input is received pointing to the first representation of the first message, the first representation of the first message is a two-dimensional virtual object (e.g., the representation of message 910C in FIG. A). In some embodiments, in response to receiving input pointing to the first representation of the first message, the computer system transforms the first representation of the first message into a three-dimensional virtual object (1032b) (e.g., Fig. 9CIn some embodiments, the first representation of the first message is a two-dimensional virtual object. In some embodiments, the content of the first representation of the first message is optionally no more than two-dimensional content. In response to receiving an input pointing to the first representation of the first message, the first representation of the first message is optionally transformed into a three-dimensional virtual object. In such cases, transforming the first representation of the first message into a three-dimensional virtual object optionally involves displaying the content of the first representation of the first message within a three-dimensional virtual object of the third type, as described above in the present disclosure. In some embodiments, one or more characteristics of the two-dimensional virtual object are optionally as described with reference to methods 800 and / or 1200. Transforming the first representation of the first message from a two-dimensional virtual object to a three-dimensional virtual object further conveys to the user that the first representation of the first message is the target of the user input.

[0244] It should be understood that the specific order in which the operations in method 1000 are described is merely exemplary and is not intended to indicate that the described 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.

[0245] FIG. 11A to FIG. 11C Examples of a computer system transforming a virtual object from a three-dimensional appearance to a two-dimensional appearance and from a two-dimensional appearance to a three-dimensional appearance are illustrated according to some embodiments.

[0246] Fig.11A The display generation components (eg, Figure 1 The display generation component 120) is visible to the three-dimensional environment 1107, and the three-dimensional environment 1107 is visible from the user's point of view. Figures 1 to 6 As described above, the computer system 101 optionally includes a display generation component (e.g., a touch screen) and a plurality of image sensors (e.g., Figure 3 The image sensor 314 may include one or more of: a visible light camera; an infrared camera; a depth sensor; or any other sensor that the computer system 101 can use to capture one or more images of a user or a portion of a user (e.g., one or more hands of a user) as the user interacts with the computer system 101. In some embodiments, the user interface shown and described below may also be implemented on a head-mounted display that includes a display generation component that displays a user interface or a three-dimensional environment to the user, as well as sensors that detect movement of the physical environment and / or the user's hands (e.g., external sensors that face outward from the user) and / or sensors that detect the user's gaze (e.g., internal sensors that face inward toward the user's face).

[0247] like Fig.11AAs shown, the computer system 101 captures one or more images of the physical environment (e.g., operating environment 100) surrounding the computer system 101 (including one or more objects in the physical environment surrounding the computer system 101). In some embodiments, the computer system 101 displays a representation of the physical environment in a three-dimensional environment 1107, and / or the physical environment is visible in the three-dimensional environment 1107 via the display generation component 120. For example, the three-dimensional environment 1107 visible via the display generation component 120 includes a representation of the physical floor and the back and side walls of the room in which the computer system 101 is located. The three-dimensional environment 1107 also includes a sofa 1108.

[0248] exist Fig.11A In FIG. 1 , the three-dimensional environment 1107 also includes virtual objects 1101 (corresponding to the object 1101 in the side view 1106 ), 1104a (corresponding to the object 1104a in the side view 1106 ), and 1105a (corresponding to the object 1105a in the side view 1106 ). Fig.11A In the illustrated example embodiment, the virtual object 1101 is a two-dimensional object and is a messaging user interface 1101, such as described in more detail with reference to method 1200. The messaging user interface 1101 includes one or more virtual objects 1104a and 1105a. As will be shown and described later, the virtual objects 1104a and 1105a are scrollable three-dimensional objects and are representations of conversation messages, as described in more detail with reference to method 1200. In some embodiments, the virtual objects 1104a and 1105a include corresponding three-dimensional attributes 1104b and 1105b, as described in more detail with reference to method 1200, which are adjusted to provide a visual appearance, wherein the visual appearance of the virtual objects 1104a and 1105a gradually changes from a three-dimensional appearance to a two-dimensional appearance or from a two-dimensional appearance to a three-dimensional appearance based on the scroll position of the virtual objects in the messaging user interface 1101, as will be described in more detail below.

[0249] In some embodiments, virtual objects 1104a and 1105a located or disposed at a particular location are optionally rendered for display with a three-dimensional appearance, as described in more detail below. Fig.11A , virtual objects 1104a and 1105a are located in the middle of the messaging user interface (e.g., between top border 1101a and bottom border 1101b), as reflected in side view icon 1106. Icon 1106 illustrates a side view of a portion of a three-dimensional environment 1107 presented via display generation component 120. Icon 1106 indicates the relative position and / or spacing of the messaging user interface 1101 and virtual objects 1104a and 1105a in the three-dimensional environment 1107. Fig.11A, virtual objects 1104a and 1105a have a three-dimensional visual appearance in three-dimensional environment 1107 (e.g., have thickness or depth based on their location in messaging user interface 1101), as shown in icon 1106. In addition, virtual objects 1104a and 1105a are separated from the surface of messaging user interface 1101, as shown in icon 1106. Fig.11A , the respective three-dimensional properties of virtual objects 1104a and 1105a correspond to the degree of simulated shadows cast by virtual objects 1104a and 1105a, respectively (eg, darker and / or more visible). Example visual appearances of virtual objects 1104a and 1105a are provided below in the description of method 1200.

[0250] In some embodiments, the computer system 101 updates the positions of the virtual objects 1104a and 1105a in the messaging user interface 1101 based on a scroll input provided by the hand 1103 of the user of the computer system 101 to accordingly move one or more of the virtual objects 1104a and 1105a within the messaging user interface 1101. For example, the scroll input optionally includes moving the hand 1103 of the user of the computer system 101 while in a pinching hand shape (e.g., a pinch air gesture input as described with reference to the method 1200).

[0251] like Fig.11AAs shown, the computer system 101 detects input directed to the messaging user interface 1101, the input comprising detecting an air gesture (e.g., a direct input or an indirect input described herein) performed with a hand 1103 corresponding to a request to scroll one or more of the virtual objects 1104a and 1105a. In some embodiments, detecting the air gesture comprises detecting the user's hand 1103 performing an air pinch gesture (e.g., two or more fingers of the user's hand (such as a thumb and an index finger) move together and touch each other) to form a pinch hand shape, while the user's attention (e.g., gaze) is directed to an area of ​​the messaging user interface 1101 and / or one or more of the virtual objects 1104a and 1105a, and then the hand moves up or down in the pinch hand shape, which optionally causes the virtual objects 1104a and 1105a to scroll up or down, respectively, in the messaging user interface 1101. In some embodiments, the input corresponds to a gesture other than the mid-air pinch gesture, such as a forward pointing gesture (e.g., forward movement of the user's hand while one or more fingers of the user's hand are extended toward one or more of the virtual objects 1104a and 1105a) or a tap gesture using fingers of the user's hand (e.g., forward movement of fingers of the user's hand so that the fingers touch one or more of the virtual objects 1104a and 1105a or an area of ​​the messaging user interface 1101 or are within a threshold distance of an area close to one or more of the virtual objects 1104a and 1105a or the messaging user interface 1101), followed by an upward / downward movement of the hand while the fingers touch the virtual objects 1104a and 1105a and / or the messaging user interface 1101. In some embodiments, in response to Fig.11A , the computer system 101 scrolls the virtual objects 1104a and 1105a according to the user input as described above. Scrolling the virtual objects 1104a and 1105a optionally includes updating their positions (e.g., moving toward the top border 1101a of the messaging user interface 1101). In some embodiments, when moving the virtual objects 1104a and 1105a, the computer system 101 gradually changes the visual appearance of the virtual objects 1104a and 1105a based on the updated positions of the virtual objects 1104a and 1105a in the three-dimensional environment 1107 (e.g., having a reduced thickness or depth, and / or being separated from the messaging user interface 1101 according to their positions in the messaging user interface 1101), such as Fig. 11B and Fig. 11C shown.

[0252] Fig. 11B1104a and 1105a based on the updated positions of the virtual objects 1104a and 1105a. In some embodiments, in response to receiving a command for moving the virtual objects 1104a and 1105a from Fig.11A Scroll to Fig. 11B In response to receiving input for scrolling virtual objects 1104a and 1105a, computer system 101 scrolls virtual objects 1104a and 1105a in an upward direction 1102 toward a top boundary 1101a of messaging user interface 1101. In some embodiments, in response to receiving input for scrolling virtual objects 1104a and 1105a, computer system 101 scrolls virtual objects 1104a and 1105a in an upward direction 1102 toward a top boundary 1101a of messaging user interface 1101. FIG. 11A to FIG. 11B Virtual objects 1104a and 1105a are displayed at different locations. For example, Fig. 11B 1104a and 1105a are located at the middle point of the messaging user interface 1101 (eg, between the top boundary 1101a and the bottom boundary 1101b). Fig.11A closer to the top border 1101a of the messaging user interface 1101. Fig. 11B , the positions of virtual objects 1104a and 1105a are within a threshold distance (e.g., 0.1 cm, 0.3 cm, 0.5 cm, 1 cm, 3 cm, 5 cm, 10 cm, 20 cm, 50 cm, or 100 cm) from the top border 1101a of the messaging user interface 1101.

[0253] In some embodiments, in response to receiving input for scrolling virtual objects 1104a and 1105a and because virtual objects 1104a and 1105a are within a threshold distance of top border 1101a of messaging user interface 1101, computer system 101 displays virtual objects 1104a and 1105a with a changed visual appearance (e.g., from FIG. 11A to FIG. 11B The virtual objects 1104a and 1105a are displayed at their corresponding positions in the messaging user interface 1101. Fig.11A In the example, the virtual object 1104a has (e.g., is displayed as having) a first visual appearance, the first visual appearance has a first three-dimensional attribute, the first three-dimensional attribute has a first value (e.g., has a first size, has a first brightness / light, has a first position, has a first color, and / or has a first effect), the first value is different from (e.g., is greater than, is less than, is more obvious than, is less obvious than) a second value, the first visual appearance such as Fig. 11BThe visual appearance of the virtual object 1104a shown (e.g., a second size smaller than the first size, a second brightness / light smaller than the first brightness / light, a second position closer to the messaging user interface 1101 than the first position, a second color less vivid than the first color, a second effect less noticeable than the first effect). Fig.11A , virtual objects 1104a and 1105a have a first degree of specular highlights (e.g., 1104b and 1105b) for a first three-dimensional attribute brightness / light. The first degree to which the respective specular highlights of virtual objects 1104a and 1105a are displayed may optionally appear as Fig. 11B The second degree of specular highlights (e.g., 1104b and 1105b) of the first three-dimensional attribute brightness / light displayed in the virtual objects 1104a and 1105a having the second degree of specular highlights (e.g., 1104b and 1105b) are more intense (shinier). The virtual objects 1104a and 1105a having the second degree of specular highlights (e.g., 1104b and 1105b) optionally create virtual objects 1104a and 1105a in Fig. 11B In some embodiments, virtual objects 1104a and 1105a are within a threshold distance from the top border 1101a of the messaging user interface 1101, but virtual object 1104a is closer to the top border 1101a than virtual object 1105a, such as Fig. 11B Optionally, the value of the first three-dimensional property of the virtual object 1104a corresponds to a lesser degree (e.g., darker, smaller, and / or less intense) of the specular highlight 1104b displayed on the virtual object 1104a, compared to the first three-dimensional property of the virtual object 1105a having a value corresponding to a brighter, larger, and / or more intense specular highlight 1105b displayed on the virtual object 1105a, as shown. Fig. 11B In some embodiments, the above-described changes to the visual appearance of virtual objects 1104a and 1105a are additionally or alternatively applied to other virtual objects (e.g., virtual object 1110a) that are moved / repositioned in the messaging user interface 1101 in response to the first input.

[0254] In some embodiments, using hand 1103 to scroll virtual objects 1104a and 1105a in an upward direction 1102 reveals additional virtual objects 1109a and 1110a at the bottom of the messaging user interface 1101. Fig. 11B Included is a glyph 1106 illustrating the relative positions and / or spacings of the messaging user interface 1101 and virtual objects 1104a, 1105a, 1109a, and 1110a in a three-dimensional environment 1107. Fig. 11B, virtual objects 1104a and 1105a have a three-dimensional visual appearance in the three-dimensional environment 1107 (e.g., having thickness or depth and / or spacing from the messaging user interface 1101 based on their respective positions in the messaging user interface 1101), as shown in icon 1106. For example, virtual object 1104a, which is positioned closer to the top border 1101a of the messaging user interface 1101 than virtual object 1105a, is shown as having a smaller distance (e.g., spacing) from the messaging user interface 1101, as shown in icon 1106. Virtual object 1104a is optionally shown as having a lesser degree of three-dimensional depth or thickness as a first three-dimensional attribute than virtual object 1105a. In some embodiments, virtual objects 1109a and 1110a are shown as having no distance or spacing from the messaging user interface 1101, indicating that virtual objects 1109a and 1110a have a more two-dimensional visual appearance. Fig. 11B , the respective three-dimensional attributes of virtual objects 1104a and 1105a correspond to simulated shadows cast to a lesser extent (e.g., lighter and / or less visible) by virtual objects 1104a and 1105a, respectively. Example visual appearances of virtual objects 1104a, 1105a, 1109a, and 1110a are provided in the following description of method 1200.

[0255] In some embodiments, if a virtual object has a visual appearance that corresponds to a two-dimensional object, its visual appearance will remain constant regardless of the position of the virtual object. Fig. 11B The icon 1106 of FIG. 1106 shows the virtual object 1109a as flat (e.g., no three-dimensional depth or thickness) and / or no spacing (distance) between the virtual object 1109a and the surface (backplane) of the messaging user interface 1101 because the virtual object 1109a is a two-dimensional object and will remain a two-dimensional object, as will be shown in FIG. Fig. 11C Described in . Fig. 11B The icon 1106 of FIG. 1 also shows the virtual object 1110a as being flat and / or having no spacing between the virtual object 1110a and the surface of the messaging user interface 1101; however, in contrast to the virtual object 1109a, when the virtual object 1110a is rolled up, the virtual object 1110a will have a changed visual appearance (e.g., more three-dimensional), as will be seen in FIG. Fig. 11C In some embodiments, the type of virtual object indicates that the virtual object 1109a is a two-dimensional object and its visual appearance always remains two-dimensional. The type of two-dimensional virtual object optionally includes a photo message, a video message, a web page message, an attachment message and / or a location message.

[0256] from FIG. 11B to FIG. 11C, the computer system 101 detects a continued upward scroll input from the hand 1103, and in response to receiving the input for scrolling the messaging user interface 1101, the computer system 101 scrolls the virtual objects 1104a, 1105a, 1109a, and 1110a further in the upward direction 1102 toward the top boundary 1101a of the messaging user interface 1101, as shown in FIG. Fig. 11C In some embodiments, in response to receiving input for scrolling messaging user interface 1101, computer system 101 FIG. 11B to FIG. 11C Virtual objects 1104a, 1105a, 1109a, and 1110a are displayed at different locations. For example, Fig. 11C Shows the ratio Fig. 11B 1104a. The virtual object 1104a has now reached the top border 1101a of the messaging user interface 1101, and in response, the computer system 101 displays the virtual object 1104a as faded, visually weakened, transparent, blurred, and / or having a more transparent visual appearance, and then and based on the further upward movement of the virtual object 1104a, optionally displays an animation of the virtual object 1104a fading and / or stopping display. In some embodiments, this reduction in opacity and / or fading of the virtual object also occurs when the virtual object approaches or crosses the bottom border 1101b of the messaging user interface 1101.

[0257] like Fig. 11C As shown, the virtual object 1105a is Fig. 11B 1105a is positioned closer to the top border 1101a of the messaging user interface 1101, and optionally includes a degree of specular highlight (e.g., 1105b) for the first three-dimensional attribute brightness / light. The degree to which the virtual object 1105a specular highlight is displayed optionally appears dimmer, smaller, and / or has an even lesser intensity than when the virtual object 1105a is positioned farther from the top border 1101a and closer to the middle of the messaging user interface 1101, such as Fig. 11B In contrast, virtual object 1110a has scrolled away from bottom 1101b border of messaging user interface 1101 and is now located within a threshold distance from bottom 1101b border. In some embodiments, computer system 101 displays virtual object 1110a with a value of the first three-dimensional property corresponding to a greater degree of specular highlight (e.g., brighter, larger, and / or more intense), and thus, virtual object 1110a is rendered for display with a more three-dimensional appearance and / or a less two-dimensional appearance, such as Fig. 11C shown.

[0258] In some embodiments, the above-described changes in visual appearance do not apply to other virtual objects that move / reorient in the messaging user interface 1101 and / or three-dimensional environment 1107 in response to the scroll input. Fig. 11C As shown, in response to receiving input for scrolling virtual objects 1109a and 1110a upward, computer system 101 scrolls virtual objects 1109a and 1110a in an upward direction 1102 toward top border 1101a of messaging user interface 1101. In some embodiments, computer system 101 optionally does not automatically change the visual appearance of virtual object 1109a. Instead, when Fig. 11C When the position in the messaging user interface 1101 is moved as shown, the virtual object 1109a optionally maintains a visual appearance corresponding to the two-dimensional object, even if the virtual object 1109a is farther than the above-mentioned threshold distance of the top boundary 1101a and / or the bottom boundary 1101b of the messaging user interface 1101. Therefore, in some embodiments, the required condition for changing the visual appearance of the virtual object is that the virtual object corresponds to a first type of content (e.g., text content), as described in more detail with reference to method 1200.

[0259] Fig. 11C Also included is a glyph 1106 illustrating the relative position and / or spacing of the messaging user interface 1101 and the virtual objects 1104a, 1105a, 1109a, and 1110a in the three-dimensional environment 1107. Fig. 11C 1, virtual objects 1104a and 1105a have a more two-dimensional visual appearance in three-dimensional environment 1107 (e.g., having thickness or depth and / or spacing from messaging user interface 1101 based on their respective positions in messaging user interface 1101), as shown in icon 1106. For example, virtual object 1104a has reached top border 1101a of messaging user interface 1101 and is only partially displayed compared to virtual object 1105a, which is displayed at an even smaller distance (e.g., spacing) from messaging user interface 1101 and has a lesser degree of three-dimensional depth or thickness than virtual object 1110a, as shown in icon 1106. In some embodiments, virtual object 1109a does not meet the conditions required to change its visual appearance from two-dimensional to three-dimensional, and is therefore still shown as having no distance or spacing from messaging user interface 1101 and no thickness (e.g., spacing from top border 1101a of messaging user interface 1101). Fig. 11B In some embodiments, virtual object 1110a does meet the conditions required to change its visual appearance from two-dimensional to three-dimensional, and is shown as being spaced a certain distance (e.g., 100 meters) from messaging user interface 1101. Fig. 11B More in) and with Fig. 11B Compared to the increased thickness, this indicates that the virtual object 1110a has a more three-dimensional visual appearance based on its position in the messaging user interface 1101 in the three-dimensional environment 1107, such as Fig. 11C shown.

[0260] FIG. 12A to FIG. 12I 1 is a flow chart illustrating an exemplary method 1200 for transforming a virtual object from a three-dimensional appearance to a two-dimensional appearance and from a two-dimensional appearance to a three-dimensional appearance according to some embodiments. In some embodiments, the method 1200 is performed on a computer system (e.g., Figure 1 101) in the computer system, the computer system including a display generation component (e.g., Figure 1 , Figure 3 and Figure 4 The method 1200 may include a display generation component 120 of the computer system 101 and one or more cameras (e.g., a camera pointing downward toward the user's hand (e.g., a color sensor, an infrared sensor, and other depth sensing cameras) or a camera pointing forward from the user's head). In some embodiments, the method 1200 is managed by instructions stored in a tangible, non-transitory computer-readable storage medium and executed by one or more processors of a computer system, such as one or more processors 202 (e.g., a control unit) of the computer system 101. Some operations in the method 1200 are optionally combined and / or the order of some operations is optionally changed.

[0261] In some embodiments, method 1200 is performed at a computer system (e.g., 101) in communication with a display generation component (e.g., 120) and one or more input devices (e.g., 314). In some embodiments, the computer system has one or more characteristics of the computer system of method 800 and / or 1000. In some embodiments, the display generation component has one or more characteristics of the display generation component of method 800 and / or 1000. In some embodiments, the one or more input devices have one or more of the characteristics of the one or more input devices of method 800 and / or 1000.

[0262] In some embodiments, the electronic device displays a user interface area (1202a) via a display generation component, for example, in a three-dimensional environment. The three-dimensional environment optionally has one or more of the characteristics of the three-dimensional environment of method 800 and / or 1000. For example, the user interface area is optionally a messaging user interface area (e.g., for a messaging application that implements electronic messaging between one or more computer systems). The user interface area optionally has one or more of the characteristics of the user interface area and / or messaging user interface of method 800 and / or 1000. The user interface area optionally includes hidden or visible borders (e.g., top and bottom borders). In some embodiments, a plurality of user interface objects include bubbles, disks, or other containers for messages (e.g., text and / or graphics), images, and / or multimedia in a conversation transcription of a messaging session between one or more computer systems. In some embodiments, the user interface area is or includes a user interface of an application accessible by the computer system, such as a word processing application having multiple texts, an application launch user interface having multiple application icons, a photo management application having multiple photo representations, a spreadsheet application having multiple data units, a presentation application having multiple slides or other graphical user interface objects, a messaging application having multiple messages, and / or an email application having multiple emails.

[0263] In some embodiments, the user interface area includes a plurality of user interface objects including a first three-dimensional user interface object at a first position in the user interface area, such as Fig.11A 1104a in the messaging conversation. For example, a first three-dimensional user interface object is provided at a first position and rendered for display with three-dimensional properties (e.g., size, light, position, color, and / or effects). Additional or alternative details regarding the three-dimensional properties are described later. In some embodiments, the first position of the first three-dimensional user interface object in the user interface area corresponds to a chronological position of the first three-dimensional user interface object in the messaging conversation. For example, the first three-dimensional user interface object is shown in a chronological order relative to other user interface objects (e.g., messages) received before and / or after the first three-dimensional user interface object. For example, when the computer system receives a new three-dimensional user interface object, the new three-dimensional user interface object is located at a first position toward a bottom boundary of the user interface area, such as Fig.11A , and the earlier user interface object is moved to another location (e.g., toward the top boundary of the user interface area), such as Fig.11A Virtual object 1104a in.

[0264] In some embodiments, the first three-dimensional user interface object (e.g., 1104a) includes a first three-dimensional attribute (such as Fig.11A1104b) in the first three-dimensional attribute 1104b) (e.g., size, light, position, color, and / or effect). For example, the first value for the first three-dimensional attribute "size" includes, for example, a first thickness, a first depth, and / or a first width; the first value for the first three-dimensional attribute "light" includes, for example, a first shadow, a first silhouette, a first outline, a first specular highlight, a first reflectivity, a first illumination, and / or a first glossiness; the first value for the first three-dimensional attribute "position" includes, for example, a first distance from the messaging user interface and / or the user's viewpoint; the first value for the first three-dimensional attribute "color" includes, for example, a first focus, a first tint, and / or a first opacity; and the first value for the first three-dimensional attribute "effect" includes, for example, a first animation. The first visual appearance of the first three-dimensional object is changed using a first value indicating a level of a three-dimensional property, the level of the three-dimensional property including an associated degree to which the first three-dimensional user interface object appears to have three-dimensional depth and / or simulated three-dimensional depth, an associated degree to which a shadow and / or simulated shadow of the first three-dimensional user interface object is cast (e.g., the shadow is more intense (different and / or darker)), an associated degree to which the first three-dimensional user interface object is separated from a surface of the user interface area (e.g., the three-dimensional user interface object is against a floor / surface of the user interface area, away from the floor / surface of the user interface area, above the floor / surface of the user interface area, a certain distance in front of the floor / surface of the user interface area, or below the floor / surface of the user interface area, retreated a certain distance into the floor / surface of the user interface area), an associated degree to which specular highlights of the first three-dimensional user interface object appear (e.g. , specular highlights are more intense (shinier)), the degree to which reflections of the first 3D user interface object appear (e.g., tightly reflected, semi-reflected, and / or fully reflected), the degree to which the first 3D user interface object is illuminated (lit from the inside), the degree to which the first 3D user interface object appears glossy (glowing and / or shiny), the degree to which the first 3D user interface object is in focus (e.g., the 3D user interface object is sharper (more distinct and / or more striking)), the degree to which the first 3D user interface object appears animated (e.g., the 3D user interface object deforms and / or fades), the degree to which the first 3D user interface object is colored (e.g., colored to convey different depths), and / or the degree to which the first 3D user interface object appears opaque (e.g., the first 3D user interface object is transparent, fairly opaque, or very opaque).For example, a first three-dimensional user interface object having a first visual appearance including a first value for a first three-dimensional property (e.g., a first distance from a messaging user interface and / or a user's viewpoint) optionally creates the appearance that the first three-dimensional user interface object is positioned in front of a user interface area, separated from a backplane of the user interface area, and / or positioned closer to a user's viewpoint than when the first three-dimensional user interface object has a second visual appearance including a second value for the first three-dimensional property, as will be described in greater detail later. Additional or alternative details regarding three-dimensional user interface objects are described later.

[0265] In some embodiments, when the user interface area is displayed, the computer system receives, via one or more input devices, a signal corresponding to a first boundary (e.g., Fig.11A The first direction of the top boundary 1101a in FIG. Fig.11AA first input (1202b) corresponding to a request to scroll a first three-dimensional user interface object in an upward direction (1102) in the user interface area. For example, the drag gesture begins at a first position of the first three-dimensional user interface object (or other position in the user interface area) and drags / moves in a first direction toward a first boundary of the user interface area. The drag gesture optionally includes contact (e.g., a touch event (finger or stylus contact) on a touch-sensitive surface and / or display generating component and / or user interface area) for a predetermined amount of time on the first three-dimensional user interface object or other position in the user interface area and movement across the touch-sensitive display generating component and / or user interface area. Additionally or alternatively, the first input corresponding to the scroll request includes movement of a cursor of a mouse input, rather than detecting movement of a finger or stylus contact. In some embodiments, the first input corresponding to the scroll request includes an air gesture provided by a user (e.g., by the user's hand, eye tracking, and / or any combination thereof). In some embodiments, receiving the first input includes detecting a user's hand performing an air pinch gesture (e.g., two or more fingers of the user's hand, such as a thumb and index finger, move together and touch each other) to form a pinch hand shape while the user's attention (e.g., gaze) is directed toward the user interface area and / or the first three-dimensional user interface object, followed by moving the hand up or down in the pinch hand shape. In some embodiments, the first input corresponds to a gesture other than an air pinch gesture (such as a forward pointing gesture (e.g., forward movement of the user's hand as one or more fingers of the user's hand extend toward the first three-dimensional user interface object) or a tap gesture using a finger of the user's hand (e.g., forward movement by a finger of the user's hand so that the finger touches the first three-dimensional user interface object or user interface area or approaches within a threshold distance of the first three-dimensional user interface object or user interface area)). In some embodiments, the pinch and drag gesture as an air gesture includes a 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., a start position of the drag) to a second position (e.g., an end position of the drag). In some embodiments, the user maintains a pinch hand shape while performing a drag input, and releases the pinch gesture (e.g., spreads their two or more fingers) to end the drag gesture (e.g., at a 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 a drag gesture). In some embodiments, the pinch input is performed by the user's first hand, and the drag input is performed by the user's second hand (e.g., the user's second hand moves from the first position to the second position in the air while the user continues the pinch input with the user's first hand).In some embodiments, the first input corresponds to an attention-only (e.g., gaze-only) input that scrolls through the messaging user interface, such as a gaze directed toward a bottom or top portion of the messaging user interface causing the messaging user interface to scroll its content down or up, respectively.

[0266] In some embodiments, in response to receiving the first input (1202c), the computer system scrolls the first three-dimensional user interface object to a position in the user interface area that is different from the first position (e.g., Fig.11A A second position of the virtual object 1104a in FIG. Fig. 11B 1104a)(1202d) in the virtual object 1104a) (1202d) in the user interface area. For example, scrolling the first three-dimensional user interface object toward the boundary of the user interface area. In some embodiments, scrolling the first three-dimensional user interface object to the second position also causes the displayed portion of the conversation transcription to shift in the same direction toward the boundary of the user interface area. In some embodiments, the speed (the amplitude / rate at which the fir...

Claims

1. A method comprising: At a computer system in communication with a display generating component and one or more input devices: displaying, via the display generation component, a user interface area, wherein the user interface area includes a plurality of user interface objects, the plurality of user interface objects including a first three-dimensional user interface object at a first position in the user interface area, The first three-dimensional user interface object has a first visual appearance, the first visual appearance including a first value for a first three-dimensional property; receiving, via the one or more input devices, a first input while the user interface area is displayed, the first input corresponding to a request to scroll the first three-dimensional user interface object in a first direction toward a first boundary of the user interface area; as well as In response to receiving the first input: scrolling the first three-dimensional user interface object to a second position in the user interface area that is different from the first position based on the first input; as well as Displaying the first three-dimensional user interface object at the second position with a second visual appearance different from the first visual appearance, wherein displaying the first three-dimensional user interface object with the second visual appearance includes displaying the first three-dimensional user interface object with the first three-dimensional attribute having a second value different from the first value, wherein the first three-dimensional attribute is different from the scrolling of the first three-dimensional user interface object to the second position. The method of claim 1 , wherein the second location is within a threshold distance of the first boundary. 3 . The method of claim 2 , wherein the first three-dimensional property corresponds to a thickness of the first three-dimensional user interface object, and the second value is less than the first value.

4. A method according to any one of claims 2 to 3, wherein the first three-dimensional attribute corresponds to a degree of simulated shadow cast by the first three-dimensional user interface object, and the second value is less than the first value.

5. A method according to any one of claims 2 to 4, wherein the first three-dimensional attribute corresponds to a degree of specular highlights displayed on the first three-dimensional user interface object, and the second value is less than the first value.

6. A method according to any one of claims 2 to 5, wherein the first three-dimensional attribute corresponds to the interval between the first three-dimensional user interface object and the user interface area, and the second value is less than the first value.

7. The method according to any one of claims 2 to 6, wherein: Displaying the first three-dimensional user interface object in the first visual appearance includes displaying the first three-dimensional user interface object at a first opacity level, and Displaying the first three-dimensional user interface object in the second visual appearance includes displaying the first three-dimensional user interface object at a second opacity level that is less than the first opacity level.

8. The method according to any one of claims 1 to 7, further comprising: receiving, via the one or more input devices, a second input while the user interface area is displayed, the second input corresponding to a request to scroll the first three-dimensional user interface object in the first direction toward the first boundary of the user interface area, wherein the first boundary is located at a third location in the user interface area; as well as In response to receiving the second input: scrolling the first three-dimensional user interface object to a fourth position in the user interface area that is different from the third position and between the first position and the second position based on the second input; as well as When the first three-dimensional user interface object is scrolled to the fourth position, changing the visual appearance of the first three-dimensional user interface object away from the first visual appearance includes changing the first three-dimensional property away from the first value.

9. The method according to claim 8, further comprising: while displaying the user interface area and scrolling the first three-dimensional user interface object toward the first boundary in accordance with the second input, detecting, via the one or more input devices, an end of the second input; as well as In response to detecting the end of the second input: Stop scrolling the first three-dimensional user interface object; as well as When the scrolling of the first three-dimensional user interface object stops, displaying the first three-dimensional user interface object at a fifth position between the first position and the second position includes displaying the first three-dimensional user interface object with the first three-dimensional attribute having a third value between the first value and the second value.

10. The method according to claim 9, further comprising: receiving a third input via the one or more input devices while the user interface area including the first three-dimensional user interface object is displayed at the fifth position with the first three-dimensional attribute having the third value; as well as In response to receiving the third input: in response to determining that the third input corresponds to a request to scroll the first three-dimensional user interface object toward the first boundary, scrolling the first three-dimensional user interface object toward the first boundary in response to the third input, and changing the visual appearance of the first three-dimensional user interface object toward the first three-dimensional property having the second value while scrolling the first three-dimensional user interface object toward the first boundary; as well as Based on determining that the third input corresponds to a request to scroll the first three-dimensional user interface object away from the first boundary, scroll the first three-dimensional user interface object away from the first boundary based on the third input, and when the first three-dimensional user interface object is scrolled away from the first boundary, change the visual appearance of the first three-dimensional user interface object toward the first three-dimensional attribute having the first value.

11. The method according to any one of claims 1 to 10, further comprising: receiving, via the one or more input devices, a second input corresponding to a request to scroll the first three-dimensional user interface object in a second direction different from the first direction to move the first three-dimensional user interface object away from the first boundary of the user interface area while the user interface area including the first three-dimensional user interface object is displayed at the second position having the second visual appearance with the first three-dimensional attribute having the second value; as well as In response to receiving the second input: scrolling the first three-dimensional user interface object to a third position in the user interface area that is different from the second position according to the second input, wherein the third position is further away from the first boundary than the second position; as well as Displaying the first three-dimensional user interface object at the third position with a third visual appearance different from the second visual appearance, wherein displaying the first three-dimensional user interface object with the third visual appearance includes displaying the first three-dimensional user interface object with the first three-dimensional attribute having a third value different from the second value, and at least partially reversing the change in the visual appearance of the first three-dimensional user interface object towards the first three-dimensional attribute having the second value.

12. The method according to any one of claims 1 to 11, further comprising: receiving, via the one or more input devices, a second input corresponding to a request to scroll the first three-dimensional user interface object in the first direction toward a second boundary of the user interface area that is different from the first boundary, while the user interface area including the first three-dimensional user interface object is displayed at the first location having the first visual appearance with the first three-dimensional attribute having the first value; as well as In response to receiving the second input: scrolling the first three-dimensional user interface object to a third position in the user interface area that is different from the first position based on the second input; as well as The first three-dimensional user interface object is displayed at the third location with a third visual appearance different from the first visual appearance.

13. The method of any one of claims 1 to 12, wherein the user interface area is a two-dimensional user interface object defined as an area enclosed by one or more outer boundaries including the first boundary.

14. A method according to any one of claims 1 to 13, wherein when the first input is received and when the first three-dimensional user interface object is scrolled, the display of the first three-dimensional user interface object is changed to be different from the first visual appearance before the first three-dimensional user interface object reaches the second position in the user interface area.

15. A method according to claim 14, wherein changing the display of the first three-dimensional user interface object to be different from the first visual appearance includes gradually changing the first three-dimensional attribute from having the first value to having the second value as the first three-dimensional user interface object is scrolled to the second position.

16. The method of any one of claims 1 to 15, wherein the user interface area includes a second three-dimensional user interface object at a third position, and the first input is detected while displaying the user interface area including the second three-dimensional user interface object having a third visual appearance, wherein the third visual appearance includes having a third value for the first three-dimensional property, the method further comprising: In response to detecting the first input: scrolling the second three-dimensional user interface object to a fourth position in the user interface area that is different from the third position based on the first input; as well as The second three-dimensional user interface object is displayed at the fourth location with a fourth visual appearance different from the third visual appearance.

17. The method of any one of claims 1 to 16, wherein the user interface area includes a first two-dimensional user interface object having the second visual appearance at the first position in the user interface area, the method further comprising: receiving, via the one or more input devices, a second input corresponding to a request to scroll the first two-dimensional user interface object to the second position while displaying the user interface area including the first two-dimensional user interface object; as well as In response to detecting the second input: scrolling the first two-dimensional user interface object to the second position in the user interface area according to the second input; as well as The first two-dimensional user interface object is displayed at the second position and with the second visual appearance.

18. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; Memory; and One or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs comprising instructions for executing any one of the methods according to claims 1 to 17.

19. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions that, when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any of the methods of claims 1 to 17.