Method for depth collision mitigation in three-dimensional environment

By reducing the visual salience of virtual objects in a three-dimensional environment or applying visual effects, the problem of low user interaction efficiency in existing technologies is solved, a more efficient human-computer interface and energy savings are achieved, and the device usage time is extended.

CN120653120APending Publication Date: 2025-09-16APPLE INC
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Patent Information

Application Number
CN202510823045.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2023-06-03
Filing Date
2023-09-22
Publication Date
2025-09-16

AI Technical Summary

Technical Problem

Existing methods for interacting with three-dimensional environments in augmented reality systems are inefficient, user input is cumbersome and error-prone, and this leads to increased energy consumption of computer systems, especially in battery-powered devices, affecting user experience and device lifespan.

Method used

By reducing the visual salience of virtual objects and user parts in the three-dimensional environment or applying visual effects, reducing the amount and nature of user input, improving the efficiency of the human-computer interface, and using a computer system to detect user actions and adjust the visibility of virtual objects to alleviate depth conflicts.

Benefits of technology

It improves the efficiency of human-computer interaction, reduces user input, saves energy consumption of computer systems, extends battery life, and enhances user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure generally relates to a method for depth collision mitigation in a three-dimensional environment. In some embodiments, a computer system facilitates depth collision mitigation for a virtual object by reducing visual saliency of one or more portions of the virtual object in contact with one or more physical objects in a three-dimensional environment. In some embodiments, a computer system adjusts the visibility of one or more virtual objects in a three-dimensional environment by applying a visual effect to the one or more virtual objects in response to detecting one or more portions of a user. In some embodiments, a computer system modifies visual saliency according to a level of interaction with a virtual object.
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Description

[0001] This application is a divisional application of the application with international application number PCT / US2023 / 074960, international application date September 22, 2023, entry into the Chinese national phase date May 23, 2025, national application number 202380081079.2, and invention name “Method for reducing depth conflict in a three-dimensional environment”.

[0002] CROSS-REFERENCE TO RELATED APPLICATIONS

[0003] This application claims the benefit of U.S. Provisional Application No. 63 / 376,870, filed September 23, 2022, and U.S. Provisional Application No. 63 / 506,070, filed June 3, 2023, the contents of which are incorporated herein by reference in their entirety for all purposes. Technical Field

[0004] The present invention 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 display generation components. 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 enhance the physical world. Input devices for computer systems and other electronic computing devices (such as cameras, controllers, joysticks, touch-sensitive surfaces, and touchscreen displays) 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 an augmented reality environment, and systems where virtual object manipulation is complex, cumbersome, and error-prone can place a significant cognitive burden on users and detract from the experience of the virtual / augmented reality environment. Furthermore, these methods take longer than necessary, wasting the computer system's energy. This latter consideration is particularly important in battery-powered devices.

[0007] Therefore, there is a need for computer systems with improved methods and interfaces for providing computer-generated experiences to users, thereby making user interactions with computer systems more efficient and intuitive for the users. Such methods and interfaces optionally supplement or replace conventional methods for providing extended reality experiences to users. Such methods and interfaces reduce the amount, extent, and / or nature of inputs from users by helping users understand the connection between the inputs provided and the device's responses 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 contacts and gestures of a stylus and / or fingers 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 motion 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, test 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 content in a three-dimensional environment. Such methods and interfaces can supplement or replace conventional methods for interacting with content in a three-dimensional environment. Such methods and interfaces reduce the amount, extent, 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 conserve power and increase the time between battery charges.

[0010] In some embodiments, a computer system facilitates mitigation of depth conflicts for a virtual object by reducing the visual salience of one or more portions of the virtual object that are in contact with one or more physical objects in a three-dimensional environment. In some embodiments, a computer system adjusts the visibility of one or more virtual objects in a three-dimensional environment by applying a visual effect to the one or more virtual objects in response to detecting one or more portions of a user. In some embodiments, the computer system modifies the visual salience based on the level of interaction with the virtual object.

[0011] It should be noted that the various embodiments described above can be combined with any other embodiment described herein. The features and advantages described in this specification are not comprehensive. In particular, many additional features and advantages will be apparent to those skilled in the art from the drawings, the specification, and the claims. In addition, it should be noted that the language used in this specification has been 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 1A is a block diagram illustrating an operating environment for a computer system for providing an XR experience according to some embodiments.

[0014] Figure 1B to Figure 1P is used in Figure 1A An example of a computer system that provides an XR experience in an operating environment.

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

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

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

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

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

[0020] Figure 6B An exemplary environment of an electronic device providing a CGR experience according to some embodiments is illustrated.

[0021] 7A to 7H An example of a computer system that facilitates depth conflict mitigation for one or more virtual objects in a three-dimensional environment is illustrated in accordance with some embodiments.

[0022] Figures 8A to 8N is a flowchart illustrating an exemplary method for facilitating depth conflict mitigation for a virtual object by reducing the visual salience of one or more portions of the virtual object in a three-dimensional environment, according to some embodiments.

[0023] Figures 9A to 9H-1 An example of a computer system that adjusts the visibility of one or more virtual objects in a three-dimensional environment by applying a visual effect to the one or more virtual objects in response to detecting one or more parts of a user is illustrated according to some embodiments.

[0024] Figures 10A to 10M is a flowchart illustrating an exemplary method for adjusting the visibility of one or more virtual objects in a three-dimensional environment by applying a visual effect to the one or more virtual objects in response to detecting one or more parts of a user according to some embodiments.

[0025] Figures 11A to 11G An example of a computer system that facilitates depth conflict mitigation for one or more virtual objects based on user interaction in a three-dimensional environment in accordance with some embodiments is illustrated.

[0026] Figures 12A to 12G is a flow chart illustrating an exemplary method of an example computer system that facilitates depth conflict mitigation for one or more virtual objects based on user interaction in a three-dimensional environment according to some embodiments. DETAILED DESCRIPTION

[0027] According to some embodiments, the present disclosure relates to a user interface for providing a computer-generated (CGR) experience to a user.

[0028] The systems, methods, and GUIs described herein provide improved ways for electronic devices to facilitate interaction with and manipulation of objects in a three-dimensional environment.

[0029] In some embodiments, a computer system displays a three-dimensional environment including one or more virtual objects. In some embodiments, the computer system detects movement of a first portion of a user of the computer system relative to the first virtual object within the three-dimensional environment. In some embodiments, if the computer system determines that at least a portion of the first virtual object encounters a depth conflict with the first portion of the user following the movement of the first portion of the user, the computer system reduces the visual salience of the portion of the first virtual object that has a depth conflict with the first portion of the user in the three-dimensional environment. In some embodiments, reducing the visual salience of the portion of the first virtual object enables the first portion of the user that has a depth conflict with the first virtual object to be visible relative to the user's viewpoint, thereby alleviating the depth conflict between the first virtual object and the first portion of the user in the three-dimensional environment.

[0030] In some embodiments, a computer system displays a three-dimensional environment including one or more virtual objects. In some embodiments, the computer system detects movement of a first portion of a user of the computer system relative to a first virtual object within the three-dimensional environment. In some embodiments, if the computer system determines that the first portion of the first virtual object encounters a depth conflict with the first portion of the user following the movement of the first portion of the user, the computer system applies a visual effect to the first portion of the first virtual object that has a depth conflict with the first portion of the user in the three-dimensional environment. In some embodiments, applying the visual effect to the first portion of the first virtual object that has a depth conflict with the first portion of the user in the three-dimensional environment gives the first portion of the user the appearance of being at least partially transparent relative to the first portion of the virtual object.

[0031] In some embodiments, a computer system displays a three-dimensional environment including one or more virtual objects. In some embodiments, the computer system detects a level of interaction with a first virtual object, the first virtual object being associated with a corresponding part of a user's body, and the corresponding part having a depth conflict with the first virtual object. In some embodiments, the computer system modifies a visual effect applied to at least a portion of the first virtual object relative to the corresponding part of the user's body. In some embodiments, the modification to the visual effect is to reduce the visual salience of at least a portion of the first virtual object. In some embodiments, if the level of interaction with the first virtual object increases, the degree of correspondence of the visual effect increases. In some embodiments, if the level of interaction with the first virtual object decreases, the degree of correspondence of the visual effect decreases.

[0032] Figures 1A to 6BA 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 7H Example techniques for facilitating depth conflict mitigation for one or more virtual objects in a three-dimensional environment are illustrated in accordance with some embodiments. Figures 8A to 8N is a flow chart of a method for facilitating depth conflict mitigation for a virtual object by reducing the visual salience of one or more portions of the virtual object in a three-dimensional environment, according to some embodiments. Figures 7A to 7H The user interface in Figures 8A to 8N in the process. 9A to 9H Example techniques are illustrated for adjusting the visibility of one or more virtual objects in a three-dimensional environment by applying visual effects to the objects in response to detecting one or more parts of a user, according to some embodiments. Figures 10A to 10M is a flowchart of a method for adjusting the visibility of one or more virtual objects in a three-dimensional environment by applying a visual effect to the one or more virtual objects in response to detecting one or more parts of a user according to some embodiments. 9A to 9H The user interface in Figures 10A to 10M in the process. Figures 11A to 11G Example techniques are illustrated for facilitating depth conflict mitigation for one or more virtual objects based on user interaction in a three-dimensional environment, according to some embodiments. Figures 12A to 12G is a flow chart of an example method for facilitating depth conflict mitigation for one or more virtual objects based on user interaction in a three-dimensional environment, according to some embodiments. Figures 11A to 11G The user interface in Figures 12A to 12G in the process.

[0033] The processes described below enhance the operability of the device and make the user-device interface more efficient (e.g., by helping the user provide appropriate input and reducing user errors when operating / interacting with the device) through various techniques, including 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 techniques 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 weight, improves the ergonomics of the device. These techniques also enable real-time communication, allow the use of fewer and / or less accurate sensors, resulting in a more compact, lighter, and cheaper device, and enable the device to be used in a variety of 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.

[0034] In addition, in the method described herein where one or more steps depend on having met one or more conditions, it should be understood that the method can be repeated in multiple repetitions so that in the process of repetition, all conditions of the steps in the method of determining the method have been met in different repetitions of the method. For example, if the method requires performing the first step (if the condition is met) and performing the second step (if the condition is not met), then those of ordinary skill 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 having met one or more conditions can be rewritten as a method of repeating until each condition described in the method is met. However, this does not require a system or computer-readable medium to declare that the system or computer-readable medium includes instructions for performing contingent operations based on the satisfaction of one or more corresponding conditions, and is therefore able to determine whether a possible situation has been met without explicitly repeating the steps of the method until all conditions of the steps in the method of determining the method have been met. Those of ordinary skill in the art will also understand that, similar to the method with contingent steps, a system or computer-readable storage medium can repeat the steps of the method as needed multiple times to ensure that all contingent steps have been performed.

[0035] In some embodiments, as Figure 1AAs shown, 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).

[0036] When describing an XR experience, various terms are used to distinctly 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 haptic feedback corresponding to the various inputs provided to the computer system 101). The following is a subset of these terms:

[0037] Physical Environment: The physical environment refers to the physical world that people can sense and / or interact with without the aid 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 sight, touch, hearing, taste, and smell.

[0038] 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 electronic systems. In XR, a subset of a person's physical movements, or representations thereof, is tracked, and in response, one or more properties of one or more virtual objects simulated in the XR environment are adjusted in a manner consistent with at least one law of physics. For example, an XR system can detect a person's head rotation and, in response, adjust the graphical content and sound field presented to the person in a manner similar to how such views and sounds change in a physical environment. In some cases (e.g., for accessibility reasons), adjustments to the properties of virtual objects in the XR environment can be made in response to representations of physical movement (e.g., voice commands). 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, audio objects can enable audio transparency, which selectively introduces ambient sounds from the physical environment with or without computer-generated audio. In some XR environments, people can sense and / or interact only with audio objects.

[0039] Examples of XR include virtual reality and mixed reality.

[0040] Virtual Reality: A virtual reality (VR) environment is a simulated environment designed to be based entirely on computer-generated sensory input to one or more senses. A VR environment includes multiple virtual objects that a person can sense and / or interact with. For example, trees, buildings, and computer-generated images representing human avatars are examples of virtual objects. A person can sense and / or interact with virtual objects in a VR environment through the simulation of the person's presence within the computer-generated environment and / or through the simulation of a subset of the person's physical movement within the computer-generated environment.

[0041] 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. 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.

[0042] Examples of mixed reality include augmented reality and augmented virtuality.

[0043] 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 can be configured to present virtual objects on a transparent or translucent display so that a person uses the system to perceive the virtual objects superimposed on the physical environment. Alternatively, the system may have an opaque display and one or more imaging sensors that capture images or videos of the physical environment, which are representations of the physical environment. The system combines the images or videos with the virtual objects and presents the combination on the opaque display. A person uses the system to indirectly view the physical environment via the images or videos of the physical environment and perceives the virtual objects superimposed on the physical environment. As used herein, a video of the physical environment displayed on an opaque display is referred to as "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 the opaque display. Further alternatively, the system may have a projection system that projects virtual objects into a physical environment, such as as holograms 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.

[0044] Augmented Virtual: An augmented virtual (AV) environment is a simulated environment in which a virtual or computer-generated environment incorporates one or more sensory inputs from the physical environment. The sensory input can be a representation of one or more characteristics of the physical environment. For example, an AV park can have virtual trees and virtual buildings, but people's faces are realistically reproduced from images taken of physical people. In another example, a virtual object can adopt the shape or color of a physical object imaged by one or more imaging sensors. In another example, a virtual object can adopt a shadow that conforms to the position of the sun in the physical environment.

[0045] 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 the three-dimensional environment is typically visible to the 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 that defines the range of the three-dimensional environment visible to the user via the 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, optical properties, or other physical properties of the one or more display generation components, and / or the position and / or orientation of the 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, optical properties, or other physical properties of the one or more display generation components, and / or the position and / or orientation of the one or more display generation components relative to the user's eyes). The viewport and viewport boundary typically move with the movement of one or more display generation components (e.g., with the user's head for a head-mounted device, or with the user's hand for a handheld device such as a tablet or smart phone). The user's viewpoint determines what is visible in the viewport. 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 that include 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 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) as 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 generation components with optical transmittance, portions of the physical environment that are visible via one or more display generation components (e.g., optically visible through one or more partially or fully transparent portions of the display generation components) are based on the user's field of view through the partially or fully transparent portions of the display generation 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 smartphone) 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 generation components (and the appearance of one or more virtual objects is updated based on the user's viewpoint).

[0046] In some embodiments, the representation of the physical environment (e.g., displayed via virtual see-through or optical see-through) may be partially or completely obscured by the virtual environment. In some embodiments, the amount of the virtual environment displayed (e.g., the amount of the physical environment that is not displayed) is based on the immersion level of the virtual environment (e.g., relative to the representation of the physical environment). For example, increasing the immersion level optionally causes more of the virtual environment to be displayed, replacing and / or obscuring more of the physical environment, and decreasing the immersion level optionally causes less of the virtual environment to be displayed, thereby revealing portions of the physical environment that were previously not displayed and / or obscured. In some embodiments, at a particular immersion level, one or more first background objects (e.g., in the representation of the physical environment) are visually de-emphasized (e.g., dimmed, blurred, displayed with increased transparency) more than one or more second background objects, and one or more third background objects cease to be displayed. In some embodiments, the immersion level includes an associated degree to which virtual content displayed by the computer system (e.g., a virtual environment and / or virtual content) obscures background content (e.g., content other than the virtual environment and / or virtual content) surrounding / behind the virtual environment, optionally including the number of items of background content displayed and / or the displayed visual characteristics of the background content (e.g., color, contrast, and / or opacity), the angular range of the virtual content displayed via the display generation component (e.g., 60 degrees for content displayed at low immersion, 120 degrees for content displayed at medium immersion, or 180 degrees for content displayed at high immersion), and / or the proportion of the field of view displayed via the display generation component that is occupied by the virtual content (e.g., 33% of the field of view occupied by the virtual content at low immersion, 66% of the field of view occupied by the virtual content at medium immersion, or 100% of the field of view occupied by the virtual content at high immersion). In some embodiments, the background content is included in the background on which the virtual content is displayed (e.g., background content in a representation of the physical environment). In some embodiments, the background content includes a user interface (e.g., a user interface corresponding to an application generated by a computer system), virtual objects that are not associated with or included in the virtual environment and / or virtual content (e.g., files generated by a computer system or representations of other users, etc.), and / or real objects (e.g., see-through objects representing real objects in the physical environment surrounding the user, which are visible so that they are displayed via the display generation component and / or visible via transparent or translucent components of the display generation component because the computer system does not block / impede their visibility through the display generation component). In some embodiments, at a low immersion level (e.g., a first immersion level), the background, virtual and / or real objects are displayed in an unobstructed manner. For example, a virtual environment with a low immersion level is optionally displayed simultaneously with the background content, which is optionally displayed at full brightness, color and / or translucency.In some embodiments, at a higher immersion level (e.g., a second immersion level that is higher than the first immersion level), background, virtual and / or real objects are displayed in an obscured manner (e.g., dimmed, blurred, or removed from the display). For example, a corresponding virtual environment with a high immersion level is displayed without simultaneously displaying background content (e.g., in full screen or fully immersive mode). As another example, a virtual environment displayed at a medium immersion level is displayed simultaneously with background content that is dimmed, blurred, or otherwise de-emphasized. In some embodiments, the visual characteristics of background objects vary between background objects. For example, at a particular immersion level, one or more first background objects are visually de-emphasized (e.g., dimmed, blurred, and / or displayed with increased transparency) more than one or more second background objects, and one or more third background objects cease to be displayed. In some embodiments, zero immersion or zero immersion level corresponds to a virtual environment that ceases to be displayed, and instead displays a representation of the physical environment (optionally with one or more virtual objects, such as applications, windows, or virtual three-dimensional objects), without the representation of the physical environment being obscured by the virtual environment. Adjusting the immersion level using physical input elements provides a fast and efficient method of adjusting immersion, which enhances the operability of the computer system and makes the user-device interface more efficient.

[0047] Viewpoint-locked virtual objects: When a computer system displays a virtual object at the same position and / or location in a user's viewpoint, even if the user's viewpoint shifts (e.g., changes), the virtual object is viewpoint-locked. 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 the 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."

[0048] Environment-locked visual objects: A virtual object is environment-locked (alternatively, "world-locked") when a computer system displays it at a location and / or position 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 position 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's position 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 location at which an environment-locked virtual object is displayed 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 frame (e.g., a coordinate system anchored to fixed locations and / or objects in the physical environment) to determine the location at which an environment-locked virtual object is displayed in the user's viewpoint. An environment-locked virtual object can be locked to a stationary portion of the environment (e.g., a floor, wall, table, or other stationary object), or can be locked to a movable portion 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 that portion of the environment moves to maintain a fixed relationship between the virtual object and that portion of the environment.

[0049] 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 a reference point that the virtual object follows. In some embodiments, when exhibiting inertial following behavior, the computer system intentionally delays the movement of the virtual object when movement of a reference point that the virtual object is following (e.g., a portion of the environment, a viewpoint, or a point fixed relative to the viewpoint, such as a point between 5 cm and 300 cm from the viewpoint) is detected. 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 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 movement from 0 degrees to 5 degrees or movement from 0 cm to 50 cm). For example, when a reference point (e.g., a portion or viewpoint of an environment to which a 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 different from the reference point to which the virtual object is locked), and when the reference point (e.g., the portion or viewpoint of the environment 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 first 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 different from the reference point to which the virtual object is locked), and then decreases when 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).

[0050] Hardware: There are many different types of electronic systems that enable people 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 haptic 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 the person's eyes. The display may utilize digital light projection, OLED, LED, uLED, liquid crystal on silicon, laser scanning light sources, or any combination of these technologies. The medium may be an optical waveguide, a holographic medium, an optical combiner, an optical reflector, or any combination thereof. In one embodiment, a transparent or translucent display may be configured to selectively become opaque. The projection-based system may employ retinal projection technology that projects graphic images onto a person's retina. The projection system may also be configured to project virtual objects into a physical environment, such as as holograms 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. 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. In another example, controller 110 is a remote server (e.g., a cloud server, a central server, etc.) located outside of 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, IEEE 802.16x, IEEE 802.3x, etc.). In another example, the controller 110 is included within a housing (e.g., a physical housing) of the display generating component 120 (e.g., an HMD or a portable electronic device including a display and one or more processors, 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 195, or shares the same physical housing or support structure with one or more of the above devices.

[0051] 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.

[0052] 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.

[0053] 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 housing worn on the user's head. In some embodiments, the handheld device is optionally placed on a support (e.g., a tripod) in front of the user. In some embodiments, the display generation component 120 is an XR room, housing, or room configured to present XR content, wherein the user does not wear or hold the display generation component 120. Many user interfaces described with reference to one type of hardware for displaying XR content (e.g., a handheld device or a device on a tripod) can 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 that are triggered based on interactions occurring in the space in front of a handheld device or a tripod-mounted device can similarly be implemented with an HMD, where the interactions occur in the space in front of the HMD and the responses to the XR content are displayed via the HMD. Similarly, a user interface showing interactions with XR content that are 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)) can 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)).

[0054] Despite Figure 1A Relevant features of the operating environment 100 are illustrated in FIG, but those skilled in the art will recognize from this disclosure that various other features are not illustrated for the sake of brevity and so as not to obscure more relevant aspects of the example embodiments disclosed herein.

[0055] Figures 1A to 1PVarious examples of computer systems for performing the methods and providing audio, visual, and / or tactile feedback as part of the user interfaces described herein are shown. In some embodiments, the computer system includes one or more display generation components (e.g., a first display assembly 1-120a and a second display assembly 1-120b and / or a first optical module 11.1.1-104a and a second optical module 11.1.1-104b) for displaying to a user of the computer system a representation of a virtual element and / or a physical environment, optionally generated based on detected events and / or user input detected by the computer system. The user interface generated by the computer system is optionally corrected by one or more corrective lenses 11.3.2-216, which are optionally removably attached to one or more of the optical modules to make the user interface easier to view by users who would otherwise use glasses or contact lenses to correct their vision. While many of the user interfaces shown herein show a single view of the user interface, a user interface in an HMD is optionally displayed using two optical modules (e.g., a first display component 1-120a and a second display component 1-120b and / or a first optical module 11.1.1-104a and a second optical module 11.1.1-104b), one optical module for the user's right eye and a different optical module for the user's left eye, and presenting slightly different images to the two different eyes to create the illusion of stereoscopic depth, the single view of the user interface being typically a right eye view or a left eye view, with the depth effect being explained in text or using other diagrams or views. In some embodiments, a computer system includes one or more external displays (e.g., display component 1-108) for displaying status information of the computer system to a user of the computer system (when the computer system is not being worn) and / or to other people near the computer system, the status information being optionally generated based on detected events and / or user input detected by the computer system. In some embodiments, the computer system includes one or more audio output components (e.g., electronic components 1-112) for generating audio feedback, which is optionally generated based on detected events and / or user input detected by the computer system. In some embodiments, the computer system includes one or more input devices for detecting input, such as one or more sensors for detecting information about the physical environment of the device (e.g., one or more sensors in sensor components 1-356, and / or Figure 1I ), which information can be used (optionally in conjunction with one or more luminaires, such as Figure 1IIn some embodiments, the computer system includes one or more input devices for detecting input, such as one or more sensors for detecting hand positioning and / or movement (e.g., sensor assembly 1-356 and / or sensor assembly 1-357). Figure 1I One or more sensors in ), which can be used (optionally in combination with one or more illuminators, such as Figure 1I In some embodiments, the computer system includes one or more input devices for detecting input, such as one or more sensors for detecting eye movement (e.g., Figure 1I eye tracking and gaze tracking sensors in the , which can be used (optionally in conjunction with one or more lights, such as Figure 1O11.3.2-110) determine attention or gaze location and / or gaze movement, which can optionally be used to detect gaze-only input based on gaze movement and / or dwell. Combinations of the various sensors described above can be used to determine user facial expressions and / or hand movements for use in generating an avatar or representation of the user, such as an anthropomorphic avatar or representation for a real-time communication session, wherein the avatar has facial expressions, hand movements, and / or body movements that are based on or similar to the detected facial expressions, hand movements, and / or body movements of the user of the device. Gaze and / or attention information is optionally combined with hand tracking information to determine interaction between a user and one or more user interfaces based on direct and / or indirect input, such as air gestures or input using one or more hardware input devices, such as one or more buttons (e.g., first button 1-128, button 11.1.1-114, second button 1-132, and / or dial or button 1-328), knobs (e.g., first button 1-128, button 11.1.1-114, and / or dial or button 1-328), a digital crown (e.g., a pressable and twistable or rotatable first button 1-128, button 11.1.1-114, and / or dial or button 1-328), a touchpad, a touch screen, a keyboard, a mouse, and / or other input devices. One or more buttons (e.g., a first button 1-128, a button 11.1.1-114, a second button 1-132, and / or a dial or button 1-328) are optionally used to perform system operations, such as re-centering content in a three-dimensional environment visible to a user of the device, displaying a primary user interface for launching an application, starting a real-time communication session, or initiating display of a virtual three-dimensional background. A knob or digital crown (e.g., a pressable and twistable or rotatable first button 1-128, a button 11.1.1-114, and / or a dial or button 1-328) is optionally rotatable to adjust parameters of visual content, such as the immersion level of the virtual three-dimensional environment (e.g., the extent to which virtual content occupies the user's viewport in the three-dimensional environment) or other parameters associated with the three-dimensional environment and virtual content displayed via the optical modules (e.g., the first and second display components 1-120a, 1-120b, and / or the first and second optical modules 11.1.1-104a, 11.1.1-104b).

[0056] Figure 1BIllustrated are front, top, and perspective views of an example head-mounted display (HMD) device 1-100 configured to be worn by a user and to provide a virtual and altered / mixed reality (VR / AR) experience. The HMD 1-100 may include a display unit 1-102 or assembly, an electronic strap assembly 1-104 connected to and extending from the display unit 1-102, and a strap assembly 1-106 secured at either end to the electronic strap assembly 1-104. The electronic strap assembly 1-104 and the strap 1-106 may be part of a retaining assembly configured to wrap around a user's head to hold the display unit 1-102 against the user's face.

[0057] In at least one example, the strap assembly 1-106 can include a first strap 1-116 configured to wrap around the back of a user's head and a second strap 1-117 configured to extend over the top of the user's head. As shown, the second strap can extend between the first electronic strip 1-105a and the second electronic strip 1-105b of the electronic strip assembly 1-104. The strap assembly 1-104 and the strap assembly 1-106 can be part of a securing mechanism that extends rearward from the display unit 1-102 and is configured to hold the display unit 1-102 against the user's face.

[0058] In at least one example, the securing mechanism includes a first electronic strip 1-105a including a first proximal end 1-134 coupled to the display unit 1-102 (e.g., the housing 1-150 of the display unit 1-102) and a first distal end 1-136 opposite the first proximal end 1-134. The securing mechanism may also include a second electronic strip 1-105b including a second proximal end 1-138 coupled to the housing 1-150 of the display unit 1-102 and a second distal end 1-140 opposite the second proximal end 1-138. The securing mechanism may also include a first band 1-116 and a second band 1-117, the first band including a first end 1-142 coupled to the first distal end 1-136 and a second end 1-144 coupled to the second distal end 1-140, and the second band extending between the first electronic strip 1-105a and the second electronic strip 1-105b. The strips 1-105a-b and the strip 1-116 may be coupled via a connecting mechanism or assembly 1-114. In at least one example, the second strip 1-117 includes a first end 1-146 coupled to the first electronic strip 1-105a between the first proximal end 1-134 and the first distal end 1-136 and a second end 1-148 coupled to the second electronic strip 1-105b between the second proximal end 1-138 and the second distal end 1-140.

[0059] In at least one example, the first and second electronic strips 1-105a-b include plastic, metal, or other structural materials formed into the shape of a substantially rigid strip 1-105a-b. In at least one example, the first band 1-116 and the second band 1-117 are formed from a resilient, flexible material including a woven textile, rubber, or the like. The first band 1-116 and the second band 1-117 can be flexible to conform to the shape of the user's head when the HMD 1-100 is worn.

[0060] In at least one example, one or more of the first and second electronic strips 1-105a-b can define an interior strip volume and include one or more electronic components disposed within the interior strip volume. Figure 1B As shown, the first electronic strip 1-105a may include an electronic component 1-112. In one example, the electronic component 1-112 may include a speaker. In one example, the electronic component 1-112 may include a computing component, such as a processor.

[0061] In at least one example, the housing 1-150 defines a first front opening 1-152. Figure 1B 1-152 in dashed lines because the display assembly 1-108 is configured to obscure the first opening 1-152 from the field of view when the HMD 1-100 is assembled. The housing 1-150 may also define a rear-mounted second opening 1-154. The housing 1-150 further defines an interior volume between the first opening 1-152 and the second opening 1-154. In at least one example, the HMD 1-100 includes a display assembly 1-108, which may include a front cover and a display screen (shown in other figures) disposed in or across the front opening to obscure the front opening 1-152. In at least one example, the display screen of the display assembly 1-108, and the display assembly 1-108 generally, has a curvature configured to follow the curvature of the user's face. The display screen of the display assembly 1-108 may be curved as shown to complement the user's facial features and the overall curvature from one side of the face to the other, such as from left to right and / or from top to bottom, with the display unit 1-102 being pressed.

[0062] In at least one example, the housing 1-150 may define a first aperture 1-126 between the first opening 1-152 and the second opening 1-154, and a second aperture 1-130 between the first opening 1-152 and the second opening 1-154. The HMD 1-100 may also include a first button 1-126 disposed in the first aperture 1-128, and a second button 1-132 disposed in the second aperture 1-130. The first button 1-128 and the second button 1-132 are capable of being pressed through the respective apertures 1-126, 1-130. In at least one example, the first button 1-126 and / or the second button 1-132 may be a twistable dial and a pressable button. In at least one example, the first button 1-128 is a pressable and twistable dial button, and the second button 1-132 is a pressable button.

[0063] Figure 1C A rear perspective view of an HMD 1-100 is illustrated. The HMD 1-100 may include a light seal 1-110 extending rearwardly from a housing 1-150 of a display assembly 1-108 around the perimeter of the housing 1-150, as shown. The light seal 1-110 may be configured to extend from the housing 1-150 to the user's face, surrounding the user's eyes, to block external light from being visible. In one example, the HMD 1-100 may include a first display assembly 1-120a and a second display assembly 1-120b, which are disposed at or within a rearward-facing second opening 1-154 defined by the housing 1-150 and / or within the interior volume of the housing 1-150 and are configured to project light through the second opening 1-154. In at least one example, each display assembly 1-120a-b may include a respective display screen 1-122a, 1-122b, which are configured to project light in a rearward direction through the second opening 1-154 toward the user's eyes.

[0064] In at least one example, reference Figure 1B and Figure 1C In both cases, the display assembly 1-108 may be a front-facing, forward-facing display assembly including a display screen configured to project light in a first, forward direction, and the rear-facing display screens 1-122a-b may be configured to project light in a second, rearward direction opposite the first direction. As described above, the light seal 1-110 may be configured to block light external to the HMD 1-100 from reaching the user's eyes, including by Figure 1B 1-108 is shown in a front perspective view of the HMD 1-100. In at least one example, the HMD 1-100 may further include a curtain 1-124 that obscures a second opening 1-154 between the housing 1-150 and the rear display assemblies 1-120a-b. In at least one example, the curtain 1-124 may be elastic or at least partially elastic.

[0065] Figure 1B and Figure 1C Any of the features, components and / or parts shown (including their arrangement and configuration) may be included alone or in any combination in the Figures 1D to 1F Any other examples of the devices, features, components and parts shown and described herein. Figures 1D to 1F Any of the features, components and / or parts shown or described (including their arrangement and configuration) may be included alone or in any combination in the Figure 1B and Figure 1C Examples of devices, features, components, and parts are shown.

[0066] Figure 1D An exploded view of an example of an HMD 1-200 is illustrated, the HMD including various parts or components that can be separated according to the modularization and selective coupling of these components. For example, the HMD 1-200 can include a strap 1-216 that can be selectively coupled to a first electronic strip 1-205a and a second electronic strip 1-205b. The first fixed strap 1-205a can include a first electronic component 1-212a, and the second fixed strap 1-205b can include a second electronic component 1-212b. In at least one example, the first and second straps 1-205a-b can be removably coupled to the display unit 1-202.

[0067] Additionally, the HMD 1-200 may include an optical seal 1-210 configured to be removably coupled to the display unit 1-202. The HMD 1-200 may also include a lens 1-218 that may be removably coupled to the display unit 1-202, for example, on a first assembly including a display screen and a second display assembly. The lens 1-218 may include a custom prescription lens configured to correct vision. As noted, in Figure 1D Each of the parts shown in the exploded view of the HMD 1-200 and described above can be removably coupled, attached, reattached, and replaced to upgrade parts or swap out parts for different users. For example, bands such as the band 1-216, optical seals such as the optical seal 1-210, lenses such as the lens 1-218, and electronic strips such as the electronic strips 1-205a-b can be swapped out depending on the user so that these parts are customized to fit and correspond to an individual user of the HMD 1-200.

[0068] Figure 1D Any of the features, components and / or parts shown (including their arrangement and configuration) may be included alone or in any combination in the Figure 1B 、 Figure 1C and Figures 1E to 1FAny other examples of the devices, features, components and parts shown and described herein. Figure 1B 、 Figure 1C and Figures 1E to 1F Any of the features, components and / or parts shown or described (including their arrangement and configuration) may be included alone or in any combination in the Figure 1D Examples of devices, features, components, and parts are shown.

[0069] Figure 1E An exploded view of an example of a display unit 1-306 of an HMD is illustrated. The display unit 1-306 may include a front display assembly 1-308, a frame / housing assembly 1-350, and a curtain assembly 1-324. The display unit 1-306 may also include a sensor assembly 1-356, a logic board assembly 1-358, and a cooling assembly 1-360 disposed between the frame assembly 1-350 and the front display assembly 1-308. In at least one example, the display unit 1-306 may also include a rear display assembly 1-320 including a first rear display screen 1-322a and a second rear display screen 1-322b disposed between the frame 1-350 and the curtain assembly 1-324.

[0070] In at least one example, the display unit 1-306 may further include a motor assembly 1-362 configured as an adjustment mechanism for adjusting the position of the display screens 1-322a-b of the display assembly 1-320 relative to the frame 1-350. In at least one example, the display assembly 1-320 is mechanically coupled to the motor assembly 1-362, with each display screen 1-322a-b having at least one motor, such that the motors can translate the display screens 1-322a-b to match the interpupillary distance of the user's eyes.

[0071] In at least one example, the display unit 1-306 may include a dial or button 1-328 that is depressible relative to the frame 1-350 and accessible by a user external to the frame 1-350. The button 1-328 may be electrically connected to the motor assembly 1-362 via a controller such that the button 1-328 may be manipulated by a user to cause a motor of the motor assembly 1-362 to adjust the position of the display screens 1-322a-b.

[0072] Figure 1E Any of the features, components and / or parts shown (including their arrangement and configuration) may be included alone or in any combination in the Figures 1B to 1D and Figure 1F Any other examples of the devices, features, components and parts shown and described herein. Figures 1B to 1D and Figure 1FAny of the features, components and / or parts shown and described (including their arrangement and configuration) may be included alone or in any combination in the Figure 1E Examples of devices, features, components, and parts are shown.

[0073] Figure 1F An exploded view of another example of a display unit 1-406 of an HMD device similar to other HMD devices described herein is illustrated. The display unit 1-406 may include a front display assembly 1-402, a sensor assembly 1-456, a logic board assembly 1-458, a cooling assembly 1-460, a frame assembly 1-450, a rear display assembly 1-421, and a curtain assembly 1-424. The display unit 1-406 may also include a motor assembly 1-462 for adjusting the position of a first display subassembly 1-420a and a second display subassembly 1-420b of the rear display assembly 1-421, including first and second corresponding display screens for interpupillary adjustment, as described above.

[0074] Figure 1F The various parts, systems and assemblies shown in exploded views herein are referenced Figures 1B to 1E and subsequent figures referenced in this disclosure are described in more detail. Figure 1F The display unit 1-406 shown can be used with Figures 1B to 1E The shown fixing mechanism is assembled and integrated, and includes the electronic strips, ribbons, and other components including optical seals, connection components, etc.

[0075] Figure 1F Any of the features, components and / or parts shown (including their arrangement and configuration) may be included alone or in any combination in the Figures 1B to 1E Any other examples of the devices, features, components and parts shown and described herein. Figures 1B to 1E Any of the features, components and / or parts shown and described (including their arrangement and configuration) may be included alone or in any combination in the Figure 1F Examples of devices, features, components, and parts are shown.

[0076] Figure 1G 1 illustrates a perspective exploded view of a front cover assembly 3-100 of an HMD device described herein, such as Figure 1G The front cover assembly 3-1 of the illustrated HMD 3-100 or any other HMD device shown and described herein. Figure 1GThe illustrated front cover assembly 3-100 may include a transparent or translucent cover 3-102, a shield 3-104 (or "canopy"), an adhesive layer 3-106, a display assembly 3-108 including a lenticular lens panel or array 3-110, and a structural trim 3-112. The adhesive layer 3-106 may secure the shield 3-104 and / or the transparent cover 3-102 to the display assembly 3-108 and / or the trim 3-112. The trim 3-112 may secure the various components of the front cover assembly 3-100 to the frame or base of the HMD device.

[0077] In at least one example, Figure 1G As shown, the transparent cover 3-102, the shield 3-104, and the display assembly 3-108 including the lenticular lens array 3-110 can be bent to accommodate the curvature of the user's face. The transparent cover 3-102 and the shield 3-104 can be bent in two or three dimensions, for example, vertically in the Z direction within and outside the ZX plane, and horizontally in the X direction within and outside the ZX plane. In at least one example, the display assembly 3-108 may include the lenticular lens array 3-110 and a display panel having pixels that are configured to project light through the shield 3-104 and the transparent cover 3-102. The display assembly 3-108 can be bent in at least one direction (e.g., horizontally) to accommodate the curvature of the user's face from one side of the face (e.g., the left side) to the other side (e.g., the right side). In at least one example, each layer or component of the display assembly 3-108 (which will be shown in subsequent figures and described in more detail, but which may include a lenticular lens array 3-110 and a display layer) may be curved similarly or concentrically in the horizontal direction to accommodate the curvature of the user's face.

[0078] In at least one example, the shield 3-104 may include a transparent or translucent material through which the display assembly 3-108 projects light. In one example, the shield 3-104 may include one or more opaque portions, such as an opaque ink-printed portion or other opaque film portion on the back of the shield 3-104. When the HMD device is worn, the back surface may be the surface of the shield 3-104 that faces the user's eyes. In at least one example, the opaque portion may be on the front surface of the shield 3-104, opposite the back surface. In at least one example, the one or more opaque portions of the shield 3-104 may include a peripheral portion that visually conceals any components surrounding the outer perimeter of the display screen of the display assembly 3-108. In this manner, the opaque portion of the shield conceals any other components of the HMD device that would otherwise be visible through the transparent or translucent cover 3-102 and / or the shield 3-104, including electronic components, structural components, etc.

[0079] In at least one example, the shield 3-104 may define one or more aperture transparent portions 3-120 through which sensors may transmit and receive signals. In one example, the portion 3-120 is an aperture through which a sensor may extend or transmit and receive signals. In one example, the portion 3-120 is a transparent portion, or a portion that is more transparent than surrounding translucent or opaque portions of the shield, through which sensors may transmit and receive signals through the shield and through the transparent cover 3-102. In one example, the sensor may include a camera, an IR sensor, a LUX sensor, or any other visual or non-visual environmental sensor of the HMD device.

[0080] Figure 1G Any of the features, components, and / or parts shown (including arrangements and configurations thereof) may be included, alone or in any combination, in any other example of the devices, features, components, and parts described herein. Likewise, any of the features, components, and / or parts shown and described herein (including arrangements and configurations thereof) may be included, alone or in any combination, in any other example of the devices, features, components, and parts described herein. Figure 1G Examples of devices, features, components, and parts are shown.

[0081] Figure 1H An exploded view of an example of an HMD device 6-100 is illustrated. The HMD device 6-100 may include a sensor array or system 6-102 including one or more sensors, cameras, projectors, etc. mounted to one or more components of the HMD 6-100. In at least one example, the sensor system 6-102 may include a bracket 1-338 to which one or more sensors of the sensor system 6-102 may be secured / fastened.

[0082] Figure 1I A portion of an HMD device 6-100 is illustrated that includes a front transparent cover 6-104 and a sensor system 6-102. The sensor system 6-102 may include a plurality of different sensors, emitters, receivers, including cameras, IR sensors, projectors, etc. The transparent cover 6-104 is shown in front of the sensor system 6-102 to illustrate the relative positions of the various sensors and emitters and the orientation of each sensor / emitter of the system 6-102. As referred to herein, "lateral," "sideways," "horizontal," and other similar terms refer to the orientation of the sensor system 6-102. Figure 1J The orientation or direction indicated by the X-axis shown. Terms such as "vertical", "upward", "downward" and similar terms refer to Figure 1J The orientation or direction indicated by the Z-axis shown. Terms such as "forward," "backward," "forward," "backward" and similar terms refer to the orientation or direction indicated by the Z-axis shown. Figure 1J The Y-axis shown indicates the orientation or direction.

[0083] In at least one example, a transparent cover 6-104 may define a front exterior surface of the HMD device 6-100, and a sensor system 6-102, including various sensors and components thereof, may be disposed in the Y axis / direction behind the cover 6-104. The cover 6-104 may be transparent or translucent to allow light to pass through the cover 6-104, including both light detected by the sensor system 6-102 and light emitted thereby.

[0084] As described elsewhere herein, the HMD device 6-100 may include one or more controllers including processors for electrically coupling the various sensors and transmitters of the sensor system 6-102 to one or more motherboards, processing units, and other electronic devices such as display screens. Furthermore, as will be shown in greater detail below with reference to other figures, the various sensors, transmitters, and other components of the sensor system 6-102 may be coupled to Figure 1I For clarity, various structural frame members, brackets, etc. of the HMD device 6-100 are not shown. Figure 1I Components of the sensor system 6-102 are illustrated unattached and unelectrically coupled to other components.

[0085] In at least one example, the device may include one or more controllers having processors configured to execute instructions stored on a memory component electrically coupled to the processors. The instructions may include or cause the processors to execute one or more algorithms for self-correcting the angles and positions of the various cameras described herein over time as the initial position, angle, or orientation of the camera is bumped or deformed due to an accidental drop event or other event.

[0086] In at least one example, the sensor system 6-102 may include one or more scene cameras 6-106. The system 6-102 may include two scene cameras 6-102, one located on either side of the nose bridge or arch of the HMD device 6-100, such that each of the two cameras 6-106 roughly corresponds to the position of the user's left and right eyes behind the cover 6-103. In at least one example, the scene cameras 6-106 are generally oriented forward in the Y direction to capture images in front of the user during use of the HMD 6-100. In at least one example, the scene cameras are color cameras and provide images and content for MR video pass-through to a display screen facing the user's eyes when the HMD device 6-100 is in use. The scene cameras 6-106 may also be used for environment and object reconstruction.

[0087] In at least one example, the sensor system 6-102 may include a first depth sensor 6-108 pointing generally forward in the Y direction. In at least one example, the first depth sensor 6-108 may be used for environment and object reconstruction and hand and body tracking of the user. In at least one example, the sensor system 6-102 may include a second depth sensor 6-110 centrally located along the width of the HMD device 6-100 (e.g., along the X axis). For example, the second depth sensor 6-110 may be located above a central nose bridge or on an adaptable structure above the nose of the user when wearing the HMD 6-100. In at least one example, the second depth sensor 6-110 may be used for environment and object reconstruction and hand and body tracking. In at least one example, the second depth sensor may include a LIDAR sensor.

[0088] In at least one example, the sensor system 6-102 may include a depth projector 6-112 that faces generally forward to project electromagnetic waves (e.g., in a predetermined pattern of light dots) into or within the field of view of the user and / or scene camera 6-106, or into or within a field of view that includes and extends beyond the field of view of the user and / or scene camera 6-106. In at least one example, the depth projector may be capable of projecting electromagnetic waves of light in the form of a pattern of light dots that reflect off an object and return to the depth sensors described above, including the depth sensors 6-108, 6-110. In at least one example, the depth projector 6-112 may be used for environment and object reconstruction and hand and body tracking.

[0089] In at least one example, the sensor system 6-102 may include downward-facing cameras 6-114 whose fields of view are generally directed downward on the Z-axis relative to the HMD device 6-100. In at least one example, the downward-facing cameras 6-114 may be disposed on the left and right sides of the HMD device 6-100 as shown and used for hand and body tracking, headset tracking, and facial avatar detection and creation for displaying a user avatar on a forward-facing display screen of the HMD device 6-100 as described elsewhere herein. For example, the downward-facing cameras 6-114 may be used to capture facial expressions and movements of a user's face, including cheeks, mouth, and chin, beneath the HMD device 6-100.

[0090] In at least one example, the sensor system 6-102 may include a jaw camera 6-116. In at least one example, the jaw cameras 6-116 may be positioned on the left and right sides of the HMD device 6-100 as shown and used for hand and body tracking, headset tracking, and facial avatar detection and creation for displaying a user avatar on a front-facing display screen of the HMD device 6-100 as described elsewhere herein. For example, the jaw camera 6-116 may be used to capture facial expressions and movements of a user's face beneath the HMD device 6-100, including the user's jaw, cheeks, mouth, and chin. Used for hand and body tracking, headset tracking, and facial avatar

[0091] In at least one example, the sensor system 6-102 may include a side camera 6-118. The side camera 6-118 may be oriented to capture left and right side views in an X-axis or direction relative to the HMD device 6-100. In at least one example, the side camera 6-118 may be used for hand and body tracking, headset tracking, and facial avatar detection and reconstruction.

[0092] In at least one example, the sensor system 6-102 may include a plurality of eye tracking and gaze tracking sensors for determining the identity, status, and gaze direction of a user's eyes during and / or prior to use. In at least one example, the eye / gaze tracking sensors may include nose-eye cameras 6-120 that are positioned on either side of the user's nose and adjacent to the user's nose when the HMD device 6-100 is worn. The eye / gaze sensors may also include bottom eye cameras 6-122 positioned below the respective user's eyes for capturing images of the eyes for use in facial avatar detection and creation, gaze tracking, and iris identification functionality.

[0093] In at least one example, the sensor system 6-102 may include an infrared illuminator 6-124 that points outward from the HMD device 6-100 to illuminate the external environment and any objects therein with IR light for IR detection using one or more IR sensors of the sensor system 6-102. In at least one example, the sensor system 6-102 may include a flicker sensor 6-126 and an ambient light sensor 6-128. In at least one example, the flicker sensor 6-126 may detect the refresh rate of overhead light to avoid display flicker. In one example, the infrared illuminator 6-124 may include a light emitting diode and may be particularly useful in low-light environments for illuminating a user's hands and other objects in low light for detection by the infrared sensors of the sensor system 6-102.

[0094] In at least one example, a plurality of sensors (including a scene camera 6-106, a downward camera 6-114, a jaw camera 6-116, a side camera 6-118, a depth projector 6-112, and depth sensors 6-108, 6-110) may be used in combination with an electrically coupled controller to combine depth data with camera data for hand tracking and for size determination to better perform hand tracking and object recognition and tracking functions of the HMD device 6-100. In at least one example, as described above and in Figure 1I The downward camera 6-114, the jaw camera 6-116, and the side camera 6-118 shown in the figure can be wide-angle cameras capable of operating in the visible and infrared spectrum. In at least one example, these cameras 6-114, 6-116, 6-118 can operate only in black and white light detection to simplify image processing and gain sensitivity.

[0095] Figure 1I Any of the features, components and / or parts shown (including their arrangement and configuration) may be included alone or in any combination in the Figures 1J to 1L Any other examples of the devices, features, components and parts shown and described herein. Figures 1J to 1L Any of the features, components and / or parts shown and described (including their arrangement and configuration) may be included alone or in any combination in the Figure 1I Examples of devices, features, components, and parts are shown.

[0096] Figure 1J A lower perspective view of an example of an HMD 6-200 including a cover or shroud 6-204 secured to a frame 6-230 is illustrated. In at least one example, sensors 6-203 of a sensor system 6-202 may be disposed around the perimeter of the HMD 6-200 such that the sensors 6-203 are disposed outwardly around the perimeter of a display area or area 6-232 so as not to obstruct viewing of displayed light. In at least one example, the sensors may be disposed behind the shroud 6-204 and aligned with a transparent portion of the shroud, thereby allowing the sensors and projector to pass light back and forth through the shroud 6-204. In at least one example, opaque ink or other opaque material or film / layer may be disposed on the shroud 6-204 around the display area 6-232 to conceal components of the HMD 6-200 outside of the display area 6-232 rather than the transparent portion defined by the opaque portion through which the sensors and projector transmit and receive light and electromagnetic signals during operation. In at least one example, the shield 6-204 allows light to pass from the display (eg, within the display area 6-232), but does not allow light to pass radially outward from the display area around the display and the perimeter of the shield 6-204.

[0097] In some examples, the shield 6-204 includes a transparent portion 6-205 and an opaque portion 6-207, as described above and elsewhere herein. In at least one example, the opaque portion 6-207 of the shield 6-204 may define one or more transparent areas 6-209 through which the sensor 6-203 of the sensor system 6-202 may transmit and receive signals. In the example shown, the sensor 6-203 of the sensor system 6-202 transmits and receives signals through the shield 6-204, or more specifically, through (or defined by) the transparent areas 6-209 of the opaque portion 6-207 of the shield 6-204, which may include a plurality of transparent areas 6-209. Figure 1I The same or similar sensors as those shown in the example of FIG, such as the depth sensors 6-108 and 6-110, the depth projector 6-112, the first and second scene cameras 6-106, the first and second downward cameras 6-114, the first and second side cameras 6-118, and the first and second infrared illuminators 6-124. These sensors are also Figure 1K and Figure 1L Other sensors, sensor types, number of sensors, and their relative positions may be included in one or more other examples of an HMD.

[0098] Figure 1J Any of the features, components and / or parts shown (including their arrangement and configuration) may be included alone or in any combination in the Figure 1I and Figures 1K to 1L Any other examples of the devices, features, components and parts shown and described herein. Figure 1I and Figures 1K to 1L Any of the features, components and / or parts shown or described (including their arrangement and configuration) may be included alone or in any combination in the Figure 1J Examples of devices, features, components, and parts are shown.

[0099] Figure 1K Illustrated is a front view of a portion of an example of an HMD device 6-300, including a display 6-334, brackets 6-336, 6-338, and a frame or housing 6-330. Figure 1K The example shown does not include a front cover or shield in order to illustrate the brackets 6-336, 6-338. For example, Figure 1J The illustrated shield 6-204 includes an opaque portion 6-207 that would visually cover / block viewing of anything external to (e.g., radially / peripherally external to) the display / display area 6-334, including the sensor 6-303 and bracket 6-338.

[0100] In at least one example, the various sensors of the sensor system 6-302 are coupled to brackets 6-336, 6-338. In at least one example, the scene cameras 6-306 include tight tolerances on angles relative to each other. For example, the tolerance on mounting angles between two scene cameras 6-306 may be 0.5 degrees or less, such as 0.3 degrees or less. To achieve and maintain such tight tolerances, in one example, the scene cameras 6-306 may be mounted to the bracket 6-338 instead of the shield. The bracket may include a cantilever on which the scene camera 6-306 and other sensors of the sensor system 6-302 may be mounted to maintain position and orientation in the event of a drop by a user that causes any deformation of the other bracket 6-226, the housing 6-330, and / or the shield.

[0101] Figure 1K Any of the features, components and / or parts shown (including their arrangement and configuration) may be included alone or in any combination in the Figures 1I to 1J and Figure 1L Any other examples of the devices, features, components and parts shown and described herein. Figures 1I to 1J and Figure 1L Any of the features, components and / or parts shown or described (including their arrangement and configuration) may be included alone or in any combination in the Figure 1K Examples of devices, features, components, and parts are shown.

[0102] Figure 1L A bottom view of an example of an HMD 6-400 including a front display / cover assembly 6-404 and a sensor system 6-402 is illustrated. The sensor system 6-402 may be similar to other sensor systems described above and elsewhere herein, including with reference to Figures 1I to 1K As described. In at least one example, the jaw camera 6-416 can face downward to capture images of the user's lower facial features. In one example, the jaw camera 6-416 can be coupled directly to the frame or housing 6-430 or to one or more internal brackets that are directly coupled to the frame or housing 6-430 as shown. The frame or housing 6-430 can include one or more holes / openings 6-415 through which the jaw camera 6-416 can send and receive signals.

[0103] Figure 1L Any of the features, components and / or parts shown (including their arrangement and configuration) may be included alone or in any combination in the Figures 1I to 1K Any other examples of the devices, features, components and parts shown and described herein. Figures 1I to 1KAny of the features, components and / or parts shown and described (including their arrangement and configuration) may be included alone or in any combination in the Figure 1L Examples of devices, features, components, and parts are shown.

[0104] Figure 1M Illustrated is a rear perspective view of an interpupillary distance (IPD) adjustment system 11.1.1-102 comprising first and second optical modules 11.1.1-104a-b slidably engaged / coupled to respective guide rods 11.1.1-108a-b and motors 11.1.1-110a-b of left and right adjustment subsystems 11.1.1-106a-b. The IPD adjustment system 11.1.1-102 may be coupled to a bracket 11.1.1-112 and include a button 11.1.1-114 in electrical communication with the motors 11.1.1-110a-b. In at least one example, the button 11.1.1-114 may be in electrical communication with the first and second motors 11.1.1-110a-b via a processor or other circuit components to cause the first and second motors 11.1.1-110a-b to activate and respectively cause the first and second optical modules 11.1.1-104a-b to change position relative to each other.

[0105] In at least one example, the first and second optical modules 11.1.1-104a-b may include respective display screens configured to project light toward the user's eyes when the HMD 11.1.1-100 is worn. In at least one example, the user may manipulate (e.g., press and / or rotate) a button 11.1.1-114 to activate positional adjustment of the optical modules 11.1.1-104a-b to match the interpupillary distance of the user's eyes. The optical modules 11.1.1-104a-b may also include one or more cameras or other sensors / sensor systems for imaging and measuring the user's IPD so that the optical modules 11.1.1-104a-b can be adjusted to match the IPD.

[0106] In one example, a user can manipulate button 11.1.1-114 to cause automatic position adjustment of the first and second optical modules 11.1.1-104a-b. In one example, a user can manipulate button 11.1.1-114 to cause manual adjustment, causing the optical modules 11.1.1-104a-b to move further or closer (e.g., when the user rotates button 11.1.1-114 one way or another) until the user visually matches their IPD. In one example, the manual adjustment is communicated electronically via one or more circuits, and power for moving the optical modules 11.1.1-104a-b via motors 11.1.1-110a-b is provided by a power source. In one example, adjustment and movement of the optical modules 11.1.1-104a-b via manipulation button 11.1.1-114 is mechanically actuated via movement button 11.1.1-114.

[0107] Figure 1M Any of the features, components, and / or parts shown (including arrangements and configurations thereof) may be included, alone or in any combination, in any other example of the apparatus, features, components, and parts shown in any other drawing and described herein. Similarly, any of the features, components, and / or parts shown or described with reference to any other drawing (including arrangements and configurations thereof) may be included, alone or in any combination, in any other example of the apparatus, features, components, and parts shown in any other drawing and described herein. Figure 1M Examples of devices, features, components, and parts are shown.

[0108] Figure 1N Illustrated is a front perspective view of a portion of an HMD 11.1.2-100 including an outer structural frame 11.1.2-102 and an inner or intermediate structural frame 11.1.2-104 defining a first aperture 11.1.2-106a and a second aperture 11.1.2-106b. Figure 1N 2-106a-b may be blocked by one or more other components of the HMD 11.1.2-100 coupled to the inner frame 11.1.2-104 and / or the outer frame 11.1.2-102, as shown. In at least one example, the HMD 11.1.2-100 may include a first mounting bracket 11.1.2-108 coupled to the inner frame 11.1.2-104. In at least one example, the mounting bracket 11.1.2-108 is coupled to the inner frame 11.1.2-104 between the first and second apertures 11.1.2-106a-b.

[0109] The mounting bracket 11.1.2-108 can include a middle or center portion 11.1.2-109 coupled to the inner frame 11.1.2-104. In some examples, the middle or center portion 11.1.2-109 may not be the geometric middle or center of the bracket 11.1.2-108. Instead, the middle / center portion 11.1.2-109 can be disposed between first and second cantilevered extension arms extending away from the middle portion 11.1.2-109. In at least one example, the mounting bracket 108 includes a first cantilevered arm 11.1.2-112 and a second cantilevered arm 11.1.2-114 extending away from the middle portion 11.1.2-109 of the mounting bracket 11.1.2-108 coupled to the inner frame 11.1.2-104.

[0110] like Figure 1N As shown, the outer frame 11.1.2-102 can define a curved geometry on its underside to accommodate the user's nose when the user wears the HMD 11.1.2-100. The curved geometry can be referred to as a nose bridge 11.1.2-111 and is centrally located on the underside of the HMD 11.1.2-100 as shown. In at least one example, the mounting bracket 11.1.2-108 can be connected to the inner frame 11.1.2-104 between the holes 11.1.2-106a-b so that the cantilevered arms 11.1.2-112, 11.1.2-114 extend downwardly and laterally outwardly away from the middle portion 11.1.2-109 to complement the nose bridge 11.1.2-111 geometry of the outer frame 11.1.2-102. In this way, the mounting bracket 11.1.2-108 is configured to accommodate the user's nose, as described above. The geometry of the nose bridge 11.1.2-111 adapts to the nose in that the nose bridge 11.1.2-111 provides a curvature that conforms to the shape of the user's nose, providing a comfortable fit from above, over, and around.

[0111] The first cantilever arm 11.1.2-112 can extend in a first direction away from the middle portion 11.1.2-109 of the mounting bracket 11.1.2-108, and the second cantilever arm 11.1.2-114 can extend in a second direction opposite to the first direction away from the middle portion 11.1.2-109 of the mounting bracket 11.1.2-108. The first cantilever arm 11.1.2-112 and the second cantilever arm 11.1.2-114 are referred to as "cantilevered" or "cantilever" arms because each arm 11.1.2-112, 11.1.2-114 includes a free distal end 11.1.2-116, 11.1.2-118, respectively, which are not attached to the inner frame 11.1.2-102 and the outer frame 11.1.2-104. In this way, the arms 11.1.2-112, 11.1.2-114 depend from the middle portion 11.1.2-109, which is connectable to the inner frame 11.1.2-104, while the distal ends 11.1.2-102, 11.1.2-104 are unattached.

[0112] In at least one example, the HMD 11.1.2-100 may include one or more components coupled to a mounting bracket 11.1.2-108. In one example, the components include a plurality of sensors 11.1.2-110a-f. Each of the plurality of sensors 11.1.2-110a-f may include various types of sensors, including cameras, IR sensors, and the like. In some examples, one or more of the sensors 11.1.2-110a-f may be used for object recognition in three-dimensional space, making it important to maintain the precise relative position of two or more of the plurality of sensors 11.1.2-110a-f. The cantilevered nature of the mounting bracket 11.1.2-108 may protect the sensors 11.1.2-110a-f from damage and change of position if accidentally dropped by a user. Because the sensors 11.1.2-110a-f are cantilevered on the arms 11.1.2-112, 11.1.2-114 of the mounting bracket 11.1.2-108, stresses and deformations of the inner and / or outer frames 11.1.2-104, 11.1.2-102 are not transferred to the cantilevered arms 11.1.2-112, 11.1.2-114 and therefore do not affect the relative positions of the sensors 11.1.2-110a-f coupled / mounted to the mounting bracket 11.1.2-108.

[0113] Figure 1NAny of the features, components, and / or parts shown (including arrangements and configurations thereof) may be included, alone or in any combination, in any other example of the apparatus, features, or parts described herein. Likewise, any of the features, components, and / or parts shown and described herein (including arrangements and configurations thereof) may be included, alone or in any combination, in any other example of the apparatus, features, or parts described herein. Figure 1N Examples of devices, features, components, and parts are shown.

[0114] Figure 1O An example of an optical module 11.3.2-100 for use in an electronic device (such as an HMD, including the HMD devices described herein) is illustrated. As shown in one or more other examples described herein, the optical module 11.3.2-100 can be one of two optical modules within the HMD, where each optical module is aligned to project light toward an eye of a user. In this manner, a first optical module can project light toward a first eye of a user via a display screen, and a second optical module of the same device can project light toward a second eye of the user via another display screen.

[0115] In at least one example, the optical module 11.3.2-100 may include an optical frame or housing 11.3.2-102, which may also be referred to as a barrel or optical module barrel. The optical module 11.3.2-100 may also include a display 11.3.2-104 coupled to the housing 11.3.2-102, the display including one or more display screens. The display 11.3.2-104 may be coupled to the housing 11.3.2-102 such that the display 11.3.2-104 is configured to project light toward the eyes of a user when the HMD to which the display module 11.3.2-100 belongs is worn during use. In at least one example, the housing 11.3.2-102 may surround the display 11.3.2-104 and provide connection features for coupling other components of the optical module described herein.

[0116] In one example, the optical module 11.3.2-100 may include one or more cameras 11.3.2-106 coupled to the housing 11.3.2-102. The cameras 11.3.2-106 may be positioned relative to the display 11.3.2-104 and the housing 11.3.2-102 such that the cameras 11.3.2-106 are configured to capture one or more images of a user's eyes during use. In at least one example, the optical module 11.3.2-100 may also include a light strip 11.3.2-108 surrounding the display 11.3.2-104. In one example, the light strip 11.3.2-108 is disposed between the display 11.3.2-104 and the cameras 11.3.2-106. The light strip 11.3.2-108 may include a plurality of lights 11.3.2-110. The plurality of lights may include one or more light emitting diodes (LEDs) or other lights configured to project light toward the eyes of the user when the HMD is worn. The individual lights 11.3.2-110 in the light strip 11.3.2-108 may be spaced apart around the light strip 11.3.2-108 and thus evenly or unevenly spaced around the display 11.3.2-104 at various locations on the light strip 11.3.2-108 and around the display 11.3.2-104.

[0117] In at least one example, the housing 11.3.2-102 defines a viewing opening 11.3.2-101 through which a user can view the display 11.3.2-104 when wearing the HMD device. In at least one example, the LEDs are configured and arranged to emit light through the viewing opening 11.3.2-101 toward the user's eyes. In one example, the camera 11.3.2-106 is configured to capture one or more images of the user's eyes through the viewing opening 11.3.2-101.

[0118] As mentioned above, Figure 1O Each of the components and features of the illustrated optical module 11.3.2-100 may be replicated in another (eg, second) optical module provided with the HMD to interact with (eg, project light and capture images) the user's other eye.

[0119] Figure 1O Any of the features, components and / or parts shown (including their arrangement and configuration) may be included alone or in any combination in the Figure 1P any other examples of devices, features, components, and parts shown or otherwise described herein. Figure 1P Any of the features, components and / or parts shown or described herein (including their arrangement and configuration) may be included alone or in any combination. Figure 1OExamples of devices, features, components, and parts are shown.

[0120] Figure 1P A cross-sectional view of an example of an optical module 11.3.2-200 is illustrated, including a housing 11.3.2-202, a display assembly 11.3.2-204 coupled to the housing 11.3.2-202, and a lens 11.3.2-216 coupled to the housing 11.3.2-202. In at least one example, the housing 11.3.2-202 defines a first aperture or channel 11.3.2-212 and a second aperture or channel 11.3.2-214. The channels 11.3.2-212, 11.3.2-214 can be configured to slidably engage corresponding tracks or guides of an HMD device to allow the optical module 11.3.2-200 to be adjusted relative to the user's eyes to match the user's interpupillary distance (IPD). The housing 11.3.2-202 can slidably engage the guides to secure the optical module 11.3.2-200 in place within the HMD.

[0121] In at least one example, the optical module 11.3.2-200 may further include a lens 11.3.2-216 coupled to the housing 11.3.2-202 and positioned between the display assembly 11.3.2-204 and the user's eyes when the HMD is worn. The lens 11.3.2-216 may be configured to direct light from the display assembly 11.3.2-204 to the user's eyes. In at least one example, the lens 11.3.2-216 may be part of a lens assembly including a corrective lens that is removably attached to the optical module 11.3.2-200. In at least one example, the lens 11.3.2-216 is disposed above the light strip 11.3.2-208 and the one or more eye tracking cameras 11.3.2-206 such that the camera 11.3.2-206 is configured to capture an image of the user's eyes through the lens 11.3.2-216, and the light strip 11.3.2-208 includes lights configured to project light into the user's eyes through the lens 11.3.2-216 during use.

[0122] Figure 1P Any of the features, components, and / or parts shown (including arrangements and configurations thereof) may be included, alone or in any combination, in any other example of the devices, features, components, and parts described herein. Likewise, any of the features, components, and / or parts shown and described herein (including arrangements and configurations thereof) may be included, alone or in any combination, in any other example of the devices, features, components, and parts described herein. Figure 1P Examples of devices, features, components, and parts are shown.

[0123] 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.

[0124] 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 touchpad, a joystick, one or more microphones, one or more speakers, one or more image sensors, one or more displays, and the like.

[0125] Memory 220 includes high-speed random access memory, such as dynamic random access memory (DRAM), static random access memory (SRAM), double data rate random access memory (DDR RAM), or other random access solid-state memory devices. In some embodiments, memory 220 includes non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. Memory 220 optionally includes one or more storage devices located away from one or more processing units 202. Memory 220 includes non-transitory computer-readable storage media. In some embodiments, memory 220 or a non-transitory computer-readable storage medium of memory 220 stores the following programs, modules, and data structures, or a subset thereof, including an optional operating system 230 and an XR experience module 240.

[0126] 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 for one or more users (e.g., a single XR experience for one or more users, or multiple XR experiences for 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 transmission unit 248.

[0127] In some embodiments, the data acquisition unit 241 is configured to Figure 1A 1 and / or peripherals 195. The data acquisition unit 241 may be configured to acquire data (e.g., presentation data, interaction data, sensor data, position data, etc.) from at least the display generation component 120 of the display generation component 120, and optionally from 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 data acquisition unit 241 includes instructions and / or logic for instructions, as well as heuristics and metadata for the heuristics.

[0128] In some embodiments, the tracking unit 242 is configured to map the scene 105 and track at least the display generation component 120 relative to the scene 105. Figure 1A The tracking unit 242 includes instructions and / or logic for 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 scene 105. Figure 1A The movement of the scene 105 relative to the display generation component 120 and / or relative to the 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 broadly, 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.

[0129] In some embodiments, the coordination unit 246 is configured to manage and coordinate the XR experience presented to the user by the display generation component 120, and optionally by one or more of the output device 155 and / or peripheral devices 195. To this end, in various embodiments, the coordination unit 246 includes instructions and / or logic for the instructions, as well as heuristics and metadata for the heuristics.

[0130] 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. To this end, 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.

[0131] 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 shown 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.

[0132] also, Figure 2 It serves more as a functional description of various features that may be present in a particular implementation, rather than as a structural diagram of the embodiments described herein. As one of ordinary skill in the art will recognize, items shown separately may be combined, and some items may be separated. For example, Figure 2 Some functional modules shown separately in the figure may be implemented in a single module, and the various functions of a single functional block may be implemented by one or more functional blocks in various embodiments. The actual number of modules and the division of specific functions and how features are distributed among them will vary depending on the specific implementation and, in some embodiments, will depend in part on the specific combination of hardware, software, and / or firmware selected for a particular implementation.

[0133] Figure 3is a block diagram of an example of a display generation component 120 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. 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, memory 320, and one or more communication buses 304 for interconnecting these and various other components.

[0134] 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.

[0135] 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 are capable of presenting MR and VR content. In some embodiments, one or more XR displays 312 are capable of presenting MR or VR content.

[0136] 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 the scene that the user would see in the absence of the display generation 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., having 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, among others.

[0137] Memory 320 includes high-speed random access memory, such as DRAM, SRAM, DDR RAM, or other random access solid-state memory devices. In some embodiments, memory 320 includes non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. Memory 320 optionally includes one or more storage devices located away from one or more processing units 302. Memory 320 includes non-transitory computer-readable storage media. In some embodiments, memory 320 or a non-transitory computer-readable storage medium of 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.

[0138] 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 the 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.

[0139] In some embodiments, the data acquisition unit 342 is configured to at least Figure 1A The controller 110 acquires data (e.g., presentation data, interaction data, sensor data, positioning data, etc.). For this purpose, in various embodiments, the data acquisition unit 342 includes instructions and / or logic for instructions and heuristics and metadata for the heuristics.

[0140] 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.

[0141] 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 this purpose, in various embodiments, the XR map generation unit 346 includes instructions and / or logic for the instructions and heuristics and metadata for the heuristics.

[0142] 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.

[0143] 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 1A , but it should be understood that in other embodiments, any combination of the data acquisition unit 342, the XR rendering unit 344, the XR map generation unit 346, and the data transmission unit 348 may be located in a separate computing device.

[0144] also, Figure 3 It serves more as a functional description of various features that may be present in a particular embodiment, rather than as a structural schematic 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 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 features are distributed among them will vary depending on the specific implementation and, in some embodiments, will depend in part on the specific combination of hardware, software, and / or firmware selected for a particular implementation.

[0145] Figure 4 is a schematic illustration of an example embodiment of a hand tracking device 140. In some embodiments, the hand tracking device 140 ( Figure 1A ) is controlled by the hand tracking unit 244 ( Figure 2 ) to track the position / location of one or more parts of the user's hand, and / or the movement of one or more parts of the user's hand relative to the scene 105 of Figure 1 (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 hand)). 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).

[0146] 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 to enable the fingers and their respective positioning to 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 specialized sensors with increased magnification to capture images of the hand at 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 serves as an image sensor for capturing 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 such a way that the field of view of the image sensor 404, or a portion thereof, is used to define an interaction space in which hand movements captured by the image sensor are treated as input to the controller 110.

[0147] In some embodiments, the image sensor 404 outputs a sequence of frames containing 3D image data (and possibly color image data) to the controller 110, which extracts high-level information from the image data. This high-level information is typically provided via an application program interface (API) to an application running on the controller, which in turn drives the display generation component 120. For example, a user can interact with the software running on the controller 110 by moving his hand 406 and changing his hand pose.

[0148] 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 offsets of the spots in the pattern. This approach 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 a point in the scene relative to a predetermined reference plane at a specific distance from the image sensor 404. In the present disclosure, it is assumed that the image sensor 404 defines an orthogonal set of x-axis, y-axis, and z-axis such that the depth coordinates of a point 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.

[0149] 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 positions of the user's hand joints and fingertips.

[0150] 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 tracking is used to find 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.

[0151] In some embodiments, gestures include air gestures. An air gesture is a gesture that is 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 the device) and is 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 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 in which a part of the user's body is rotated at a predetermined speed or amount)).

[0152] 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 that is 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 is 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 in which a part of the user's body is rotated at a predetermined speed or amount)).

[0153] 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.

[0154] In some embodiments, an input gesture directed to a user interface object is performed directly or indirectly with reference to the user interface object. For example, user input is performed directly on the user interface object based on performing 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, upon detecting user attention (e.g., gaze) to the user interface object, an input gesture is performed indirectly on the user interface object based on 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 displayed 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 displayed location of the user interface object).

[0155] In some embodiments, according to some embodiments, 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.

[0156] In some embodiments, a pinch input is part of an air gesture that includes one or more of: 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 make contact with each other, i.e., optionally followed by an immediate (e.g., within 0 to 1 second) interruption of contact with each other. A long pinch gesture as an air gesture includes movement of two or more fingers of a hand in contact with each other for at least a threshold amount of time (e.g., at least 1 second) before an interruption of contact with each other is detected. For example, a long pinch gesture includes the user maintaining a pinch gesture (e.g., in which the 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., more) pinch inputs (e.g., performed by the same hand) that are detected consecutively with each other immediately (e.g., within a predefined time period). 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 (e.g., within 1 second or within 2 seconds) after releasing the first pinch input.

[0157] In some embodiments, the pinch and drag gesture as an air gesture includes a pinch gesture (e.g., a pinch gesture or a long pinch gesture) performed in conjunction with (e.g., following) a drag input that changes the position of the user's hand from a first position (e.g., the start position of the drag) to a second position (e.g., the end position of the drag). In some embodiments, the user maintains the pinch gesture while performing the drag input, and releases the pinch gesture (e.g., spreads their two or more fingers apart) to end the drag gesture (e.g., at the second position). In some embodiments, the pinch input and the drag input are performed by the same hand (e.g., the user pinches two or more fingers to make contact with each other and moves the same hand to the second position in the air using the drag gesture). In some embodiments, a pinch input is performed by a first hand of a user, and a drag input is performed by a second hand of the user (e.g., the user's second hand moves in the air from a first position to a second position while the user continues the pinch input with the user's first hand. In some embodiments, the input gesture as an air gesture includes input performed using both hands of the user (e.g., pinch and / or tap input). For example, the input gesture includes two (e.g., or more) pinch inputs performed in conjunction with each other (e.g., 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 user's first hand, and in combination with the pinch input performed using the first hand, a second pinch input is performed using another hand (e.g., the second of the user's two hands).

[0158] 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), a downward motion 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 movement characteristics of the finger or hand performing the tap gesture (e.g., an 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).

[0159] In some embodiments, the user's attention is determined to be directed toward a portion of the three-dimensional environment based on detection of a gaze directed toward the portion of the three-dimensional environment (optionally, no other conditions are required). In some embodiments, the user's attention is determined to be directed toward a portion of the three-dimensional environment based on detection of a gaze directed toward the portion of the three-dimensional environment using one or more additional conditions, such as requiring the gaze to be directed toward 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 toward 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 toward 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 toward the portion of the three-dimensional environment to which the gaze is directed (e.g., until the one or more additional conditions are met).

[0160] In some embodiments, the detection of a ready state configuration of a user or a portion of a user is detected by a computer system. The 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 performed by the hand (e.g., a pinch, a tap, a pinch and drag, a double pinch, a long pinch, or other air gestures described herein). For example, the ready state of a hand is determined based on whether the hand has a predetermined hand shape (e.g., a pre-pinch shape 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.

[0161] 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 the positioning of the hardware input device in space may be tracked using optical tracking, one or more accelerometers, one or more gyroscopes, one or more magnetometers, and / or one or more inertial measurement units, and 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 can 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 in 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 an air tap or air pinch in a corresponding air gesture. For example, a selection input described as being performed using an air tap or air pinch input can 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 can alternatively be detected based on 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 aforementioned hardware input devices.

[0162] 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 tangible, non-transitory media such as optical, magnetic, or electronic memory media. In some embodiments, the database 408 is also stored in 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 4, 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. 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.

[0163] 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 within the depth map 410 is inversely proportional to its depth value (i.e., the measured z distance from the image sensor 404), where shades of gray become darker with increasing depth. The controller 110 processes these depth values ​​in order to identify and segment components of the image (i.e., a group of adjacent pixels) that have characteristics of a human hand. These characteristics may include, for example, overall size, shape, and motion from frame to frame in the depth map sequence.

[0164] Figure 4 Also schematically illustrated 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 , a hand skeleton 414 is superimposed on a hand background 416 that has been segmented from the original depth map. In some embodiments, key feature points of the hand and, optionally, on the wrist or arm connected to the hand (e.g., points corresponding to knuckles, finger tips, the center of the palm, the 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 a gesture performed by the hand or the current state of the hand according to some embodiments.

[0165] Figure 5 An eye tracking device 130 ( Figure 1A ). 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 a headset, helmet, goggles, or glasses) or a handheld device placed in a wearable frame, the head-mounted device includes both components for generating XR content for the user to view and components for tracking the user's gaze relative to the XR content. In some embodiments, the eye tracking device 130 is separate from the display generation component 120. For example, when the display generation component is a handheld device or an XR room, the eye tracking device 130 is optionally a device separate from the handheld device or the XR room. In some embodiments, the eye tracking device 130 is a head-mounted device or a part of the 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.

[0166] 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 the user with a 3D virtual view. 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 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 virtual objects on the transparent or translucent display, through which the user can directly view the physical environment. In some embodiments, the display generation component projects the virtual objects into the physical environment. The virtual objects may, for example, be projected onto a physical surface or projected as a hologram, so that the individual using the system observes the virtual objects superimposed on the physical environment. In this case, separate display panels and image frames for the left and right eyes may not be required.

[0167] like Figure 5As shown, in some embodiments, the eye tracking device 130 (e.g., a 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 IR or NIR light that the light source reflects directly from the eyes, or alternatively can be pointed at "hot" mirrors located between the user's eyes and the display panel, which reflect IR or NIR light from the eyes toward 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 these images to generate gaze tracking information, and transmits the gaze tracking information to the controller 110. In some embodiments, both eyes of the user are tracked separately by corresponding eye tracking cameras and illumination sources. In some embodiments, only one eye of the user is tracked by corresponding eye tracking cameras and illumination sources.

[0168] 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 geometry 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 can include an estimation of eye parameters of a specific user, such as pupil position, fovea 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.

[0169] like Figure 5As shown, the eye tracking device 130 (e.g., 130A or 130B) includes an eye lens 520 and a gaze tracking system that 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 the 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 (as shown in the bottom portion of the ).

[0170] 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 the user is currently looking.

[0171] The following describes several possible use cases for the user's current gaze direction and is not intended to be limiting. As an example use case, the controller 110 may render virtual content differently based on the determined direction of the user's gaze. For example, the controller 110 may generate virtual content at a higher resolution in the foveal region determined based on the user's current gaze direction than in the peripheral region. As another example, the controller may position or move virtual content within the view based at least in part on the user's current gaze direction. As another example, the controller may display specific virtual content within the view based at least in part on the user's current gaze direction. As another example use case in an AR application, the controller 110 may direct an external camera used to capture the physical environment of an XR experience to focus in the determined direction. The external camera's autofocus mechanism may then focus on an object or surface in the environment on the display 510 that the user is currently looking at. As another example use case, the eye lens 520 may be a focusable lens, and the controller may use gaze tracking information to adjust the focus of the eye lens 520 so that the virtual object the user is currently looking at has the appropriate vergence 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.

[0172] 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 may 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 (e.g., LEDs) are arranged around each lens 520. However, more or fewer illumination sources 530 can be used, and other arrangements and positions of illumination sources 530 can be used.

[0173] 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. It should be noted 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.

[0174] like Figure 5 The embodiments of the gaze tracking system illustrated in the can be used, for example, in computer-generated reality, virtual reality and / or mixed reality applications to provide a computer-generated reality, virtual reality, augmented reality and / or augmented virtual experience to a user.

[0175] Figure 6A A flash-assisted gaze tracking pipeline according to some embodiments is illustrated. In some embodiments, the gaze tracking pipeline is implemented by a flash-assisted gaze tracking system (e.g., as shown in FIG. 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 glint in the current frame. When not in the tracking state, the flash-assisted gaze tracking system attempts to detect the pupil and glint in the current frame, and if successful, initializes the tracking state to "yes" and continues to the next frame in the tracking state.

[0176] like Figure 6A As shown, 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 set 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.

[0177] 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.

[0178] At 640, if proceeding from element 610, the current frame is analyzed to track the pupil and glint based in part on previous information from the previous frame. At 640, if proceeding from element 630, the tracking state is initialized based on the pupil and glint detected in the current frame. The processing result at element 640 is checked to verify that the tracking or detection result can be trusted. For example, the result can be checked to determine whether the pupil and a sufficient number of glints were successfully tracked or detected in the current frame to perform gaze estimation. At 650, if the result is not likely to be trusted, 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 result is trustworthy, the method proceeds to element 670. At 670, the tracking state is set to yes (if not already yes), and the pupil and glint information is passed to element 680 to estimate the user's gaze point.

[0179] Figure 6A This is intended to be used as an example of an eye tracking technology that may be used for a particular implementation. As one of ordinary skill in the art will appreciate, according to various embodiments, other eye tracking technologies currently existing or developed in the future may be used in place of or in combination with the flash-assisted eye tracking technology described herein in the computer system 101 for providing an XR experience to a user.

[0180] Figure 6B An exemplary environment of an electronic device 101 providing an XR experience according to some embodiments is shown. Figure 6B In FIG, the real world environment 602 includes the electronic device 101, the user 608 and the real world objects (e.g., table 604). Figure 6BAs shown, the electronic device 101 is optionally mounted on a tripod or otherwise fixed in the real-world environment 602 so that one or more hands of the user 608 are free (e.g., the user 608 is optionally not holding the device 101 with one or more hands). As described above, the device 101 optionally has one or more sets of sensors positioned on different sides of the device 101. For example, the device 101 optionally includes a sensor group 612-1 and a sensor group 612-2, which are respectively located on the "back" side and the "front" side of the device 101 (e.g., they are capable of capturing information from the corresponding sides of the device 101). As used herein, the front side of the device 101 is the side facing the user 608, and the back side of the device 101 is the side facing away from the user 608.

[0181] In some embodiments, sensor group 612-2 includes an eye tracking unit (e.g., Figure 2 The eye tracking unit 245 of device 101 includes one or more sensors for tracking the eyes and / or gaze of the user, such that the eye tracking unit can "look" at user 608 and track the eyes of user 608 in the manner previously described. In some embodiments, the eye tracking unit of device 101 can capture the movement, orientation, and / or gaze of the eyes of user 608 and treat the movement, orientation, and / or gaze as input.

[0182] In some embodiments, sensor group 612-1 includes a hand tracking unit (e.g., as described above with reference to Figure 2 The hand tracking unit 243) can track one or more hands of the user 608 held on the "back" side of the device 101, such as Figure 6B In some embodiments, a hand tracking unit is optionally included in sensor group 612-2, so that user 608 can additionally or alternatively hold one or more hands on the "front" side of device 101 while device 101 tracks the position of one or more hands. As described above, the hand tracking unit of device 101 can capture the movement, position, and / or gestures of one or more hands of user 608 and treat the movement, position, and / or gestures as input.

[0183] In some embodiments, sensor group 612-1 optionally includes one or more sensors configured to capture images of the real-world environment 602 including table 604 (e.g., such as described above with reference to FIG. Figure 4As described above, device 101 is capable of capturing an image of a portion (e.g., some or all) of real-world environment 602 and presenting the captured portion of real-world environment 602 to a user via one or more display generation components of device 101 (e.g., a display of device 101, which is optionally located on a user-facing side of device 101, opposite the side of device 101 that faces the captured portion of real-world environment 602).

[0184] 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 the representation of the real-world environment 602.

[0185] Thus, the description herein describes some embodiments of a three-dimensional environment (e.g., an XR environment) that includes 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 the 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 the computer system and displayed via a display generation component. As a mixed reality system, the computer system is optionally capable of selectively displaying portions and / or objects of the physical environment so that the corresponding portions 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 the three-dimensional environment so that it appears as if the virtual objects exist in the real world (e.g., a physical environment) by placing the virtual objects at corresponding locations in the three-dimensional environment that have corresponding locations in the real world. 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 location in the three-dimensional environment has a corresponding location in the physical environment. Thus, when a computer system is described as displaying a virtual object at a corresponding location relative to a physical object (e.g., such as at a location at or near a user's hand or at a location at or near a physical table), the computer system displays the virtual object at a particular location in the three-dimensional environment such 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 location in the three-dimensional environment that corresponds to the location in the physical environment where the virtual object would be displayed if it were the real object at that particular location).

[0186] 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 exist only 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.

[0187] 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), objects are sometimes referred to as having depth or simulated depth, or objects are referred to as being visible, displayed, or placed at different depths. In this context, depth refers to a dimension other than height or width. In some embodiments, depth is defined relative to a fixed set of coordinates (e.g., where a room or object has a height, depth, and width defined relative to a fixed set of coordinates). 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), objects that are farther away from the user along a line extending parallel to the surface 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 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 objects 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 where the origin of the viewpoint is 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 depth is a dimension orthogonal to the height and / or width of the user interface container. In some embodiments, where depth is defined relative to a user interface container, 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 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 depth is defined relative to a user interface container, the depth of an object relative to the user interface container refers to the position of the object along the depth dimension of the user interface container. In some embodiments, multiple different containers may have different depth dimensions (e.g., different depth dimensions extending 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 between two objects in the depth dimension), z height (e.g., the distance of one object from another 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.

[0188] In some embodiments, the user can optionally use one or both hands to interact with virtual objects in a three-dimensional environment as if the virtual objects were real objects in the physical environment. For example, as described above, one or more sensors of the computer system optionally capture one or more of the user's hands and display representations of the user's hands in the three-dimensional environment (e.g., in a manner similar to displaying real-world objects in the three-dimensional environment described above), or in some embodiments, the user's hands can be visible via the display generation component due to the transparency / translucency of a portion of the user interface being displayed by the display generation component, or due to the projection of the user interface onto a transparent / translucent surface or onto the user's eyes or into the field of view of the user's eyes, via the ability to see the physical environment through the user interface. Thus, in some embodiments, the user's hands are displayed at corresponding locations in the three-dimensional environment and are viewed as if they were objects in the three-dimensional environment, and these objects 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.

[0189] In some 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., or is within a threshold distance of the virtual object). For example, a hand directly interacting 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, two fingers of a user's hand coming together and pinching / holding the user interface of an application, and performing any other type of interaction described herein. For example, when determining whether a user is interacting with a virtual object and / or how the user is interacting with the 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 user's hand(s) are positioned at a specific location in the physical world, and the computer system optionally captures the hand(s) and displays the hand(s) at a specific corresponding location in the three-dimensional environment (e.g., the location at which the hand(s) would be displayed in the three-dimensional environment if the hand(s) were virtual hands rather than physical hands). The location of the hand(s) in the three-dimensional environment is optionally compared to the location of the virtual object(s) of interest in the three-dimensional environment to determine the distance between the user's hand(s) and the virtual object(s). In some embodiments, the computer system optionally determines the distance between the physical object(s) and the virtual object(s) by comparing the locations in the physical world (e.g., rather than comparing the locations in the three-dimensional environment). For example, when determining the distance between the user's hand(s) and the virtual object(s), the computer system optionally determines the corresponding location of the virtual object(s) in the physical world (e.g., the location at which the virtual object(s) would be located in the physical world if the virtual object(s) were physical objects rather than virtual objects), and then determines the distance between the corresponding physical location and the user's hand(s). In some embodiments, the same technique is optionally used to determine the distance between any physical object and any virtual object. Thus, 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, the 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 map the position of the virtual object to the physical environment.

[0190] 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 a corresponding location in the three-dimensional environment (e.g., a 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.

[0191] 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. Thus, 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 a 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) that, if the user were standing at that position, facing the corresponding portion of the physical environment visible via the display generation component, would be visible to the user from that position in the physical environment in the same position, orientation, and / or size (e.g., in absolute terms and / or relative to each other) as 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 location 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 virtual objects in the physical environment at the same location, orientation, and / or size (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.

[0192] In this disclosure, various input methods are described with respect to interaction with a computer system. When an example is provided using one input device or input method, and another example is provided using another input device or input method, it should be understood that each example is compatible with and optionally utilizes the input device or input method described with respect to the other example. Similarly, various output methods are described with respect to interaction with a computer system. When an example is provided using one output device or output method, and another example is provided using another output device or output method, it should be understood that each example is compatible with and optionally utilizes the output device or output method described with respect to the other example. Similarly, various methods are described with respect to interaction with a virtual environment or a mixed reality environment through 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 and optionally utilizes the methods described with respect to the other example. Therefore, this disclosure discloses embodiments that are combinations of features from multiple examples, without necessarily listing all features of the embodiments in detail in the description of each example embodiment.

[0193] User interface and associated processes

[0194] Attention is now directed 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.

[0195] Figures 7A to 7H An example of a computer system that facilitates depth conflict mitigation for one or more virtual objects in a three-dimensional environment is illustrated in accordance with some embodiments.

[0196] Figure 7A The computer system 101 is illustrated (e.g., an electronic device mounted on top of a tripod, such as Figure 6B 1 ) displays a three-dimensional environment 702 from the viewpoint of a user of computer system 101 (e.g., facing a back wall of the physical environment in which computer system 101 is located) via a display generation component (e.g., display generation component 120 of FIG. 1 ). In some embodiments, computer system 101 includes a display generation component (e.g., a touch screen) and a plurality of image sensors (e.g., Figure 3The 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) as the user interacts with the computer system 101. In some embodiments, the user interface illustrated 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, and sensors (e.g., external sensors facing outward from the user) that detect movement of the physical environment and / or the user's hands (such as movement interpreted by the computer system as gestures such as air gestures), and / or sensors (e.g., internal sensors facing inward toward the user's face) that detect the user's attention (e.g., gaze).

[0197] like Figure 7A As shown, computer system 101 captures one or more images of the physical environment surrounding computer system 101 (e.g., operating environment 100), including one or more objects in the physical environment surrounding computer system 101. In some embodiments, computer system 101 displays a representation of the physical environment in a three-dimensional environment 702, or the physical environment is visible via display generation component 120. For example, three-dimensional environment 702 includes a representation 722a of a coffee table, which is optionally a representation of a physical coffee table in the physical environment, and three-dimensional environment 702 includes a representation 724a of a sofa, which is optionally a representation of a physical sofa in the physical environment.

[0198] exist Figure 7A , the three-dimensional environment 702 also includes virtual objects 707 ("window 1") and 727 ("window 2"). Virtual objects 707 and 727 are optionally at different distances from the user's viewpoint in the three-dimensional environment 702. For example, in Figure 7A , virtual object 727 is located at a first position that is closer to the user's viewpoint than a second position of virtual object 707 in three-dimensional environment 702, as reflected by side view legend 709. In some embodiments, virtual objects 707 and 727 are, optionally, one or more of user interfaces of applications that include content, three-dimensional objects (e.g., a virtual clock, a virtual ball, a virtual car, etc.), or any other elements displayed by computer system 101 that are not included in the physical environment of display generation component 120. For example, as Figure 7A As shown, virtual object 707 is optionally a user interface of a media browsing application. Figure 7A As shown, the virtual object 707 includes a plurality of selectable options corresponding to a plurality of content items (e.g., movies, TV series, podcasts and / or music). Figure 7AAs shown by way of example in FIG, virtual object 707 includes a first selectable option 706-1 that is selectable to cause computer system 101 to initiate playback of a first content item ("Content A"), a second selectable option 706-2 that is selectable to cause computer system 101 to initiate playback of a second content item ("Content B"), and / or a third selectable option 706-3 that is selectable to cause computer system 101 to initiate playback of a third content item ("Content C"). Additionally, in Figure 7A In the example, the virtual object 727 is optionally a user interface of a web browsing application. Figure 7A As shown, virtual object 727 is displaying content 728 (eg, text, images, video, and / or audio) associated with a corresponding website ("www.URL3.com").

[0199] In some embodiments, the virtual objects are displayed in the three-dimensional environment 702 with corresponding orientations relative to the user's viewpoint (e.g., before receiving input to interact with the virtual objects in the three-dimensional environment 702, as described later). Figure 7A As shown, virtual object 707 and virtual object 727 have a first orientation in three-dimensional environment 702. For example, the front surface / portion of virtual object 707 and virtual object 727 is oriented toward the user's viewpoint in three-dimensional environment 702. It should be understood that Figure 7A The orientations of virtual objects 707 and 727 in are merely exemplary, and other orientations are possible; for example, virtual objects are optionally displayed in different orientations in three-dimensional environment 702 .

[0200] In some embodiments, the computer system 101 mitigates depth conflicts between a virtual object in the three-dimensional environment 702 and a portion of the user of the computer system 101. For example, as discussed in more detail below, in response to determining that movement of a user's hand (e.g., such as hand 703a or hand 705a) within the three-dimensional environment 702 causes a virtual object to contact and / or intersect with the user's hand within the three-dimensional environment 702, the computer system 101 changes the appearance of the virtual object to resolve or reduce the depth conflict between the virtual object and the user's hand. Additional details regarding resolving depth conflicts are provided above and below with reference to methods 800, 1000, and / or 1200.

[0201] exist Figure 7A In FIG. 7 , the computer system 101 detects movement of the hand 703a (“hand 1”) in the three-dimensional environment 702 (e.g., in a corresponding direction and / or with a corresponding magnitude (e.g., speed and / or distance)). For example, Figure 7AAs shown, the computer system 101 detects that the hand 703a moves forward in the three-dimensional environment 702 (e.g., away from the user) and moves relative to the virtual object 707 toward the location of the virtual object 707 in the three-dimensional environment 702. In some embodiments, the computer system 101 detects the movement of the hand 703a but does not detect input from the hand 705a. For example, the computer system 101 detects the movement of the hand 703a in the three-dimensional environment 702 but does not detect movement of the hand 705a (e.g., an air gesture, a touch gesture, or a hand input). In some embodiments, the computer system 101 detects the movement of the hand 703a (e.g., an air gesture, a touch gesture, or a hand input) regardless of the attention of the user of the computer system 101 (e.g., based on gaze). It should be understood that although in Figures 7A to 7H Multiple hands and multiple corresponding inputs are illustrated in the figures, but such hands and inputs need not be detected simultaneously by the computer system 101; rather, in some embodiments, the computer system 101 independently responds to such hands and / or inputs in response to independently detecting the hands and / or inputs shown and described.

[0202] In some embodiments, as described above, virtual object 709a may encounter a depth conflict in three-dimensional environment 702. For example, as described herein, movement of hand 703a within three-dimensional environment 702 (e.g., an air gesture, a touch gesture, or a hand input) may cause the simulated position of virtual object 707 to contact and / or intersect hand 703a relative to the user's viewpoint in three-dimensional environment 702. In some embodiments, when virtual object 709a is first displayed in three-dimensional environment 702, virtual object 709a encounters a depth conflict with a portion of three-dimensional environment 702. It should be understood that when a virtual object is being described as intersecting and / or contacting a portion of a user (e.g., the user's hand), the intersection is a virtual intersection that describes an apparent spatial or depth conflict that would occur if the virtual object were displayed at a corresponding position relative to that portion of the user.

[0203] In some embodiments, movement of the user's hand 703a relative to the virtual object 707 within the three-dimensional environment (e.g., an air gesture, a touch gesture, or a hand input) causes the virtual object 707 to move in the three-dimensional environment 702 based on the movement of the hand 703a (e.g., an air gesture, a touch gesture, or a hand input). For example, as discussed above, when the computer system 101 detects that the hand 703a moves forward and passes through the position of the virtual object 707 relative to the user's viewpoint, the computer system 101 determines that the movement causes the hand 703a to encounter a depth conflict with (e.g., at least partially contact) the virtual object 707 in the three-dimensional environment 702, as described above. Figure 7BIn some embodiments, when the hand 703a contacts the virtual object 707 in the three-dimensional environment 702, the computer system 101 detects that the hand 703a continues to move backward in the three-dimensional environment 702 (e.g., away from the user's viewpoint). In some embodiments, the movement of the hand 703a (e.g., an air gesture, a touch gesture, or a hand input) while the hand 703a contacts the virtual object 707 in the three-dimensional environment 702 causes the computer system 101 to move the virtual object 707 based on the movement of the hand 703a (e.g., an air gesture, a touch gesture, or a hand input). For example, as Figure 7B As shown in legend 709 in FIG, the computer system 101 moves the virtual object 707 backward (eg, away from the user's viewpoint) in the three-dimensional environment 702 based on the movement of the hand 703a (eg, an air gesture, a touch gesture, or a hand input).

[0204] In some embodiments, the computer system 101 moves the virtual object 707 in the three-dimensional environment 702 based on the movement of the hand 703a (e.g., an air gesture, a touch gesture, or a hand input) until the movement of the hand 703a (e.g., an air gesture, a touch gesture, or a hand input) exceeds a movement threshold for entering the virtual object 707 (e.g., based on a degree of depth conflict between the virtual object 707 and the hand 703a). For example, Figure 7B As shown, a depth conflict between the virtual object 707 and the hand 703a caused by movement of the hand 703a relative to the virtual object 707 in the three-dimensional environment 702 (e.g., an air gesture, a touch gesture, or a hand input) is below a depth conflict threshold (e.g., an amount of depth conflict such as 5%, 10%, 12%, 15%, 20%, 25%, 30%, 40%, or 50%), as represented by a threshold 712 in the tracker 711. In some embodiments, if the movement of the hand 703a relative to the virtual object 707 in the three-dimensional environment 702 (e.g., an air gesture, a touch gesture, or a hand input) exceeds the depth conflict threshold 712, the computer system 101 changes the visual appearance of a portion of the virtual object 707 to resolve or reduce the depth conflict in the three-dimensional environment 702, as described in more detail below.

[0205] exist Figure 7B In FIG. 7 , the computer system 101 detects that the user's hand 703 b continues to move through the position of the virtual object 707 relative to the user's viewpoint in the three-dimensional environment 702. For example, Figure 7B As shown, when the user's hand 703b has a depth conflict with the virtual object 707, the computer system 101 detects that the hand 703b moves relative to the virtual object 707, so that the degree of depth conflict between the hand 703b and the virtual object 707 in the three-dimensional environment 702 changes (e.g., increases). In some embodiments, as Figure 7CAs shown, the movement of the hand 703b relative to the virtual object 707 in the three-dimensional environment 702 (e.g., an air gesture, a touch gesture, or a hand input) causes the depth conflict between the virtual object 707 and the hand 703b to exceed the depth conflict threshold 712 discussed above, as indicated in the tracker 711. For example, Figure 7C As shown, movement of the user's hand 703b (eg, an air gesture, a touch gesture, or a hand input) causes a virtual object 707 greater than a threshold amount to have a depth conflict relative to the user's viewpoint in the three-dimensional environment 702.

[0206] In some embodiments, when the computer system 101 determines that the depth conflict between the virtual object 707 and the hand 703b exceeds the depth conflict threshold discussed above, the computer system 101 changes the visual appearance of a portion of the virtual object 707, such as Figure 7C For example, the computer system 101 changes the visual appearance of the first portion 708 of the virtual object 707 that has a depth conflict with the hand 703b in the three-dimensional environment 702. In some embodiments, changing the visual appearance of the first portion 708 of the virtual object 707 includes changing visual attributes of the first portion 708 of the virtual object 707, such as the opacity, brightness, coloring, and / or saturation of the first portion 708 of the virtual object 707 that contacts / intersects with the hand 703b in the three-dimensional environment 702. In some embodiments, changing the visual appearance of the first portion 708 of the virtual object 707 includes ceasing to display the first portion 708 of the virtual object 707 in the three-dimensional environment 702. For example, as Figure 7C As shown, a portion of the selectable option 706-2 included in the first portion 708 of the virtual object 707 is no longer displayed in the three-dimensional environment 702. Additionally, portions of the three-dimensional environment 702 (e.g., including the physical environment surrounding the display generation component 120) optionally become visible through the first portion 708 of the virtual object 707 when the first portion 708 is no longer displayed. In some embodiments, changing the visual appearance of the first portion 708 reduces the visual prominence of the first portion 708 of the virtual object 707 relative to the second portion 710 of the virtual object 707 that does not have a depth conflict in the three-dimensional environment 702. For example, Figure 7C As shown, the second portion 710 of the virtual object 707 does not have a depth conflict in the three-dimensional environment 702 (e.g., because the second portion 710 of the virtual object 707 does not at least partially contact the hand 703b (or any other part of the user)). Therefore, the computer system 101 optionally maintains the display of the second portion 710 of the virtual object 707 (e.g., does not change the visual appearance of the second portion 710) while changing the visual appearance of the first portion 708 of the virtual object 707 in the three-dimensional environment 702.

[0207] In some embodiments, changing the visual appearance of the virtual object 707 includes displaying a visual boundary (e.g., a feathered visual boundary) 734 between the first portion 708 and the second portion 710 of the virtual object 707 in the three-dimensional environment 702. For example, Figure 7C As shown, the visual boundary 734 visually separates the first portion 708 of the virtual object 707 that has depth conflict from the second portion 710 of the virtual object 707 that does not have depth conflict in the three-dimensional environment 702. In some embodiments, the computer system 101 gradually (e.g., over a period of 0.5 seconds, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 8 seconds, or 10 seconds) changes the visual appearance of the first portion 708 of the virtual object 707 along the visual boundary 734 in the three-dimensional environment 702. For example, the change in the visual appearance of the virtual object 707 gradually grows in magnitude (e.g., size) from the point of contact between the virtual object 707 and the hand 703b to the visual boundary 734 between the first portion 708 and the second portion 710. In some embodiments, as Figure 7C As shown, changing the visual appearance of the first portion 708 of the virtual object 707 alleviates (eg, resolves or reduces) the depth conflict between the virtual object 707 and the hand 703b. Figure 7C As shown, changing the visual attributes of the first portion 708 of the virtual object 707 and / or ceasing display of the first portion 708 of the virtual object 707 in the three-dimensional environment 702 enables a portion of the hand 703b that is in contact with the virtual object 707 (e.g., one or more fingers of the hand 703b) to be visible through the virtual object, regardless of the presence of depth conflict in the three-dimensional environment 702. Additional details regarding changing the visual appearance of the virtual object 707 to reduce or resolve depth conflict in the three-dimensional environment 702 are provided below in methods 800, 1000, and / or 1200.

[0208] As described above, in some embodiments, the virtual object 707 is or includes content, such as one or more user interfaces. Figure 7C , when the computer system 101 optionally maintains display of the second portion 710 of the virtual object 707, the computer system 101 maintains display of the content included within the second portion 710 of the virtual object 707 in the three-dimensional environment 702, such as selectable options associated with content A (e.g., Figure 7A706-1 in the figure). Additionally, when the computer system 101 changes the visual appearance of the first portion 708 of the virtual object 707 to resolve or reduce the depth conflict with the hand 703b, at least a portion of the content included in the first portion 708 of the virtual object 707 changes in visual appearance. For example, when the computer system 101 changes the amount of opacity, brightness, tint, and / or saturation of the first portion 708 of the virtual object 707 and / or stops display of the first portion 708 of the virtual object 707, a portion of the content included in the first portion 708 is no longer visible in the three-dimensional environment 702 relative to the user's viewpoint, such as a portion of the selectable option 706-2, as shown. Figure 7C In some embodiments, the change in the visual appearance of the first portion 708 of the virtual object 707 applies to the content in the first portion 708 of the virtual object 707 , but not to the content in the second portion 710 of the virtual object 707 .

[0209] It should be understood that Figure 7C The change in appearance of the first portion 708 of the virtual object 707 shown is exemplary and, in some embodiments, may be related to Figure 7C 7. A larger or smaller amount of the first portion 708 of the virtual object 707 is displayed with the altered visual appearance compared to the visual appearance shown in FIG. For example, the amount of the first portion 708 of the virtual object 707 displayed with the altered visual appearance is greater or less than (e.g., 5%, 10%, 15%, 20%, 25%, 30%, 40%, 50%, or 60%) the amount of the first portion 708 of the virtual object 707 that has depth conflict in the three-dimensional environment 702.

[0210] In some embodiments, the amount of the virtual object 707 that is displayed with an altered visual appearance is based on the amount of the user's hand 703b that has depth conflict with the virtual object 707 in the three-dimensional environment 702. For example, Figure 7C , the amount of the first portion 708 of the virtual object 707 that is displayed with the changed visual appearance is based on the amount of the hand 703b that is in contact with the virtual object 707, regardless of the amount of the hand 703b that is not in contact with the virtual object 707 in the three-dimensional environment 702. Figure 7C In some embodiments, the amount of the virtual object 707 that is displayed with the changed visual appearance is based on the size of the hand 703b that has a depth conflict with the virtual object 707 in the three-dimensional environment 702, as described in more detail below.

[0211] exist Figure 7C In FIG. 7 , the computer system 101 detects movement of the hand 703 c (eg, air gesture, touch gesture, or hand input), and the hand 703 c has a depth conflict with the virtual object 707 in the three-dimensional environment. Figure 7C As shown, when the hand 703c is in contact with / intersecting the first portion 708 of the virtual object in the three-dimensional environment 702 (e.g., when the first portion 708 is displayed with a changed visual appearance), the computer system 101 detects that the hand 703c moves to the right relative to the user's viewpoint. In some embodiments, the computer system 101 detects the movement of the hand 703c (e.g., an air gesture, a touch gesture, or a hand input) but does not detect a change in the degree of depth conflict between the hand 703c and the first portion 708 of the virtual object 707. Additionally, in Figure 7C In FIG. 7 , the computer system 101 detects the movement of the hand 705a (“hand 2”) relative to the virtual object 727 in the three-dimensional environment 702. For example, Figure 7C As shown, computer system 101 detects hand 705a moving away from the user relative to the user's viewpoint and toward virtual object 727 in three-dimensional environment 702. As similarly described above, computer system 101 optionally detects movement of hands 703c and 705a regardless of the user's attention.

[0212] Figure 7C-1 Illustrated with Figure 7C The concepts shown are similar and / or identical (with many of the same reference numerals). It should be understood that unless otherwise indicated below, Figure 7C-1 Shown with Figures 7A to 7H Elements shown with the same reference number have one or more or all of the same features. Figure 7C-1 The computer system 101 includes a display generation component 120 (or the same as the display generation component 120). In some embodiments, the computer system 101 and the display generation component 120 each have Figure 7C and Figures 7A to 7H The computer system 101 shown in FIG. 1 and FIG. Figure 3 One or more characteristics of the display generation component 120 shown, and in some embodiments, Figures 7A to 7H The computer system 101 and display generation component 120 shown have Figure 7C-1 The computer system 101 and one or more characteristics of the display generation component 120 are shown.

[0213] exist Figure 7C-1 , the display generation component 120 includes one or more internal image sensors 314a oriented toward the user's face (e.g., reference Figure 5 540 as described above). In some embodiments, the internal image sensor 314a is used for eye tracking (e.g., detecting the user's gaze). The internal image sensor 314a is optionally arranged on the left and right portions of the display generation component 120 to enable eye tracking of the user's left and right eyes. The display generation component 120 also includes external image sensors 314b and 314c facing outward from the user to detect and / or capture the physical environment and / or movement of the user's hands. In some embodiments, the image sensors 314a, 314b, and 314c have reference Figures 7A to 7H One or more of the characteristics of image sensor 314 described.

[0214] exist Figure 7C-1 , the display generation component 120 is illustrated as displaying optionally with reference Figures 7A to 7H The content described corresponds to content displayed and / or visible via the display generation component 120. In some embodiments, the content is displayed by a single display (e.g., Figure 5 In some embodiments, the display generation component 120 includes a display that is combined (e.g., by the user's brain) to create Figure 7C-1 Two or more displays (eg, left and right display panels for the user's left and right eyes, respectively, as shown in FIG) display output of the content view shown Figure 5 described).

[0215] The display generation component 120 has Figure 7C-1 The content shown corresponds to a field of view (e.g., the field of view captured by external image sensors 314b and 314c and / or visible to the user via display generation component 120, indicated by the dashed line in the top view). Because display generation component 120 is optionally a head-mounted device, the field of view of display generation component 120 is optionally the same as or similar to the user's field of view.

[0216] exist Figure 7C-1 , the user is depicted performing an air pinch gesture (e.g., using hand 1703C or hand 2705A) to provide input to computer system 101 to provide user input directed to content displayed by computer system 101. This description is exemplary and not limiting; the user optionally uses different air gestures and / or uses the same techniques as described in reference to FIG. Figures 7A to 7H Other forms of input described herein are used to provide user input.

[0217] In some embodiments, the computer system 101 responds to the Figures 7A to 7H Described user input.

[0218] exist Figure 7C-1 In the example of , because the user's hand is within the field of view of the display generation component 120, it is visible within the three-dimensional environment. That is, the user can optionally see any portion of their own body within the field of view of the display generation component 120 in the three-dimensional environment. In addition, as described herein, the portion 708a of the object 707 (e.g., the portion 708b of the object 707 that has its visual appearance modified due to a collision with the hand 703c) is not visible within the three-dimensional environment. Figures 7A to 7H The size and / or shape of the portion of hand 703c corresponding to portion 708 in the hand 703c is based on the size and / or shape of the portion of hand 703c that is in conflict with object 707. Figure 7C-1 , portion 708a is elongated and oriented corresponding to the size, shape, and / or orientation of the fingers of hand 703c that are in conflict with object 707. Figures 7A to 7H One or more or all aspects of the present disclosure shown or described with reference to these figures and / or described with reference to corresponding methods are optionally combined with Figure 7C-1 Similar or analogous methods are implemented on the computer system 101 and the display generation unit 120 .

[0219] In some embodiments, as Figure 7D As shown, in response to detecting movement of the hand 703c relative to the virtual object 707 (e.g., an air gesture, a touch gesture, or a hand input), the computer system 101 changes the visual appearance of the third portion 714 of the virtual object 707 in the three-dimensional environment 702. For example, Figure 7D As shown, the computer system 101 changes the visual attributes (e.g., brightness, translucency, saturation, and / or tint) of the third portion 714 of the virtual object 707 and / or ceases display of the virtual object based on determining that the hand 703c is in contact with / intersecting the third portion 714 of the virtual object 707 following movement of the hand 703c relative to the virtual object 707 in the three-dimensional environment 702 (e.g., an air gesture, a touch gesture, or a hand input). In some embodiments, as similarly discussed above, when the computer system 101 changes the visual appearance of the third portion 714 of the virtual object 707, portions of the three-dimensional environment (including the physical environment surrounding the display generating component) that are behind the virtual object 707 become visible through the third portion 714 of the virtual object 707. As similarly discussed above, in some embodiments, the computer system 101 changes the visual appearance of the third portion 714 of the virtual object 707 to resolve or reduce depth conflicts between the third portion 714 of the virtual object 707 and the hand 703c in the three-dimensional environment 702. Additionally, if Figure 7DAs shown, the computer system 101 maintains the display of the fourth portion 716 of the virtual object 707 based on determining that the fourth portion 716 does not have a depth conflict in the three-dimensional environment 702 after the movement of the hand 703c (e.g., an air gesture, a touch gesture, or a hand input), as similarly discussed above. For example, the computer system 101 abandons changing the visual appearance of the fourth portion 716 of the virtual object 707, as Figure 7D shown.

[0220] In some embodiments, as Figure 7D As shown, the computer system 101 adjusts the first portion of the virtual object 707 (eg, the position of the virtual object 707) in response to detecting movement of the hand 703c (eg, an air gesture, a touch gesture, or a hand input). Figure 7C 708). For example, Figure 7C As shown, the movement of the hand 703c (e.g., an air gesture, a touch gesture, or a hand input) causes at least a portion of the first portion of the virtual object 707 to no longer have a depth conflict (e.g., no longer contact / intersect with a portion of the user's hand 703c) in the three-dimensional environment 702. In some embodiments, adjusting the change in the visual appearance of at least a portion of the first portion of the virtual object 707 includes redisplaying at least a portion of the first portion of the virtual object 707. For example, Figure 7D As shown, the computer system 101 redisplays a portion of the selectable option 706-2 included in the first portion of the virtual object 707 in the three-dimensional environment 702. Furthermore, in some embodiments, when the computer system 101 adjusts the change in the visual appearance of at least a portion of the first portion of the virtual object 707, the portion of the three-dimensional environment (including the physical environment surrounding the display generation component 120) 702 that is visible behind the virtual object 707 through the first portion of the virtual object 707 (e.g., as shown in FIG. 1 ) is changed. Figure 7C ) is no longer visible through the first portion of the virtual object 707, as Figure 7C shown.

[0221] Additionally, in some embodiments, in response to detecting movement of the hand 705a relative to the virtual object 727 in the three-dimensional environment 702 (e.g., an air gesture, a touch gesture, or a hand input), the computer system determines that the first portion 730 of the virtual object 727 encounters a depth conflict with the hand 705a in the three-dimensional environment 702, such as Figure 7DFor example, as shown in legend 709, the computer system 101 determines that movement of the hand 705a (e.g., an air gesture, a touch gesture, or a hand input) toward a virtual object 727 in the three-dimensional environment 702 causes a first portion 730 of the virtual object 727 to at least partially contact / intersect with the hand 705a following the movement of the hand 705a (e.g., an air gesture, a touch gesture, or a hand input). In some embodiments, as similarly discussed above, when the computer system 101 determines that the hand 705a has a depth conflict with the first portion 730 of the virtual object 727, the computer system 101 changes the visual appearance of the first portion 730 of the virtual object 727 in the three-dimensional environment 702 to resolve or reduce the depth conflict between the virtual object 727 and the hand 705a. For example, the computer system 101 changes the visual properties (e.g., brightness, opacity, saturation, and / or coloring) of the first portion 730 of the virtual object 727 (e.g., a portion of the website content included in the first portion 730 of the virtual object 727) and / or stops displaying the first portion, which enables the hand 705a to continue to be visible through the first portion 730 of the virtual object 727. Furthermore, in some embodiments, when the computer system 101 changes the visual appearance of the first portion 730 of the virtual object 727 in the three-dimensional environment 702, portions of the three-dimensional environment 702 that are behind the virtual object 727 relative to the user's viewpoint (including the physical environment surrounding the display generation component 120) become visible through the first portion 730 of the virtual object 727, as shown in FIG. Figure 7D Additionally, in some embodiments, based on determining that the movement of the hand (e.g., air gesture, touch gesture, or hand input) 705a relative to the virtual object 727 does not cause the fourth portion 732 of the virtual object 727 to encounter a depth conflict in the three-dimensional environment 702, the computer system 101 maintains the display of the fourth portion 732 of the virtual object 727 in the three-dimensional environment 702. For example, as similarly discussed above, the computer system 101 does not change the visual appearance of the fourth portion 732 of the virtual object 727 in the three-dimensional environment 702.

[0222] In some embodiments, as similarly discussed above, the amount of the third portion 714 of the virtual object 707 that is displayed with the altered visual appearance in the three-dimensional environment 702 is based on the amount of the hand 703c that has a depth conflict with the virtual object 707 in the three-dimensional environment 702. Alternatively, as previously mentioned above, in some embodiments, the amount of the portion of the virtual object that is displayed with the altered visual appearance in the three-dimensional environment 702 is based on the size of the user's hand that has a depth conflict with the virtual object in the three-dimensional environment 702. For example, as described above, the first portion 730 of the virtual object 727 has a depth conflict with the user's hand 705a in the three-dimensional environment 702. In some embodiments, the amount of the first portion 730 of the virtual object 727 that is displayed with the altered visual appearance in the three-dimensional environment 702 is based on the size of the hand 705a, rather than strictly based on the portion of the hand 705a that is in contact / intersecting with the virtual object 727 in the three-dimensional environment 702. For example, in Figure 7D , even if a first portion of the hand 705a (e.g., one or more fingers) is contacting the virtual object 727 in the three-dimensional environment 702, the amount of the first portion 730 of the virtual object 727 corresponds to (e.g., is equal to or proportional to) the first portion of the hand 705a and the second portion of the hand 705a (e.g., other fingers of the one or more fingers and / or the palm), which are not in contact with / intersecting the virtual object 727 in the three-dimensional environment 702. Thus, in some embodiments, as Figure 7D As shown, the amount of the first portion 730 of the virtual object 727 displayed with the changed visual appearance is greater than the amount that the hand 705a of the virtual object 727 is actually contacting / intersecting in the three-dimensional environment 702.

[0223] As similarly described above, in some embodiments, the degree of depth conflict in the three-dimensional environment 702 is based on the magnitude (e.g., amount) of the portion of the user (e.g., hand) that is in contact with / intersecting the virtual object in the three-dimensional environment 702. For example, Figure 7DAs shown, when a third portion 714 of the virtual object 707 encounters a depth conflict with the hand 703c following movement of the hand 703c relative to the virtual object 707 (e.g., an air gesture, a touch gesture, or a hand input), the hand 703c contacts / intersects the third portion 714 of the virtual object 707 by a first magnitude (e.g., a first amount), as indicated by circle 715a in legend 713. By way of example, in legend 713, circle 715a represents the first magnitude as a first surface area of ​​the virtual object 707 that the hand 703c is contacting / intersecting in the three-dimensional environment 702. In some embodiments, as described below, the computer system 101 increases the portion of the virtual object 707 displayed in the three-dimensional environment 702 with the changed visual appearance in response to detecting a change in the magnitude of the portion of the hand 703c that has a depth conflict with the virtual object 707 in the three-dimensional environment 702.

[0224] exist Figure 7D , the computer system 101 detects movement of the hand 703d relative to the user's viewpoint further / through the virtual object 707 (e.g., an air gesture, a touch gesture, or a hand input). Figure 7D As shown, when the hand 703d is in contact with / intersecting the third portion 714 of the virtual object 707, the computer system 101 detects that the hand 703d is moving away from the user and behind the virtual object 707 in the three-dimensional environment 702 relative to the user's viewpoint. Figure 7D In FIG. 7 , the computer system 101 detects movement (e.g., an air gesture, a touch gesture, or a hand input) of the hand 705a relative to the virtual object 727 in the three-dimensional environment 702 away from the virtual object 727. For example, Figure 7D As shown, the computer system 101 detects that the hand 705a is moving toward the user and in front of the virtual object 727 in the three-dimensional environment 702 relative to the user's viewpoint when the hand 705a is in contact / intersecting the first portion 730 of the virtual object 727. In some embodiments, the computer system 101 detects the hand movements (e.g., air gestures, touch gestures, or hand input) 703d and 705a regardless of the user's attention.

[0225] In some embodiments, in response to detecting movement of the hand 703d away from the user's viewpoint and into the virtual object 707 in the three-dimensional environment 702 (e.g., an air gesture, a touch gesture, or a hand input), the computer system 101 determines that the magnitude (e.g., amount) of the portion of the hand 703d that is in contact with / intersecting the virtual object 707 changes in the three-dimensional environment 702. For example, Figure 7EAs shown in legend 709 in FIG, the computer system 101 detects movement of the hand 703d through the virtual object 707 and behind the virtual object 707 relative to the user's viewpoint (e.g., an air gesture, a touch gesture, or a hand input). Figure 7E As shown, the computer system 101 determines that the magnitude of the portion of the hand 703d that is in contact with / intersecting the virtual object 707 increases to a second magnitude, as indicated by circle 715b in legend 713. For example, Figure 7E As indicated by circle 715b in legend 713 in FIG, as hand 703d moves further into and behind virtual object 707, hand 703d is in contact with a larger surface area (e.g., greater than 100) of virtual object 707 in three-dimensional environment 702. Figure 7D The surface area indicated by circle 715a in FIG. 7A contacts / intersects the surface area indicated by circle 715a in FIG. 7B .

[0226] In some embodiments, based on determining that movement of the hand 703d (e.g., an air gesture, a touch gesture, or a hand input) increases the magnitude of the portion of the hand 703d that is in contact / intersecting with the virtual object 707 in the three-dimensional environment 702, the computer system 101 determines that the degree of depth conflict between the hand 703d and the virtual object 707 is increasing in the three-dimensional environment 702. For example, Figure 7E As shown, the movement of hand 703d behind virtual object 707 relative to the user's viewpoint (e.g., air gesture, touch gesture, or hand input) causes hand 703e to encounter a depth conflict with fifth portion 718 of virtual object 707 in three-dimensional environment 702. Figure 7E, while the hand 703e does not necessarily contact / intersect the fifth portion 718 of the virtual object 707 when the hand 703e is behind the virtual object 707 relative to the user's viewpoint, the position of the hand 703e behind the virtual object 707 optionally causes at least a portion of the hand 703e to be visually occluded by (e.g., not visible through) the fifth portion 718 of the virtual object 707, thereby generating a depth conflict in the three-dimensional environment 702. In some embodiments, based on determining that the fifth portion 718 of the virtual object 707 has a depth conflict with the hand 703e following movement of the hand in the three-dimensional environment 702 (e.g., an air gesture, a touch gesture, or a hand input), the computer system 101 changes the visual appearance of the fifth portion 718 of the virtual object 707 in the three-dimensional environment 702, as similarly described above. For example, the computer system changes the visual attributes (e.g., brightness, opacity, saturation, and / or coloring) of the fifth portion 718 of the virtual object 707 and / or stops displaying the fifth portion to resolve or reduce the depth conflict (e.g., and to enable the hand 703e behind the virtual object 707 to be visible through the fifth portion 718 of the virtual object 707 relative to the user's viewpoint). Additionally, as similarly discussed above, in some embodiments, based on determining that the sixth portion 720 of the virtual object 707 does encounter a depth conflict in response to the movement of the hand 703d (e.g., an air gesture, a touch gesture, or a hand input), the computer system maintains display of the sixth portion 720 of the virtual object 707 in the three-dimensional environment 702. For example, the computer system 101 forgoes changing the visual appearance of the sixth portion 720 of the virtual object 707 in the three-dimensional environment 702.

[0227] Additionally, in some embodiments, in response to detecting movement of the hand 705a relative to the virtual object 727 in the three-dimensional environment 702 (e.g., an air gesture, a touch gesture, or a hand input) away from the virtual object 727, the computer system 101 determines that the virtual object 727 no longer has a depth conflict with the hand 705a, such as Figure 7E As shown in Figure 709. For example, Figure 7E As shown, movement of the hand 705a away from the virtual object 727 (e.g., an air gesture, a touch gesture, or a hand input) causes the hand 705a to no longer contact / intersect with a portion of the virtual object 727 in the three-dimensional environment 702. In some embodiments, based on determining that the virtual object 727 no longer has a depth conflict in the three-dimensional environment 702, the computer system 101 adjusts a first portion of the virtual object 727 in the three-dimensional environment 702 (e.g., Figure 7D 730) changes in the visual appearance of the device. For example, Figure 7EAs shown, the computer system 101 redisplays the website content 728 (e.g., as shown in FIG. 1 ) included in the first portion of the virtual object 727 in the three-dimensional environment 702 relative to the user's viewpoint. Figure 7D previously not displayed portion of the website content shown) and / or making it fully visible.

[0228] exist Figure 7E In FIG. 7 , when the virtual object 707 has a depth conflict with the hand 703 e in the three-dimensional environment 702 , the computer system 101 detects the movement of the user's viewpoint. Figure 7E As shown, computer system 101 detects that hand 705b is grasping computer system 101 and moving in a left direction (e.g., counterclockwise with respect to the user's body). In some embodiments, as described below, the movement of the user's viewpoint causes the portion of three-dimensional environment 702 that is in the user's field of view (including the physical environment surrounding display generation component 120) to change in accordance with the movement of the viewpoint. In some embodiments, the input for changing the user's viewpoint corresponds to movement of the user's head in the physical environment (e.g., movement of a head-mounted display worn by the user in the physical environment).

[0229] In some embodiments, as Figure 7F As shown, in response to detecting Figure 7E , the computer system 101 updates the display of the three-dimensional environment 702 relative to the user's new viewpoint based on the movement of the hand 705b in FIG. Figure 7F In FIG. 7 , the computer system 101 is moved / angled counterclockwise around the user's body so that the computer system 101 faces the front surfaces / portions of the virtual objects 707 and 727 at an angle in the three-dimensional environment 702. Figure 7F As shown, the computer system 101 optionally updates the display of the orientation of virtual objects 707 and 727 so that the front surface / portion of virtual object 709b is angled to the right relative to the user's new viewpoint. Figure 7F As shown, as the user's viewpoint moves, the portion of the physical environment visible via the display generation component 120 changes according to the movement of the viewpoint (e.g., a smaller portion of the representation 724a of the sofa is visible in the three-dimensional environment 702 via the display generation component 120 relative to the user's new viewpoint).

[0230] In some embodiments, the movement of the user's viewpoint causes the degree of depth conflict encountered by the virtual object 707 to change in the three-dimensional environment 702. For example, as described above, the movement of the user's viewpoint causes the orientations of the virtual objects 707 and 727 to change / shift in accordance with the movement of the viewpoint. Additional details regarding the shifting of the orientations of the virtual objects 707 and 727 in accordance with the movement of the user's viewpoint are provided below with reference to method 800. In some embodiments, the shifting of the orientation of the virtual object 707 increases or decreases the degree of depth conflict between the fifth portion 718 of the virtual object 707 and the hand 703e in the three-dimensional environment 702. In some embodiments, when the movement of the user's viewpoint causes the degree of depth conflict encountered by the virtual object 707 to change and / or causes the virtual object 707 to encounter a depth conflict in the three-dimensional environment 702, the computer system 101 changes the visual appearance of the portion of the virtual object 707 with the depth conflict, as similarly described above. For example, as Figure 7F As shown, the computer system 101 adjusts the change in the visual appearance of the fifth portion 718 of the virtual object 707 that has a depth conflict with the hand 703e, without changing the visual appearance of the sixth portion 720 of the virtual object 707 that does not have a depth conflict in the three-dimensional environment 702. In some embodiments, as Figure 7F As shown, the amount of the fifth portion 718 of the virtual object 707 having the changed visual appearance is reduced in the three-dimensional environment 702 because the depth conflict between the fifth portion 718 of the virtual object 707 and the hand 703e appears to be reduced from the user's new viewpoint.

[0231] Additionally, in some embodiments, as Figure 7F As shown, the movement of the user's viewpoint does not cause the virtual object 727 to encounter depth conflict relative to the user's new viewpoint in the three-dimensional environment 702. Figure 7D As shown, the movement of the user's viewpoint does not cause the virtual object 727 to at least partially contact / intersect with the user's hand (or another object) relative to the user's new viewpoint. Figure 7F As shown, computer system 101 optionally maintains display of virtual object 727 and optionally does not change the visual appearance of any portion of virtual object 727 in three-dimensional environment 702 .

[0232] In some embodiments, as previously referenced above Figure 7A As depicted, virtual object 707 includes content, such as a user interface of a media browsing application. Figure 7A As shown, the virtual object 707 includes a plurality of selectable options 706-1 to 706-3, which can be selected to cause the computer system 101 to display content corresponding to the selectable options. Figure 7FAs shown, virtual object 707 optionally includes selectable option 706-1. In some embodiments, as Figure 7F As shown and similarly described above, because the user's hand 703 f has a depth conflict with the fifth portion 718 of the virtual object 707 (which includes a portion of the selectable option 706-1), the portion of the selectable option 706-1 has an altered visual appearance (e.g., is not displayed or is not visible in the three-dimensional environment 702) in the three-dimensional environment 702. As described below, input directed to the selectable option 706-1 optionally does not cause the computer system 101 to perform an operation associated with the selectable option 706-1.

[0233] exist Figure 7F In FIG. 7 , the computer system 101 detects a selection input directed to the selectable option 706-1 in the virtual object 707. For example, Figure 7F As shown, the computer system 101 detects an air gesture (e.g., an air pinch gesture in which the index finger and thumb of the hand 703f are brought together and in contact), a tap gesture, or a button press provided by the hand 703f when the user's attention (e.g., based on gaze 721) is directed to the selectable option 706-1 in the three-dimensional environment 702. In some embodiments, as Figure 7F As shown, the computer system detects that the hand 703f performs an air gesture while the hand 703f has a depth conflict with the virtual object 707 in the three-dimensional environment 702 (e.g., is behind the fifth portion 718 of the virtual object 707 relative to the user's viewpoint). Figure 7F , the computer system 101 detects an air gesture (e.g., an air pinch gesture), a tap gesture, or a button press provided by the hand 705 c while the user's attention (e.g., based on gaze 721 ) is directed to the selectable option 706 - 1 in the three-dimensional environment 702 .

[0234] In some embodiments, as Figure 7G As shown, in response to detecting the selection input provided by hand 703f and / or hand 705c, computer system 101 abandons activating (e.g., selecting) selectable option 706-1 in virtual object 707. Figure 7G As shown, the computer system 101 abandons displaying the content (Content A) associated with the selectable option 706-1 in the virtual object 707 in the three-dimensional environment 702. As previously described above and as Figure 7GAs shown, a portion of the selectable option 706-1 is included in the fifth portion 718 of the virtual object 707, which is displayed in the three-dimensional environment 702 with an altered visual appearance (e.g., as a result of a depth conflict between the hand 703f and the virtual object 707). Therefore, in some embodiments, because a portion of the selectable option 706-1 is included in the fifth portion 718 of the virtual object 707 that has a depth conflict with the hand 703f, the computer system 101 forgoes activating the selectable option 706-1 in the virtual object 707 (e.g., even though other portions of the selectable option 706-1 are still displayed and / or visible in the virtual object 707). Figure 7G As shown, computer system 101 optionally does not perform operations in three-dimensional environment 702 in response to detecting the aforementioned selection input. It should be understood that computer system 101 forgoes performing other operations in response to detecting other input directed toward at least a portion of fifth portion 718 of virtual object 707. For example, if computer system 101 alternatively detects input corresponding to a request to scroll through content included in fifth portion 718 of virtual object 707, computer system 101 would forgo scrolling the content of virtual object 707 in three-dimensional environment 702.

[0235] exist Figure 7G In FIG. 7 , the computer system 101 detects movement (e.g., air gestures, touch gestures, or hand input) of the hand 705d relative to the virtual object 707 in the three-dimensional environment 702. For example, Figure 7G As shown, the computer system 101 detects that the hand 705d moves away from the user (e.g., left and forward relative to the user's viewpoint) and toward the virtual object 707 in the three-dimensional environment 702. In some embodiments, the computer system 101 detects the movement of the hand 705d (e.g., an air gesture, a touch gesture, or a hand input) while the hand 703f has a depth conflict with the fifth portion 718 of the virtual object 707 in the three-dimensional environment 702 (e.g., while the hand 703f is behind the virtual object 707 relative to the user's viewpoint), as shown. Figure 7G Additionally, as mentioned above, Figure 7E Similarly described, when computer system 101 detects movement of hand 705a (e.g., an air gesture, a touch gesture, or a hand input), hand 703f optionally has a depth conflict with virtual object 707 of a second magnitude 715b, as indicated in legend 713.

[0236] In some embodiments, in response to detecting movement of the user's hand 705d relative to the virtual object 707 toward the virtual object 707 (e.g., an air gesture, a touch gesture, or a hand input), the computer system 101 determines that the seventh portion 722 of the virtual object 707 encounters a depth conflict with the hand 705d, such as Figure 7H For example, as similarly discussed above, the computer system 101 determines that, following movement of the hand 705d in the three-dimensional environment 702 (e.g., an air gesture, a touch gesture, or a hand input), the hand 705d at least partially contacts / intersects with the seventh portion 722 of the virtual object 707. Figure 7H As shown, based on determining that the seventh portion 722 of the virtual object 707 encounters a depth conflict with the hand 705d following the movement of the hand 705d (e.g., an air gesture, a touch gesture, or a hand input), the computer system 101 changes the visual appearance of the seventh portion 722 of the virtual object 707, as similar to that discussed above. For example, Figure 7H As shown, the computer system 101 changes the visual attributes (e.g., brightness, opacity, saturation, and / or tint) of the seventh portion 722 of the virtual object 707 and / or ceases display of the seventh portion to resolve or reduce the depth conflict between the hand 705d and the seventh portion 722 of the virtual object 707. Additionally, based on determining that the movement of the hand 705d (e.g., an air gesture, a touch gesture, or a hand input) does not cause the eighth portion 726 of the virtual object 707 to encounter a depth conflict with the hand 705d following the movement of the hand 705d (e.g., an air gesture, a touch gesture, or a hand input), the computer system 101 maintains display of the eighth portion 726 of the virtual object 707 in the three-dimensional environment 702. For example, as similarly discussed above, the computer system 101 forgoes changing the visual appearance of the eighth portion 726 of the virtual object 707 in the three-dimensional environment 702.

[0237] In some embodiments, as Figure 7H As shown in the legend 709 in FIG. 1 , the computer system 101 detects in the three-dimensional environment 702 that the hand 705 d has a depth conflict with the seventh portion 722 of the virtual object 707, and the hand 703 f has a depth conflict with the fifth portion 718 of the virtual object 707. Figure 7H As shown, the computer system 101 detects that the hand 705d is at least partially in contact with / intersecting the seventh portion 722 of the virtual object 707, while the hand 703f is simultaneously behind the fifth portion 718 of the virtual object 707 relative to the user's viewpoint. Figure 7HAs shown, the computer system 101 simultaneously displays the fifth portion 718 of the virtual object 707 having a changed visual appearance and the seventh portion 722 of the virtual object 707 having a changed visual appearance to respectively resolve or reduce depth conflicts from the hands 703f and 705d in the three-dimensional environment 702. In some embodiments, the change in the visual appearance of the fifth portion 718 of the virtual object 707 is different from the change in the visual appearance of the seventh portion 722 of the virtual object 707 in the three-dimensional environment 702. For example, Figure 7H As shown, the amount of the fifth portion 718 of the virtual object displayed with reduced visual salience is different from (e.g., greater than) the amount of the seventh portion 722 of the virtual object 707 displayed with reduced visual salience. Furthermore, the change in the visual properties (e.g., brightness, opacity, saturation, and / or tint) of the fifth portion 718 of the virtual object 707 is optionally different from the change in the visual properties of the seventh portion 722 of the virtual object 707 (e.g., based on the content included in portions 718 and 722 and / or the degree of depth conflict).

[0238] Additionally, in some embodiments, the magnitude (e.g., amount) of the portions of hand 703f and hand 705d that have depth conflicts with virtual object 707 are different. For example, as previously mentioned above, hand 703f has a depth conflict with virtual object 707 of a second magnitude 715b, as indicated in legend 713. In some embodiments, hand 705d has a depth conflict with virtual object 707 of a third magnitude 717a that is less than the second magnitude 715b, as indicated in legend 713. For example, as similarly discussed above, the surface area involved in the portion of hand 705d that is in contact / intersecting with virtual object 707 is less than the portion of hand 703f that is behind virtual object 707 (e.g., relative to the user's viewpoint). Thus, as described above and as Figure 7H As shown, in some embodiments, the computer system 101 separately resolves or reduces depth conflicts with hands 703f and 705d based on the magnitude (e.g., amount) of each hand's conflict with the virtual object 707 in the three-dimensional environment 702.

[0239] It should be understood that in some embodiments, the computer system 101 utilizes the above-described mitigation techniques (e.g., changing visual attributes of a virtual object and / or ceasing display of a portion of a virtual object in a three-dimensional environment) to mitigate depth conflicts with physical objects other than the hand of a user of the computer system. For example, in response to detecting that a first virtual object encounters a depth conflict with a physical object other than the user's hand in a three-dimensional environment (e.g., a hardware input device such as a controller, keyboard, trackpad, pointer, and / or mouse, or another part of the user other than the hand such as an arm, foot, knee, and / or elbow), the computer system utilizes the above-described techniques to reduce or resolve the depth conflict between the first virtual object and the physical object in the three-dimensional environment.

[0240] Figures 8A to 8N 1 is a flowchart illustrating an exemplary method 800 for facilitating mitigation of depth conflict for a virtual object by reducing the visual salience of one or more parts of the virtual object in a three-dimensional environment according to some embodiments. In some embodiments, the method 800 is performed at a computer system (e.g., computer system 101 in FIG. 1 , such as a tablet, smartphone, wearable computer, or head-mounted device) that includes a display generation component (e.g., FIG. 1 , Figure 3 and Figure 4 In some embodiments, method 800 is performed by one or more processors of a computer system, such as one or more processors 202 of computer system 101 (e.g., a head-up display, a display, a touch screen, and / or a projector) and one or more cameras (e.g., a camera pointing downward toward the user's hand (e.g., a color sensor, an infrared sensor, or other depth sensing camera) or a camera pointing forward from the user's head). Figure 1A Some operations in method 800 may be optionally combined, and / or the order of some operations may be optionally changed.

[0241] 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 (e.g., 314). For example, the computer system is or includes a mobile device (e.g., a tablet, a smart phone, a media player, or a wearable device) or a computer. 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, the one or more input devices include a computer system capable of receiving user input (e.g., capturing user input or detecting user input) and sending information associated with the user input to the electronic device. 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 electronic device), 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 or 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., touch screen, 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.

[0242] In some embodiments, the computer system displays (802a) a virtual object in a three-dimensional environment via a display generation component, such as Figure 7A 707 or virtual object 727 in the three-dimensional environment 702 shown. For example, the three-dimensional environment is generated, displayed, or otherwise enabled for viewing by a computer system (e.g., an extended reality (XR) environment, such as a virtual reality (VR) environment, a mixed reality (MR) environment, or an augmented reality (AR) environment). In some embodiments, the physical environment surrounding the display generation component is visible through a transparent portion of the display generation component (e.g., real or reality pass-through). For example, a representation of the physical environment, such as a video pass-through, is displayed in the three-dimensional environment via the display generation component (e.g., virtual or video pass-through). Figure 7A In some embodiments, the virtual object is generated by a computer system and / or is or includes content, such as a window of a web browsing application (e.g., a window displaying content (e.g., text, images, or video)). Figure 7A), a window displaying a photo or video clip, a media player window (e.g., a window for controlling playback of a content item on a computer system) and a virtual object 727 in FIG. Figure 7A ), a contact card in a contacts application that displays contact information (e.g., a phone number, an email address, and / or a birthday), and / or a virtual board game in a gaming application. In some embodiments, the virtual object is displayed at a corresponding location in the three-dimensional environment that is in the field of view of the user of the computer system relative to the current viewpoint of the user of the three-dimensional environment. In some embodiments, the virtual object includes multiple parts, including a first part and a second part, which are different (e.g., non-overlapping) parts of the multiple parts. For example, the first part of the virtual object is or includes the top part (e.g., the upper half) of the virtual object relative to the user's viewpoint, and the second part of the virtual object is or includes the bottom part (e.g., the lower half) of the virtual object relative to the user's viewpoint. For another example, the first part of the virtual object is or includes the outer edge of a first side of the virtual object relative to the user's viewpoint, and the second part of the virtual object is or includes the outer edge of a second side of the virtual object relative to the user's viewpoint that is different from the first side. In some embodiments, the first part and the second part of the virtual object have a first visual attribute (e.g., an appearance) determined by content included in the virtual object (e.g., a representation of pixels of the content). In some embodiments, the first visual attribute is determined by a lighting effect, a dimming effect, a transparency effect, a blur effect, a glow effect, and / or a saturation effect, each of which has a default value based on the content of the virtual object. For example, when the computer system displays the first portion and the second portion of the virtual object having the first visual attribute, the first visual attribute is based on the content of the virtual object (such as the media browsing content of the virtual object 707 or the web browsing content of the virtual object 727, such as Figure 7A In some embodiments, the characteristics of the first visual attribute do not include and / or differ from the size of the virtual object, the lighting of the virtual object, shadows associated with the virtual object (e.g., cast on the object by other objects), or other visual characteristics that automatically and / or otherwise change based on changes in the relative placement of the virtual object with respect to the user's viewpoint in the three-dimensional environment.

[0243] In some embodiments, while displaying a virtual object in a three-dimensional environment, the computer system detects (802b) a first input via the one or more input devices, the first input comprising movement of a first portion of a user of the computer system (e.g., a first hand) relative to the virtual object in the three-dimensional environment, such as movement of hand 703a relative to virtual object 707. Figure 7AAs shown. For example, the computer system detects the movement of a first hand (e.g., left hand or right hand) of a user of the computer system, which is detected by one or more input devices (e.g., hand tracking devices) communicating with the computer system. In some embodiments, the movement of the user's first hand is detected without detecting an air pinch gesture performed by two or more fingers of the user's first hand. For example, the computer system detects the movement of the user's first hand in space without detecting the index finger and thumb of the first hand being brought together and in contact at the fingertips. In some embodiments, the computer system detects the first input via a hardware input device (e.g., a controller that supports six-degree-of-freedom mobile operations, or a touchpad, a mouse) communicating with the computer system. For example, the computer system detects the movement of the controller in space, the movement of the mouse on a surface (e.g., a desktop), and / or the movement of the user's hand fingers on the touchpad. In some embodiments, the movement of the user's hand (e.g., air gesture, touch gesture, or hand input) is relative to the corresponding direction in space (e.g., vertical, horizontal, or diagonal) of the virtual object in the three-dimensional environment. For example, the computer system detects movement of a user's first hand away from the user's body and toward the portion of the three-dimensional environment visible via the display generation component (e.g., the portion of the three-dimensional environment that includes the virtual object), such as movement of hand 703a toward the portion of the three-dimensional environment 702 visible via the display generation component 120 (e.g., an air gesture, a touch gesture, or a hand input), as shown. Figure 7A In some embodiments, the first input includes attention-only and / or gaze-only input (e.g., does not include input from one or more portions of the user other than those portions providing the attention input).

[0244] In some embodiments, in response to detecting the first input (802c), based on determining that at least a portion of the first hand of the user has a depth conflict with a first portion of a virtual object in the three-dimensional environment relative to the user's viewpoint (e.g., after the user's first hand moves in space, the first hand at least partially contacts or intersects with the first portion of the virtual object in the three-dimensional environment, or is within a threshold distance (e.g., 0 cm, 1 cm, 2 cm, 3 cm, 5 cm, 10 cm, 15 cm, 20 cm, 25 cm, 30 cm, or 50 cm) of contact or intersect with the first portion of the virtual object), such as Figure 7C and Figure 7C-1The computer system reduces (802e) the visual salience of the first portion of the virtual object in the three-dimensional environment relative to the second portion of the virtual object, such as by: Figure 7C and Figure 7C-1 702 in the three-dimensional environment 702. In some embodiments, when the first portion of the user at least partially contacts or intersects the first portion of the virtual object, the first portion of the user creates a depth conflict with the first portion of the virtual object in the three-dimensional environment relative to the user's viewpoint. In some embodiments, when the first portion of the virtual object has a depth conflict with the first portion of the user, the second portion of the virtual object does not have a depth conflict with the first portion of the user in the three-dimensional environment. For example, after the user's first hand moves in space, the user's first hand does not at least partially contact or intersect with the second portion of the virtual object in the three-dimensional environment, such as Figure 7C and Figure 7C-1The hand 703c is shown not in contact with the second portion 710 of the virtual object 707. In some embodiments, based on determining that the user's first hand is at least partially in contact with or intersecting the first portion of the virtual object in the three-dimensional environment, the computer system automatically updates the display of the first portion of the virtual object to resolve or reduce the depth conflict in the three-dimensional environment. In some embodiments, reducing the visual salience of the first portion of the virtual object relative to the second portion of the virtual object includes ceasing to display the first portion of the virtual object in the three-dimensional environment. For example, the computer system no longer displays the first portion of the virtual object that has a depth conflict with the user's first hand in the three-dimensional environment to resolve the depth conflict in the three-dimensional environment (e.g., such that the display of the virtual object no longer appears to be obscured by the user's first hand relative to the user's viewpoint in the three-dimensional environment). In some embodiments, reducing the visual salience of the first portion of the virtual object relative to the second portion of the virtual object includes ceasing to display a third portion of the virtual object that includes the first portion of the virtual object that has a depth conflict with the user's first hand in the three-dimensional environment. For example, the computer system no longer displays a portion of the virtual object that is larger (e.g., in volume) than the first portion of the virtual object that has a depth conflict with the user's first hand in the three-dimensional environment. In some embodiments, as discussed in more detail below, the first portion of the virtual object corresponds to the size of the user's first hand, not just the portion of the user's first hand that is in contact with the virtual object in the three-dimensional environment. For example, if the computer system detects that one or more fingers of the user's first hand are in contact with the virtual object in the three-dimensional environment, the size of the first portion of the virtual object that is no longer displayed in the three-dimensional environment corresponds to (e.g., is equal to or proportional to) the size of the user's first hand (e.g., includes all fingers and the palm of the user's first hand). In some embodiments, when the computer system reduces the visual salience of the first portion of the virtual object relative to the second portion of the virtual object, the first portion of the user is visible through the virtual object in the three-dimensional environment relative to the user's viewpoint. For example, when the computer system no longer displays the first portion of the virtual object in the three-dimensional environment, the portion of the user's first hand that causes a depth conflict with the virtual object in the three-dimensional environment no longer intersects or contacts the first portion of the virtual object relative to the user's viewpoint. In some embodiments, as described below, when the computer system reduces the visual salience of the first portion of the virtual object relative to the second portion of the virtual object, the second portion of the virtual object remains displayed in the three-dimensional environment. For example, when the computer system stops displaying the first portion of the virtual object, the user's first hand and the second portion of the virtual object are visible and unobstructed from the user's viewpoint. In some embodiments, when the user's first hand contacts or intersects the first portion of the virtual object in response to the first input, the computer system displays the first portion of the virtual object with an animation effect such that the first portion of the virtual object is no longer displayed in the three-dimensional environment.For example, as described in more detail below, the animation effect includes a feathering effect that reveals the user's first hand when the user's first hand is in contact with the first portion of the virtual object (e.g., when the first portion of the virtual object is no longer displayed, the portion of the virtual object surrounding the user's first hand is feathered relative to the user's viewpoint). In some embodiments, reducing the visual salience of the first portion of the virtual object relative to the second portion of the virtual object includes increasing the transparency of the first portion of the virtual object relative to the second portion in a three-dimensional environment, reducing the brightness and / or color saturation of the first portion relative to the second portion, and / or increasing the blurriness of the first portion relative to the second portion. In some embodiments, as discussed in more detail below, when the salience of the first portion of the virtual object is reduced relative to the second portion of the virtual object, the computer system abandons responding to input directed to the first portion of the virtual object. For example, if the computer system detects a selection input directed to the first portion of the virtual object, the computer system does not perform a selection operation on the first portion of the virtual object in response to detecting the input. In some embodiments, the computer system reduces the visual salience of the first portion of the virtual object relative to the second portion of the virtual object for the duration that the first portion of the user remains in contact with the first portion of the virtual object. For example, if the computer system detects movement of a first hand of a user away from a virtual object in a three-dimensional environment such that a first portion of the virtual object no longer has a depth conflict in the three-dimensional environment, the computer system redisplays the first portion of the virtual object with the first visual attribute (e.g., redisplays the first portion of the virtual object in the three-dimensional environment). In some embodiments, when the computer system reduces the visual salience of a second portion of the virtual object relative to the first portion in response to detecting a depth conflict between the first portion of the user and the first portion of the virtual object, the computer system does not reduce the visual salience of other portions of the three-dimensional environment (e.g., objects or portions of the physical environment surrounding the virtual object) relative to the second portion of the virtual object and / or does not modify the visual attributes of the other portions of the three-dimensional environment.

[0245] In some embodiments, the computer system maintains (802f) display of a second portion of the virtual object in the three-dimensional environment, such as maintaining display of a second portion 710 of the virtual object 707 that does not have a depth conflict with the hand 703c. Figure 7C and Figure 7C-1 For example, based on determining that the user's first hand is not at least partially in contact with or intersecting the second portion of the virtual object in the three-dimensional environment, the computer system maintains display of the second portion of the virtual object so that it has the visual appearance before the first input. In some embodiments, the computer system simultaneously displays the first portion of the virtual object with reduced visual salience relative to the second portion of the virtual object and the second portion of the virtual object with the first visual attribute, such as in Figure 7C and Figure 7C-1 The virtual object 707 in is similarly shown.

[0246] In some embodiments, based on determining that at least a portion of the first part of the user has no depth conflict with a virtual object in the three-dimensional environment relative to the user's viewpoint after the movement of the first part of the user (e.g., the virtual object does not encounter a depth conflict with any part of the user's first hand, such as having no depth conflict with any finger of the user's hand after the movement of the first hand), such as hand 703c does not contact virtual object 727, Figure 7C and Figure 7C-1 As shown, the computer system maintains (802g) display of the first portion and the second portion of the virtual object without reducing the visual prominence of the first portion of the virtual object in the three-dimensional environment relative to the visual prominence of the second portion of the virtual object, such as Figure 7C and Figure 7C-1 The computer system maintains the display of the virtual object 727. For example, based on determining that the first and second portions of the virtual object do not at least partially contact or intersect with the user's first hand after the user's first hand moves in space relative to the user's viewpoint, the computer system maintains the display of the first and second portions of the virtual object having the first visual attributes discussed above. When the object encounters a depth conflict with a portion of the user, changing the visual attributes of the object in the three-dimensional environment based on the movement of the portion of the user relative to the three-dimensional environment provides feedback that the display of the object conflicts with the portion of the user, which facilitates user input to resolve or reduce the depth conflict and / or enables the user to continue interacting with the computer system in the presence of a depth conflict, thereby improving user-device interaction, and / or reducing the noticeability of the depth conflict in the three-dimensional environment, which reduces eye strain on the user, thereby avoiding potential physical discomfort to the user caused by the depth conflict.

[0247] In some embodiments, when the visual salience of the first portion of the virtual object is reduced in the three-dimensional environment in response to detecting the first input based on determining that at least a portion of the first portion of the user has a depth conflict with a first portion of the virtual object in the three-dimensional environment relative to the user's viewpoint, and after movement of the first portion of the user, at least a portion of the first portion of the user does not have a depth conflict with a second portion of the virtual object in the three-dimensional environment relative to the user's viewpoint, the computer system detects (804a) a change in the position of the virtual object in the three-dimensional environment via the one or more input devices, similar to as Figure 7A709 in the figure indicates the position difference between virtual object 707 and virtual object 727. For example, when a hand of a user of a computer system has a depth conflict with a first portion of a virtual object in a three-dimensional environment, the computer system detects a change in the position of the virtual object in the three-dimensional environment. In some embodiments, when a first input is detected and the visual significance of the first portion of the virtual object is reduced, the virtual object is located at a first position in the three-dimensional environment. In some embodiments, the computer system detects that the virtual object moves from a first position to a second position in the three-dimensional environment when the hand of the user has a depth conflict with the first portion of the virtual object. In some embodiments, the virtual object moves in response to user input. For example, the virtual object moves in response to input provided by a second hand of the user that moves the virtual object to a second position in the three-dimensional environment (e.g., an air pinch gesture directed to the virtual object provided by the second hand of the user (e.g., where the index finger and thumb of the second hand of the user are brought together to make contact), followed by movement of the second hand of the user in a corresponding direction and in space with a corresponding magnitude). In some embodiments, the virtual object moves in response to detecting movement of the user's viewpoint. For example, the virtual object is viewpoint-locked in a three-dimensional environment, and movement of the user's viewpoint causes the virtual object to move to a second position according to the movement of the viewpoint.

[0248] In some embodiments, in response to detecting a change in the position of the virtual object in the three-dimensional environment (804b), based on determining the change in the position of the virtual object in the three-dimensional environment, at least a portion of the first part of the user has a depth conflict with a third part of the virtual object in the three-dimensional environment that is different from the first part relative to the user's viewpoint (for example, as similarly described above with reference to steps 802a-802g, after the virtual object changes its position in the three-dimensional environment, the user's first hand at least partially contacts or intersects with the third part of the virtual object in the three-dimensional environment, or enters within a threshold distance (for example, 0 cm, 1 cm, 2 cm, 3 cm, 5 cm, 10 cm, 15 cm, 20 cm, 25 cm, 30 or 50 cm) of contact or intersect with the third part of the virtual object), while at least a portion of the first part of the user does not have a depth conflict with a fourth part of the virtual object in the three-dimensional environment that is different from the third part relative to the user's viewpoint (804c), such as the hand 705a having a depth conflict with the first part 730 of the virtual object 727, which is in the three-dimensional environment 702 and is Figure 7D At a different location of the virtual object 707 having a depth conflict with the hand 703d in the three-dimensional environment, the computer system reduces (804d) the visual salience of a third portion of the virtual object in the three-dimensional environment relative to a fourth portion of the virtual object in the three-dimensional environment, such as by changing the visual appearance of the first portion 730 of the virtual object 727, as shown in FIG. Figure 7DIn some embodiments, when the first part of the user has a depth conflict with the third part of the virtual object, the first part of the user no longer has a depth conflict with the first part of the virtual object in the three-dimensional environment. In some embodiments, when the third part of the virtual object has a depth conflict with the first part of the user, the fourth part of the virtual object does not have a depth conflict with the first part of the user in the three-dimensional environment. For example, after the position of the virtual object in the three-dimensional environment changes, the first hand of the user does not at least partially contact or intersect with the fourth part of the virtual object in the three-dimensional environment. In some embodiments, as similarly described above with reference to steps 802a-802g, based on determining that the first hand of the user is at least partially contacting or intersecting with the third part of the virtual object in the three-dimensional environment, the computer system automatically updates the display of the third part of the virtual object to resolve or reduce the depth conflict in the three-dimensional environment. In some embodiments, as similarly described above with reference to steps 802a-802g, reducing the visual salience of the third part of the virtual object relative to the fourth part of the virtual object includes ceasing display of the third part of the virtual object in the three-dimensional environment. For example, the computer system no longer displays the third portion of the virtual object with which the user's first hand has a depth conflict in the three-dimensional environment to resolve the depth conflict in the three-dimensional environment. In some embodiments, as similarly described above with reference to steps 802a-802g, reducing the visual salience of the third portion of the virtual object relative to the fourth portion of the virtual object includes increasing the transparency of the third portion relative to the fourth portion of the virtual object in the three-dimensional environment, reducing the brightness and / or color saturation of the third portion relative to the fourth portion, and / or increasing the blurriness of the third portion relative to the fourth portion. In some embodiments, when the computer system reduces the visual salience of the third portion of the virtual object in the three-dimensional environment, the computer system no longer reduces the visual salience of the first portion of the virtual object (e.g., this is done in response to the first input, as previously discussed above). For example, the computer system redisplays the first portion of the virtual object in the three-dimensional environment and / or redisplays the first portion of the virtual object with the first visual attribute described above with reference to steps 802a-802g.

[0249] In some embodiments, the computer system maintains (804e) display of a fourth portion of the virtual object in the three-dimensional environment, such as maintaining display of the second portion 732 of the virtual object 727 without depth conflict, as shown in FIG. Figure 7DFor example, as similarly discussed above with reference to steps 802a-802g, based on determining that the user's first hand does not at least partially contact or intersect with a fourth portion of the virtual object in the three-dimensional environment when the virtual object changes position in the three-dimensional environment, the computer system maintains display of the fourth portion of the virtual object with the visual appearance it had before the change in position of the virtual object. In some embodiments, based on determining that at least a portion of the user's first hand does not have a depth conflict with the virtual object in the three-dimensional environment relative to the user's viewpoint after the change in position of the virtual object in the three-dimensional environment, the computer system maintains display of the third and fourth portions of the virtual object without reducing the visual salience of the third portion of the virtual object in the three-dimensional environment relative to the visual salience of the fourth portion of the virtual object in the three-dimensional environment. When an object encounters a depth conflict with a portion of the user, changing the visual properties of the object in the three-dimensional environment based on the movement of the object in the three-dimensional environment provides feedback that the display of the object conflicts with the portion of the user, which facilitates user input to resolve or reduce the depth conflict and / or enables the user to continue interacting with the computer system when the depth conflict exists, thereby improving user-device interaction, and / or reducing the noticeability of the depth conflict in the three-dimensional environment, which reduces eye strain on the user, thereby avoiding potential physical discomfort to the user caused by the depth conflict.

[0250] In some embodiments, when the visual salience of the first portion of the virtual object in the three-dimensional environment is reduced in response to detecting a first input based on determining that at least a portion of the first portion of the user has a depth conflict with a first portion of the virtual object in the three-dimensional environment relative to the user's viewpoint, and after the movement of the first portion of the user, at least a portion of the first portion of the user does not have a depth conflict with a second portion of the virtual object in the three-dimensional environment relative to the user's viewpoint, the computer system detects (806a) movement of the first portion of the user relative to the virtual object in the three-dimensional environment via the one or more input devices, such as movement of the hand 703c relative to the virtual object 707 when the hand 703c has a depth conflict with the first portion 708 of the virtual object 707 (e.g., an air gesture, a touch gesture, or a hand input), as Figure 7C and Figure 7C-1As shown. For example, when a hand of a user of the computer system has a depth conflict with a first portion of a virtual object in a three-dimensional environment, the computer system detects movement of the user's hand relative to the virtual object (e.g., an air gesture, a touch gesture, or a hand input). In some embodiments, the computer system detects movement of the user's hand in space in corresponding directions and with corresponding magnitudes (e.g., speed and / or distance). For example, when a user's hand has a depth conflict with a first portion of a virtual object, the computer system detects movement of the hand up or down relative to the virtual object or laterally (e.g., left or right) relative to the virtual object in the three-dimensional environment, such as leftward movement of hand 703c (e.g., an air gesture, a touch gesture, or a hand input), as shown. Figure 7C and Figure 7C-1 In some embodiments, the computer system detects the user's hand movements regardless of where the user's attention is in the three-dimensional environment.

[0251] In some embodiments, in response to detecting movement of the first part of the user (806b), based on determining that the movement of the first part of the user causes at least a portion of the first part of the user to have a depth conflict with a third portion of the virtual object in the three-dimensional environment, different from the first portion, relative to the user's viewpoint (e.g., as similarly described above with reference to steps 802a-802g, after the user's first hand moves relative to the virtual object in the three-dimensional environment, the user's first hand at least partially contacts or intersects with the third portion of the virtual object in the three-dimensional environment, or enters within a threshold distance (e.g., 0 cm, 1 cm, 2 cm, 3 cm, 5 cm, 10 cm, 15 cm, 20 cm, 25 cm, 30, or 50 cm) of contact or intersect with the third portion of the virtual object), while at least a portion of the first part of the user does not have a depth conflict with a fourth portion of the virtual object in the three-dimensional environment, different from the third portion, relative to the user's viewpoint (806c), such as the hand 703d encountering a depth conflict with the third portion 714 of the virtual object 707. Figure 7D As shown, the computer system reduces (806d) the visual prominence of the third portion of the virtual object in the three-dimensional environment relative to the fourth portion of the virtual object in the three-dimensional environment, such as by changing the visual appearance of the third portion 714 of the virtual object 707. Figure 7D In some embodiments, when the first part of the user has a depth conflict with the third part of the virtual object, the first part of the user no longer has a depth conflict with the first part of the virtual object in the three-dimensional environment, such as the hand 703d no longer having a depth conflict with the first part 708 of the virtual object 707. Figure 7DIn some embodiments, when the third portion of the virtual object has a depth conflict with the first portion of the user, the fourth portion of the virtual object does not have a depth conflict with the first portion of the user in the three-dimensional environment. For example, the first hand of the user does not at least partially contact or intersect with the fourth portion of the virtual object in the three-dimensional environment after the hand moves relative to the virtual object in the three-dimensional environment (e.g., an air gesture, a touch gesture, or a hand input), such as hand 703d not contacting fourth portion 716 of virtual object 707, as shown. Figure 7D In some embodiments, as similarly described above with reference to steps 802a-802g, based on determining that the user's first hand is at least partially in contact with or intersecting a third portion of the virtual object in the three-dimensional environment, the computer system automatically updates the display of the third portion of the virtual object to resolve or reduce the depth conflict in the three-dimensional environment. In some embodiments, as similarly described above with reference to steps 802a-802g, reducing the visual salience of the third portion of the virtual object relative to the fourth portion of the virtual object includes stopping display of the third portion of the virtual object in the three-dimensional environment. For example, the computer system no longer displays the third portion of the virtual object with which the user's first hand has a depth conflict in the three-dimensional environment to resolve the depth conflict in the three-dimensional environment. In some embodiments, as similarly described above with reference to steps 802a-802g, reducing the visual salience of the third portion of the virtual object relative to the fourth portion of the virtual object includes increasing the transparency of the third portion relative to the fourth portion of the virtual object in the three-dimensional environment, reducing the brightness and / or color saturation of the third portion relative to the fourth portion, and / or increasing the blurriness of the third portion relative to the fourth portion. In some embodiments, when the computer system reduces the visual prominence of the third portion of the virtual object in the three-dimensional environment, the computer system no longer reduces the visual prominence of the first portion of the virtual object (e.g., this is done in response to the first input, as previously discussed above), such as no longer changing the appearance of the first portion 708 of the virtual object 707, as shown in FIG. Figure 7D For example, the computer system redisplays the first portion of the virtual object in the three-dimensional environment and / or redisplays the first portion of the virtual object with the first visual attributes described above with reference to steps 802a-802g.

[0252] In some embodiments, the computer system maintains (806e) display of the fourth portion of the virtual object in the three-dimensional environment, such as maintaining display of the fourth portion 716 of the virtual object 707 without depth conflict, as shown in FIG. Figure 7DFor example, as similarly discussed above with reference to steps 802a-802g, based on determining that the user's first hand does not at least partially contact or intersect with a fourth portion of the virtual object in the three-dimensional environment when the user's first hand moves relative to the virtual object in the three-dimensional environment, the computer system maintains display of the fourth portion of the virtual object in the same visual appearance it had prior to the movement of the user's hand (e.g., an air gesture, a touch gesture, or a hand input). In some embodiments, based on determining that at least a portion of the first portion of the user does not have a depth conflict with the virtual object in the three-dimensional environment relative to the user's viewpoint after the movement of the first portion of the user relative to the virtual object in the three-dimensional environment, the computer system maintains display of the third and fourth portions of the virtual object without reducing the visual salience of the third portion of the virtual object in the three-dimensional environment relative to the visual salience of the fourth portion of the virtual object in the three-dimensional environment. When an object encounters a depth conflict with a part of the user, changing the visual properties of the object in the three-dimensional environment based on the movement of the part of the user relative to the object in the three-dimensional environment provides feedback that the display of the object conflicts with the part of the user, which facilitates user input to resolve or reduce the depth conflict and / or enables the user to continue interacting with the computer system when the depth conflict exists, thereby improving user-device interaction, and / or reducing the noticeability of the depth conflict in the three-dimensional environment, which reduces eye strain on the user, thereby avoiding potential physical discomfort to the user caused by the depth conflict.

[0253] In some embodiments, when the visual salience of the first portion of the virtual object in the three-dimensional environment is reduced in response to detecting a first input based on determining that at least a portion of the first portion of the user has a depth conflict with a first portion of the virtual object in the three-dimensional environment relative to the user's viewpoint and, after movement of the first portion of the user, at least a portion of the first portion of the user does not have a depth conflict with a second portion of the virtual object in the three-dimensional environment relative to the user's viewpoint, the computer system detects (808a) movement of the user's viewpoint relative to the virtual object in the three-dimensional environment via the one or more input devices, such as movement of the hand 705b corresponding to movement of the display generation component 120 (e.g., an air gesture, a touch gesture, or a hand input), as Figure 7D For example, when a hand of a user of the computer system has a depth conflict with a first portion of a virtual object in a three-dimensional environment, the computer system detects movement of the user's viewpoint relative to the virtual object. In some embodiments, the computer system detects movement of a display generation component via which the three-dimensional environment including the virtual object is displayed to the user. For example, the computer system detects that the display generation component moves in a corresponding direction and with a corresponding magnitude (e.g., of speed and / or distance) in space, such as moving to the left in space, as shown. Figure 7EIn some embodiments, the computer system includes a head-mounted display configurable to be worn on the user's head. In some embodiments, detecting movement of the user's viewpoint includes detecting movement of the user's head in space (e.g., where the user's head rotates clockwise or counterclockwise, causing the user's viewpoint to move correspondingly clockwise or counterclockwise). In some embodiments, the computer system detects movement of the user's viewpoint regardless of where the user's attention is in the three-dimensional environment.

[0254] In some embodiments, in response to detecting movement of the user's viewpoint (808b), based on determining that the movement of the user's viewpoint is such that at least a portion of the first part of the user has a depth conflict with a third part of the virtual object in the three-dimensional environment that is different from the first part relative to the user's viewpoint (for example, as similarly described above with reference to steps 802a-802g, after the user's viewpoint moves relative to the virtual object in the three-dimensional environment, the user's first hand at least partially contacts or intersects with the third part of the virtual object in the three-dimensional environment, or enters within a threshold distance (for example, 0 cm, 1 cm, 2 cm, 3 cm, 5 cm, 10 cm, 15 cm, 20 cm, 25 cm, 30, or 50 cm) of contact or intersect with the third part of the virtual object), while at least a portion of the first part of the user does not have a depth conflict with a fourth part of the virtual object in the three-dimensional environment that is different from the third part relative to the user's viewpoint (808c), such as a depth conflict between the hand 703f and the portion 718 of the virtual object 707. Figure 7F As shown, the computer system reduces (808d) the visual prominence of the third portion of the virtual object in the three-dimensional environment relative to the fourth portion of the virtual object in the three-dimensional environment, such as by changing the visual appearance of portion 718 of virtual object 707. Figure 7F In some embodiments, in response to detecting movement of the user's viewpoint, the electronic device updates the display of the three-dimensional environment to display the virtual object from the user's new (e.g., updated) viewpoint. For example, the movement of the user's viewpoint causes the virtual object to visually appear to shift and / or rotate relative to the user's new viewpoint (e.g., counterclockwise or clockwise movement based on the user's viewpoint), such as virtual object 707 relative to Figure 7FIn some embodiments, when the virtual object shifts and / or rotates relative to the user's new viewpoint, a third portion of the virtual object at least partially contacts and / or intersects with the first portion of the user in the three-dimensional environment. In some embodiments, when the first portion of the user has a depth conflict with the third portion of the virtual object, the first portion of the user no longer has a depth conflict with the first portion of the virtual object in the three-dimensional environment. In some embodiments, when the third portion of the virtual object has a depth conflict with the first portion of the user, a fourth portion of the virtual object does not have a depth conflict with the first portion of the user in the three-dimensional environment. For example, after the user's viewpoint moves relative to the virtual object in the three-dimensional environment, the user's first hand does not at least partially contact or intersect with the fourth portion of the virtual object in the three-dimensional environment, such as hand 703f does not contact portion 720 of virtual object 707, as shown in FIG. Figure 7F In some embodiments, as similarly described above with reference to steps 802a-802g, based on determining that the user's first hand is at least partially in contact with or intersecting a third portion of the virtual object in the three-dimensional environment, the computer system automatically updates the display of the third portion of the virtual object to resolve or reduce the depth conflict in the three-dimensional environment. In some embodiments, as similarly described above with reference to steps 802a-802g, reducing the visual salience of the third portion of the virtual object relative to the fourth portion of the virtual object includes stopping display of the third portion of the virtual object in the three-dimensional environment. For example, the computer system no longer displays the third portion of the virtual object with which the user's first hand has a depth conflict in the three-dimensional environment to resolve the depth conflict in the three-dimensional environment. In some embodiments, as similarly described above with reference to steps 802a-802g, reducing the visual salience of the third portion of the virtual object relative to the fourth portion of the virtual object includes increasing the transparency of the third portion relative to the fourth portion of the virtual object in the three-dimensional environment, reducing the brightness and / or color saturation of the third portion relative to the fourth portion, and / or increasing the blurriness of the third portion relative to the fourth portion. In some embodiments, when the computer system reduces the visual prominence of the third portion of the virtual object in the three-dimensional environment, the computer system no longer reduces the visual prominence of the first portion of the virtual object (e.g., this is done in response to the first input, as previously discussed above). For example, the computer system redisplays the first portion of the virtual object in the three-dimensional environment and / or redisplays the first portion of the virtual object with the first visual attribute described above with reference to steps 802a-802g.

[0255] In some embodiments, the computer system maintains (808e) display of a fourth portion of the virtual object in the three-dimensional environment, such as maintaining display of portion 720 of virtual object 707 without depth conflict, as shown in FIG. Figure 7FFor example, as similarly discussed above with reference to steps 802a-802g, based on determining that the user's first hand does not at least partially contact or intersect with a fourth portion of the virtual object in the three-dimensional environment when the user's viewpoint moves relative to the virtual object in the three-dimensional environment, the computer system maintains display of the fourth portion of the virtual object in the same visual appearance it had prior to the movement of the user's viewpoint. In some embodiments, based on determining that at least a portion of the user's first hand does not have a depth conflict with the virtual object in the three-dimensional environment relative to the user's viewpoint after the movement of the user's viewpoint relative to the virtual object in the three-dimensional environment, the computer system maintains display of the third and fourth portions of the virtual object without reducing the visual salience of the third portion of the virtual object in the three-dimensional environment relative to the visual salience of the fourth portion of the virtual object in the three-dimensional environment. When an object encounters a depth conflict with a part of the user, changing the visual properties of the object in the three-dimensional environment based on the movement of the user's viewpoint relative to the object in the three-dimensional environment provides feedback that the display of the object conflicts with the part of the user, which facilitates user input to resolve or reduce the depth conflict and / or enables the user to continue interacting with the computer system when the depth conflict exists, thereby improving user-device interaction, and / or reducing the noticeability of the depth conflict in the three-dimensional environment, which reduces user eyestrain and thereby avoids potential physical discomfort to the user caused by the depth conflict.

[0256] In some embodiments, reducing the visual prominence of a first portion of a virtual object in a three-dimensional environment relative to a second portion of the virtual object includes (810a) determining that an amount of depth conflict between the first portion of the user and the first portion of the virtual object is a first amount (such as Figure 7D 707 in the legend 707), reducing a first amount of a first portion of a virtual object in the three-dimensional environment (such as an amount of the virtual object 707 having a changed visual appearance, such as Figure 7D For example, if a user's hand movement (e.g., an air gesture, a touch gesture, or a hand input) causes a first portion of a virtual object to have a depth conflict with the user's hand in a three-dimensional environment, the computer system determines the visual saliency of the virtual object based on the amount of depth conflict between the user's hand and the first portion of the virtual object (e.g., the amount that the hand 703d contacts the third portion 714 of the virtual object 707, as shown in FIG. 8 ). Figure 7DIn some embodiments, the computer system determines that the user's hand has a first amount of depth conflict with the first portion of the virtual object, and therefore visually lowers the first portion of the virtual object by the first amount. For example, the computer system stops displaying the first amount of the first portion of the virtual object in the three-dimensional environment.

[0257] In some embodiments, the amount of depth conflict between the first portion of the user and the first portion of the virtual object is determined to be a second amount (such as Figure 7E ), the computer system reduces the visual salience of a second amount of a first portion of a virtual object in the three-dimensional environment, wherein the second amount of the first portion of the virtual object is greater than the first amount of the first portion of the virtual object (810c), such as the amount of the virtual object 707 having the altered visual appearance, as shown in FIG. Figure 7E For example, as described above, the amount by which the computer system reduces the visual salience of the first portion of the virtual object is based on the amount of depth conflict between the user's hand and the first portion of the virtual object in the three-dimensional environment. In some embodiments, if the computer system determines that the user's hand has a second amount of depth conflict with the first portion of the virtual object that is different from the first amount of depth conflict described above, the computer system reduces the visual salience of the first portion of the virtual object by an amount that is greater than the first amount of depth conflict described above. For example, if the portion of the user's hand that has a depth conflict with the first portion of the virtual object is larger than the portion described above, such as Figure 7E The hand 703e portion is larger than Figure 7D d in the hand 703d is larger, the computer system stops displaying a larger portion of the first portion of the virtual object in the three-dimensional environment (e.g., to reduce and / or resolve depth conflicts relative to the user's viewpoint, as similarly described above with reference to steps 802a-802g), such as the amount of the fifth portion 718 having a changed visual appearance, as shown. Figure 7EWhen an object encounters a depth conflict with a portion of a user, changing the visual attributes of the object in the three-dimensional environment based on the amount of depth conflict between the object and the portion of the user provides feedback that the display of the object conflicts with the portion of the user, which facilitates user input to resolve or reduce the depth conflict and / or enables the user to continue interacting with the computer system in the presence of the depth conflict, thereby improving user-device interaction, and / or reducing the noticeability of the depth conflict in the three-dimensional environment, which reduces eye strain on the user, thereby avoiding potential physical discomfort to the user caused by the depth conflict.

[0258] In some embodiments, the position of the first portion of the user relative to the virtual object in the three-dimensional environment is a first position (e.g., a first position in space) (812a). In some embodiments, when the visual salience of the virtual object is reduced by a first amount in the three-dimensional environment in response to detecting the first input based on determining that at least a portion of the first portion of the user has a depth conflict with the first portion of the virtual object in the three-dimensional environment relative to the user's viewpoint, and after the movement of the first portion of the user, at least a portion of the first portion of the user does not have a depth conflict with the second portion of the virtual object in the three-dimensional environment relative to the user's viewpoint, the computer system detects (812b) a second input via the one or more input devices, the second input comprising movement of the first portion of the user relative to the virtual object in the three-dimensional environment to a second position, such as movement of the hand 703d further into the virtual object 707 (e.g., an air gesture, a touch gesture, or a hand input), as Figure 7D As shown. For example, when a first portion of a virtual object has a depth conflict with a user's hand following movement of the user's hand relative to the virtual object (e.g., an air gesture, a touch gesture, or a hand input), the computer system detects further movement of the user's hand relative to the virtual object in the three-dimensional environment (e.g., an air gesture, a touch gesture, or a hand input). In some embodiments, the computer system detects movement of the user's hand from a first position to a second position relative to the virtual object. In some embodiments, the computer system detects movement of the user's hand in a corresponding direction and / or with a corresponding magnitude (e.g., of speed and / or distance) relative to the virtual object in the three-dimensional environment, such as movement of hand 703d forward relative to the user's viewpoint in the three-dimensional environment (e.g., an air gesture, a touch gesture, or a hand input), as shown. Figure 7D shown.

[0259] In some embodiments, in response to detecting the second input (812c), the degree of depth conflict between the first part of the user and the first part of the virtual object in the three-dimensional environment is increased based on determining the movement of the first part of the user to the second position (such as increasing the degree of depth conflict between the hand 703e and the fifth part 718 of the virtual object 707, as shown in FIG. Figure 7E), the computer system reduces (812d) the visual prominence of a first portion of the virtual object in the three-dimensional environment by a second amount greater than the first amount, such as by increasing the amount of the virtual object 707 having the changed visual appearance (such as the amount of the fifth portion 718, as shown in FIG. Figure 7E As shown). For example, if the computer system determines that movement of the user's hand to a second position relative to the virtual object (e.g., an air gesture, a touch gesture, or a hand input) increases the degree of depth conflict in the three-dimensional environment, the computer system reduces the visual salience of a greater amount of the first portion of the virtual object in the three-dimensional environment. In some embodiments, movement of the user's hand to the second position (e.g., an air gesture, a touch gesture, or a hand input) corresponds to movement of the user's hand further into and / or behind the first portion of the virtual object in the three-dimensional environment relative to the user's viewpoint (e.g., the comp...

Claims

1. A method comprising: At a computer system in communication with a display generating component and one or more input devices: displaying a virtual object in a three-dimensional environment via the display generation component; while displaying the virtual object in the three-dimensional environment, detecting a first input via the one or more input devices, the first input comprising movement of a first portion of a user of the computer system relative to the virtual object in the three-dimensional environment; as well as In response to detecting the first input: Based on determining that at least a portion of the first part of the user has a depth conflict with a first portion of the virtual object in the three-dimensional environment relative to the user's viewpoint, and that after the movement of the first part of the user, at least a portion of the first part of the user does not have a depth conflict with a second portion of the virtual object in the three-dimensional environment relative to the user's viewpoint: reducing the visual prominence of the first portion of the virtual object in the three-dimensional environment relative to the second portion of the virtual object; as well as maintaining display of the second portion of the virtual object in the three-dimensional environment; as well as Based on determining that after the movement of the first part of the user, at least a portion of the first part of the user has no depth conflict with the virtual object in the three-dimensional environment relative to the viewpoint of the user, maintaining display of the first part and the second part of the virtual object without reducing the visual significance of the first part of the virtual object in the three-dimensional environment relative to the visual significance of the second part of the virtual object.

2. The method according to claim 1, further comprising: detecting, via the one or more input devices, a change in a position of the virtual object in the three-dimensional environment when the visual saliency of the first portion of the virtual object in the three-dimensional environment is reduced in response to detecting the first input based on a determination that the at least a portion of the first portion of the user has the depth conflict with the first portion of the virtual object in the three-dimensional environment relative to the viewpoint of the user and, after the movement of the first portion of the user, the at least a portion of the first portion of the user does not have a depth conflict with the second portion of the virtual object in the three-dimensional environment relative to the viewpoint of the user; as well as In response to detecting the change in the position of the virtual object in the three-dimensional environment: According to determining that the change in the position of the virtual object in the three-dimensional environment causes at least a portion of the first part of the user to have a depth conflict with a third portion of the virtual object in the three-dimensional environment, different from the first portion, relative to the viewpoint of the user, while at least a portion of the first part of the user does not have a depth conflict with a fourth portion of the virtual object in the three-dimensional environment, different from the third portion, relative to the viewpoint of the user: reducing the visual salience of the third portion of the virtual object in the three-dimensional environment relative to the fourth portion of the virtual object in the three-dimensional environment; as well as Display of the fourth portion of the virtual object in the three-dimensional environment is maintained.

3. The method according to claim 1, further comprising: detecting movement of the first part of the user relative to the virtual object in the three-dimensional environment via the one or more input devices when the visual saliency of the first part of the virtual object in the three-dimensional environment is reduced in response to detecting the first input based on a determination that the at least a portion of the first part of the user has the depth conflict with the first part of the virtual object in the three-dimensional environment relative to the viewpoint of the user and, after the movement of the first part of the user, the at least a portion of the first part of the user does not have a depth conflict with the second part of the virtual object in the three-dimensional environment relative to the viewpoint of the user; as well as In response to detecting the movement of the first portion of the user: According to determining that the movement of the first part of the user causes at least a portion of the first part of the user to have a depth conflict with a third portion of the virtual object in the three-dimensional environment, different from the first portion, relative to the viewpoint of the user, while at least a portion of the first part of the user does not have a depth conflict with a fourth portion of the virtual object in the three-dimensional environment, different from the third portion, relative to the viewpoint of the user: reducing the visual salience of the third portion of the virtual object in the three-dimensional environment relative to the fourth portion of the virtual object in the three-dimensional environment; as well as Display of the fourth portion of the virtual object in the three-dimensional environment is maintained.

4. The method according to claim 1, further comprising: detecting movement of the viewpoint of the user relative to the virtual object in the three-dimensional environment via the one or more input devices when, in response to detecting the first input, the visual saliency of the first portion of the virtual object in the three-dimensional environment is reduced based on a determination that the at least a portion of the first portion of the user has a depth conflict with the first portion of the virtual object in the three-dimensional environment relative to the viewpoint of the user and, after the movement of the first portion of the user, the at least a portion of the first portion of the user does not have a depth conflict with the second portion of the virtual object in the three-dimensional environment relative to the viewpoint of the user; as well as In response to detecting the movement of the viewpoint of the user: According to determining that the movement of the viewpoint of the user causes at least a portion of the first part of the user to have a depth conflict with a third portion of the virtual object in the three-dimensional environment, different from the first portion, relative to the viewpoint of the user, while at least a portion of the first part of the user does not have a depth conflict with a fourth portion of the virtual object in the three-dimensional environment, different from the third portion, relative to the viewpoint of the user: reducing the visual salience of the third portion of the virtual object in the three-dimensional environment relative to the fourth portion of the virtual object in the three-dimensional environment; as well as Display of the fourth portion of the virtual object in the three-dimensional environment is maintained.

5. The method according to claim 1, wherein: Reducing the visual prominence of the first portion of the virtual object in the three-dimensional environment relative to the second portion of the virtual object includes: reducing a first amount of visual prominence of the first portion of the virtual object in the three-dimensional environment based on determining that the amount of depth conflict between the first portion of the user and the first portion of the virtual object is a first amount; and Based on determining that the amount of the depth conflict between the first portion of the user and the first portion of the virtual object is a second amount greater than the first amount, reducing the visual significance of the second amount of the first portion of the virtual object in the three-dimensional environment, wherein the second amount of the first portion of the virtual object is greater than the first amount of the first portion of the virtual object.

6. The method of claim 5, wherein the position of the first part of the user relative to the virtual object in the three-dimensional environment is a first position, the method further comprising: when the visual salience of the first amount of the virtual object in the three-dimensional environment is reduced in response to detecting the first input based on a determination that the at least a portion of the first part of the user has the depth conflict with the first part of the virtual object in the three-dimensional environment relative to the viewpoint of the user and, after the movement of the first part of the user, the at least a portion of the first part of the user does not have a depth conflict with the second part of the virtual object in the three-dimensional environment relative to the viewpoint of the user, detecting a second input via the one or more input devices, the second input comprising movement of the first part of the user to a second position relative to the virtual object in the three-dimensional environment; as well as In response to detecting the second input: Based on determining that the movement of the first part of the user to the second position increases the degree of the depth conflict between the first part of the user and the first part of the virtual object in the three-dimensional environment, reducing the visual significance of the first part of the virtual object in the three-dimensional environment by the second amount that is greater than the first amount.

7. The method of claim 5, wherein the position of the first part of the user relative to the virtual object in the three-dimensional environment is a first position, the method further comprising: when the visual salience of the first amount of the virtual object in the three-dimensional environment is reduced in response to detecting the first input based on a determination that at least a portion of the first part of the user has the depth conflict with the first portion of the virtual object in the three-dimensional environment relative to the viewpoint of the user and, after the movement of the first part of the user, at least a portion of the first part of the user does not have a depth conflict with the second portion of the virtual object in the three-dimensional environment relative to the viewpoint of the user, detecting a second input via the one or more input devices, the second input comprising movement of the first part of the user to a second position relative to the virtual object in the three-dimensional environment; as well as In response to detecting the second input: Based on determining that the movement of the first part of the user to the second position reduces the degree of the depth conflict between the first part of the user and the first part of the virtual object in the three-dimensional environment, the visual significance of the first part of the virtual object in the three-dimensional environment is reduced by the second amount that is less than the first amount.

8. The method of claim 1 , wherein determining that at least a portion of the first part of the user has the depth conflict with the first part of the virtual object in the three-dimensional environment relative to the viewpoint of the user is based on determining that a second part of the user does not have a depth conflict with the corresponding virtual object in the three-dimensional environment relative to the viewpoint of the user.

9. The method according to claim 8, further comprising: detecting, via the one or more input devices, a second input comprising movement of the second part of the user relative to the corresponding virtual object in the three-dimensional environment, when the visual salience of the first part of the virtual object relative to the second part of the virtual object is reduced in response to detecting the first input based on a determination that the at least a portion of the first part of the user has the depth conflict with the first part of the virtual object in the three-dimensional environment relative to the viewpoint of the user and, after the movement of the first part of the user, the at least a portion of the first part of the user does not have a depth conflict with the second part of the virtual object in the three-dimensional environment relative to the viewpoint of the user; as well as In response to detecting the second input: Based on determining that at least a portion of the second part of the user has a depth conflict with a third portion of the corresponding virtual object in the three-dimensional environment relative to the viewpoint of the user, and after the movement of the second part of the user, at least a portion of the second part of the user does not have a depth conflict with a fourth portion of the corresponding virtual object in the three-dimensional environment relative to the viewpoint of the user: The visual prominence of the third portion of the corresponding virtual object is reduced relative to the fourth portion of the corresponding virtual object in the three-dimensional environment, while the visual prominence of the first portion of the virtual object is reduced relative to the second portion of the virtual object.

10. The method according to claim 9, wherein: reducing the visual prominence of the first portion of the virtual object relative to the second portion of the virtual object in the three-dimensional environment comprises reducing the visual prominence of the first portion of the virtual object by a first magnitude; as well as Reducing the visual prominence of the third portion of the corresponding virtual object relative to the fourth portion of the corresponding virtual object in the three-dimensional environment includes reducing the visual prominence of the third portion of the corresponding virtual object by a second amount that is different from the first amount.

11. The method according to claim 1 , further comprising: detecting, via the one or more input devices, a second input comprising a lateral movement of the first part of the user relative to the virtual object in the three-dimensional environment, when the visual salience of the first part of the virtual object relative to the second part of the virtual object is reduced in response to detecting the first input based on a determination that the at least a portion of the first part of the user has a depth conflict with the first part of the virtual object in the three-dimensional environment relative to the viewpoint of the user and, after the movement of the first part of the user, the at least a portion of the first part of the user does not have a depth conflict with the second part of the virtual object in the three-dimensional environment relative to the viewpoint of the user; as well as In response to detecting the second input: Based on determining that the movement of the first part of the user laterally relative to the virtual object causes at least a portion of the first part of the user to have a depth conflict with a third portion of the virtual object different from the first part in the three-dimensional environment relative to the viewpoint of the user, and after the movement of the first part of the user in the second input, at least a portion of the first part of the user does not have a depth conflict with a fourth portion of the virtual object: The visual prominence of the third portion of the virtual object is reduced relative to the fourth portion of the virtual object in the three-dimensional environment.

12. The method of claim 11 , wherein reducing the visual prominence of the first portion of the virtual object relative to the second portion of the virtual object comprises ceasing display of the first portion of the virtual object in the three-dimensional environment, the method further comprising: In response to detecting the second input and based on determining that the movement of the first portion of the user laterally relative to the virtual object causes at least a portion of the first portion of the user to have a depth conflict with the third portion of the virtual object in the three-dimensional environment relative to the viewpoint of the user, and at least a portion of the first portion of the user to have no depth conflict with the fourth portion of the virtual object after the movement of the first portion of the user: The first portion of the virtual object is redisplayed in the three-dimensional environment.

13. The method according to claim 1, further comprising: detecting, via the one or more input devices, a second input directed toward the first portion of the virtual object; as well as In response to detecting the second input: Based on determining that the at least a portion of the first part of the user has the depth conflict with the first part of the virtual object in the three-dimensional environment relative to the viewpoint of the user, and that after the movement of the first part of the user, at least a portion of the first part of the user does not have a depth conflict with the second part of the virtual object in the three-dimensional environment relative to the viewpoint of the user, based on determining to reduce the visual salience of the first part of the virtual object relative to the second part of the virtual object in response to detecting the first input: abandoning performing a corresponding operation associated with the first portion of the virtual object in the three-dimensional environment; as well as Based on determining that, following the movement of the first part of the user, at least a portion of the first part of the user has no depth conflict with the virtual object in the three-dimensional environment relative to the viewpoint of the user, based on determining that the visual salience of the first part of the virtual object relative to the second part of the virtual object is not reduced in response to detecting the first input: The corresponding operation associated with the first portion of the virtual object in the three-dimensional environment is performed.

14. The method of claim 1 , wherein the amount of the first portion of the virtual object whose visual salience is reduced relative to the second portion of the virtual object is based on the amount of the first portion of the user that has the depth conflict with the first portion of the virtual object in the three-dimensional environment, and is independent of the amount of the first portion of the user that does not have the depth conflict with the first portion of the virtual object in the three-dimensional environment.

15. A method according to claim 1, wherein the amount of the first part of the virtual object that has its visual salience reduced relative to the second part of the virtual object is based on the amount of the first part of the user that has the depth conflict with the first part of the virtual object in the three-dimensional environment, and the amount of the first part of the user that does not have the depth conflict with the first part of the virtual object in the three-dimensional environment.

16. The method of claim 1 , wherein reducing the visual prominence of the first portion of the virtual object relative to the second portion of the virtual object comprises displaying a visual boundary between the first portion of the virtual object and the second portion of the virtual object, wherein within the visual boundary, the change in the visual prominence of the virtual object is gradual.

17. The method according to claim 1, further comprising: When the first input is detected and before reducing the visual salience of the first portion of the virtual object relative to the second portion of the virtual object based on determining that at least a portion of the first portion of the user has a depth conflict with the first portion of the virtual object in the three-dimensional environment relative to the viewpoint of the user: moving the virtual object within the three-dimensional environment based on a first portion of the movement of the first portion of the user to avoid the depth conflict between the first portion of the user and the virtual object until the movement of the first portion of the user toward the virtual object exceeds a threshold; as well as In response to the movement of the first portion of the user toward the virtual object exceeding the threshold movement: ceasing to move the virtual object within the three-dimensional environment; as well as The visual salience of the first portion of the virtual object is reduced relative to the second portion of the virtual object based on determining that at least a portion of the first portion of the user has the depth conflict with the first portion of the virtual object in the three-dimensional environment relative to the viewpoint of the user.

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 performing 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 generating component and one or more input devices, cause the computer system to perform any one of the methods of claims 1 to 17.