Method for interacting with user interface based on attention
By improving the computer system interface and utilizing technologies such as gaze tracking and gesture recognition, the problem of cumbersome user interface interactions in virtual reality and augmented reality environments is solved, achieving a more efficient and energy-saving user experience.
Patent Information
- Application Number
- CN202510823683.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2023-06-04
- Filing Date
- 2023-09-22
- Publication Date
- 2025-09-16
AI Technical Summary
In existing virtual reality and augmented reality environments, user interface interaction methods are cumbersome and inefficient, resulting in a heavy cognitive burden on users and high energy consumption, especially in battery-powered devices.
Through an improved computer system interface, the amount and complexity of user input are reduced by utilizing gaze tracking, gesture recognition, and voice input, and intuitive interaction methods are provided, including gaze selection of virtual objects, area magnification, slider element adjustment, etc., to enhance direct touch interaction and visual feedback in the three-dimensional environment.
It improves the efficiency and intuitiveness of user interfaces, reduces energy consumption, extends device battery life, provides a more immersive user experience, and maintains device comfort in various lighting conditions.
Smart Images

Figure CN120653121A_ABST
Abstract
Description
[0001] This application is a divisional application of the Chinese invention patent application with the application date of September 22, 2023, the national application number 202380081314.6, and the invention name “Method for interaction with user interface based on attention”.
[0002] CROSS-REFERENCE TO RELATED APPLICATIONS
[0003] This application claims the benefit of U.S. Provisional Application No. 63 / 377,024, filed September 24, 2022, U.S. Provisional Application No. 63 / 503,138, filed May 18, 2023, U.S. Provisional Application No. 63 / 506,080, filed June 3, 2023, and U.S. Provisional Application No. 63 / 506,124, filed June 4, 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 displays. Background Art
[0005] In recent years, the development of computer systems for augmented reality has increased significantly. Example augmented reality environments include at least some virtual elements that replace or 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 the 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, the computer system displays a gaze virtual object that is selectable based on attention directed to the gaze virtual object to perform an operation associated with a selectable virtual object. In some embodiments, the computer system displays an indication of the user's attention. In some embodiments, the computer system displays a magnified view of an area of the user interface. In some embodiments, the computer system adjusts the value of a slider element based on the user's attention. In some embodiments, the computer system moves a user interface element (e.g., a thumb) in the user interface (e.g., a slider element) at a corresponding rate based on the user's attention. In some embodiments, the computer system enters text into a text entry field in response to speech input. In some embodiments, the computer system updates the value of a value selection user interface object based on the user's attention. In some embodiments, the computer system facilitates direct touch interaction in a three-dimensional environment. In some embodiments, the computer system facilitates direct touch interaction with content in a three-dimensional environment. In some embodiments, the computer system facilitates movement of virtual objects relative to the user's viewpoint based on direct touch interaction in the three-dimensional environment. In some embodiments, the computer system facilitates user input for displaying a selection of a refinement user interface object in the three-dimensional environment. In some embodiments, the computer system displays a visual indicator indicating progress toward selecting a selectable virtual object when certain criteria are met.
[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 1Ais 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 a user's XR experience according to some embodiments.
[0016] Figure 3 is a block diagram illustrating display generation components of a computer system configured to provide a visual component of an XR experience to a user, according to some embodiments.
[0017] Figure 4 is a block diagram illustrating a hand tracking unit of a computer system configured to capture gesture input from a user according to some embodiments.
[0018] Figure 5 is a block diagram illustrating an eye tracking unit of a computer system configured to capture gaze input from a user according to some embodiments.
[0019] Figure 6 is a flowchart illustrating a flash-assisted gaze tracking pipeline according to some embodiments.
[0020] 7A to 7O An example of a computer system displaying a gaze virtual object that is selectable based on attention directed toward the gaze virtual object to perform an operation associated with the selectable virtual object is shown in accordance with some embodiments.
[0021] Figures 8A to 8I is a flowchart illustrating an exemplary method of displaying a gaze virtual object that is selectable based on attention directed toward the gaze virtual object to perform an operation associated with the selectable virtual object in accordance with some embodiments.
[0022] Figures 9A to 9J is a flowchart illustrating an exemplary method of displaying a gaze virtual object that is selectable based on attention directed toward the gaze virtual object to perform an operation associated with the selectable virtual object in accordance with some embodiments.
[0023] Figures 10A to 10G is a flowchart illustrating an exemplary method of displaying a gaze virtual object that is selectable based on attention directed toward the gaze virtual object to perform an operation associated with the selectable virtual object in accordance with some embodiments.
[0024] Figures 11A to 11C An example of a computer system displaying an indication of a user's attention is shown according to some embodiments.
[0025] Figures 12A to 12L is a flowchart illustrating a method of displaying an indication of a user's attention according to some embodiments.
[0026] 13A to 13C An example of a first computer system displaying a magnified view of an area of a user interface is shown according to some embodiments.
[0027] Figures 14A to 14E is a flowchart illustrating a method of displaying a magnified view of an area of a user interface according to some embodiments.
[0028] Figures 15A to 15F An example of a computer system that adjusts the value of a slider element based on a user's attention is shown according to some embodiments.
[0029] 16A to 16H is a flowchart illustrating a method of adjusting the value of a slider element based on a user's attention according to some embodiments.
[0030] Figures 17A to 17G An example of a computer system that moves a user interface element (e.g., a thumb) in a user interface (e.g., a slider element) at a corresponding rate based on the user's attention is shown according to some embodiments.
[0031] 18A to 18F is a flowchart illustrating a method for moving a user interface element (e.g., a thumb) in a user interface (e.g., a slider element) at a corresponding rate based on the user's attention according to some embodiments.
[0032] Figures 19A to 19J An example of a computer system displaying an indication of a user's attention is shown according to some embodiments.
[0033] Figures 20A to 20E is a flowchart illustrating a method of displaying an indication of a user's attention according to some embodiments.
[0034] Figures 21A to 21I An example of a computer system that enters text into a text entry field in response to speech input is shown according to some embodiments.
[0035] 22A to 22H is a flowchart illustrating a method of entering text into a text entry field in response to speech input according to some embodiments.
[0036] Figures 23A to 23MAn example of a computer system that updates the value of a value selection user interface object based on a user's attention is shown according to some embodiments.
[0037] 24A to 24H is a flowchart illustrating a method for displaying a value selection user interface object according to some embodiments, wherein the value selection user interface object is selectable based on attention directed to the value selection user interface object for navigating among options for the value selection user interface object and selecting a value from these options.
[0038] Figures 25A to 25J An example of a computer system that facilitates touch interaction with one or more virtual objects in a three-dimensional environment is shown according to some embodiments.
[0039] Figures 26A to 26J is a flow diagram illustrating a method of facilitating direct touch interaction with content in a three-dimensional environment according to some embodiments.
[0040] 27A to 27H is a flow diagram illustrating a method of facilitating direct touch interaction with content in a three-dimensional environment according to some embodiments.
[0041] Figures 28A to 28H is a flowchart illustrating a method of displaying an indication of a user's attention according to some embodiments.
[0042] Figures 29A to 29G An example of a computer system that facilitates movement of a virtual object relative to a user's viewpoint based on direct touch interaction in a three-dimensional environment is shown in accordance with some embodiments.
[0043] 30A to 30I is a flow chart illustrating a method for facilitating movement of a virtual object relative to a user's viewpoint based on direct touch interaction in a three-dimensional environment, according to some embodiments.
[0044] Figures 31A to 31J An example of a computer system that facilitates user input for displaying a selection of a refinement user interface object in a three-dimensional environment is shown according to some embodiments.
[0045] Figures 32A to 32H is a flow diagram illustrating a method for facilitating user input for displaying a selection refinement user interface object in a three-dimensional environment according to some embodiments.
[0046] Figures 33A to 33H An example of a computer system displaying a visual indicator indicating progress toward selection of a selectable virtual object when certain criteria are met is shown in accordance with some embodiments.
[0047] Figure 34Ais a flow diagram illustrating a method of displaying a visual indicator indicating progress toward selection of a selectable virtual object when certain criteria are met, according to some embodiments. DETAILED DESCRIPTION
[0048] According to some embodiments, the present disclosure relates to a user interface for providing an extended reality (XR) experience to a user.
[0049] The systems, methods, and GUIs described herein improve user interface interactions with virtual / augmented reality environments in several ways.
[0050] In some embodiments, the computer system displays a gaze virtual object that is selectable based on attention directed to the gaze virtual object to perform an operation associated with the selectable virtual object. In some embodiments, the computer system displays an indication of the user's attention. In some embodiments, the computer system displays a magnified view of an area of the user interface. In some embodiments, the computer system adjusts the value of a slider element based on the user's attention. In some embodiments, the computer system moves a user interface element (e.g., a thumb) in the user interface (e.g., a slider element) at a corresponding rate based on the user's attention. In some embodiments, the computer system enters text into a text entry field in response to speech input. In some embodiments, the computer system updates the value of a selected user interface object based on the user's attention. In some embodiments, the computer system facilitates movement of a virtual object relative to the user's viewpoint based on direct touch interaction in a three-dimensional environment. In some embodiments, the computer system facilitates movement of a virtual object relative to the user's viewpoint based on direct touch interaction in a three-dimensional environment. In some embodiments, the computer system facilitates user input for displaying a selection of a refined user interface object in a three-dimensional environment. In some embodiments, the computer system displays a visual indicator indicating progress toward selecting a selectable virtual object when certain criteria are met.
[0051] Figures 1A to 6 A description of an example computer system for providing an XR experience to a user is provided (such as described below with respect to methods 800, 900, 1000, 1200, 1400, 1600, 1800, 2000, 2200, 2400, 2600, 2700, 2800, 3000, 3200, and / or 3400). 7A to 7O An example of a computer system displaying a gaze virtual object that is selectable based on attention directed toward the gaze virtual object to perform an operation associated with the selectable virtual object is shown in accordance with some embodiments. Figures 8A to 8I 、 Figures 9A to 9J as well as Figures 10A to 10Gis a flowchart illustrating an exemplary method of displaying a gaze virtual object that is selectable based on attention directed toward the gaze virtual object to perform an operation associated with the selectable virtual object in accordance with some embodiments. 7A to 7O The user interface in Figures 8A to 8I 、 Figures 9A to 9J as well as Figures 10A to 10G in the process. Figures 11A to 11C Example techniques for displaying an indication of a user's attention are shown according to some embodiments. Figures 12A to 12L is a flowchart of a method of displaying an indication of a user's attention according to various embodiments. Figures 28A to 28H is a flowchart of a method of displaying an indication of a user's attention according to various embodiments. Figures 11A to 11C The user interface in Figures 12A to 12L The process and Figures 28A to 28H in the process. 13A to 13C Example techniques are shown for displaying a magnified view of an area of a user interface according to some embodiments. 14A to 14E is a flowchart of a method of displaying a magnified view of an area of a user interface according to various embodiments. 13A to 13C The user interface in Figures 14A to 14E in the process. Figures 15A to 15F Example techniques for adjusting the value of a slider element based on a user's attention are shown in accordance with some embodiments. 16A to 16H is a flow chart of a method of adjusting the value of a slider element based on a user's attention, according to various embodiments. Figures 15A to 15F The user interface in 16A to 16H in the process. Figures 17A to 17G Example techniques are shown for moving a user interface element (e.g., a thumb) in a user interface (e.g., a slider element) at a corresponding rate based on the user's attention according to some embodiments. 18A to 18F is a flowchart of a method for moving a user interface element (e.g., a thumb) in a user interface (e.g., a slider element) at a corresponding rate based on the user's attention, according to various embodiments. Figures 17A to 17G The user interface in 18A to 18F in the process. Figures 19A to 19J Example techniques for displaying an indication of a user's attention are shown according to some embodiments. Figures 20A to 20E is a flowchart of a method of displaying an indication of a user's attention according to various embodiments. Figures 19A to 19J The user interface in Figure 20A middle Figure 20E in the process. Figures 21A to 21I Example techniques for entering text into a text entry field in response to speech input are shown according to some embodiments. 22A to 22His a flow diagram of a method of entering text into a text entry field in response to speech input, according to various embodiments. Figures 21A to 21I The user interface in 22A to 22H in the process. Figures 23A to 23M Example techniques for updating the value of a value-selection user interface object based on a user's attention are shown according to some embodiments. Figures 23A to 23M The user interface in Figures 24A to 24H in the process. Figures 25A to 25J Example techniques are shown for facilitating touch interaction with one or more virtual objects in a three-dimensional environment, according to some embodiments. Figures 26A to 26J is a flow diagram of a method of facilitating direct touch interaction with content in a three-dimensional environment, according to some embodiments. Figures 25A to 25J The user interface in Figures 26A to 26J in the process. 27A to 27H is a flow chart of a method of facilitating direct touch interaction with content in a three-dimensional environment, according to some embodiments. Figures 25A to 25J The user interface in 27A to 27H in the process. Figures 29A to 29G Example techniques are shown for facilitating movement of virtual objects relative to a user's viewpoint based on direct touch interactions in a three-dimensional environment, according to some embodiments. 30A to 30I is a flow chart of a method of facilitating movement of a virtual object relative to a user's viewpoint based on direct touch interaction in a three-dimensional environment, according to various embodiments. Figures 29A to 29G The user interface in 30A to 30I in the process. Figures 31A to 31J Example techniques are shown that facilitate user input for displaying a selection refinement user interface object in a three-dimensional environment according to some embodiments. Figures 32A to 32H is a flowchart of a method for facilitating displaying user input for selecting a refinement user interface object in a three-dimensional environment, according to some embodiments. Figures 31A to 31J The user interface in Figures 32A to 32H in the process. Figures 33A to 33H Example techniques are shown for displaying visual indicators indicating progress toward selection of a selectable virtual object when certain criteria are met, in accordance with some embodiments. Figure 34A is a flow diagram of a method of displaying a visual indicator indicating progress toward selection of a selectable virtual object when certain criteria are met, according to various embodiments. Figures 33A to 33H The user interface in Figure 34A in the process.
[0052] 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 conserving storage space, and / or additional techniques. These techniques also reduce power usage and extend the battery life of the device by enabling the user to use the device 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 precise sensors, resulting in more compact, lighter, and less expensive devices, and enable the device to be used in a variety of lighting conditions. These techniques reduce energy use, thereby reducing 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 can become uncomfortable for the user to wear.
[0053] 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 needs to perform the first step (if the condition is met), and perform 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 a contingent operation based on the satisfaction of the corresponding one or more 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 a contingent step, 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.
[0054] 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).
[0055] 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:
[0056] 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.
[0057] 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.
[0058] Examples of XR include virtual reality and mixed reality.
[0059] 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.
[0060] 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.
[0061] Examples of mixed reality include augmented reality and augmented virtuality.
[0062] 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.
[0063] 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.
[0064] 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).
[0065] 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.
[0066] 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."
[0067] 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.
[0068] 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).
[0069] 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, tablets, and desktop / laptop computers. A head-mounted system can have one or more speakers and an integrated opaque display. Alternatively, a head-mounted system can be configured to accept an external opaque display (e.g., a smartphone). A head-mounted system can incorporate one or more imaging sensors for capturing images or video of the physical environment and / or one or more microphones for capturing audio of the physical environment. Instead of an opaque display, a head-mounted system can have a transparent or translucent display. A transparent or translucent display can have a medium through which light representing the image is directed to 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.
[0070] 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.
[0071] 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.
[0072] 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.). Thus, the display generation component 120 includes one or more XR displays provided for displaying XR content. For example, in various embodiments, the display generation component 120 surrounds the user's field of view. In some embodiments, the display generation component 120 is a handheld device (such as a smartphone or tablet) configured to present XR content, and the user holds 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)).
[0073] Despite Figure 1A Relevant features of the operating environment 100 are shown, but those skilled in the art will recognize from this disclosure that various other features are not shown for the sake of brevity and so as not to obscure more relevant aspects of the example embodiments disclosed herein.
[0074] 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 position 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).
[0075] Figure 1BFront, top, and perspective views of an example of a 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 are shown. 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 to the electronic strap assembly 1-104 at either end. 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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] Figure 1C A rear perspective view of an HMD 1-100 is shown. 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 disposed 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.
[0083] 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.
[0084] 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.
[0085] Figure 1D An exploded view of an example of an HMD 1-200 is shown, the HMD including various parts or components that are separable according to the modularity and selective coupling of these components. For example, the HMD 1-200 may include a strap 1-216 that is selectively coupled to a first electronic strip 1-205a and a second electronic strip 1-205b. The first fixed strap 1-205a may include a first electronic component 1-212a, and the second fixed strap 1-205b may include a second electronic component 1-212b. In at least one example, the first and second straps 1-205a-b are removably coupled to the display unit 1-202.
[0086] 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.
[0087] 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.
[0088] Figure 1E An exploded view of an example of a display unit 1-306 of an HMD is shown. 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.
[0089] 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.
[0090] 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.
[0091] 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 in the Figure 1E Examples of devices, features, components, and parts are shown.
[0092] 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 shown. 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 the first display subassembly 1-420a and the second display subassembly 1-420b of the rear display assembly 1-421, including the first and second corresponding display screens for interpupillary adjustment, as described above.
[0093] 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.
[0094] 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 in the Figure 1F Examples of devices, features, components, and parts are shown.
[0095] Figure 1G 1 shows a perspective exploded view of a front cover assembly 3-100 of an HMD device described herein, e.g. 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.
[0096] 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.
[0097] 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.
[0098] 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.
[0099] 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 apparatus, 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 apparatus, features, components, and parts described herein. Figure 1G Examples of devices, features, components, and parts are shown.
[0100] Figure 1H An exploded view of an example of an HMD device 6-100 is shown. 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.
[0101] Figure 1I A portion of an HMD device 6-100 is shown, including 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.
[0102] 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.
[0103] 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 shown unattached and unelectrically coupled to other components.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] 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.
[0109] 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
[0110] 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.
[0111] 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.
[0112] 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.
[0113] 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 light 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.
[0114] 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 in the Figure 1I Examples of devices, features, components, and parts are shown.
[0115] 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 shown. 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 to not obstruct a view 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.
[0116] 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 send and receive signals. In the example shown, the sensor 6-203 of the sensor system 6-202 sends and receives signals through the shield 6-204, or more specifically, through the transparent areas 6-209 of (or defined by) 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.
[0117] 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.
[0118] Figure 1K A front view of a portion of an example of an HMD device 6-300 is shown, 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. 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.
[0119] 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.
[0120] 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.
[0121] Figure 1L A bottom view of an example of an HMD 6-400 is shown, including a front display / cover assembly 6-404 and a sensor system 6-402. 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 directly coupled to the frame or housing 6-430 or 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.
[0122] 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 in the Figure 1L Examples of devices, features, components, and parts are shown.
[0123] Figure 1M A rear perspective view of an interpupillary distance (IPD) adjustment system 11.1.1-102 is shown, the IPD adjustment system 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.
[0124] 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.
[0125] 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.
[0126] 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. Likewise, 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.
[0127] Figure 1N A front perspective view of a portion of the HMD 11.1.2-100 is shown, 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.
[0128] 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.
[0129] 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.
[0130] 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.
[0131] 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.
[0132] 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 a device, feature, component 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 a device, feature, component described herein. Figure 1N Examples of devices, features, components, and parts are shown.
[0133] 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 shown. 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.
[0134] 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.
[0135] 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.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] Figure 1P A cross-sectional view of an example of an optical module 11.3.2-200 is shown, 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.
[0140] 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.
[0141] 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 apparatus, 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 apparatus, features, components, and parts described herein. Figure 1P Examples of devices, features, components, and parts are shown.
[0142] 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.
[0143] 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.
[0144] 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.
[0145] 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.
[0146] 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.
[0147] 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.
[0148] 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.
[0149] 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.
[0150] 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.
[0151] 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.
[0152] 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.
[0153] 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.
[0154] 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.
[0155] 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.
[0156] 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.
[0157] 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.
[0158] 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.
[0159] 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.
[0160] 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.
[0161] 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.
[0162] 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.
[0163] 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.
[0164] 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).
[0165] 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.
[0166] 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.
[0167] 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 points 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 points in the scene correspond to the z component measured by the image sensor. Alternatively, the image sensor 404 (e.g., a hand tracking device) may use other 3D mapping methods, such as stereo imaging or time-of-flight measurement, based on a single or multiple cameras or other types of sensors.
[0168] 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 the 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.
[0169] 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.
[0170] 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)).
[0171] 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)).
[0172] 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.
[0173] 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).
[0174] 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.
[0175] 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.
[0176] In some embodiments, a pinch-and-drag gesture that is an air gesture (e.g., an air drag gesture or an air swipe gesture) includes a pinch gesture (e.g., a pinch gesture or a long pinch gesture) performed in 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).
[0177] 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).
[0178] 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).
[0179] 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.
[0180] 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 may be detected using controls contained in hardware input devices, such as one or more touch-sensitive input elements, one or more pressure-sensitive input elements, one or more buttons, one or more knobs, one or more dials, one or more joysticks, one or more hand or finger 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 devices 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 may alternatively be detected using a button press, a tap on a touch-sensitive surface, a press on a pressure-sensitive surface, or other hardware input. For another example, movement input described as being performed using an air pinch and drag (e.g., an air drag gesture or an air swipe gesture) may 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 a hardware input device (e.g., along with a hand associated with the hardware input device) through space. Similarly, two-handed input involving movement of hands relative to each other may be performed using an air gesture and a hardware input device in a 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 input detected by one or more of the aforementioned hardware input devices.
[0181] 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.
[0182] 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.
[0183] 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.
[0184] 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.
[0185] 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.
[0186] 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.
[0187] 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.
[0188] 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 ).
[0189] 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.
[0190] 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.
[0191] 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.
[0192] 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.
[0193] 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.
[0194] Figure 6 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., Figure 1A and Figure 5 The flash-assisted gaze tracking system can maintain a tracking state. Initially, the tracking state is off or "no." When in the tracking state, the flash-assisted gaze tracking system uses previous information from previous frames when analyzing the current frame to track the pupil outline and 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.
[0195] like Figure 6 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.
[0196] 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.
[0197] 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.
[0198] Figure 6 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.
[0199] 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.
[0200] 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).
[0201] 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.
[0202] 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.
[0203] 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.
[0204] 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.
[0205] 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.
[0206] 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.
[0207] 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.
[0208] User interface and associated processes
[0209] 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.
[0210] 7A to 7O An example of a computer system displaying a gaze virtual object that is selectable based on attention directed toward the gaze virtual object to perform an operation associated with the selectable virtual object is shown in accordance with some embodiments.
[0211] Figure 7A The computer system 101 is shown displaying a three-dimensional environment 702 from a user's viewpoint (optionally facing a back wall of the physical environment in which the computer system 101 is located) via a display generation component 120 (e.g., the display generation component 120 of FIG. 1 ). Figure 6 As described above, the computer system 101 optionally includes a display generation component 120 (eg, a touch screen) and a plurality of image sensors (eg, 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 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) (e.g., external sensors facing outward from the user), and / or sensors that detect the user's gaze (e.g., internal sensors facing inward toward the user's face).
[0212] 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 a portion of the physical environment is visible via display generation component 120 of computer system 101. For example, three-dimensional environment 702 includes portions of the left and right walls, ceiling, and floor of the user's physical environment. Three-dimensional environment 702 also optionally includes representations of physical objects in the physical environment, such as a table and / or chair.
[0213] exist Figure 7A , three-dimensional environment 702 also includes virtual objects, such as virtual object 704, virtual object 706, and virtual object 708. The virtual objects are optionally one or more of a user interface of an application (e.g., a messaging user interface or a content browsing user interface), a three-dimensional object (e.g., a virtual clock, a virtual ball, or a virtual car), or any other element displayed by computer system 101 that is not included in the physical environment of computer system 101. For example, Figure 7A As shown, virtual object 704 is optionally a user interface of a gaming application. Figure 7A As shown, virtual object 704 includes multiple selectable virtual objects (e.g., affordances, buttons, toggles, icons, or photos). Virtual object 706 is optionally a menu user interface including multiple selectable virtual objects. Virtual object 708 is optionally a music player user interface including one or more selectable virtual objects for initiating playback of a first media item ("Soul Music Mix").
[0214] In some embodiments, the computer system 101 changes the visual appearance of the virtual object in response to detecting that the user's attention is directed toward the virtual object. In addition, in some embodiments, the computer system 101 displays an attention indicator in the three-dimensional environment 702 in response to the user's attention being directed toward a selectable object in the three-dimensional environment 702, as described in detail with reference to methods 1200 and / or 2000. For example, 7A to 7B , the computer system 101 detects that the user's attention (e.g., attention input 728) is directed to the virtual object 706b. In response, the computer system 101 has displayed the boundaries of a container object (e.g., a box) that contains and / or is the virtual object 706b. Figure 7A As shown, before the attention input 726 is directed to the virtual object 706b, the virtual object 706b is not displayed within the boundary of the container object or is not displayed together with the boundary of the container object. In some embodiments, the computer system 101 displays the container object with an appropriate size based on the size of the virtual object. For example, Figure 7B In FIG, the computer system 101 detects that the user's attention (e.g., attention input 722) is directed to the virtual object 704g. In response, the computer system 101 displays the boundaries of a container object of an appropriate size to accommodate the virtual object 704g. In some embodiments, the computer system 101 displays the container object of an appropriate size based on the visual appearance of a group of virtual objects. For example, in Figure 7B , the computer system 101 detects that the user's attention (e.g., attention input 720) is directed to virtual object 704c. In response, the computer system 101 displays the boundaries of the container object to accommodate virtual object 704c of a similar or identical size to the other virtual objects in its group (e.g., objects 704a and 704b). In some embodiments, the computer system 101 displays the container object with an appropriate size based on the size of the associated container object. For example, in Figure 7B In FIG. 7 , the computer system 101 detects that the user's attention (eg, attention input 730 ) is directed to the virtual object 708 a. In response, the computer system 101 displays the boundary of the container object to accommodate the virtual object 708 a that is smaller than the virtual object 708 .
[0215] In some embodiments, the computer system 101 does not display or displays the boundaries of the container object to accommodate virtual objects that already include, are displayed in, or are part of the container object. 7A to 7B, the computer system 101 detects that the user's attention (e.g., attention input 726) is directed to the virtual object 706a. In response, the computer system 101 does not display a new container object that contains the virtual object 706a because the virtual object 706a was already contained by a container object before the attention input 726 was directed to the virtual object 706a. Similarly and in another example, the computer system 101 detects that the user's attention (e.g., attention input 716) is directed to the virtual object 704a. In response, the computer system 101 does not display a new container object that contains the virtual object 704a because the virtual object 704a was already contained by a container object before the attention input 716 was directed to the virtual object 704a. Reference methods 800, 900, 1000, 1200 and / or 2000 provide additional details related to changing the visual appearance of a virtual object in response to detecting that the user's attention is directed to the virtual object. In addition, although Figure 7B (and other figures) illustrate multiple concurrent attention inputs directed to objects in the three-dimensional environment 702, but it should be understood that such inputs are optionally alternative inputs rather than concurrent inputs. Additionally, in some embodiments, input to the computer system 101 is provided via air gestures from the hand 710 and / or the user's attention (e.g., as described in detail with reference to method 800) or via the trackpad 746 from the hand 710, and the input described herein is optionally received via the trackpad 746 or via air gestures / attention.
[0216] In some embodiments, the computer system 101 displays the virtual object with a larger expanded size in response to detecting that the user's attention is directed toward the virtual object. Figures 7B to 7C , the computer system 101 detects that the user's attention (e.g., attention input 724) is directed to the virtual object 704h. For example, the virtual object 704h is a messaging communication module that includes text content corresponding to a game update or a text message from another player within the game application or a link to a website. In response, the computer system 101 displays the virtual object 704h with a larger size, such as Figure 7C As shown. Figure 7C In the example, due to its large extended size, the virtual object 704h includes Figure 7B As shown, more text content (e.g., corresponding to a larger portion of the text content of a game update or text message, or a larger portion of the URL of a link to a website) is displayed when the user's attention is directed away from the virtual object 704h. In some embodiments, determining that the user's attention is directed toward the virtual object is based on detecting a gaze directed toward the virtual object under one or more conditions described with reference to methods 800, 900, 1000, 1200, and / or 2000.
[0217] In some embodiments, the computer system 101 provides audio feedback in response to detecting that the user's attention is directed toward the virtual object. For example, the timer 712 corresponds to the virtual object 704c and is used to indicate the amount of time the user's attention is directed toward the virtual object 704c. For example, from Figures 7B to 7C , the computer system 101 detects that the user's attention (e.g., attention input 720) is directed toward the virtual object 704c for a period of time greater than the time threshold 712b, as described in detail with reference to methods 800, 900, 1000, 1200, and / or 2000. In response, the computer system outputs audio feedback to indicate that the user's attention is directed toward the virtual object 704c. Reference to methods 800, 900, 1000, 1200, and / or 2000 provides additional details regarding providing audio feedback in response to detecting the user's attention being directed toward the virtual object.
[0218] In some embodiments, the computer system 101 displays a gaze virtual object that can be selected based on the attention directed to the gaze virtual object to perform an operation associated with the selectable virtual object. Figure 7C In the embodiment of the present invention, the computer system 101 detects that the user's attention (e.g., attention input 716) is directed to the virtual object 704a for a period of time greater than a time threshold (e.g., time threshold 712b), as described in detail with reference to methods 800, 900, 1000, 1200, and / or 2000. In response, the computer system 101 displays the gaze virtual object 704a' associated with the virtual object 704a within the container object of the virtual object 704a, as shown in FIG. Figure 7C In response to detecting that the user's attention directed at other selectable objects lasts longer than a time threshold, the computer system 101 additionally displays the gazed virtual objects of these selectable objects in the three-dimensional environment 702. In some embodiments, the computer system 101 displays the gazed virtual objects at locations different from but co-located with their associated virtual objects. For example, Figure 7C In FIG, the computer system 101 displays the gaze virtual object 706b′ associated with the virtual object 706b below the virtual object 706b and in its own container. Figure 7C As shown, the virtual object 706a' is displayed within a container object of content (eg, tooltip) associated with the virtual object (eg, virtual object 706a). Figure 7CAs shown, the gaze virtual object 706a' is within the tooltip for virtual object 706a (e.g., a description of virtual object 706a and / or a function performed by selecting object 706a) but in the right area where virtual object 706a is also displayed in response to attention being directed at the object for longer than a time threshold. As another example, the computer system 101 displays the gaze virtual object associated with virtual object 704g in the lower right area of the container of virtual object 704g that is displayed in response to attention being directed at virtual object 704g. As another example, the computer system 101 displays the gaze virtual object 704g' associated with virtual object 708a next to virtual object 708a and within its own container. Unlike the gaze virtual object 706b' associated with virtual object 706b that is rendered overlaid on the border of virtual object 706, the gaze virtual object 708a' associated with virtual object 708a is contained within virtual object 708. Figure 7C , the virtual object 704 includes a toggle virtual object 704b which will be described below.
[0219] In some embodiments, the computer system 101 displays the gazed virtual object as including a visual indication of the progress of the user's attention toward satisfying one or more criteria (described with reference to methods 800, 900, 1000, and 1200) for selecting the gazed virtual object using attention and thereby for performing an operation associated with the virtual object corresponding to the gazed virtual object. For example, the computer system 101 optionally indicates the visual indication of progress by filling in an unfilled portion of the gazed virtual object. Figure 7C As shown, the gaze virtual object 704a' associated with the virtual object 704a is not filled, indicating that the user's attention (eg, attention input 716) is away from the gaze virtual object 704a'. Figures 7C to 7D , the user's attention (attention input 716) changes from being directed at virtual object 704a to being directed at virtual object 704a' associated with virtual object 704a. Figure 7D As shown, the computer system 101 displays that the gazing virtual object 704a' has filled the amount of time corresponding to the amount of time indicated by the timer 734, and the user's attention is directed to the gazing virtual object 704a' associated with the virtual object 704a. In some embodiments, the computer system 101 optionally displays similarly Figure 7C A visual indication of such progress in other gaze virtual objects (eg, gaze virtual objects 706a', 706b', 706a', 708a', and / or 704g') is provided.
[0220] In some embodiments, the computer system 101 provides audio feedback indicating the progress of the user's attention (directed toward the gaze object) toward satisfying one or more criteria (described with reference to methods 800, 900, 1000, and 1200) for performing an operation associated with the corresponding virtual object. Figure 7D In the embodiment of the present invention, the computer system 101 detects that the user's attention (e.g., attention input 716) has been directed to the fixation virtual object 704a' associated with the virtual object 704a for a period of time greater than the first threshold 734b and the second threshold 734b. In response, the computer system 101 outputs audio feedback having sound characteristics that change (e.g., volume and / or pitch) with the duration of the attention input 716 directed to the fixation virtual object 704a' associated with the virtual object 704a, such as Figure 7D Thus, in some embodiments, the computer system 101 continuously outputs audio feedback that changes characteristics (e.g., pitch, volume, and / or tone, as described in detail with reference to methods 800, 900, and / or 1000) as the duration that the attention 716 is directed toward the virtual object 704a changes (e.g., as indicated by the timer 734).
[0221] In some embodiments, in response to detecting that the user's attention is turned away from the virtual object 704g, Figures 7C to 7D As shown, the computer system 101 stops displaying the container object that contains the virtual object 704g. If the computer system 101 detects that the user's attention (e.g., attention input 716) is directed back to the virtual object 704g, the computer system 101 optionally redisplays the container object to contain the virtual object 704g, as shown in FIG. Figure 7E shown. Figure 7E Also shown is timer 736 below timer threshold 736b, indicating that the period of time of the user's attention (eg, attention input 716) directed toward virtual object 704g is less than the amount of time required to display a gaze virtual object 704g' for object 704g. Figure 7E Also shown is a visual indication of the progress of the gaze virtual object 704a' toward a change (e.g., a decrease in fill) in the direction of the user's attention toward satisfying one or more criteria for selecting the gaze virtual object 704a' (described with reference to methods 800, 900, 1000, and 1200). When the period of the user's attention (e.g., the attention input 716) is less than the timer threshold 736b, the computer system 101 optionally does not display the gaze virtual object 704g' associated with the virtual object 704g.
[0222] In some embodiments, if the attention input indicates that the user's attention has moved away from the virtual object (or the corresponding virtual object) and then moved back to the virtual object (or the corresponding virtual object), the computer system 101 updates the visual indication of the progress of the user's attention toward satisfying one or more criteria for performing an operation associated with the corresponding virtual object based on whether the attention input moves back to the object within a threshold time (e.g., 0.03 seconds, 0.05 seconds, 0.07 seconds, 0.09 seconds, 0.1 seconds, 0.15 seconds, 0.2 seconds, 0.25 seconds, 0.3 seconds, 0.5 seconds, 1 second, 3 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds, or 30 seconds). Figure 7F In the example embodiment, because the user's attention (e.g., attention input 716) changes from looking at virtual object 704a' away from virtual object 704a to looking at virtual object 704a' toward virtual object 704a within the time threshold, the visual indication of progress in the gaze target for object 704a is maintained (e.g., continues from the amount filled before the user's attention changed). In some embodiments, the computer system 101 updates the visual indication of progress, which is different from maintaining the indication of progress as will be described in the following figures.
[0223] In some embodiments, if the attention input includes an activation input (e.g., as described in detail with reference to methods 800, 900, and 1000), the computer system 101 performs an operation associated with the virtual object. Figure 7F In the embodiment of the present invention, the computer system 101 detects that the attention input 716 satisfies one or more criteria with respect to the gaze virtual object 704a' for the object 704a to perform an operation associated with the virtual object described with reference to methods 800, 900, and 1000 (e.g., the duration of the attention input 716 directed to the gaze virtual object 704a' associated with the virtual object 704a reaches the value of the attention input 716). Figure 7F In response to detecting the activation input before one or more criteria are met (e.g., reaching threshold 734d), the computer system 101 optionally performs an operation associated with the virtual object 704a, such as updating the right side of the virtual object 704 to include content associated with the virtual object 704a, such as Figure 7G shown.
[0224] Figure 7G1 Shown with Figure 7G Similar and / or identical concepts are shown (with many of the same reference numerals). It should be understood that unless otherwise indicated below, Figure 7G1 The shown 7A to 7OElements shown with the same reference numeral have one or more or all of the same characteristics. Figure 7G1 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 7A to 7O The computer system 101 shown in FIG. Figure 3 One or more of the characteristics of the display generation component 120 shown, and in some embodiments, 7A to 7O The computer system 101 and display generation component 120 shown have Figure 7G1 One or more of the characteristics of computer system 101 and display generation component 120 are shown.
[0225] exist Figure 7G1 , the display generation component 120 includes one or more internal image sensors 314a oriented toward the user's face (e.g., reference Figure 5 The eye tracking camera 540 is described. 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 hand. In some embodiments, the image sensors 314a, 314b, and 314c have reference 7A to 7O One or more of the characteristics of the image sensor 314 .
[0226] exist Figure 7G1 , the display generation component 120 is shown as displaying optionally corresponding to the reference 7A to 7O Content is described as content displayed and / or visible via 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 7G1 Two or more displays (e.g., left and right display panels for the user's left and right eyes, respectively, as shown in FIG) that display the content of the view shown. Figure 5 described above).
[0227] The display generation component 120 has a corresponding Figure 7G1The field of view of the content shown (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 part of the 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.
[0228] exist Figure 7G1 , a user is depicted as performing an air pinch gesture (e.g., with hand 710) to provide input to computer system 101, thereby providing user input directed to content displayed by computer system 101. Such description is intended to be exemplary and not limiting; the user optionally uses different air gestures and / or uses reference to 7A to 7O Other forms of input are used to provide user input.
[0229] In some embodiments, the computer system 101 is configured to 7A to 7O Responding to the user input.
[0230] exist Figure 7G1 In the example of , the user's hand is visible in the three-dimensional environment because it is within the field of view of the display generation component 120. That is, the user can optionally see any part of his or her own body within the field of view of the display generation component 120 in the three-dimensional environment. It should be understood that 7A to 7O One or more or all aspects of the present disclosure shown in or described with reference to these figures and / or described with reference to corresponding methods are optionally described with reference to Figure 7G1 Similar or analogous methods are implemented on the computer system 101 and the display generation unit 120 .
[0231] In some embodiments, in response to detecting that the most recent interaction with the computer system includes only attention input or non-attention input as detailed with reference to method 1000, the computer system 101 optionally changes (e.g., shortens or lengthens) the threshold requirement for displaying the gaze virtual object. For example, after detecting that the attention input includes only attention input (e.g., does not include non-attention input, such as input from hand 710), the computer system 101 shortens the time threshold for displaying the gaze virtual object to 732b' (less than 732b). Figure 7E Threshold 736b) in, such as Figure 7F As another example, after detecting that the most recent interaction with the computer system 101 includes non-attention input, the computer system 101 optionally extends the time threshold for looking at the virtual object for displaying the virtual object to 738b (greater than Figure 7E Threshold 736b) in, such as Figure 7G shown.
[0232] In some embodiments, if the attention input (e.g., without a separate activation input) meets one or more criteria for performing an operation associated with the virtual object, the computer system 101 performs the operation associated with the virtual object. Figure 7H In FIG. 7 , the computer system detects an attention input (e.g., attention input 716 without a separate activation input) directed toward a gaze virtual object 704b′ associated with virtual object 704b. Figure 7H As shown, virtual object 704b is a toggle virtual object that switches between stealth mode and non-stealth mode in a gaming application user interface 704 presented in a three-dimensional environment 702. In some embodiments, the computer system 101 displays a gaze virtual object 704b′ associated with the toggle virtual object 704b as an overlay on the toggle virtual object 704b, as shown in FIG. Figure 7H In some embodiments, the computer system 101 displays the gaze virtual object 704b' to the right of the toggle virtual object 704b, as shown in FIG. Figure 7H 4. If the user's attention (e.g., attention input 716 directed to gaze virtual object 704b') meets the criteria for performing an operation associated with toggling virtual object 704b, the computer system 101 displays a toggle button for toggling virtual object 704b and / or moves it to the right. In some embodiments, the computer system 101 then displays gaze virtual object 704b' to the left of toggling virtual object 704b (e.g., because toggle object 704b will move to the left if toggled).
[0233] exist Figure 7H In FIG. 7 , the computer system 101 displays the fixation virtual object 704b′ associated with the toggle virtual object 704b as being filled for approximately 75% of the duration indicated by the timer 740. Figure 7I As shown, the user's attention (eg, attention input 716 ) has reached a threshold 734 d as indicated by a timer 740 , corresponding to satisfying one or more criteria for performing an action associated with flicking the virtual object 704 b . Figure 7I The gaze virtual object 704b′ associated with the toggle virtual object 704b is also shown as being 100% filled to visually indicate that one or more criteria for performing an operation associated with the toggle virtual object 704b are met. In response to the one or more criteria for performing an operation associated with the toggle virtual object 704b being met, the computer system optionally performs the operation associated with the toggle virtual object 704b, such as Figure 7I compared to Figure 7J This is indicated by the changed state of the toggle virtual object 704b shown.
[0234] In some embodiments, in response to detecting that the most recent interaction with the computer system 101 included attention-only input or non-attention input as detailed with reference to method 800, the computer system optionally changes (e.g., shortens or lengthens) the threshold requirement for performing an operation associated with the virtual object. For example, rather than waiting for the user's attention to satisfy the threshold requirement as described in detail in the method 800, the computer system optionally changes (e.g., shortens or lengthens) the threshold requirement for performing an operation associated with the virtual object. Figure 7I Rather than setting the threshold 734d indicated by the timer 740 in to cause selection of the gazed virtual object 704b', the computer system 101 optionally shortens the threshold for selection to a threshold 734c that is less than the threshold 734d based on a determination that the most recent interaction with the computer system 101 includes only attention input.
[0235] In some embodiments, the virtual object includes scrollable content (e.g., continuous content that cannot all be displayed at the same time). Figure 7K In FIG, the computer system 101 detects input including the user's attention 716 directed to the virtual object 704e′ associated with the virtual object 704e and an activation input (e.g., a finger of the hand 710 touching the touchpad 746 or an air pinch gesture from the hand 710). Figures 7K to 7L , the input from the hand 710 corresponds to an input for scrolling the content of the user interface (e.g., movement of the hand 710 in an upward direction). In response to the input from the hand 710, the computer system 101 scrolls the content of the virtual object 704 to display more content, such as Figure 7L As shown. Figure 7L As shown, in response to and / or during the scrolling, the gaze virtual object 704e' associated with the virtual object 704e is no longer displayed.
[0236] In some embodiments, when the user's attention turns away from the gaze virtual object and / or the virtual object, the computer system 101 stops displaying the gaze virtual object. Figure 7M In the embodiment of the present invention, when the computer system 101 responds to the user's attention directed to the virtual object 704d (e.g., attention input 716) and the user's attention meeting one or more criteria (e.g., by meeting the following criteria), the virtual object 704d is displayed. Figure 7M When the virtual object 704d is displayed while the virtual object 704d is being looked at by the computer system 101, the computer system 101 detects that the attention input 716 changes from being directed away from the virtual object 704d to being directed toward the virtual object 704d. Figure 7N In response, the computer system 101 displays the container that holds the virtual object 708a and simultaneously stops displaying the virtual object 704d' that is being watched by the virtual object 704d. Figure 7O As shown. Figures 7N to 7O, the timer 752 corresponding to the duration of the attention input 716 directed to the virtual object 708a has increased but does not meet the threshold 752b, so the computer system 101 does not display the virtual object 708a' of the virtual object 708a.
[0237] Figures 8A to 8I 1 is a flowchart illustrating an exemplary method 800 according to some embodiments of the present invention for displaying a gaze virtual object that can be selected based on attention directed to the gaze virtual object to perform an operation associated with the selectable virtual object. 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, the method 800 is performed by a display generating component 120 in the computer system (e.g., a heads-up display, a display, a touch screen, a projector, etc.) and one or more cameras (e.g., a camera pointing downward toward the user's hand (e.g., a color sensor, an infrared sensor, and other depth sensing cameras) or a camera pointing forward from the user's head). In some embodiments, the method 800 is performed by a computer system stored in a non-transitory computer-readable storage medium and executed by one or more processors of a computer system, such as one or more processors 202 of the computer system 101 (e.g., Figure 1A Some operations in method 800 may be optionally combined, and / or the order of some operations may be optionally changed.
[0238] 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., a gaze tracking device, a hand tracking device, a remote control, one or more touch-sensitive surfaces, one or more buttons, dials, and / or knobs), such as a mobile device (e.g., a tablet, a smart phone, a media player, or a wearable device) or a computer or other electronic device. In some embodiments, the display generation component is a display (optionally a touch screen display) integrated with the electronic device, an external display such as a monitor, a projector, a television, or a hardware component (optionally integrated or external) for projecting a user interface or making a user interface visible to one or more users. In some embodiments, the computer system communicates with the gaze tracking device (e.g., Figure 5In some embodiments, the computer system communicates with the gaze tracking device. In some embodiments, the gaze tracking device is a wearable device, such as a head-mounted device as described in more detail herein. In some embodiments, the gaze tracking device need not be implemented in a head-mounted or near-eye manner as otherwise described herein.
[0239] In some embodiments, the computer system displays (802a) via the display generation component a user interface including a first selectable user interface object that is selectable to perform a first operation, such as Figure 7AIn some embodiments, the user interface is a three-dimensional environment 702 (e.g., the three-dimensional environment is an extended reality (XR) environment, such as a virtual reality (VR) environment, a mixed reality (MR) environment, or an augmented reality (AR) environment). In some embodiments, the user interface is a user interface of an application accessible by the computer system, such as a word processing application with multiple words, an application launch user interface with multiple application icons, a photo management application with multiple photo representations, a spreadsheet application with multiple data units, a presentation application with multiple slides or other graphical user interface objects, a messaging application with multiple messages, a web browsing application with multiple links, and / or an email application with multiple emails. In some embodiments, the user interface includes multiple user interface objects, including affordances, buttons, icons, bubbles, trays, or other containers for text (e.g., hyperlinks and / or graphics), messages (e.g., text and / or graphics), images, or multimedia, which are selectable to display a corresponding user interface (e.g., a page) and / or perform an operation associated with selecting the affordance (e.g., playing a video or launching an application). In some embodiments, the user interface is a bookmark (e.g., favorites and / or internet shortcuts) management user interface having multiple web page representations that have been saved by a user of the computer system. In some embodiments, the first selectable user interface object is a representation of a web page and includes corresponding URL text displayed within the representation of the web page in the user interface. In some embodiments, the user interface is an operation menu having multiple setting representations that define how the computer system operates, what is displayed, and / or how the user interface objects are displayed. In some embodiments, the first operation associated with the first selectable user interface object includes displaying content, displaying a web page, displaying another user interface, playing multimedia, launching an application, providing a menu, installing a program, or downloading content. In some embodiments, as described in step 812 and method 1000, the first selectable user interface object is selected in response to a combination of user attention and receiving activation input (e.g., user input confirming an intention to perform the first operation). In some embodiments, user attention corresponds to user gaze, as described in reference to FIG. Figure 6Detailed description. In some embodiments, receiving activation input includes detecting a portion of a user (e.g., a hand, arm, and / or fingers) performing an air pinch gesture (e.g., two or more fingers of a user's hand, such as a thumb and index finger, move together and touch each other) to form a pinch hand shape while the user's attention is directed toward the user interface and / or the first optional user interface object, and then the hand in the pinch hand shape moves up or down. In some embodiments, the activation input corresponds to a gesture other than an air pinch gesture, such as a forward pointing gesture (e.g., a forward movement of the user's hand as one or more fingers of the user's hand extend toward the first optional user interface object) or a tap gesture using a finger of the user's hand (e.g., a forward movement by a finger of the user's hand so that the finger touches the first optional user interface object or user interface or approaches within a threshold distance of the first optional user interface object or user interface area). In some embodiments, the pinch and drag gesture as an air gesture includes a pinch gesture performed in conjunction with (e.g., following) a drag input that changes the position of the user's hand from a first position (e.g., the start position of the drag) to a second position (e.g., the end position of the drag). In some embodiments, the user maintains a pinch hand shape while performing the drag input, and releases the pinch gesture (e.g., spreading their two or more fingers) to end the drag gesture (e.g., at the second position). In some embodiments, the pinch input and the drag input are performed by the same hand (e.g., the user pinches two or more fingers to contact each other and moves the same hand to a second position in the air using a drag gesture). In some embodiments, the pinch input is performed by the user's first hand, and the drag input is performed by the user's second hand (e.g., the user's second hand moves from a first position to a second position in the air as the user continues the pinch input with the user's first hand). In some embodiments, the activation input corresponds to an attention-only input that scrolls through the user interface as described in step 834, such as attention directed to the bottom portion or top portion of the user interface, causing the user interface to scroll its content down or up, respectively. In some embodiments, the activation input includes a touchpad input (e.g., a finger touching a touchpad) or an input device input (e.g., selection via a handheld input device such as a stylus or remote control). In some embodiments, the activation input is 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).
[0240] In some embodiments, while displaying the user interface, the computer system detects (802b) via one or more input devices that the attention of a user of the computer system is directed toward a first selectable user interface object, such as Figure 7G and Figure 7G1In some embodiments, when the user's attention corresponds to a gaze, the gaze tracking device optionally captures one or more images of the user's eyes and detects pupils and glints in the one or more captured images to track the user's gaze, as described in reference to FIG. Figure 6 Detailed description. In some embodiments, the computer system detects the user's gaze directed at a location (or area) of the user interface that includes a first selectable user interface object within a first time period greater than a first time threshold (e.g., 0.02 seconds, 0.05 seconds, 0.1 seconds, 0.2 seconds, 0.25 seconds, 0.3 seconds, 0.5 seconds, 1 second, 2 seconds, 3 seconds, or 5 seconds). In some embodiments, the first selectable user interface object is initially displayed with a first visual appearance having a first shape, a first position, a first color, and / or a first effect. In some embodiments, when the computer system detects that the user's attention directed at a location of the user interface that includes the first selectable user interface object continues for greater than the first time threshold, the computer displays the first selectable user interface object with a second visual appearance that is different from the first visual appearance. The second visual appearance optionally makes the first selectable user interface object more prominent. For example, the second visual appearance of the first selectable user interface object optionally includes a second shape that is larger than the first shape, a second position that is closer to the user's (or computer system's) viewpoint than the first position, a second color that is brighter than the first color, and / or a second effect in which the first selectable user interface object appears to be lifted more from the backplane of the user interface than the first effect (e.g., the second effect visually indicates that the first selectable user interface object is emphasized by a depth effect). In some embodiments, the second visual appearance includes presenting additional information (e.g., a tooltip, an infotip, or a hint) related to the first selectable user interface object that is not shown in the first visual appearance.
[0241] In some embodiments, in response to detecting that the user's attention is directed toward the first selectable user interface object, the computer system displays (802c) in the user interface a first gaze target associated with the first selectable user interface object, such as Figure 7H704b' in the gaze target. In some embodiments, in response to detecting that the user's gaze is directed to the first optional user interface object and the user's gaze is not directed to a position (or area) of the user interface that does not include the first optional user interface object, the computer system displays the first gaze target associated with the first optional user interface object. In some embodiments, if the user's gaze is directed to a position (or area) of the user interface that does not include the first optional user interface object, the computer system does not display (or stops displaying) the first gaze target. In some embodiments, the first gaze target is an entity (element / user interface object) that is different and / or separate from the first optional user interface object. In some embodiments, the first gaze target is presented at a position different from the position of the first optional user interface object. In some embodiments, the first gaze target is displayed at a position having a certain spatial relationship (e.g., distance and / or orientation) with the first optional user interface object, such as 0.1 cm, 0.3 cm, 0.5 cm, 1 cm, 3 cm, 5 cm, 10 cm, 30 cm, or 50 cm above, below, to the left, or to the right of the first optional user interface object. The position of the first gaze target will be described in more detail later with reference to steps 810, 840, and 842. In some embodiments, the first gaze target is initially displayed with a first visual appearance and / or a first sound effect, which will be described in more detail with reference to method 800. In some embodiments, the first gaze target indicates a gaze duration directed at the first gaze target, and once the gaze duration is greater than a second time threshold (e.g., 0.1 seconds, 0.5 seconds, 1 second, 2 seconds, 3 seconds, 5 seconds, 7 seconds, 10 seconds, 20 seconds, 30 seconds, or 60 seconds), the computer system initiates a first operation associated with the first selectable user interface object, as will be described later with reference to method 1000.
[0242] In some embodiments, when the first gaze target is displayed, the computer system detects (802d) that the user's attention (e.g., based on gaze) is directed toward the first gaze target, such as Figure 7HAttention 716 in. In some embodiments, the computer system detects the user's gaze directed to a location (or area) of the user interface that includes the first gaze target within a first time period that is greater than a first time threshold. In some embodiments, the user's gaze changes from the location of the user interface that includes the first optional user interface object to the location of the user interface that includes the first gaze target. The corresponding positions of the first optional user interface object and the first gaze target are described in more detail with reference to steps 810, 840, and 842. In some embodiments, the computer system updates one or more visual characteristics (e.g., size, fill, color, or opacity) of the first gaze target in response to detecting the user's gaze directed to the first gaze target. For example, when the computer system detects a user's gaze directed at a location (or area) of the user interface that includes a gaze target within a second time period (e.g., 0.2 seconds, 0.25 seconds, 0.3 seconds, 0.5 seconds, 1 second, 2 seconds, 3 seconds, 5 seconds, 7 seconds, or 10 seconds) that is greater than the first time period (e.g., 0.02 seconds, 0.05 seconds, 0.1 seconds, 0.2 seconds, 0.25 seconds, 0.3 seconds, 0.5 seconds, 1 second, 2 seconds, 3 seconds, 5 seconds, 7 seconds, or 10 seconds), the computer system optionally displays the first gaze target in a second visual appearance that is different from the first visual appearance (e.g., the second visual appearance includes a filled portion that is larger than the first visual appearance). For example, the gaze target is optionally a circle having a filled portion and an unfilled portion. The filled portion optionally expands (grows) outward (toward the outer edge of the circle) in response to continued gaze toward the gaze target. In some embodiments, the gaze target is similar to a pie chart, wherein the filled portion includes one or more wedges, and the angle of the wedge grows as the gaze continues to be directed toward the gaze target. For example, the wedge optionally expands clockwise (or counterclockwise). In some embodiments, the gaze target is a progress bar having a rectangular shape including a filled portion and an unfilled portion, wherein the filled portion represents the duration of the gaze directed at the gaze target. Additional visual features and sound effects associated with the gaze target will be described in more detail with reference to steps 818, 844-848 and method 900.
[0243] In some embodiments, in response to detecting that the user's attention is directed toward the first gaze target (802e), based on determining that the user's attention (directed toward the first gaze target) meets one or more criteria, the computer system initiates a first operation (802f) associated with the first selectable user interface object, such as in response to the attention 716 being directed toward Figure 7I and Figure 7JIn some embodiments, the one or more criteria include a criterion that is satisfied when the user's gaze is directed toward the first gaze target for a third time period that is greater than a second time threshold (e.g., 0.1 seconds, 0.5 seconds, 1 second, 2 seconds, 3 seconds, 5 seconds, 7 seconds, 10 seconds, 20 seconds, 30 seconds, or 60 seconds). In some embodiments, the first operation is confirmed to be initiated at the first gaze target based on the user's gaze directed toward the first gaze target continuing for a time period that is greater than the second time threshold (e.g., the duration of the gaze in the direction of the first gaze target exceeds the second time threshold).
[0244] In some embodiments, based on determining that the user's attention does not meet one or more criteria, the computer system abandons (802g) initiating the first operation associated with the first selectable user interface object, such as with respect to Figure 7C 850 , 852 , and method 900 . Displaying the gaze target in response to determining that the user's gaze is directed toward the optional user interface object provides confirmation that the user intends to interact with the optional user interface object, thereby reducing errors in the interaction between the user and the computer system (e.g., avoiding accidental activation or deactivation of the optional user interface object due to unintentional gaze) and reducing the input required to correct such errors.
[0245] In some embodiments, determining that the user's attention is directed toward the first selectable user interface object includes determining that the user's gaze has been directed toward the first selectable user interface object for more than a first threshold period of time (804), such as Figure 7CIn some embodiments, the user's attention is determined to be directed toward the first selectable user interface object based on the detection of the gaze directed toward the first selectable user interface object without requiring any conditions. In some embodiments, the user's attention is determined to be directed toward the first selectable user interface object based on the detection of the gaze directed toward the first selectable user interface object under one or more conditions, such as detecting that the user's gaze is directed toward a location (or area) of the first selectable user interface object for more than a first threshold time period described herein so that the computer system displays the first gaze target. For example, the computer system determines that the user's gaze has been maintained in the area of the first selectable user interface object for an amount of time that is at least greater than the first threshold time period. In some embodiments, the user's gaze (or the precise location of the user's gaze) directed at the first optional user interface object changes, but is determined by the computer system to be continuously within the area of the first optional user interface object during at least the amount of time. In some embodiments, the computer system does not display the first gaze target based on determining that the user's attention is not directed at the first optional user interface object (e.g., based on determining that the user's gaze has not been maintained in the area of the first optional user interface object for at least a first threshold time period). In some embodiments, one or more additional conditions are discussed in more detail with reference to step 802, such as requiring the gaze to be directed at the first optional user interface object or the first gaze target in order to perform the corresponding operation. Requiring the user's attention to be directed at the first optional user interface object for more than the first threshold time period before displaying the gaze target provides additional confirmation of the user's intent to interact with the optional user interface object without cluttering the user interface with additional user interface objects (e.g., the gaze target), thereby enhancing the operability of the computer system and reducing the power usage of the computer system.
[0246] In some embodiments, displaying the first selectable user interface object includes displaying the first selectable user interface object with a first property having a first value (806a), such as Figure 7C In some embodiments, displaying the first fixation target includes displaying the first fixation target (806b) with a first characteristic having a second value different from the first value, such as Figure 7C704a' is smaller than the gaze target 704a. In some embodiments, the first characteristic includes size and / or any visual characteristic having a first corresponding value, such as color, saturation and / or brightness. In some embodiments, the computer system displays the first gaze target with a first characteristic (e.g., size) having a second value different from the first value (e.g., a size smaller than the first optional user interface object). More details related to the visual characteristics of the gaze target are described in steps 810, 818, 840, 842-852 and method 900. Displaying the gaze target smaller than the optional user interface object minimizes interference in the user interface, thereby reducing errors in the interaction between the user and the computer system (e.g., avoiding accidental activation or deactivation of the optional user interface object due to unintentional gaze) and reducing the input required to correct such errors.
[0247] In some embodiments, in response to detecting the user's attention directed toward a first selectable user interface object, such as Figure 7B Attention 724 is directed to object 704h in the computer system, the computer system increases (808) the size of the first selectable user interface object and displays information associated with the first selectable user interface object in the first selectable user interface object, wherein the information was not displayed until the user's attention was directed to the first selectable user interface object, such as Figure 7C704h in the display. For example, the computer system displays the first selectable user interface object with a larger size based on determining that the user's attention was directed to the first selectable user interface object for a first time period greater than a first time threshold, as described with reference to step 802. In some embodiments, the displayed information includes supplemental content and / or provides one or more functions that were not displayed before the user's attention was directed to the first selectable user interface object (e.g., a link to a web page, a dictionary definition, a user interface object, a widget, or a thumbnail preview). In some embodiments, before the user's attention was directed to the first selectable user interface object, an increased size (or expanded) version of the first selectable user interface object was displayed in the same location as the first selectable user interface object. In some embodiments, the information associated with the first selectable user interface object is displayed to cover or overlap the first selectable user interface object. In some embodiments, when the user's attention is not directed to the first selectable user interface object or is not in an area of the first selectable user interface object, the computer system does not increase the size of the first selectable user interface object and display the information associated with the first selectable user interface object. In some embodiments, before the user's attention is directed to the first selectable user interface object, the first selectable user interface object includes a first portion of the information. In some embodiments, the increased size of the first selectable user interface object accommodates a second portion of the information that is larger than the first portion of the information. Increasing the size of selectable user interface objects to display information associated with the selectable user interface objects provides improved feedback to the user without cluttering the user interface (e.g., by not always displaying supplemental information associated with the selectable user interface objects), thereby enhancing the operability of the computer system and reducing the power usage of the computer system.
[0248] In some embodiments, before displaying the first gaze target, the first selectable user interface object is included in the first region of the user interface rather than in the second region of the user interface (810a), such as Figure 7B In some embodiments, displaying the first gaze target includes displaying the first gaze target associated with the first selectable user interface object (810b) in a second area of the user interface that is different from the first area, such as Figure 7C806b' in the user interface. In some embodiments, even if the first gaze target is associated with the first optional user interface object, the first gaze target and its associated first optional user interface object are visually separated or spatially separated in the user interface (e.g., displayed in different areas of the user interface). For example, the computer system optionally displays the first optional user interface object in the middle leftmost area of a user interface container (e.g., a box) and displays the first gaze target in the middle rightmost area of the same user interface container. For another example, the computer system optionally displays the first optional user interface object in the center area of the user interface container and displays the first gaze target in the bottom rightmost area of the same user interface container. In some embodiments, the computer system requires the user's attention to be directed to the first gaze target or in the second area of the first gaze target for a time period greater than a second time threshold in order to initiate the first operation associated with the first optional user interface object, as described with reference to step 802. In some embodiments, the computer system displays the first gaze target in another user interface container that is different from the user interface container associated with the first optional user interface object, as described with reference to step 840. In some embodiments, the respective areas in which the computer system displays the first gaze target and the first selectable user interface object vary depending on the type and size of the user interface container (e.g., a list, table, box, or column) or the absence of a user interface container associated with the first selectable user interface object, as will be described in detail with reference to steps 832, 840, and 842. In some embodiments, the computer system displays the first selectable user interface object in a first zone at a first depth and displays the first gaze target in a second zone at a second depth that is different from the first depth. For example, the second depth is closer to the computer system (e.g., the user's viewpoint) than the first depth. In some embodiments, although the computer system displays the first selectable user interface object in a first zone and displays the first gaze target in a second zone different from the first zone, the second zone selected by the computer system for displaying the first gaze target is within a threshold distance (e.g., 0.05 cm, 0.1 cm, 0.2 cm, 0.3 cm, 0.4 cm, 0.5 cm, 0.8 cm, 1 cm, 1.5 cm, 2 cm, 2.5 cm, 3 cm, 5 cm, 7 cm, or 10 cm) of the first selectable user interface object such that the displayed first gaze target and the first selectable user interface object appear to be visually different groups (e.g., the first gaze target is associated with the first selectable user interface object and not with other user interface objects of the user interface).Displaying a gaze target in an area different from the first optional user interface object requires the user's attention to be directed to the gaze target or an area of the gaze target in order to perform an operation associated with the first optional user interface, which provides additional confirmation that the user does intend to interact with the first gaze target and / or the optional user interface object, thereby reducing errors in the interaction between the user and the computer system (e.g., avoiding accidental activation or deactivation of the optional user interface object due to unintentional gaze) and reducing the input required to correct such errors.
[0249] In some embodiments, before detecting that the user's attention is directed to the first selectable user interface object, the first selectable user interface object is displayed at a first distance from the user's viewpoint (812a) (e.g., a first visual separation from a backplane behind the first selectable object), such as Figure 7A In some embodiments, when the user's attention is directed to the first selectable user interface object, the computer system displays the first selectable user interface object at a second distance from the user's viewpoint that is different from the first distance (812b) (e.g., a second greater visual separation from a backplane behind the first selectable object), such as if object 704 is at a distance from the user's viewpoint. Figure 7BIn some embodiments, when the user's attention is not directed to the first selectable user interface object or is not in the area of the first selectable user interface object, the computer system displays the first selectable user interface object at a first distance from the user's viewpoint (e.g., the first selectable user interface object is against the back panel of the user interface, or the first selectable user interface object is presented at a first depth and the user interface is presented at the same first depth). In some embodiments, when the user's attention is directed to the first selectable user interface object or in the area of the first selectable user interface object, the computer system displays the first selectable user interface object at a second distance closer to the user's viewpoint than the first distance (e.g., the first selectable user interface object is presented at a second depth closer to the user's viewpoint than the first depth of the user interface). In some embodiments, when the user's attention is directed to the first selectable user interface object or in the area of the first selectable user interface object, the computer system displays the first selectable user interface object at a second distance with a simulated shadow. In some embodiments, when the user's attention is not directed to the first selectable user interface object or is not in the area of the first selectable user interface object, the computer system displays the first selectable user interface object at the first distance and without a simulated shadow. Displaying the first selectable user interface object closer to the user's viewpoint when the user's attention is directed toward the first selectable user interface object allows the computer system to communicate to the user that the user's attention is directed toward the first selectable user interface object, thereby reducing errors in the interaction between the user and the computer system (e.g., avoiding accidental activation or deactivation of the selectable user interface object due to unintentional gaze) and reducing the input required to correct such errors.
[0250] In some embodiments, when the first selectable user interface object is displayed at a second distance from the user's viewpoint, the computer system displays (814) in the user interface, in association with the first selectable user interface object, a corresponding user interface object including information about the first selectable user interface object, such as Figure 7C806a。In some embodiments, the information includes text and / or content associated with the first optional user interface object, such as a tool tip, definition, translation or other excerpt of information about the first optional user interface object (e.g., information about what operation will occur if the first optional user interface object or its gaze target is selected). In some embodiments, the computer displays the first gaze target associated with the first optional user interface object as described in step 802 within the corresponding user interface object. For example, the corresponding user interface object includes information about the first optional user interface object in the left area and the first gaze target in the right area of the corresponding user interface object. In some embodiments, the corresponding user interface object is displayed above, below, on the left or on the right side of the first optional user interface object. In some embodiments, the computer system displays the information before displaying the first gaze target. In some embodiments, the computer system displays the information and the first gaze target simultaneously. In some embodiments, when the user's attention is not directed to the first optional user interface object or is not in the area of the first optional user interface object, the computer system does not display the corresponding user interface object including information about the first optional user interface object. Displaying corresponding user interface objects that include information about selectable user interface objects provides improved feedback to the user without cluttering the user interface (e.g., by not always displaying information about selectable user interface objects), thereby enhancing the operability of the computer system and reducing power usage of the computer system.
[0251] In some embodiments, when the user's attention is directed to the first selectable user interface object, the computer system provides (816) a first output indicating that the user's attention is directed to the first selectable user interface object, such as a reference to Figure 7BIn some embodiments, the first output includes a sound output, such as one or more tones (e.g., a "ding ding" or "beep" sound) or a chord in a melody. In some embodiments, the tones and / or chords include one or more sound characteristics, such as pitch, volume, timbre, harmony, rhythm, attachment, duration, decay and / or speed. In some embodiments, the first output includes a tactile output (e.g., vibration and / or haptics). In some embodiments, the first output includes changing the visual appearance of the first optional user interface object, such as described with reference to step 812. For example, the computer system displays a first optional user interface object with a luminous effect based on the characteristics (e.g., brightness, color, position, size and / or directionality) of one or more simulated light sources located in a three-dimensional environment and / or based on such characteristics of one or more simulated light sources that are not actually located in a three-dimensional environment, but based on this, the computer system displays the luminous effect as if they were located in a three-dimensional environment. In some embodiments, the first output includes any combination of the sound output, tactile output and / or changed visual appearance described herein. Providing audio output, tactile output, and / or visual output based on determining that the user's attention is directed toward a first selectable user interface object enhances the user's interaction with the computer system by providing improved feedback to the user and reducing the likelihood of errors in the interaction between the user and the computer system.
[0252] In some embodiments, when the user's attention is directed to the first gaze target, the computer system provides a second output (818) indicating that the user's attention is directed to the first gaze target, such as a reference to Figure 7C 714 in . In some embodiments, the first output includes any combination of the sound output, tactile output and / or changed visual appearance as described in step 816 and method 900. In some embodiments, the second output is different from the first output described in step 816, so as to distinguish the second output associated with the first gaze target from the first output associated with the first optional user interface object. For example, the second output optionally includes a first sound characteristic (e.g., a higher pitch and / or a stronger rhythm) that is higher than the corresponding sound characteristic of the first output. In some embodiments, the computer system provides a third sound output similar to or identical to the second output, wherein the sound output indicates that the user's attention is directed to the first optional user interface object. Audio output, tactile output and / or visual output are provided based on determining that the user's attention is directed to the first gaze target, enhancing the interaction between the user and the computer system by providing improved feedback to the user and reducing the possibility of errors in the interaction between the user and the computer system.
[0253] In some embodiments, when the user's attention is directed to a first gaze target, such as Figure 7FWith attention 716 directed toward target 704a′, the computer system detects (820) a first input directed toward the first gaze target via one or more input devices (e.g., as described in step 802), wherein the first input includes input from a first part of a body of a user of the computer system, such as Figure 7F 7. In some embodiments, the first portion of the user corresponds to the user's first hand, arm, palm, and / or one or more fingers of the first hand (e.g., left or right hand), or head. In some embodiments, the first input has one or more of the characteristics of the input described with reference to step 802.
[0254] In some embodiments, in response to detecting a first input directed toward a first gaze target, the computer system initiates (820) a first operation associated with a first selectable user interface object (e.g., without waiting for the user's attention (directed toward the first gaze target) to satisfy one or more criteria), such as Figure 7G and Figure 7G1 804. In some embodiments, the computer system initiates a first operation when the computer system detects a first portion of the user pointing to a first gaze target (e.g., the gesture / input described in step 802). In some embodiments, the first input includes an air pinch gesture or selection input (e.g., a tap, touch, or click) described in step 802. The first input from the user optionally includes other types of input, such as a touchpad input (e.g., a finger touching a touchpad) or an input device input (e.g., selection via a handheld input device such as a stylus or remote control) described in step 802. In some embodiments, the computer system initiates a first operation when the computer system detects the first input while the user's attention is directed to a first optional user interface object and one or more criteria are not met (e.g., the user's attention is directed to the first gaze target to meet the criteria for one or more criteria described in step 802). Executing the operation in response to the user input directed to the first gaze target provides effective interaction with the virtual object.
[0255] In some embodiments, determining whether the user's attention is directed toward the first selectable user interface object includes determining whether the first part of the user's body is in a first state (822) (e.g., a ready state configuration of the user or the first part of the user as described herein), such as Figure 7B The computer system forgoes displaying (822) the first gaze target associated with the first selectable user interface object in the user interface, such as not displaying the first gaze target associated with the first selectable user interface object. Figure 7CIn some embodiments, if the computer system detects that the part of the user's body is in a second state different from the first state and / or in a posture indicative of a state different from the first state, the computer system does not display the first gaze target associated with the first selectable user interface object in response to detecting that the user's attention is directed toward the first selectable user interface object, as described in step 802. When input from the first part of the user's body is more likely than attention-based input, forgoing displaying the first gaze target when the first part of the user's body is in the ready state reduces clutter in the user interface.
[0256] In some embodiments, the user interface includes a second selectable user interface object (824a), such as object 704c, that is selectable to perform a second operation. The second selectable user interface object optionally has one or more of the characteristics of the first selectable user interface object described in step 802. In some embodiments, the second selectable user interface object is the same type of object as the first selectable user interface object, but when selected, performs a second operation that is different from the first operation associated with the first selectable user interface object.
[0257] In some embodiments, the computer system detects (824b) that the attention of a user of the computer system is directed toward a second selectable user interface object, such as Figure 7B In some embodiments, in response to detecting that the user's attention is directed toward the second selectable user interface object, the computer system displays (824c) in the user interface a second gaze target associated with the second selectable user interface object, wherein the first gaze target and the second gaze target have the same visual appearance (e.g., color, size, shape, animation, visual effect, and / or motion), such as Figure 7C 804a' and the gaze target of object 704c in . In some embodiments, the first gaze target and the second gaze target associated with the respective selectable user interface objects are the same, even if the respective selectable user interface objects are associated with different applications and perform respective operations different from each other when selected. In some embodiments, the first gaze target and the second gaze target have the same visual appearance, including the same visual characteristics described in steps 806, 810, 818, 840, 842-852 and method 900. Displaying the gaze targets with similar visual appearance enhances the user's interaction with the computer system by providing improved feedback to the user (e.g., by consistently displaying the gaze targets with the same visual appearance) and reducing the possibility of errors in the interaction between the user and the computer system.
[0258] In some embodiments, displaying the first selectable user interface object when the user's attention is directed to the first selectable user interface object includes displaying the first selectable user interface object with a first visual appearance such as Figure 7M The computer system displays the first selectable user interface object (826a) in the appearance of object 704d in step 808. For example, when the computer system displays the first selectable user interface object in the first visual appearance, the first selectable user interface object is expanded to a larger size (e.g., consistent with, but not limited to, the increased size of the first selectable user interface object described in step 808). In some embodiments, when the computer system displays the first selectable user interface object in the first visual appearance, the first selectable user interface object is displayed in the first gaze target and the first gaze target in the second zone, consistent with, but not limited to, the first zone and the second zone described in step 810.
[0259] In some embodiments, the user interface includes a second selectable user interface object (826b) that is selectable to perform a second operation, such as Figure 7M In some embodiments, the second selectable user interface object that can be selected to perform the second operation is consistent with the second selectable user interface object described in step 824, but is not limited thereto.
[0260] In some embodiments, while the user's attention was directed to the first selectable user interface object, the computer system detects that the attention of the user of the computer system has changed to being directed to the second selectable user interface object (826c), such as from Figures 7M to 7N Attention of the user 716. For example, the user's attention is directed away from the first selectable user interface object for a period of time greater than the first time threshold (e.g., as described in step 802), such that the user's attention is directed to an area of the second selectable user interface (e.g., an area other than the area occupied by the first selectable user interface object) or the user's attention is directed away from the user interface.
[0261] In some embodiments, in response to detecting that the user's attention is directed to the second selectable user interface object, the computer system displays (826d) the first selectable user interface object in a second visual appearance that is different from the first visual appearance, such as object 704d from Figures 7M to 7OThe changed visual appearance of the computer system is a computer program that displays the first selectable user interface object in the second visual appearance. For example, the second visual appearance optionally includes a second size that is smaller (compact) than the first size of the first visual appearance. In some embodiments, displaying the first selectable user interface object in the second visual appearance includes collapsing the user interface container in response to detecting that the user's attention is directed to the second selectable user interface object (e.g., as described in steps 810, 832, 840, and 842). In some embodiments, displaying the first selectable user interface object in the second visual appearance includes restoring the visual appearance of the first selectable user interface object to the appearance of the first selectable user interface object before the user's attention was directed to the first selectable user interface object (e.g., a compact size that does not accommodate information associated with the first selectable user interface object and / or the first gaze target, as described with reference to steps 808 and 810). Selectively increasing or decreasing (e.g., expanding or collapsing) the size of the selectable user interface object in response to whether attention is directed to the selectable user interface object provides improved feedback to the user without cluttering the user interface (e.g., by not always displaying the expanded user interface object), thereby enhancing the operability of the computer system and reducing the power usage of the computer system.
[0262] In some embodiments, the user interface includes a second selectable user interface object (828a) that is selectable to perform a second operation, such as Figure 7M In some embodiments, when a first gaze target associated with a first selectable user interface object such as Figure 7M When the computer system detects (828b) that the attention of the user of the computer system is directed to a target 704d' in the computer system, such as Figure 7O For example, the user's attention is directed away from the first selectable user interface object for a period of time greater than the first time threshold (e.g., as described in step 802), such that the user's attention is directed to a different area of the user interface (e.g., an area other than the first area occupied by the first selectable user interface object) or the user's attention is directed away from the user interface.
[0263] In some embodiments, in response to detecting that the user's attention is directed to the second selectable user interface object, the computer system stops (828c) displaying the first gaze target associated with the first selectable user interface object, such as in Figure 7O850 and 852. The first gaze target is displayed or stopped in response to the user's attention being directed to the first selectable user interface object, thereby providing improved feedback to the user without cluttering the user interface (e.g., by not always displaying the first gaze target), thereby enhancing the operability of the computer system and reducing power usage of the computer system.
[0264] In some embodiments, the user interface includes a second selectable user interface object (830a) that is selectable to perform a second operation, such as Figure 7I In some embodiments, the computer system detects (830b) that the attention of the user of the computer system is directed to a second selectable user interface object (e.g., as described in step 802), such as Figure 7I and Figure 7J In some embodiments, in response to detecting that the user's attention is directed toward the second selectable user interface object, the computer system displays (830c) a second gaze target associated with the second selectable user interface object in the user interface, such as Figure 7J 804e' in the gaze target. In some embodiments, the computer system displays a second gaze target associated with the second optional user interface object based on determining that the user's attention is directed toward the second optional user interface object for a first time period that is greater than the first time threshold described with reference to step 802. For example, the second gaze target is optionally consistent with the first gaze target described in step 802 but is not limited thereto. In some embodiments, as described with reference to step 824, the first gaze target and the second gaze target have the same visual appearance. Displaying a gaze target for a second optional user interface object that is different from the first optional user interface object provides confirmation that the user intends to interact with the second optional user interface object, thereby reducing errors in the interaction between the user and the computer system (e.g., avoiding accidental activation or deactivation of optional user interface objects due to unintentional gaze) and reducing the input required to correct such errors.
[0265] In some embodiments, the first selectable user interface object is displayed as being composed of a simulated material having a thickness (832) (e.g., a non-zero thickness), such as Figure 7JIn some embodiments, the computer system displays the first selectable user interface object with simulated three-dimensional depth or thickness. For example, the first selectable user interface object is optionally displayed on, against, and / or in front of the user interface, projected into a forward projection. In some embodiments, the thickness of the simulated material optionally corresponds to the forward projection of the first selectable user interface object. In some embodiments, the first selectable user interface object is displayed as if it were composed of simulated glass or other material.
[0266] In some embodiments, displaying the first gaze target includes displaying the first gaze target embedded in a surface of a simulated material of the first selectable user interface object (832), such as in Figure 7J Target 704e is embedded in the surface of object 704e. For example, the first fixation target optionally appears to be etched into the first selectable user interface object (optionally, the front surface) (e.g., etched into the forward-projected area of the first selectable user interface object). In some embodiments, the simulated material is transparent so that the first fixation target is viewable at different viewing angles. Displaying the first selectable user interface object as being composed of the simulated material having thickness communicates to the user the relative placement and / or orientation of the first selectable user interface object, thereby reducing errors in the interaction between the user and the computer system (e.g., avoiding accidental activation or deactivation of the selectable user interface object due to unintentional gaze) and reducing the input required to correct such errors.
[0267] In some embodiments, when a user interface is displayed that includes a scrollable area (e.g., an area that can be manipulated / scrolled), wherein a first selectable user interface object is included in the scrollable area (such as Figure 7J The computer system detects (834a) via one or more input devices the user's attention directed to a first edge region of the scrollable region, such as whether gaze 716 is directed to Figure 7K In some embodiments, in response to detecting the user's attention directed to the first edge region, the computer system scrolls (834b) the scrollable region in accordance with the user's attention being directed to the first edge region, including scrolling the first selectable user interface object from a first position to a second position in the user interface, such as Figure 7LScrolling as shown. For example, the computer system detects that the user's attention is directed to a first edge region (e.g., the top, bottom, left, or right) of a scrollable area to scroll a first selectable user interface object within the user interface, and scrolls the first selectable user interface object accordingly. For example, if the computer system detects that the user's attention is directed to the top edge of the scrollable area, the first selectable user interface object, including any other displayed user interface objects and / or content, moves upward to optionally display user interface objects and / or content that were not previously displayed before the scrolling from the bottom of the user interface. For another example, if the computer system detects that the user's attention is directed to the bottom edge of the scrollable area, the first selectable user interface object, including any other displayed user interface objects and / or content, moves downward to optionally display user interface objects and / or content that were not previously displayed before the scrolling from the top of the user interface. In some embodiments, when the user's attention is not directed to any edge including the first edge of the scrollable area, the computer system does not scroll the first selectable user interface object within the user interface. Scrolling the first selectable user interface object in response to detecting that the user's attention is directed to an edge region of the scrollable area provides quick access to user interface objects without requiring the user to provide further input to navigate within the user interface, thereby reducing the amount of input and providing more efficient interaction between the user and the computer system.
[0268] In some embodiments, when the user's attention is detected to be directed to a first edge region of the scrollable area, a first gaze target (836a) associated with a first selectable user interface object is displayed, such as in Figure 7K In some embodiments, when the scrollable area is scrolled, the computer system stops displaying the first gaze target (836b) associated with the first selectable user interface object, such as in Figure 7L 704e'. Optionally, the computer system stops displaying the first gaze target regardless of whether the first gaze target reaches the boundary of the user interface so that continued scrolling causes the first gaze target to scroll off the user interface. In some embodiments, when scrolling, the computer system reduces the visual salience of the first gaze target before stopping displaying the first gaze target. In some embodiments, if the computer system detects that the scrollable area has stopped scrolling, the computer system displays the first gaze target in a manner consistent with but not limited to the description in steps 850 and 852. Details about changing the visual salience of the first gaze target are described with reference to steps 850 and 852. Stopping display of the first gaze target associated with the first selectable user interface object in response to scrolling provides improved feedback to the user without cluttering the user interface (e.g., by not always displaying the first gaze target), thereby enhancing the operability of the computer system and reducing the power usage of the computer system.
[0269] In some embodiments, when a display includes a scrollable area (such as Figure 7K When the user interface of the scrollable area is displayed (the area to the right of the object 704 in the image), the computer system detects (838a) via one or more input devices a first input directed to the scrollable area, wherein the first input includes a corresponding gesture performed by a corresponding part of a body of a user of the computer system corresponding to a request to scroll the scrollable area, such as Figure 7K In some embodiments, in response to detecting the first input, the computer system scrolls (838b) the scrollable area according to the first input, including scrolling the first selectable user interface object from a first position to a second position different from the first position in the user interface, such as Figure 7L Scroll shown. In some embodiments, the first input from the user includes an air pinch gesture performed by the user's hand while the user's attention is directed to a first edge area of the scrollable area, in which the user's index finger and the user's thumb are brought together and touching, and then the hand in the shape of a pinching hand moves in a direction and / or by a certain amount. The computer system optionally scrolls the first optional user interface object within the user interface in a magnitude and / or direction corresponding to the movement of the user's hand (e.g., if the hand moves upward, the first optional user interface object is scrolled upward, and if the hand moves downward, the first optional user interface object is scrolled downward). The first input from the user optionally includes other types of input, such as touchpad input (e.g., a finger touches a touchpad and moves in a direction and / or by a certain amount) or input device input (e.g., movement of a handheld input device that detects the direction and / or magnitude of the movement of the input device when held in the user's hand). Scrolling a first selectable user interface object in response to detecting a first input when the user's attention is directed to an edge area of a scrollable area provides quick access to the user interface object without requiring the user to provide further input to navigate within the user interface, thereby reducing the amount of input and providing more efficient interaction between the user and the computer system.
[0270] In some embodiments, displaying the first selectable user interface object includes displaying the first selectable user interface object as a first element in a user interface (840a), such as Figure 7C In some embodiments, displaying the first gaze target includes displaying the first gaze target as a second element (840b) outside the first element in the user interface, such as Figure 7C810 . For example, the user interface includes a first selectable user interface object and a first gaze target, also referred to as a first element and a second element, separated by a visible or invisible border, respectively. In some embodiments, because the first selectable user interface object is a first type of object (e.g., a photo or video) as described in method 1200, the first selectable user interface object fills the available area up to the border. Therefore, in some embodiments, the first gaze target is displayed outside the first selectable user interface object in an area adjacent to the first selectable user interface object, consistent with but not limited to the first and second areas described in step 810. Displaying the gaze target outside the first selectable user interface object provides a more efficient use of the display space, thereby reducing errors in the interaction between the user and the computer system (e.g., avoiding accidental activation or deactivation of the selectable user interface object due to unintentional gaze) and reducing the input required to correct such errors.
[0271] In some embodiments, displaying the first selectable user interface object includes displaying the first selectable user interface object as a first element in a user interface (842a), such as Figure 7C In some embodiments, displaying the first gaze target includes displaying the first gaze target within a first element in the user interface (842b), such as Figure 7C 704a' in . For example, the first gaze target is displayed within a first optional user interface object (also referred to as a first element). In some embodiments, when the first gaze target is displayed within the first element, the user interface includes a user interface container (e.g., a box) and is configured to display the first gaze target and the first optional user interface object within a visible or invisible boundary of the user interface container. In some embodiments, the first gaze target is displayed in a first zone of the user interface container, and the first optional user interface object is displayed in a second zone of the user interface container, consistent with but not limited to the first and second zones described in step 810. In some embodiments, the first gaze target is displayed on, above, and / or overlying the first optional user interface object and / or the first optional user interface object. Displaying the gaze target within the first optional user interface object provides a more efficient use of display space, thereby reducing errors in the interaction between the user and the computer system (e.g., avoiding accidental activation or deactivation of the optional user interface object due to unintentional gaze) and reducing the input required to correct such errors.
[0272] In some embodiments, when the user's attention directed toward the first gaze target is detected, the computer system outputs first feedback based on the user's attention directed toward the first gaze target (844), such as a reference to Figure 7CThe first feedback may be as described in timer 714 in step 816. For example, the first feedback may include any combination of audio outputs, wherein the audio outputs include the sound characteristics described in steps 816, 818, and method 900. Providing the audio output based on determining that the user's attention is directed to the first gaze target enhances the user's interaction with the computer system by providing improved feedback to the user and reducing the likelihood of errors in the interaction between the user and the computer system.
[0273] In some embodiments, outputting the first feedback includes outputting feedback having corresponding characteristics that change based on the progress of the user's attention toward satisfying the one or more criteria (846), such as an audio characteristic that changes with Figure 7C In some embodiments, when outputting first feedback having corresponding characteristics, the computer system detects a change in the duration of the user's attention directed at the first gaze target from the first attention duration to the second attention duration, and in response to detecting the change in the user's attention directed at the first gaze target from the first attention duration to the second attention duration, the computer system outputs a first feedback indicator having a changed corresponding characteristic corresponding to the duration of the user's attention directed at the first gaze target that satisfies one or more criteria described in step 802. For example, the audio characteristic optionally corresponds to the progress made by the user's attention toward satisfying the one or more criteria (e.g., the volume increases as progress increases, the pitch becomes higher as progress increases, and / or the melody / pitch increases as progress increases, or alternatively, the volume, pitch, and / or melody / pitch decreases when the computer system detects that the user's attention is moving away from the first gaze target and thus stops the user's attention from progressing toward satisfying the one or more criteria). Providing a changed audio output based on the user's attention progressing toward satisfying the one or more criteria provides improved feedback to the user and allows the computer system to communicate to the user their progress toward satisfying the one or more criteria in order to perform an operation associated with the first selectable user interface object.
[0274] In some embodiments, when outputting the first feedback, based on determining that the user's attention directed toward the first gaze target satisfies one or more criteria, the computer system outputs (848) second feedback indicating that the one or more criteria are satisfied, such as in Figure 7IIn some embodiments, the second feedback is consistent with the first audio feedback described in method 900. In some embodiments, the second feedback is different from the first audio feedback described in step 846 so that the second feedback includes one or more different sound characteristics (for example, different pitches or reverberating sounds). Provide the second feedback based on determining that the attention of the user directed to the first gaze target meets one or more criteria for initiating the first operation associated with the first optional user interface object, thereby enhancing the interaction between the user and the computer system by providing improved feedback to the user and reducing the possibility of errors in the interaction between the user and the computer system.
[0275] In some embodiments, while the first gaze target is displayed, the computer system detects (850a) that the user's attention moves away from the first selectable user interface object, such as attention 716 moving away from object 704d. Figure 7M Move to Figure 7O In some embodiments, in response to detecting that the user's attention is directed away from the first selectable user interface object, the computer system reduces (850b) the visual salience of the first gaze target relative to the three-dimensional environment, such as by reducing the visual salience of gaze target 704d' from Figures 7M to 7O In some embodiments, the one or more second criteria include criteria that are satisfied when the user's attention is not directed toward the first gaze target. In some embodiments, reducing the visual salience of the first gaze target relative to the three-dimensional environment includes gradually changing the degree of visibility (e.g., reduced opacity, increased transparency, reduced brightness, reduced color saturation, and / or increased blur) until the appearance of the first gaze target ceases to be displayed in the user interface.
[0276] In some embodiments, based on determining that the user's attention does not meet one or more second criteria, the computer system abandons (850b) reducing the visual salience of the first gaze target relative to the three-dimensional environment. In some embodiments, the aforementioned reducing the visual salience of the first gaze target relative to the three-dimensional environment includes maintaining the visual appearance of the first gaze target at the appearance of the first gaze target when the user's attention is away from the first selectable user interface object. Reducing the visual salience of the first gaze target associated with the first selectable user interface object in response to detecting that the attention is away from the first selectable user interface object provides confirmation that the user no longer intends to interact with the first selectable user interface object, thereby reducing errors in the interaction between the user and the computer system (e.g., avoiding accidental activation or deactivation of the selectable user interface object due to unintentional gaze) and reducing the input required to correct such errors.
[0277] In some embodiments, when the first fixation target is displayed with reduced visual salience relative to the three-dimensional environment, the computer system detects (852a) the user's attention directed toward the first selectable user interface object, such as detecting attention 716 moving back to target 704a', from Figure 7E Move to Figure 7F In some embodiments, in response to detecting the user's attention directed toward the first selectable user interface object, the computer system increases (852b) the visual salience of the first gaze target relative to the three-dimensional environment, such as in Figure 7F In some embodiments, when the computer system detects that the user's attention has shifted away from the first selectable user interface and has returned to the first selectable user interface object for less than a first threshold time period, the computer stops reducing the visual salience of the first fixation target relative to the three-dimensional environment, as described in step 852, and increases the visual salience of the first fixation target relative to the three-dimensional environment by reversing the changed visibility level (e.g., increased opacity, decreased transparency, increased brightness, increased color saturation, and / or decreased blur) until the appearance of the first fixation target is the same as the appearance of the first fixation target before the user's attention shifted away from the first selectable user interface object. In this case, according to some embodiments described with reference to steps 808, 816 and / or method 900, the computer system optionally displays the first fixation target. Ceasing the transition in the visual appearance of the user interface object in response to detecting that attention has returned to the first selectable user interface object after shifting away from the first selectable user interface object provides confirmation that the user indeed intended to interact with the first selectable user interface object, thereby reducing errors in the interaction between the user and the computer system (e.g., avoiding accidental activation or deactivation of the selectable user interface object due to unintentional fixation) and reducing the input required to correct such errors.
[0278] In some embodiments, the one or more criteria include when the user's attention is directed toward the first gaze target for more than a corresponding threshold period of time (854a) such as Figure 7C In some embodiments, the corresponding threshold time period is the second time threshold described in step 802. In some embodiments, the corresponding time threshold varies based on the user's previous interactions with one or more selectable user interface objects.
[0279] In some embodiments, based on determining that one or more previous user interactions with one or more selectable user interface objects or one or more gaze targets meet one or more second criteria, the corresponding threshold time period is a first threshold time period (854b), such as Figure 7F In some embodiments, the one or more second criteria include a criterion that is satisfied when one or more previous interactions with the one or more selectable user interface objects correspond to an attention-only interaction that occurred recently (e.g., within the past 5 minutes, 10 minutes, 15 minutes, 20 minutes, 30 minutes, 40 minutes, 50 minutes, or 60 minutes). Thus, the corresponding threshold time period required by the computer system to initiate the operation is optionally shortened to the first threshold time period.
[0280] In some embodiments, based on determining that one or more previous user interactions with one or more selectable user interface objects or one or more gaze targets do not meet one or more second criteria, the corresponding threshold time period is a second threshold time period (854c) that is different from the first threshold time period, such as Figure 7G and Figure 7G1 738b in. For example, based on determining that one or more previous interactions with one or more selectable user interface objects correspond to a combination of a portion of user input from the user (e.g., as described in steps 802, 812, and 838, such as an air pinch input of a hand) and an attention input interaction or only user input (from the portion of the user) interaction that occurred most recently (e.g., within the past 5 minutes, 10 minutes, 15 minutes, 20 minutes, 30 minutes, 40 minutes, 50 minutes, or 60 minutes), the corresponding threshold time period required by the computer system to initiate the operation is optionally extended to a second threshold time period (e.g., greater than the first threshold time period). Adjusting the time required to perform an operation in response to the type of user interaction that occurs facilitates more efficient attention-based interactions (e.g., the computer system does not require an initial default time period before performing the operation), thereby providing more efficient interaction between the user and the computer system.
[0281] It should be understood that the specific order in which the operations in method 800 are described is merely exemplary and is not intended to indicate that the described order is the only order in which the operations may be performed. A person of ordinary skill in the art will recognize many ways to rearrange the operations described herein.
[0282] Figures 9A to 9J 1 is a flowchart illustrating an exemplary method 900 for displaying a gaze virtual object that is selectable based on attention directed toward the gaze virtual object to perform an operation associated with the selectable virtual object. In some embodiments, the method 900 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 , FIG. 1 ). Figure 3 and Figure 4 In some embodiments, the method 900 is performed by one or more processors of a computer system, such as one or more processors 202 of the computer system 101 (e.g., a computer readable medium, a display generating component 120 in the computer system 101) (e.g., a head-up display, a display, a touch screen, a projector, etc.) and one or more cameras (e.g., a camera pointing downward toward the user's hand (e.g., a color sensor, an infrared sensor, and other depth sensing cameras) or a camera pointing forward from the user's head). Figure 1A Some operations in method 900 may be optionally combined, and / or the order of some operations may be optionally changed.
[0283] In some embodiments, method 900 is performed at a computer system in communication with a display generation component and one or more input devices. For example, the computer system includes the device described with reference to method 800. In some embodiments, the display generation component includes a display as described with reference to method 800. In some embodiments, the one or more input devices have one or more of the characteristics of the one or more input devices described with reference to method 800.
[0284] In some embodiments, the computer system displays (902a) via the display generation component a user interface including a first selectable user interface object that is selectable to perform a first operation, such as Figure 7CTarget 704a' in. In some embodiments, the user interface is displayed in the three-dimensional environment described with reference to method 800. In some embodiments, the user interface is a user interface as described with reference to method 800. In some embodiments, the first selectable user interface object corresponds to the first selectable user interface object described in method 800. In some embodiments, the first selectable user interface object corresponds to the first gaze target or other gaze target of the parent selectable object, such as described in method 800. In some embodiments, the first operation is associated with the first selectable user interface object (e.g., the first selectable user interface object is not a gaze target, and if the computer system detects a non-attention-based selection of the first selectable user interface object, such as a selection via an air pinch gesture, where the user's attention is directed to the first selectable user interface object while the user's hand performs an air pinch gesture that includes the fingertips of the thumb and index finger of the hand bringing together and touching, the first operation will be performed by the computer system). In some embodiments, the first operation is associated with a user interface object other than the first selectable user interface object. For example, if the first selectable user interface object corresponds to the gaze target described in method 800, the first selectable user interface object is optionally configured to initiate a process of performing a first operation associated with a parent object of the first selectable user interface object (e.g., the parent object of the first selectable user interface object is not the gaze target, and if the computer system detects a non-attention-based selection of the parent object, such as the selection via the pinch air gesture described above, then the first operation will be performed by the computer system).
[0285] In some embodiments, while displaying the user interface, the computer system detects (902b) via one or more input devices that the attention of a user of the computer system is directed toward a first selectable user interface object, such as Figure 7C In some embodiments, the gaze tracking device optionally captures one or more images of the user's eyes and detects pupils and glints in the one or more captured images to track the user's gaze, as shown in FIG. Figure 6 In some embodiments, the user's attention is directed to a location (or portion) of the user interface that includes the first selectable user interface object. In some embodiments, the user interface includes a visual representation (indication) of the user's gaze as described with reference to methods 1200 and 2000.
[0286] In some embodiments, upon detecting that the user's attention is directed toward the first selectable user interface object, the computer system displays (902c) in the user interface a visual indication of progress toward the user's attention (directed toward the first selectable user interface object) satisfying one or more criteria for activating the first selectable user interface object to perform a first operation based on the user's attention, such as target 704a' from Figures 7C to 7D In some embodiments, in response to detecting that the user's gaze is directed toward the first selectable user interface object for a first time period greater than a first time threshold (e.g., 0.02 seconds, 0.05 seconds, 0.1 seconds, 0.2 seconds, 0.25 seconds, 0.3 seconds, 0.5 seconds, 1 second, 2 seconds, 3 seconds, or 5 seconds), the computer system displays a gaze target in the user interface that provides a visual indication of the progress of the user's gaze toward the first selectable user interface object and / or the gaze target. In some embodiments, the gaze target corresponds to the first gaze target described in method 800. In some embodiments, if the user's gaze is directed toward a location (or portion) of the user interface that does not include the first selectable user interface object, the computer system does not display (or stops displaying) the gaze target and / or a visual indication of the progress toward the user's gaze satisfying one or more criteria. In some embodiments, the gaze target has one or more of the details described with reference to method 800. In some embodiments, the computer system displays the gaze target and / or the first selectable user interface object with a first visual appearance and / or a first sound effect that changes according to the progress of the user's gaze toward satisfying the one or more criteria, as described in detail below. In some embodiments, the one or more criteria include a criterion that is satisfied when the user's gaze is directed toward the gaze target and / or the first selectable user interface object for a duration greater than a second time threshold (e.g., 0.1 seconds, 0.5 seconds, 1 second, 2 seconds, 3 seconds, 5 seconds, 7 seconds, 10 seconds, 20 seconds, 30 seconds, or 60 seconds). In some embodiments, a first operation associated with the first selectable user interface object is performed in response to activating the first selectable user interface object and includes displaying content, a user interface, playing multimedia, launching an application, providing a menu, installing a program, and / or downloading content. Displaying a selectable user interface object that provides an indication of progress toward the user's attention satisfying the one or more criteria for activating the first selectable user interface object to perform the first operation provides feedback about the selection state of the selectable user interface object and is a way of requiring confirmation of the user's intent to interact with the selectable user...
Claims
1. A method comprising: At a computer system in communication with a display generating component and one or more input devices: while displaying, via the display generation component, a user interface including an object, detecting, via the one or more input devices, a first portion of a user of the computer system within a threshold distance corresponding to a location of the object; as well as In response to detecting the first portion of the user within the threshold distance corresponding to the location of the object: displaying, via the display generation component, the object with a visual indication of an interaction between the first part of the user and the object based on determining that the first part of the user is a first finger of the user's hand; as well as Based on determining that the first part of the user is a second finger of the hand of the user other than the first finger, displaying the object with the visual indication of the interaction between the first part of the user and the object is foregone. 2 . The method of claim 1 , wherein the visual indication of the first portion of the user changes based on a change in position of the first finger of the user's hand relative to the position corresponding to the object.
3. The method according to claim 1, further comprising: when, in response to detecting the first portion of the user within the threshold distance corresponding to the location of the object, displaying the object with the visual indication of the interaction between the first portion of the user and the object is foregone based on a determination that the first portion of the user is the second finger of the hand of the user other than the first finger, detecting, via the one or more input devices, a corresponding input provided by the second finger of the hand of the user directed toward the object; as well as In response to detecting the corresponding input, performing an operation associated with the object in the user interface is abandoned.
4. The method according to claim 1, further comprising: when, in response to detecting the first portion of the user within the threshold distance corresponding to the location of the object, displaying the object with the visual indication of the interaction between the first portion of the user and the object is foregone based on a determination that the first portion of the user is the second finger of the hand of the user other than the first finger, detecting, via the one or more input devices, a corresponding input provided by the second finger of the hand of the user directed toward the object; and In response to detecting the corresponding input, an operation associated with the object in the user interface is performed.
5. The method of claim 1 , wherein the visual indication of the interaction between the first portion of the user and the object is displayed at a first position relative to the object, the method further comprising: detecting, via the one or more input devices, movement of the first finger of the hand of the user relative to the object, wherein the movement of the first finger of the hand comprises lateral movement of the first finger of the hand relative to the object; and In response to detecting the movement of the first finger: Based on determining that the first finger of the user's hand is within the threshold distance corresponding to the position of the object, the display generating component moves the visual indication of the interaction between the first part of the user and the object to a second position relative to the object that is different from the first position based on the movement of the first finger.
6. The method according to claim 1, further comprising: when, in response to detecting the first portion of the user within the threshold distance corresponding to the location of the object, displaying the object with the visual indication of the interaction between the first portion of the user and the object based on a determination that the first portion of the user is the first finger of the hand of the user, wherein the visual indication of the interaction has the first visual appearance, detecting movement of the first finger of the hand of the user relative to the object in the user interface via the one or more input devices; as well as In response to detecting the movement of the first finger: displaying, via the display generating component, the object with the visual indication of the interaction between the first finger and the object, wherein the visual indication has a second visual appearance different from the first visual appearance, based on determining that the movement of the first finger reduces a distance between the first finger and the location corresponding to the object when the first finger is within the threshold distance of the location corresponding to the object; as well as Based on determining that the movement of the first finger increases the distance between the first finger and the position corresponding to the object when the first finger is within the threshold distance of the position corresponding to the object, the object is displayed via the display generating component using the visual indication of the interaction between the first finger and the object, wherein the visual indication has a third visual appearance different from the first visual appearance and the second visual appearance.
7. The method according to claim 1, further comprising: When, in response to detecting the first portion of the user within the threshold distance corresponding to the location of the object, the object is displayed with the visual indication of the interaction between the first portion of the user and the object based on a determination that the first portion of the user is the first finger of the hand of the user: detecting, via the one or more input devices, a second portion of the user of the computer system within the threshold distance corresponding to a location of a corresponding object in the user interface; as well as In response to detecting the second part of the user within the threshold distance corresponding to the position of the corresponding object, and based on determining that the second part of the user is the third finger of the user's hand, the corresponding object is displayed via the display generation component with a visual indication of the interaction between the second part of the user and the corresponding object.
8. The method according to claim 7, wherein: The first portion of the user is a finger from a first hand of the user; and The second portion of the user is a finger from a second hand of the user that is different from the first hand.
9. The method according to claim 7, wherein the corresponding object is the object, the method further comprising: When, in response to detecting the first and second parts of the user within the threshold distance corresponding to the location of the object, the object is displayed with the visual indication of the interaction between the first part of the user and the object based on a determination that the first part of the user is the first finger of the hand of the user, and the object is displayed with the visual indication of the interaction between the second part of the user and the object based on a determination that the second part of the user is the third finger of the hand of the user: detecting, via the one or more input devices, movement of the user's first finger relative to the object and movement of the user's third finger relative to the object; as well as In response to detecting the movement of the first finger of the user relative to the object and the movement of the third finger of the user relative to the object: in response to determining that the first finger of the hand of the user is within the threshold distance corresponding to the location of the object, moving, via the display generating component, the visual indication of the interaction between the first part of the user and the object based on the movement of the first finger and independent of the movement of the third finger; as well as Based on determining that the third finger of the user's hand is within the threshold distance corresponding to the position of the object, the visual indication of the interaction between the second part of the user and the object is moved based on the movement of the third finger, regardless of the movement of the first finger.
10. The method of claim 1 , wherein, in response to detecting the first portion of the user within the threshold distance corresponding to the location of the object, displaying the object with the visual indication of the interaction between the first portion of the user and the object based on determining that the first portion of the user is the first finger of the hand of the user comprises: displaying, via the display generating component, the visual indication of the interaction between the first portion of the user and the first object in a first visual appearance based on determining that the object is a first type of object; as well as Based on determining that the object is a second type of object different from the first type of object, the visual indication of the interaction between the first part of the user and the first object is displayed in a second visual appearance different from the first visual appearance.
11. The method according to claim 1 , wherein: The user interface includes a virtual keyboard; and The object corresponds to a first key of a plurality of keys of the virtual keyboard.
12. The method according to claim 11, further comprising: When, in response to detecting the first portion of the user within the threshold distance corresponding to the location of the object, the first key is displayed with the visual indication of the interaction between the first portion of the user and the first key based on a determination that the first portion of the user is the first finger of the hand of the user: detecting, via the one or more input devices, a second portion of the user of the computer system within the threshold distance corresponding to a location of a second key of the virtual keyboard; in response to detecting the second portion of the user within the threshold distance corresponding to the location of the second key, and based on determining that the second portion of the user is a third finger of the user's hand, displaying the second key via the display generating component with a visual indication of interaction between the second portion of the user and the second key; When, in response to detecting the second portion of the user within the threshold distance corresponding to the position of the second key, the first key is displayed with the visual indication of the interaction between the first portion of the user and the first key and the second key is concurrently displayed with the visual indication of the interaction between the second portion of the user and the second key based on a determination that the second portion of the user is the third finger of the hand of the user: detecting, via the one or more input devices, a first input provided by the first finger of the hand of the user directed to the first key and a second input provided by the third finger of the hand of the user directed to the second key; as well as In response to detecting the first input and the second input, operations associated with the first key and the second key of the virtual keyboard are performed.
13. 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; as well as 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 12.
14. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions that, when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any one of the methods of claims 1 to 12.