Devices, methods, and graphical user interfaces for user registration and authentication

By using eye and gesture tracking technology, computer systems provide intuitive feedback and biometric authentication, solving the problem of inefficiency in virtual/augmented reality interaction, improving interaction efficiency and security, and extending battery life.

CN120958417APending Publication Date: 2025-11-14APPLE INC
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Patent Information

Application Number
CN202480026634.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2024-03-06
Filing Date
2024-04-19
Publication Date
2025-11-14

AI Technical Summary

Technical Problem

Existing methods for interacting with virtual/augmented reality environments are cumbersome, inefficient, and error-prone, resulting in a heavy cognitive burden on users and wasting computer system energy, especially in battery-powered devices.

Method used

By utilizing eye and gesture tracking technology, computer systems respond to user gaze and gesture input, providing intuitive feedback mechanisms, reducing the quantity and nature of input, improving interaction efficiency, and enhancing security and battery life through biometric authentication and optimized 3D environment display.

Benefits of technology

It enables more efficient human-computer interaction, reduces user input, saves computer system energy, improves the intuitiveness and security of interaction, and especially extends battery life in battery-powered devices.

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Abstract

The present disclosure relates generally to techniques and user interfaces for user registration, user authentication, user representation, and transition of a device from a first state to a second state.
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Description

Technical Field

[0001] This application claims U.S. Patent Application No. 18 / 597,275, filed March 6, 2024, entitled "DEVICES, METHODS, AND GRAPHICALUSER INTERFACES FOR USER ENROLLMENT AND AUTHENTICATION"; U.S. Provisional Patent Application No. 63 / 470,552, filed June 2, 2023, entitled "DEVICES, METHODS, AND GRAPHICAL USER INTERFACES FOR USER ENROLLMENT AND AUTHENTICATION"; and U.S. Provisional Patent Application No. 63 / 470,552, filed April 20, 2023, entitled "DEVICES, METHODS, AND GRAPHICALUSER INTERFACES FOR USER ENROLLMENT AND AUTHENTICATION". Priority is claimed in U.S. Provisional Patent Application No. 63 / 460,838, entitled "AUTHENTICATION (Apparatus, Method, and Graphical User Interface for User Registration and Authentication)". The entire contents of each of these patent applications are incorporated herein by reference. Technical Field

[0002] This disclosure relates in its entirety to computer systems that provide computer-generated experiences in communication with display generation components and optionally with one or more input devices, including but not limited to electronic devices that provide virtual reality and mixed reality experiences via a display. Background Technology

[0003] 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 used in computer systems and other electronic computing devices (such as cameras, controllers, joysticks, touch-sensitive surfaces, and touchscreen displays) are used to interact with the virtual / augmented reality environment. 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

[0004] Some methods and interfaces for interacting with environments that include at least some virtual elements (e.g., applications, augmented reality environments, mixed reality environments, and virtual reality environments) are cumbersome, inefficient, and limited. For example, systems that provide insufficient feedback for performing actions associated with virtual objects, systems that require a series of inputs to achieve a desired result in an augmented reality environment, and systems where manipulating virtual objects is complex, tedious, and error-prone, impose a significant cognitive burden on users and detract from the immersive experience of virtual / augmented reality environments. Furthermore, these methods take longer than necessary, thus wasting the energy of the computer system. This latter consideration is particularly important in battery-powered devices.

[0005] Therefore, computer systems with improved methods and interfaces are needed to provide users with computer-generated experiences, making user interaction with the computer system more efficient and intuitive. Such methods and interfaces can optionally supplement or replace conventional methods for providing users with extended reality experiences. By helping users understand the relationship between the input provided and the device's response to that input, such methods and interfaces reduce the quantity, extent, and / or nature of user input, thus creating a more efficient human-computer interface.

[0006] The disclosed system reduces or eliminates the aforementioned defects and other problems associated with the user interface of a computer 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 laptop, tablet, or handheld device). In some embodiments, the computer system is a personal electronic device (e.g., a wearable electronic device, such as a watch or head-mounted device). In some embodiments, the computer system has a touchpad. In some embodiments, the computer system has one or more cameras. In some embodiments, the computer system has a touch-sensitive display (also referred to as a "touchscreen" or "touchscreen 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 display generation components, the computer system also has one or more output devices, including one or more haptic output generators and / or one or more audio output devices. In some embodiments, the computer system has a graphical user interface (GUI), one or more processors, memory, and one or more modules, and a program or instruction set stored in memory for performing multiple functions. In some implementations, the user interacts with the GUI through touch 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 implementations, functions performed through interaction optionally include image editing, drawing, presentations, word processing, spreadsheet creation, playing games, making and receiving phone 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-transitory computer-readable storage medium or other computer program product configured for execution by one or more processors.

[0007] Electronic devices with improved methods and interfaces are needed to interact with 3D environments. Such methods and interfaces can complement or replace conventional methods for interacting with 3D environments. They reduce the amount, extent, and / or nature of user input, resulting in more efficient human-computer interfaces. For battery-powered computing devices, such methods and interfaces save power and increase the time interval between battery charging. Furthermore, such methods and interfaces improve device security by ensuring that unauthorized users cannot access sensitive and / or private information.

[0008] In some implementations, the computer system displays a set of controls (e.g., transmission controls and / or other types of controls) associated with controlling the playback of media content in response to the detection of a user's gaze and / or gesture. In some implementations, the computer system initially displays a first set of controls in a desalience state (e.g., with reduced visual salience) in response to the detection of a first input, and then displays a second set of controls (optionally including additional controls) in an increased salience state in response to the detection of a second input. In this way, the computer system optionally provides feedback to the user that the display of controls has begun to invoke the controls without unduly distracting the user from the content (e.g., by initially displaying the controls in a less visually salience manner), and then displays the controls in a more visually salience manner based on the detection of user input indicating that the user wishes to interact further with the controls, to allow for easier and more accurate interaction with the computer system.

[0009] According to some embodiments, a method is described. The method includes: at a computer system communicating with one or more display generating components and one or more input devices: displaying a first user interface object as part of one or both eyes of a registrant via the one or more display generating components; detecting gaze of one or both eyes via the one or more input devices while the first user interface object is displayed; and in response to detecting gaze of one or both eyes: outputting first feedback based on determining that the gaze of one or both eyes is moving toward the first user interface object; and outputting second feedback, different from the first feedback, based on determining that the gaze of one or both eyes is moving away from the first user interface object.

[0010] According to some embodiments, a non-transitory computer-readable storage medium is described. This non-transitory computer-readable storage medium stores one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generating components and one or more input devices. The one or more programs include instructions for: displaying a first user interface object as part of one or both eyes of a registrant via the one or more display generating components; detecting gaze of one or both eyes via the one or more input devices while displaying the first user interface object; and in response to detecting gaze of one or both eyes: outputting first feedback based on determining that the gaze of one or both eyes is moving toward the first user interface object; and outputting second feedback, different from the first feedback, based on determining that the gaze of one or both eyes is moving away from the first user interface object.

[0011] According to some embodiments, a transient computer-readable storage medium is described. The transient computer-readable storage medium stores one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generating components and one or more input devices. The one or more programs include instructions for: displaying a first user interface object as part of one or both eyes of a registrant via the one or more display generating components; detecting gaze of one or both eyes via the one or more input devices while displaying the first user interface object; and in response to detecting gaze of one or both eyes: outputting first feedback based on determining that the gaze of one or both eyes is moving toward the first user interface object; and outputting second feedback, different from the first feedback, based on determining that the gaze of one or both eyes is moving away from the first user interface object.

[0012] According to some embodiments, a computer system is described. The computer system is configured to communicate with one or more display generation components and one or more input devices, and includes: one or more processors; and a memory storing one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for: displaying a first user interface object as part of one or both eyes of a registrant via the one or more display generation components; detecting gaze of one or both eyes via the one or more input devices while displaying the first user interface object; and in response to detecting gaze of one or both eyes: outputting first feedback based on determining that the gaze of one or both eyes is moving toward the first user interface object; and outputting second feedback different from the first feedback based on determining that the gaze of one or both eyes is moving away from the first user interface object.

[0013] According to some embodiments, a computer system is described. The computer system is configured to communicate with one or more display generation components and one or more input devices, and includes: means for displaying a first user interface object as part of one or both eyes of a registrant via the one or more display generation components; means for detecting gaze of one or both eyes via the one or more input devices while displaying the first user interface object; and means for: in response to detecting gaze of one or both eyes: outputting first feedback based on determining that the gaze of one or both eyes is moving toward the first user interface object; and outputting second feedback different from the first feedback based on determining that the gaze of one or both eyes is moving away from the first user interface object.

[0014] According to some embodiments, a computer program product is described. The computer program includes one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generating components and one or more input devices. The one or more programs include instructions for: displaying a first user interface object as part of one or both eyes of a registrant via the one or more display generating components; detecting gaze of one or both eyes via the one or more input devices while displaying the first user interface object; and in response to detecting gaze of one or both eyes: outputting first feedback based on determining that the gaze of one or both eyes is moving toward the first user interface object; and outputting second feedback, different from the first feedback, based on determining that the gaze of one or both eyes is moving away from the first user interface object.

[0015] According to some embodiments, a method is described. The method includes: at a computer system communicating with one or more display generation components and one or more input devices: displaying a first user interface object via the one or more display generation components; while displaying the first user interface object, detecting a gaze of one or both eyes detected by the computer system via the one or more input devices; and in response to detecting a gaze of one or both eyes: displaying a first animation of the first user interface object via the one or more display generation components based on determining that the gaze of one or both eyes is not directed at the first user interface object; and abandoning the display of the first animation of the first user interface object based on determining that the gaze of one or both eyes is directed at the first user interface object.

[0016] According to some embodiments, a non-transitory computer-readable storage medium is described. This non-transitory computer-readable storage medium stores one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generating components and one or more input devices. The one or more programs include instructions for: displaying a first user interface object via the one or more display generating components; detecting, while displaying the first user interface object, a gaze of one or both eyes detected by the computer system via the one or more input devices; and in response to detecting a gaze of one or both eyes: displaying a first animation of the first user interface object via the one or more display generating components based on determining that the gaze of one or both eyes is not directed at the first user interface object; and abandoning the display of the first animation of the first user interface object based on determining that the gaze of one or both eyes is directed at the first user interface object.

[0017] According to some embodiments, a transient computer-readable storage medium is described. The transient computer-readable storage medium stores one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generating components and one or more input devices. The one or more programs include instructions for: displaying a first user interface object via the one or more display generating components; detecting, while displaying the first user interface object, a gaze of one or both eyes detected by the computer system via the one or more input devices; and in response to detecting a gaze of one or both eyes: displaying a first animation of the first user interface object via the one or more display generating components based on determining that the gaze of one or both eyes is not directed at the first user interface object; and abandoning the display of the first animation of the first user interface object based on determining that the gaze of one or both eyes is directed at the first user interface object.

[0018] According to some embodiments, a computer system is described. The computer system is configured to communicate with one or more display generation components and one or more input devices, and includes: one or more processors; and a memory storing one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for: displaying a first user interface object via the one or more display generation components; detecting, while displaying the first user interface object, a gaze of one or both eyes detected by the computer system via the one or more input devices; and in response to detecting a gaze of one or both eyes: displaying a first animation of the first user interface object via the one or more display generation components based on determining that the gaze of one or both eyes is not directed at the first user interface object; and abandoning the display of the first animation of the first user interface object based on determining that the gaze of one or both eyes is directed at the first user interface object.

[0019] According to some embodiments, a computer system is described. The computer system is configured to communicate with one or more display generation components and one or more input devices, and includes: means for displaying a first user interface object via the one or more display generation components; means for detecting gaze of one or both eyes detected by the computer system via the one or more input devices while displaying the first user interface object; and means for: in response to detecting gaze of one or both eyes: displaying a first animation of the first user interface object via the one or more display generation components based on determining that the gaze of one or both eyes is not directed at the first user interface object; and abandoning the display of the first animation of the first user interface object based on determining that the gaze of one or both eyes is directed at the first user interface object.

[0020] According to some embodiments, a computer program product is described. The computer program product includes one or more programs configured to execute by one or more processors of a computer system communicating with one or more display generation components and one or more input devices. The one or more programs include instructions for: displaying a first user interface object via the one or more display generation components; detecting, while displaying the first user interface object, a gaze of one or both eyes detected by the computer system via the one or more input devices; and in response to detecting a gaze of one or both eyes: displaying a first animation of the first user interface object via the one or more display generation components based on determining that the gaze of one or both eyes is not directed at the first user interface object; and abandoning the display of the first animation of the first user interface object based on determining that the gaze of one or both eyes is directed at the first user interface object.

[0021] According to some embodiments, a method is described. The method includes, at a computer system communicating with one or more display generation components and one or more input devices: detecting, via the one or more input devices, a request to represent the user using a first virtual representation of the user to other persons with whom the user is communicating; and, in response to detecting the request to represent the user using the first virtual representation of the user to other persons with whom the user is communicating: continuing to represent the user using the first virtual representation of the user to other persons with whom the user is communicating, based on determining that the user is authenticated on the computer system; and abandoning to continue using the first virtual representation of the user to other persons with whom the user is communicating, based on determining that the user is not authenticated on the computer system.

[0022] According to some embodiments, a non-transitory computer-readable storage medium is described. This non-transitory computer-readable storage medium stores one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generation components and one or more input devices. The one or more programs include instructions for: detecting a request via one or more input devices to represent the user using a first virtual representation of the user to other persons with whom the user is communicating; and in response to detecting the request to represent the user using the first virtual representation of the user to other persons with whom the user is communicating: continuing to represent the user using the first virtual representation of the user to other persons with whom the user is communicating, based on determining that the user is authenticated on the computer system; and abandoning the continued use of the first virtual representation of the user to other persons with whom the user is communicating, based on determining that the user is not authenticated on the computer system.

[0023] According to some embodiments, a transient computer-readable storage medium is described. The transient computer-readable storage medium stores one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generation components and one or more input devices. The one or more programs include instructions for: detecting a request via one or more input devices to represent the user using a first virtual representation of the user to another person with whom the user is communicating; and in response to detecting the request to represent the user using the first virtual representation of the user to another person with whom the user is communicating: continuing to represent the user using the first virtual representation of the user to another person with whom the user is communicating, based on determining that the user is authenticated on the computer system; and abandoning the continued use of the first virtual representation of the user to represent the user to another person with whom the user is communicating, based on determining that the user is not authenticated on the computer system.

[0024] According to some embodiments, a computer system is described. The computer system is configured to communicate with one or more display generation components and one or more input devices, and includes: one or more processors; and a memory storing one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for: detecting a request via the one or more input devices to represent the user using a first virtual representation of the user to another person with whom the user is communicating; and in response to detecting the request to represent the user using the first virtual representation of the user to another person with whom the user is communicating: continuing to represent the user using the first virtual representation of the user to another person with whom the user is communicating, based on determining that the user is authenticated on the computer system; and abandoning to continue using the first virtual representation of the user to another person with whom the user is communicating, based on determining that the user is not authenticated on the computer system.

[0025] According to some embodiments, a computer system is described. The computer system is configured to communicate with one or more display generation components and one or more input devices, and includes: means for detecting, via the one or more input devices, a request to represent the user using a first virtual representation of the user to another person with whom the user is communicating; and means for: in response to detecting the request to represent the user using the first virtual representation of the user to another person with whom the user is communicating: continuing to represent the user using the first virtual representation of the user to another person with whom the user is communicating, based on determining that the user is authenticated on the computer system; and abandoning to continue using the first virtual representation of the user to represent the user to another person with whom the user is communicating, based on determining that the user is not authenticated on the computer system.

[0026] According to some embodiments, a computer program product is described. The computer program product includes one or more programs configured to execute by one or more processors of a computer system communicating with one or more display generation components and one or more input devices. The one or more programs include instructions for: detecting a request via one or more input devices to represent the user using a first virtual representation of the user to another person with whom the user is communicating; and in response to detecting the request to represent the user using the first virtual representation of the user to another person with whom the user is communicating: continuing to represent the user using the first virtual representation of the user to another person with whom the user is communicating, based on determining that the user is authenticated on the computer system; and abandoning to continue using the first virtual representation of the user to represent the user to another person with whom the user is communicating, based on determining that the user is not authenticated on the computer system.

[0027] According to some implementations, a method is described. The method includes: at a computer system communicating with one or more display generation components and one or more input devices: when the computer system is in a locked state, detecting via one or more input devices a request to transition the computer system from a locked state to an unlocked state; and in response to detecting the request to transition the computer system from a locked state to an unlocked state: based on determining that the computer system meets a first set of criteria related to unlocking and that the computer system has detected a companion device separate from the computer system, which meets a distance threshold criterion relative to the computer system and also meets the unlocking criteria, attempting biometric authentication of a user using one or more input devices; and based on determining that the computer system meets the first set of criteria related to unlocking and that the computer system has not detected a companion device separate from the computer system, which meets both the distance threshold criterion relative to the computer system and the unlocking criteria, abandoning the attempt to attempt biometric authentication of the user using one or more input devices.

[0028] According to some embodiments, a non-transitory computer-readable storage medium is described. This non-transitory computer-readable storage medium stores one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generation components and one or more input devices. The one or more programs include instructions for: when the computer system is in a locked state, detecting a request to transition the computer system from a locked state to an unlocked state via one or more input devices; and in response to detecting the request to transition the computer system from a locked state to an unlocked state: based on determining that the computer system meets a first set of criteria related to unlocking and that the computer system has detected a companion device separate from the computer system, which meets a distance threshold criterion relative to the computer system and also meets the unlocking criteria, attempting to perform biometric authentication on the user using one or more input devices; and based on determining that the computer system meets the first set of criteria related to unlocking and that the computer system has not detected a companion device separate from the computer system, which meets both the distance threshold criterion relative to the computer system and the unlocking criteria, abandoning the attempt to perform biometric authentication on the user using one or more input devices.

[0029] According to some embodiments, a transient computer-readable storage medium is described. This transient computer-readable storage medium stores one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generation components and one or more input devices. The one or more programs include instructions for: when the computer system is in a locked state, detecting a request to transition the computer system from a locked state to an unlocked state via one or more input devices; and in response to detecting the request to transition the computer system from a locked state to an unlocked state: based on determining that the computer system meets a first set of criteria related to unlocking and that the computer system has detected a companion device separate from the computer system, which meets a distance threshold criterion relative to the computer system and also meets the unlocking criteria, attempting to perform biometric authentication on the user using one or more input devices; and based on determining that the computer system meets the first set of criteria related to unlocking and that the computer system has not yet detected a companion device separate from the computer system, which meets both the distance threshold criterion relative to the computer system and the unlocking criteria, abandoning the attempt to perform biometric authentication on the user using one or more input devices.

[0030] According to some embodiments, a computer system is described. The computer system is configured to communicate with one or more display generation components and one or more input devices, and includes: one or more processors; and a memory storing one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for: when the computer system is in a locked state, detecting a request to transition the computer system from a locked state to an unlocked state via one or more input devices; and in response to detecting the request to transition the computer system from a locked state to an unlocked state: based on determining that the computer system meets a first set of criteria related to unlocking and that the computer system has detected a companion device separate from the computer system, the companion device meeting a distance threshold criterion relative to the computer system and meeting the unlocking criteria, attempting to perform biometric authentication on the user using one or more input devices; and based on determining that the computer system meets the first set of criteria related to unlocking and that the computer system has not detected a companion device separate from the computer system, the companion device meeting both the distance threshold criterion relative to the computer system and the unlocking criteria, abandoning the attempt to perform biometric authentication on the user using one or more input devices.

[0031] According to some embodiments, a computer system is described. The computer system is configured to communicate with one or more display generation components and one or more input devices, and includes: means for detecting a request to transition the computer system from a locked state to an unlocked state via the one or more input devices when the computer system is in a locked state; and means for: in response to detecting a request to transition the computer system from a locked state to an unlocked state; and, based on determining that the computer system meets a first set of criteria related to unlocking and that the computer system has detected a companion device separate from the computer system, which meets a distance threshold criterion relative to the computer system and also meets the unlocking criteria, attempting to perform biometric authentication on the user using the one or more input devices; and, based on determining that the computer system meets the first set of criteria related to unlocking and that the computer system has not detected a companion device separate from the computer system, which meets both the distance threshold criterion relative to the computer system and the unlocking criteria, abandoning the attempt to perform biometric authentication on the user using the one or more input devices.

[0032] According to some embodiments, a computer program product is described. The computer program product includes one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generation components and one or more input devices. The one or more programs include instructions for: when the computer system is in a locked state, detecting a request to transition the computer system from a locked state to an unlocked state via one or more input devices; and in response to detecting the request to transition the computer system from a locked state to an unlocked state: based on determining that the computer system meets a first set of criteria related to unlocking and that the computer system has detected a companion device separate from the computer system, which meets a distance threshold criterion relative to the computer system and also meets the unlocking criteria, attempting to perform biometric authentication on the user using one or more input devices; and based on determining that the computer system meets the first set of criteria related to unlocking and that the computer system has not detected a companion device separate from the computer system, which meets both the distance threshold criterion relative to the computer system and the unlocking criteria, abandoning the attempt to perform biometric authentication on the user using one or more input devices.

[0033] According to some embodiments, a method is described. The method includes: at a computer system communicating with one or more display generation components and one or more input devices: detecting, via the one or more input devices, a user request to transition the computer system from a first state to a second state different from the first state, wherein in the first state, a three-dimensional environment is invisible via the one or more display generation components, and in the second state, the three-dimensional environment is visible via the one or more display generation components; in response to detecting the user request to transition the computer system from the first state to the second state, displaying, via the one or more display generation components, a spatial transition animation of the three-dimensional environment gradually revealing itself over time, wherein: the three-dimensional environment includes: a first set of objects; and a second set of objects, the second set of objects being different from the first set of objects and closer to the user's viewpoint of the computer system than the first set of objects; and displaying the spatial transition animation includes: at a first time, displaying a user interface where both the first and second sets of objects are visually occluded; at a second time after the first time, displaying a user interface where the first set of objects are no longer visually occluded while the second set of objects continues to be visually occluded; and at a third time after the second time, displaying a user interface where neither the second nor the first set of objects are visually occluded.

[0034] According to some implementation schemes, a non-transitory computer-readable storage medium is described. The non-transitory computer-readable storage medium stores one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generating components and one or more input devices. The one or more programs include instructions for: detecting, via one or more input devices, a user request to transition the computer system from a first state to a second state different from the first state, in which the three-dimensional environment is invisible via one or more display generating components, and in the second state, the three-dimensional environment is visible via one or more display generating components; in response to detecting the user request to transition the computer system from the first state to the second state, displaying via one or more display generating components a spatial transition animation of the three-dimensional environment gradually revealing itself over time, wherein: the three-dimensional environment includes: a first set of objects; and a second set of objects, the second set of objects being different from the first set of objects and closer to the user's viewpoint of the computer system than the first set of objects; and displaying the spatial transition animation includes: at a first time, displaying a user interface where both the first and second sets of objects are visually occluded; at a second time after the first time, displaying a user interface where the first set of objects are no longer visually occluded while the second set of objects continues to be visually occluded; and at a third time after the second time, displaying a user interface where neither the second nor the first set of objects are visually occluded.

[0035] According to some implementation schemes, a transient computer-readable storage medium is described. The transient computer-readable storage medium stores one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generating components and one or more input devices. The one or more programs include instructions for: detecting, via one or more input devices, a user request to transition the computer system from a first state to a second state different from the first state, in which the three-dimensional environment is invisible via the one or more display generating components, and in the second state, the three-dimensional environment is visible via the one or more display generating components; in response to detecting the user request to transition the computer system from the first state to the second state, displaying via the one or more display generating components a spatial transition animation that gradually reveals the three-dimensional environment over time, wherein: the three-dimensional environment includes: a first set of objects; and a second set of objects, which are different from the first set of objects and are closer to the user's viewpoint of the computer system than the first set of objects; and displaying the spatial transition animation includes: at a first time, displaying a user interface where both the first and second sets of objects are visually occluded; at a second time after the first time, displaying a user interface where the first set of objects are no longer visually occluded while the second set of objects continues to be visually occluded; and at a third time after the second time, displaying a user interface where neither the second nor the first set of objects are visually occluded.

[0036] According to some embodiments, a computer system is described. The computer system is configured to communicate with one or more display generation components and one or more input devices, and includes: one or more processors; and a memory storing one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for: detecting, via the one or more input devices, a user request to transition the computer system from a first state to a second state different from the first state, in which a three-dimensional environment is not visible via the one or more display generation components, and in which the three-dimensional environment is visible via the one or more display generation components in the second state; and responding to the detection of the user request to transition the computer system from the first state to the second state. The animation of spatial transformation of a three-dimensional environment gradually revealed over time is displayed via one or more display generation components, wherein: the three-dimensional environment includes: a first set of objects; and a second set of objects, the second set of objects being different from the first set of objects and closer to the user's viewpoint of the computer system than the first set of objects; and the display of the spatial transformation animation includes: at a first time, displaying a user interface in which both the first set of objects and the second set of objects are visually occluded; at a second time after the first time, displaying a user interface in which the first set of objects are no longer visually occluded while the second set of objects continues to be visually occluded; and at a third time after the second time, displaying a user interface in which neither the second set of objects nor the first set of objects are visually occluded.

[0037] According to some embodiments, a computer system is described. The computer system is configured to communicate with one or more display generation components and one or more input devices, and includes: means for detecting, via the one or more input devices, a user request to transition the computer system from a first state to a second state different from the first state, wherein in the first state, a three-dimensional environment is invisible via the one or more display generation components, and in the second state, the three-dimensional environment is visible via the one or more display generation components; and means for displaying, via the one or more display generation components, a spatial transition animation of the three-dimensional environment gradually revealing itself over time in response to detecting the user request to transition the computer system from the first state to the second state, wherein: the three-dimensional environment includes: a first set of objects; and a second set of objects, the second set of objects being different from the first set of objects and closer to the user's viewpoint of the computer system than the first set of objects; and displaying the spatial transition animation includes: at a first time, displaying a user interface where both the first and second sets of objects are visually occluded; at a second time after the first time, displaying a user interface where the first set of objects are no longer visually occluded while the second set of objects continues to be visually occluded; and at a third time after the second time, displaying a user interface where neither the second nor the first set of objects are visually occluded.

[0038] A computer program product is described based on some implementation schemes. The computer program product includes one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generation components and one or more input devices. The one or more programs include instructions for: detecting, via one or more input devices, a user request to transition the computer system from a first state to a second state different from the first state, in which the three-dimensional environment is invisible via one or more display generation components, and in the second state, the three-dimensional environment is visible via one or more display generation components; in response to detecting the user request to transition the computer system from the first state to the second state, displaying via one or more display generation components a spatial transition animation of the three-dimensional environment gradually revealing itself over time, wherein: the three-dimensional environment includes: a first set of objects; and a second set of objects, the second set of objects being different from the first set of objects and closer to the user's viewpoint of the computer system than the first set of objects; and displaying the spatial transition animation includes: at a first time, displaying a user interface where both the first and second sets of objects are visually occluded; at a second time after the first time, displaying a user interface where the first set of objects are no longer visually occluded while the second set of objects continues to be visually occluded; and at a third time after the second time, displaying a user interface where neither the second nor the first set of objects are visually occluded.

[0039] It should be noted that the various embodiments described above can be combined with any other embodiments described herein. The features and advantages described in this specification are not exhaustive; in particular, many additional features and advantages will be apparent to those skilled in the art from the accompanying drawings, description, and claims. Furthermore, it should be pointed out that the language used in this specification has been chosen in principle for readability and instruction purposes, and such choice may not be necessary to depict or define the subject matter of the invention. Attached Figure Description

[0040] To better understand the various described embodiments, reference should be made to the following detailed description in conjunction with the accompanying drawings, wherein similar reference numerals in all the drawings indicate corresponding parts.

[0041] Figure 1A This is a block diagram illustrating the operating environment of a computer system used to provide XR experiences in some implementation schemes.

[0042] Figures 1B to 1P It is used in Figure 1A Examples of computer systems that provide XR experiences in the operating environment.

[0043] Figure 2 This is a block diagram illustrating a controller of a computer system configured to manage and coordinate a user's XR experience in some implementations.

[0044] Figure 3 This is a block diagram illustrating the display generation component of a computer system that is configured to provide a visual component to a user in some implementations.

[0045] Figure 4 This is a block diagram illustrating a hand tracking unit of a computer system configured to capture user gesture input in some implementations.

[0046] Figure 5 This is a block diagram illustrating an eye-tracking unit of a computer system configured to capture a user's gaze input in some implementations.

[0047] Figure 6 This is a flowchart illustrating a flare-assisted gaze tracking pipeline in some implementations.

[0048] Figures 7A to 7N Example technologies for user registration in some implementation schemes are illustrated.

[0049] Figure 8 This is a flowchart of a user registration method in some implementation schemes.

[0050] Figures 9A to 9M Example technologies for user authentication in some implementation schemes are illustrated.

[0051] Figure 10 This is a flowchart of a user authentication method in some implementation schemes.

[0052] Figures 11A to 11I Example techniques for representing users are illustrated in some implementation schemes.

[0053] Figure 12 This is a flowchart illustrating a method for representing a user in some implementation schemes.

[0054] Figures 13A to 13H Example technologies for user authentication in some implementation schemes are illustrated.

[0055] Figure 14 This is a flowchart of a user authentication method in some implementation schemes.

[0056] Figures 15A to 15N Example technologies for converting devices are illustrated in some implementations.

[0057] Figure 16 This is a flowchart of a method for changing equipment in some implementation schemes. Detailed Implementation

[0058] In some implementations, this disclosure relates to a user interface for providing extended reality (XR) experiences to users.

[0059] The systems, methods, and GUIs described in this paper improve user interface interactions with virtual / augmented reality environments in a variety of ways.

[0060] In some implementations, the computer system displays a user interface object as part of one or both eyes of a registered person (e.g., to perform future eye-based biometric authentication). The computer system detects the gaze of one or both of the person's eyes. When the person's gaze moves toward the user interface object, the computer system outputs first feedback, such as audio, visual, and / or tactile feedback; and when the person's gaze moves away from the user interface object, the computer system outputs second feedback, different from the first feedback, such as audio, visual, and / or tactile feedback. In this way, the computer system guides the person's gaze toward the user interface object, allowing the computer system to register one or both of the person's eyes.

[0061] In some implementations, the computer system displays a first user interface object. For example, in some implementations, the first user interface object is a gaze target for user biometric authentication (e.g., eye-based biometric authentication). The computer system detects the user's gaze. When the user's gaze is not directed at the first user interface object, the computer system displays a first animation of the first user interface object. When the user's gaze is directed at the first user interface object, the computer system stops displaying and / or abandons displaying the first animation of the first user interface object. In this way, the computer system guides the user's gaze towards the first user interface object (e.g., enabling the computer system to perform eye-based biometric authentication on the user).

[0062] In some implementations, the computer system detects a user's request (e.g., a user request) by using a first virtual representation of the user to indicate the user's request to others with whom the user is communicating. For example, the computer system detects a user's request within a real-time communication session by using a first virtual avatar. When the user has been authenticated on the computer system, the computer system continues to use the user's first virtual representation to represent the user. However, when the user has not been authenticated on the computer system, the computer system does not use and / or abandons using the user's first virtual representation to represent the user. For example, the computer system uses a different representation to represent the user (e.g., a representation indicating that the user has not yet been authenticated on the computer system). Therefore, the user's first virtual representation can indicate to other users participating in the communication session that the user has been authenticated on the computer system.

[0063] In some implementations, when the computer system is locked, it detects a request to transition from a locked to an unlocked state. In some implementations, biometric authentication on the computer system is disabled when certain criteria are met. For example, in some implementations, biometric authentication is disabled immediately after the computer system has been powered on (e.g., for the first user authentication after the computer system has been powered on) and / or when the computer system has not been unlocked for a threshold duration (e.g., biometric authentication is not allowed). However, it may be more convenient for the user to use biometric authentication to unlock the computer system. Therefore, in some implementations, even in scenarios where biometric authentication would be disabled on the computer system, biometric authentication can be enabled on the computer system based on the presence of an unlocked nearby accessory device. For example, in some implementations, even in scenarios where biometric authentication would be disabled on the computer system, the computer system performs biometric authentication on the user when an unlocked nearby accessory device is detected. However, in some implementations, when biometric authentication is disabled on the computer system and the computer system does not detect an unlocked nearby accessory device, the computer system abandons the attempt to perform biometric authentication on the user.

[0064] In some implementations, the computer system detects a user request to transition the computer system from a first state (e.g., inactive state) where the 3D environment is not visible to the user, to a second state (e.g., active state) where the 3D environment is visible. In response to the user request to transition the computer system from the first state to the second state, the computer system displays a spatial transition animation that gradually reveals the 3D environment over time. For example, in some implementations, the spatial transition animation reveals objects in the 3D environment that are farther from the user's viewpoint before revealing objects in the 3D environment that are closer to the user's viewpoint. In some implementations, the computer system gradually reveals the 3D environment by initially displaying virtual objects that visually occlude and / or hide the 3D environment, and then, during the spatial transition animation, reducing the volume of the virtual objects so that more parts of the 3D environment become visible over time.

[0065] In some implementations, the computer system displays content in a first area of ​​the user interface. In some implementations, while the computer system is displaying content and when a first set of controls is not displayed in a first state, the computer system detects a first input from a first portion of the user interface. In some implementations, in response to detecting the first input, and based on determining that the user's gaze was directed to a second area of ​​the user interface when the first input was detected, the computer system displays one or more controls in the first state in the user interface, and based on determining that the user's gaze was not directed to the second area of ​​the user interface when the first input was detected, the computer system abandons displaying the one or more controls in the first state.

[0066] In some implementations, the computer system displays content in a user interface. In some implementations, when displaying content, the computer system detects a first input based on movement of a first portion of the user's body. In some implementations, in response to detecting the first input, the computer system displays a first set of one or more controls in the user interface, wherein the first set of one or more controls is displayed in a first state and shown within a first area of ​​the user interface. In some implementations, when the first set of one or more controls is displayed in the first state: based on determining that one or more first criteria are met, including criteria met when the user's attention is directed to the first area of ​​the user interface based on movement of a second portion of the user body that is different from the first portion of the user body, the computer system transitions from displaying the first set of one or more controls in the first state to displaying a second set of one or more controls in a second state, wherein the second state is different from the first state.

[0067] Figures 1A to 6 A description of a sample computer system for providing XR experiences to users is provided. Figures 7A to 7N Example technologies for user registration in some implementation schemes are illustrated. Figure 8 This is a flowchart of a user registration method in some implementation schemes. Figures 7A to 7N The user interface in the example is used to demonstrate Figure 8 The process in. Figures 9A to 9M Example technologies for user authentication in some implementation schemes are illustrated. Figure 10 This is a flowchart of a user authentication method in some implementation schemes. Figures 9A to 9M The user interface in the example is used to demonstrate Figure 10 The process in. Figures 11A to 11I Example techniques for representing users are illustrated in some implementation schemes. Figure 12 This is a flowchart illustrating a method for representing a user in some implementation schemes. Figures 11A to 11I The user interface is used to demonstrate Figure 12 The process in. Figures 13A to 13HExample technologies for user authentication in some implementation schemes are illustrated. Figure 14 This is a flowchart of a user authentication method in some implementation schemes. Figures 13A to 13H The user interface in the example is used to demonstrate Figure 14 The process in. Figures 15A to 15N Example technologies for converting devices are illustrated in some implementations. Figure 16 This is a flowchart of a method for changing equipment in some implementation schemes. Figures 15A to 15N The user interface in the example is used to demonstrate Figure 16 The process in.

[0068] The processes described below enhance device operability and (e.g., by helping users provide appropriate input and reducing user errors when operating / interacting with the device) make the user-device interface more efficient through various technologies. These include providing users with improved visual feedback, reducing the amount of input required to perform operations, providing additional control options without cluttering the user interface with additional display controls, performing operations without further user input when a set of conditions has been met, improving privacy and / or security, providing a richer, more detailed, and / or more realistic user experience while saving storage space, and / or additional technologies. These technologies also reduce power consumption and extend device battery life by enabling users to use the device faster and more efficiently. This saves battery power and, therefore, weight, and improves the device's ergonomics. These technologies also enable real-time communication, allow the use of fewer and / or less accurate sensors, resulting in a more compact, lighter, and cheaper device, and enabling the device to be used in a variety of lighting conditions. These technologies reduce energy consumption, thereby reducing the heat generated by the device. This is especially important for wearable devices, where if a device generates too much heat, even when operating entirely within the parameters of its components, it can become uncomfortable for the user to wear.

[0069] Furthermore, in a method described herein where one or more steps depend on the satisfaction of one or more conditions, it should be understood that the method may be repeated in multiple repetitions such that, during the repetitions, all conditions determining the steps in the method are satisfied in different repetitions of the method. For example, if the method requires performing a first step (if the conditions are satisfied) and a second step (if the conditions are not satisfied), those skilled in the art will know that the stated steps are repeated until both conditions are satisfied and not satisfied (in no particular order). Thus, a method described as having one or more steps depending on the satisfaction of one or more conditions can be rewritten as a method that repeats until each condition described in the method is satisfied. However, this does not require the system or computer-readable medium to declare that the system or computer-readable medium contains instructions for performing discretionary operations based on the satisfaction of the corresponding one or more conditions, and thus to determine whether possible conditions have been satisfied without explicitly repeating the steps of the method until all conditions determining the steps in the method are satisfied. Those skilled in the art will also understand that, similar to a method having discretionary steps, a system or computer-readable storage medium may repeat the steps of the method multiple times as needed to ensure that all discretionary steps have been performed.

[0070] In some implementation schemes, such as Figure 1A As 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 display (HMD), a monitor, a projector, a touchscreen, etc.), one or more input devices 125 (e.g., an eye-tracking device 130, a hand-tracking device 140, other input devices 150), one or more output devices 155 (e.g., a speaker 160, a haptic output generator 170, and other output devices 180), one or more sensors 190 (e.g., image sensors, light sensors, depth sensors, haptic sensors, orientation sensors, proximity sensors, temperature sensors, position sensors, motion sensors, speed sensors, etc.), and optionally one or more peripheral devices 195 (e.g., home appliances, wearable devices, etc.). In some embodiments, one or more of the input devices 125, output devices 155, sensors 190, and peripheral devices 195 are integrated with the display generation component 120 (e.g., in a head-mounted or handheld device).

[0071] In describing XR experiences, various terms are used to distinguish several related but different environments that the user can sense and / or interact with (e.g., interacting with input detected by the computer system 101 that generates the XR experience, causing the computer system to generate audio, visual, and / or haptic feedback corresponding to various inputs provided to the computer system 101). The following is a subset of these terms: Physical environment: The physical environment refers to the physical world that people can sense and / or interact with without the aid of electronic systems. Physical environments, such as physical parks, include physical objects such as physical trees, physical buildings, and physical people. People can directly sense and / or interact with the physical environment through senses such as sight, touch, hearing, taste, and smell.

[0072] Extended Reality: Conversely, 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 motion, or a representation 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 physical law. 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), the adjustment of the properties of virtual objects in the XR environment can be done in response to a representation of physical motion (e.g., a voice command). A person can use any of their senses to sense and / or interact with XR objects, including vision, hearing, touch, taste, and smell. For example, a person can sense and / or interact with audio objects that create a 3D or spatial audio environment that provides the perception of a point audio source in 3D space. For 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.

[0073] Examples of XR include virtual reality and mixed reality.

[0074] Virtual Reality: A virtual reality (VR) environment is a simulated environment designed to be entirely based on computer-generated sensory input for one or more senses. A VR environment includes multiple virtual objects that a person can sense and / or interact with. For example, computer-generated images of trees, buildings, and human heads are examples of virtual objects. A person can sense and / or interact with virtual objects in a VR environment through the simulation of their presence within the computer-generated environment and / or through the simulation of a subset of their physical movements within the computer-generated environment.

[0075] Mixed Reality: Compared to VR environments, which are designed to be entirely based on computer-generated sensory input, mixed reality (MR) environments refer to simulated environments designed to incorporate sensory input from the physical environment, or its representations, in addition to computer-generated sensory input (e.g., virtual objects). On the virtual continuum, a mixed reality environment is any state between, but not limited to, a purely physical environment as one end and a virtual reality environment as the other. In some MR environments, computer-generated sensory input can respond to changes in sensory input from the physical environment. Additionally, some electronic systems used to present an MR environment can track position and / or orientation relative to the physical environment to enable virtual objects to interact with real objects (i.e., physical objects or their representations from the physical environment). For example, a system can cause motion so that virtual trees appear stationary relative to the physical ground.

[0076] Examples of mixed reality include augmented reality and augmented virtual reality.

[0077] Augmented Reality (AR): An augmented reality (AR) environment is a simulated environment in which one or more virtual objects are overlaid on a physical environment or a representation of the physical environment. For example, an electronic system for presenting an AR environment may have a transparent or semi-transparent display through which a person can directly view the physical environment. The system can be configured to present virtual objects on the transparent or semi-transparent display, allowing a person to perceive the virtual objects overlaid 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 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 overlaid on the physical environment. As used herein, video of the physical environment displayed on an opaque display is referred to as “pass-through video,” meaning that the system uses one or more image sensors to capture images of the physical environment and uses those images when presenting the AR environment on the opaque display. Alternatively, the system may have a projection system that projects virtual objects onto the physical environment, such as as a hologram or onto a physical surface, allowing a person to perceive the virtual objects superimposed on the physical environment. Augmented reality environments also refer to simulated environments in which the representation of the physical environment is transformed by computer-generated sensory information. For example, in providing pass-through video, the system can transform one or more sensor images to apply a selected viewpoint (e.g., viewpoint) different from the viewpoint captured by the imaging sensor. As another example, the representation of the physical environment can be transformed by graphically modifying (e.g., magnifying) portions of it, such that the modified portions can be representative but not realistic versions of the original captured image. Furthermore, the representation of the physical environment can be transformed by graphically removing or blurring portions of it.

[0078] Augmented Virtual: An augmented virtual (AV) environment is a simulated environment in which a virtual or computer-generated environment combines one or more sensory inputs from a physical environment. Sensory input can be a representation of one or more characteristics of the physical environment. For example, an AV park could have virtual trees and virtual buildings, but a person's face could be realistically reproduced from an image taken of a physical person. Similarly, virtual objects could adopt the shape or color of a physical object imaged by one or more imaging sensors. Furthermore, virtual objects could adopt shadows that correspond to the sun's position within the physical environment.

[0079] In augmented reality, mixed reality, or virtual reality environments, a view of the three-dimensional environment is visible to the user. This view is typically visible to the user via a virtual viewport through one or more display generating components (e.g., a display providing stereoscopic content to different eyes of the same user), which has a viewport boundary that defines the extent of the three-dimensional environment visible to the user via the one or more display generating components. In some embodiments, the area defined by the viewport boundary is smaller than the user's visual field in one or more dimensions (e.g., based on the user's visual field, the size of one or more display generating components, optical properties or other physical characteristics, and / or the position and / or orientation of one or more display generating components relative to the user's eyes). In some embodiments, the area defined by the viewport boundary is larger than the user's visual field in one or more dimensions (e.g., based on the user's visual field, the size of one or more display generating components, optical properties or other physical characteristics, and / or the position and / or orientation of one or more display generating components relative to the user's eyes). The viewport and viewport boundary typically move with the movement of one or more display generating components (e.g., with the user's head for head-mounted devices, or with the user's hand for handheld devices such as tablets or smartphones). The user's viewpoint determines what is visible within the viewport. The viewpoint typically specifies the position and orientation relative to the 3D environment, and as the viewpoint moves, the view of the 3D environment also moves within 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 perceptibly accurate view of the 3D environment that offers an immersive experience when the user is using the head-mounted device. For handheld or fixed devices, the viewpoint shifts with the movement of the handheld or fixed device and / or with changes in the user's positioning relative to the handheld or fixed device (e.g., the user moves towards, away from, up, down, right, and / or left). For a device that includes a display generating component with virtual pass-through, portions of the physical environment visible (e.g., displayed and / or projected) via one or more display generating components are based on the field of view of one or more cameras communicating with the display generating component, which typically move with the movement of the display generating component (e.g., for a head-mounted device, it moves with the movement of the user's head, or for a handheld device such as a tablet or smartphone, it moves with the movement of the user's hand), because the user's viewpoint moves with the movement of the field of view of the one or more cameras (and the appearance of one or more virtual objects displayed via one or more display generating components is updated based on the user's viewpoint (e.g., the display position and pose of the virtual objects are updated based on the movement of the user's viewpoint)).For a display generating component with optical transparency, portions of the physical environment visible through one or more display generating components (e.g., optically visible through one or more portions or fully transparent portions of the display generating component) are based on the user's field of view through the portion or fully transparent portion of the display generating component (e.g., for a head-mounted device, it moves with the movement of the user's head, or for a handheld device such as a tablet or smartphone, it moves with the movement of the user's hand), because the user's viewpoint moves with the movement of the user's field of view through the portion or fully transparent portion of the display generating component (and the appearance of one or more virtual objects is updated based on the user's viewpoint).

[0080] In augmented reality, mixed reality, or virtual reality environments, a view of the three-dimensional environment is visible to the user. This view is typically visible to the user via a virtual viewport through one or more display generating components (e.g., a display providing stereoscopic content to different eyes of the same user), which has a viewport boundary that defines the extent of the three-dimensional environment visible to the user via the one or more display generating components. In some embodiments, the area defined by the viewport boundary is smaller than the user's visual field in one or more dimensions (e.g., based on the user's visual field, the size of one or more display generating components, optical properties or other physical characteristics, and / or the position and / or orientation of one or more display generating components relative to the user's eyes). In some embodiments, the area defined by the viewport boundary is larger than the user's visual field in one or more dimensions (e.g., based on the user's visual field, the size of one or more display generating components, optical properties or other physical characteristics, and / or the position and / or orientation of one or more display generating components relative to the user's eyes). The viewport and viewport boundary typically move with the movement of one or more display generating components (e.g., with the user's head for head-mounted devices, or with the user's hand for handheld devices such as tablets or smartphones). The user's viewpoint determines what is visible within the viewport. The viewpoint typically specifies the position and orientation relative to the 3D environment, and as the viewpoint moves, the view of the 3D environment also moves within 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 perceptibly accurate view of the 3D environment that offers an immersive experience when the user is using the head-mounted device. For handheld or fixed devices, the viewpoint shifts with the movement of the handheld or fixed device and / or with changes in the user's positioning relative to the handheld or fixed device (e.g., the user moves towards, away from, up, down, right, and / or left). For a device that includes a display generating component with virtual pass-through, portions of the physical environment visible (e.g., displayed and / or projected) via one or more display generating components are based on the field of view of one or more cameras communicating with the display generating component, which typically move with the movement of the display generating component (e.g., for a head-mounted device, it moves with the movement of the user's head, or for a handheld device such as a tablet or smartphone, it moves with the movement of the user's hand), because the user's viewpoint moves with the movement of the field of view of the one or more cameras (and the appearance of one or more virtual objects displayed via one or more display generating components is updated based on the user's viewpoint (e.g., the display position and pose of the virtual objects are updated based on the movement of the user's viewpoint)).For a display generating component with optical transparency, portions of the physical environment visible through one or more display generating components (e.g., optically visible through one or more portions or fully transparent portions of the display generating component) are based on the user's field of view through the portion or fully transparent portion of the display generating component (e.g., for a head-mounted device, it moves with the movement of the user's head, or for a handheld device such as a tablet or smartphone, it moves with the movement of the user's hand), because the user's viewpoint moves with the movement of the user's field of view through the portion or fully transparent portion of the display generating component (and the appearance of one or more virtual objects is updated based on the user's viewpoint).

[0081] In some embodiments, the representation of the physical environment (e.g., displayed via virtual passthrough or optical passthrough) may be partially or completely occluded by the virtual environment. In some embodiments, the amount of virtual environment displayed (e.g., the amount of physical environment 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 results in more virtual environment being displayed, replacing and / or occluding more physical environment, and decreasing the immersion level optionally results in less virtual environment being displayed, thereby revealing portions of the physical environment that were previously not displayed and / or occluded. 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 more than one or more second background objects (e.g., dimmed, blurred, displayed with increased transparency), and one or more third background objects are de-emphasized. In some embodiments, the level of immersion includes the associated degree to which virtual content (e.g., a virtual environment and / or virtual content) displayed by the computer system occludes background content (e.g., content other than the virtual environment and / or virtual content) around / behind the virtual environment, optionally including the number of items of the displayed background content 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 generating 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 generating component 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 implementations, background content includes user interfaces (e.g., user interfaces corresponding to applications generated by a computer system), virtual objects not associated with or included in the virtual environment and / or virtual content (e.g., files generated by the computer system or other user representations), and / or real objects (e.g., transparent objects representing real objects in the user's surrounding physical environment, visible such that they are displayed via display generation components and / or via transparent or semi-transparent components of the display generation components, because the computer system does not obscure / impede their visibility through the display generation components). In some implementations, 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 background content, which is optionally displayed at full brightness, color, and / or semi-transparency.In some implementations, at higher immersion levels (e.g., a second immersion level above the first immersion level), background, virtual, and / or real objects are displayed in an occluded 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). Alternatively, a virtual environment displayed at a medium immersion level is displayed simultaneously with darkened, blurred, or otherwise de-emphasized background content. In some implementations, the visual characteristics of background objects differ between background objects. For example, at a particular immersion level, one or more first background objects are visually de-emphasized more than one or more second background objects (e.g., dimmed, blurred, and / or displayed with increased transparency), and one or more third background objects are stopped from displaying. In some implementations, zero immersion or a zero immersion level corresponds to a virtual environment that is stopped from displaying, and instead, a representation of the physical environment (optionally having one or more virtual objects, such as an application, window, or virtual 3D object) is displayed, without being occluded by the virtual environment. Using physical input elements to adjust immersion levels provides a quick and efficient way to adjust immersion, which enhances the operability of computer systems and makes user-device interfaces more efficient.

[0082] Viewpoint-locked virtual objects: When a computer system displays a virtual object at the same location and / or position within the user's viewpoint, the virtual object remains viewpoint-locked even if the user's viewpoint shifts (e.g., changes). In embodiments where the computer system is a head-mounted device, the user's viewpoint is locked to the direction forward 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); therefore, the user's viewpoint remains fixed even when the user's gaze shifts without moving the user's head. In embodiments where the computer system has a display generating component (e.g., a display screen) that can be repositioned relative to the user's head, the user's viewpoint is the augmented reality view presented to the user on the display generating component of the computer system. For example, a viewpoint-locked virtual object displayed in the upper left corner of the user's 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 orientation of a 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 an implementation where the computer system is a head-mounted device, the user's viewpoint is locked to the orientation of the user's head, so the virtual object is also referred to as a "head-locked virtual object".

[0083] Environment-locked visual objects: When a computer system displays a virtual object at a location and / or position within the user's viewpoint, the virtual object is environment-locked (or, "world-locked"), the location and / or position being based on a location and / or object within a three-dimensional environment (e.g., a physical or virtual environment) (e.g., selected and / or anchored to that location and / or object with reference to it). As the user's viewpoint moves, the location and / or object in the environment relative to the user's viewpoint changes, causing the environment-locked virtual object to appear at different locations and / or positions within the user's viewpoint. For example, an environment-locked virtual object locked to a tree immediately in front of the user appears 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) so that the tree is now centered to the left in the user's viewpoint (e.g., the tree's position shifts in the user's viewpoint), the environment-locked virtual object locked to the tree appears centered to the left in the user's viewpoint. In other words, the position and / or orientation of an environment-locked virtual object displayed in the user's viewpoint depends on the position to which the virtual object is locked and / or the orientation and / or orientation of the object within the environment. In some implementations, the computer system uses a stationary frame of reference (e.g., a coordinate system anchored to a fixed position and / or object in the physical environment) to determine the position of the environment-locked virtual object displayed in the user's viewpoint. An environment-locked virtual object may be locked to a stationary part of the environment (e.g., a floor, wall, table, or other stationary object), or it may be locked to a movable part of the environment (e.g., a vehicle, animal, person, or even a representation of a part of the user's body that moves independently of the user's viewpoint, such as a hand, wrist, arm, or foot), causing the virtual object to move with the viewpoint or that part of the environment to maintain a fixed relationship between the virtual object and that part of the environment.

[0084] In some implementations, environment-locked or viewpoint-locked virtual objects exhibit lazy following behavior, reducing or delaying their movement relative to the movement of a reference point they are following. In some implementations, when exhibiting lazy following behavior, the computer system intentionally delays the movement of the virtual object when movement of the reference point (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., a portion of the environment or the viewpoint) moves at a first speed, the virtual object is moved by the device to remain locked to the reference point, but moves at a second speed that is slower than the first speed (e.g., until the reference point stops moving or slows down, at which point the virtual object begins to catch up). In some implementations, when the virtual object exhibits lazy following behavior, the device ignores small movements of the reference point (e.g., ignores movements of the reference point below a threshold amount, such as 0 to 5 degrees or 0 to 50 cm). For example, when the reference point (e.g., a portion of the environment or viewpoint to which the virtual object is locked) moves by a first amount, the distance between the reference point and the virtual object increases (e.g., because the virtual object is being displayed to maintain a fixed or substantially fixed position relative to a portion of the viewpoint or environment to which the virtual object is locked), and when the reference point (e.g., a portion of the environment or viewpoint to which the virtual object is locked) moves by a second amount greater than the first amount, the distance between the reference point and the virtual object first increases (e.g., because the virtual object is being displayed to maintain a fixed or substantially fixed position relative to a portion of the viewpoint or environment to which the virtual object is locked), and then decreases when the amount of movement of the reference point increases to above a threshold (e.g., a "lazy following" 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 implementations, maintaining a substantially fixed position of the virtual object relative to a reference point includes displaying the virtual object within a threshold distance (e.g., 1cm, 2cm, 3cm, 5cm, 15cm, 20cm, 50cm) of the reference point in one or more dimensions (e.g., up / down, left / right, and / or forward / backward relative to the reference point).

[0085] In some embodiments, spatial media includes spatial visual media and / or spatial audio. In some embodiments, spatial capture is the capture of spatial media. In some embodiments, spatial visual media (also referred to as stereoscopic media) (e.g., spatial images and / or spatial video) is media comprising two different images or sets of images representing two viewpoints having the same or overlapping fields of view for concurrent display. A first image representing a first viewpoint is presented to a viewer's first eye, and a second image representing a second viewpoint different from the first viewpoint is simultaneously presented to a viewer's second eye. The first and second images have the same or overlapping fields of view. In some embodiments, a computer system displays the first image via a first display positioned for viewing by the viewer's first eye, and simultaneously displays the second image via a second display positioned differently from the first display for viewing by the viewer's second eye. In some embodiments, when viewed together, the first and second images create a depth effect and provide the viewer with a depth perception of the content of the images. In some embodiments, a first video representing a first viewpoint is presented to the viewer's first eye, and a second video representing a second viewpoint different from the first viewpoint is simultaneously presented to the viewer's second eye. The first and second videos have the same or overlapping fields of view. In some implementations, when viewed together, the first and second videos create a depth effect and provide the viewer with a sense of depth regarding the content of the videos. In some implementations, a spatial audio experience in the headphones is generated by manipulating the sounds in the two audio channels (e.g., left and right) of the headphones to make them resemble directional sounds reaching the ear canal. For example, the headphones may reproduce spatial audio signals simulating the soundscape around the listener (also referred to as the user). Effective spatial sound reproduction can present sound such that the listener perceives the sound as originating from a location within a soundscape outside the listener's head, just as the listener would experience sound when encountering it in the real world.

[0086] The geometry of a listener's ear, and particularly the outer ear (auricle), has a significant impact on the sound reaching the listener's eardrum from a sound source. A spatial audio experience can be achieved by considering the influence of the listener's auricle, head, and / or torso on the sound entering the listener's ear canal. The geometry of the user's ear is optionally determined using a 3D scanning device that produces a 3D model of at least a portion of the visible part of the user's ear. This geometry is optionally used to generate filters for producing a spatial audio experience. In some embodiments, spatial audio is audio that has been filtered such that the listener perceives the audio as originating from one or more directions and / or locations in three-dimensional space (e.g., from above, below, and / or in front of the listener).

[0087] An example of such filters is the Head Related Transfer Function (HRTF) filter. These filters are used to provide an effect similar to how the human ear, head, and torso filter sound. When the geometry of a listener's ear is known, a personalized filter (e.g., a personalized HRTF filter) can be generated to make the sound experienced by that listener through headphones (e.g., in-ear headphones, on-ear headphones, and / or over-ear headphones) more realistic. In some implementations, two filters are generated—one for each ear—so that each of the listener's ears has a corresponding personalized filter (e.g., a personalized HRTF filter), because the listener's ears may have different geometries.

[0088] In some implementations, the HRTF filter includes some (or all) of the acoustic information needed to describe how sound reflects or diffracts around the listener's head before entering the listener's auditory system. In some implementations, a personalized HRTF filter may be selected from a database of previously determined HRTFs for users with similar anatomical characteristics. In some implementations, a personalized HRTF filter may be generated through digital modeling based on the geometry of the listener's ear. One or more processors of a computer system optionally apply the personalized HRTF filter for the listener to the audio input signal to generate a spatial input signal for playback (e.g., wirelessly or wired) of headphones connected to the computer system.

[0089] Hardware: Many different types of electronic systems enable people to sense and / or interact with various XR environments. Examples include head-mounted systems, projection-based systems, head-up displays (HUDs), vehicle windshields with integrated display capabilities, windows with integrated display capabilities, displays shaped as lenses designed to be placed over 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. Head-mounted systems may include speakers and / or other audio output devices integrated into the system for providing audio output. A head-mounted system may have one or more speakers and an integrated opaque display. Alternatively, a head-mounted system may be configured to accept an external opaque display (e.g., a smartphone). A head-mounted system may incorporate one or more imaging sensors for capturing images or video of the physical environment and / or one or more microphones for capturing audio of the physical environment. A head-mounted system may have a transparent or semi-transparent display instead of an opaque display. A transparent or semi-transparent display may have a medium through which light representing an image is directed to the human eye. The display may utilize digital light projection, OLED, LED, uLED, liquid crystal on silicon, laser scanning light source, or any combination of these technologies. The medium may be an optical waveguide, holographic medium, optical combiner, optical reflector, or any combination thereof. In one embodiment, a transparent or semi-transparent display may be configured to selectively become opaque. Projection-based systems may employ retinal projection techniques that project graphic images onto the human retina. Projection systems may also be configured to project virtual objects into a physical environment, such as as holograms or onto a physical surface. In some embodiments, controller 110 is configured to manage and coordinate the user's XR experience. In some embodiments, controller 110 includes a suitable combination of software, firmware, and / or hardware. The following is relative to... Figure 2The controller 110 is described in more detail. In some embodiments, the controller 110 is a computing device located locally or remotely relative to scene 105 (e.g., a physical environment). For example, the controller 110 is a local server located within scene 105. Alternatively, the controller 110 is a remote server (e.g., a cloud server, a central server, etc.) located outside scene 105. In some embodiments, the controller 110 is communicatively coupled to display generation components 120 (e.g., an HMD, a monitor, a projector, a touchscreen, etc.) via one or more wired or wireless communication channels 144 (e.g., Bluetooth, IEEE 802.11x, IEEE 802.16x, IEEE 802.3x, etc.). In another example, controller 110 is included within the housing (e.g., physical enclosure) of display generation component 120 (e.g., HMD or portable electronic device including display and one or more processors), one or more input devices in input device 125, one or more output devices in output device 155, one or more sensors in sensor 190, and / or one or more peripheral devices in peripheral device 195, or shares the same physical housing or support structure with one or more of the aforementioned devices.

[0090] In some embodiments, the display generation component 120 is configured to provide a user with an XR experience (e.g., at least the visual components of an XR experience). In some embodiments, the display generation component 120 includes a suitable combination of software, firmware, and / or hardware. The following is relative to... Figure 3 The display generation component 120 is described in more detail. In some embodiments, the functionality of the controller 110 is provided by and / or combined with the display generation component 120.

[0091] According to some implementation schemes, the display generation component 120 provides an XR experience to the user when the user is virtually and / or physically present in scene 105.

[0092] In some embodiments, the display generating component is worn on a part of the user's body (e.g., on his / her head, his / her hand, etc.). Thus, the display generating component 120 includes one or more XR displays provided for displaying XR content. For example, in various embodiments, the display generating component 120 surrounds the user's field of view. In some embodiments, the display generating component 120 is a handheld device (such as a smartphone or tablet) configured to present XR content, and the user holds the device having a display facing the user's field of view and a camera facing scene 105. In some embodiments, the handheld device is optionally placed within 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 generating component 120 is an XR chamber, housing, or room configured to present XR content, wherein the user does not wear or hold the display generating component 120. Many user interfaces described with reference to one type of hardware used for displaying XR content (e.g., a handheld device or a tripod-mounted device) can be implemented on another type of hardware used for displaying XR content (e.g., an HMD or other wearable computing device). For example, a user interface illustrating interaction with XR content triggered by an interaction occurring in the space in front of a handheld device or tripod-mounted device can be similarly implemented using an HMD, where the interaction occurs in the space in front of the HMD and the response to the XR content is displayed via the HMD. Similarly, a user interface illustrating interaction with XR content triggered by movement of a handheld device or tripod-mounted device relative to the physical environment (e.g., scene 105 or a part of the user's body (e.g., the user's eyes, head, or hand)) can be similarly implemented using 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 the user's body (e.g., the user's eyes, head, or hand)).

[0093] Despite Figure 1A The relevant features of the operating environment 100 are shown in this disclosure, but those skilled in the art will recognize from this disclosure that various other features have not been illustrated for the sake of brevity and so as not to obscure further relevant aspects of the exemplary embodiments disclosed herein.

[0094] Figures 1A to 1PVarious examples of computer systems are illustrated for performing methods and providing audio, visual, and / or haptic feedback as part of the user interface described herein. In some embodiments, the computer system includes one or more display generation components (e.g., first and second display components 1-120a, 1-120b and / or first and second optical modules 11.1.1-104a and 11.1.1-104b) for displaying virtual elements and / or representations of the physical environment to a user of the computer system, the virtual elements and / or the representations of the 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 to make it easier for a user who would otherwise use glasses or contact lenses to correct their vision to view the user interface, the one or more corrective lenses optionally being removably attached to one or more optical modules in the optical modules. While many user interfaces illustrated herein represent a single view of the user interface, user interfaces in HMDs optionally employ two optical modules (e.g., first display component 1-120a and second display component 1-120b and / or first optical module 11.1.1-104a and second optical module 11.1.1-104b) for display, one optical module for the user's right eye and a different optical module for the user's left eye, presenting slightly different images to the two different eyes to generate the illusion of stereoscopic depth. A single view of the user interface is typically a right-eye view or a left-eye view; the depth effect is explained in text or using other diagrams or views. In some embodiments, the computer system includes one or more external displays (e.g., display component 1-108) for displaying status information of the computer system to the user of the computer system (when the computer system is not worn) and / or to others near the computer system, the status information 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 (e.g., one or more sensors in sensor assemblies 1-356, and / or...) for detecting information about the physical environment of the device. Figure 1I This information can be used (optionally in conjunction with one or more illuminators, such as...) Figure 1IThe illuminator described herein generates a digital pass-through image, captures visual media corresponding to a physical environment (e.g., photographs and / or videos), or determines the pose (e.g., position and / or orientation) of physical objects and / or surfaces in the physical environment, enabling virtual objects to be placed based on the detected pose of the physical objects and / or surfaces. In some embodiments, the computer system includes one or more input devices for detecting input, such as one or more sensors (e.g., sensor assemblies 1-356 and / or...) for detecting hand position and / or movement. Figure 1I One or more sensors), which can be used (optionally in conjunction with one or more illuminators, such as Figure 1I The illuminator 6-124 described in the document determines when one or more air gestures are performed. 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 system), these sensors can be used (optionally combined with one or more lights, such as...) Figure 10The light (11.3.2-110) in the image determines attention or gaze position and / or gaze movement, which may 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 a user's facial expressions and / or hand movements for generating a user avatar or representation, such as an anthropomorphic avatar or representation for real-time communication sessions, wherein the avatar has facial expressions, hand movements, and / or body movements detected by the user based on or similar to the device. Gaze and / or attention information may optionally be combined with hand tracking information to determine user interaction with 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 buttons 1-128, buttons 11.1.1-114, second buttons 1-132 and / or dials or buttons 1-328), knobs (e.g., first buttons 1-128, buttons 11.1.1-114 and / or dials or buttons 1-328), digital crowns (e.g., pressable and twistable or rotatable first buttons 1-128, buttons 11.1.1-114 and / or dials or buttons 1-328), touchpads, touchscreens, keyboards, mice and / or other input devices. One or more buttons (e.g., first buttons 1-128, buttons 11.1.1-114, second buttons 1-132, and / or dials or buttons 1-328) are optionally used to perform system operations, such as recentering content in the user-visible 3D environment of the device, displaying the main user interface for launching an application, initiating a real-time communication session, or initiating the display of a virtual 3D background. Knobs or digital crowns (e.g., pressable and twistable or rotatable first buttons 1-128, buttons 11.1.1-114, and / or dials or buttons 1-328) are optionally rotatable to adjust parameters of the visual content, such as the level of immersion of the virtual 3D environment (e.g., the extent to which the virtual content occupies the user's viewport in the 3D environment) or other parameters associated with the 3D environment and the virtual content displayed via optical modules (e.g., first display components 1-120a and second display components 1-120b and / or first optical modules 11.1.1-104a and second optical modules 11.1.1-104b).

[0095] Figure 1BExamples of head-mounted display (HMD) devices 1-100 configured to be worn by a user and provide virtual and altered / mixed reality (VR / AR) experiences are illustrated in front, top, and perspective views. The HMD 1-100 may include a display unit 1-102 or assembly, an electronic strip assembly 1-104 connected to and extending from the display unit 1-102, and a strap assembly 1-106 secured at either end to the electronic strip assembly 1-104. The electronic strip assembly 1-104 and the strap 1-106 may be part of a retention assembly configured to wrap around the user's head to hold the display unit 1-102 against the user's face.

[0096] In at least one example, the band assembly 1-106 may include a first band 1-116 configured to wrap around the back of the user's head and a second band 1-117 configured to extend above the top of the user's head. As shown, the second band may extend between the first electronic band 1-105a and the second electronic band 1-105b of the electronic band assembly 1-104. The band assembly 1-104 and the band assembly 1-106 may be part of a fixing 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.

[0097] In at least one example, the fixing mechanism includes a first electronic strip 1-105a, which includes a first proximal end 1-134 coupled to a display unit 1-102 (e.g., a housing 1-150 of the display unit 1-102) and a first distal end 1-136 opposite to the first proximal end 1-134. The fixing mechanism may also include a second electronic strip 1-105b, which includes a second proximal end 1-138 coupled to the housing 1-150 of the display unit 1-102 and a second distal end 1-140 opposite to the second proximal end 1-138. The fixing mechanism may also include a first strip 1-116 and a second strip 1-117, the first strip 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 strip extending between the first electronic strip 1-105a and the second electronic strip 1-105b. Strips 1-105a to b and strip 1-116 may be coupled via a connecting mechanism or component 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 a first proximal end 1-134 and a first distal end 1-136, and a second end 1-148 coupled to the second electronic strip 1-105b between a second proximal end 1-138 and a second distal end 1-140.

[0098] In at least one example, the first electronic strip and the second electronic strips 1-105a to b comprise plastic, metal, or other structural materials forming the shape of the substantially rigid strips 1-105a to b. In at least one example, the first strip and the second strips 1-116, 1-117 are formed of an elastic flexible material (including woven textiles, rubber, etc.). The first strip 1-116 and the second strip 1-117 may be flexible enough to conform to the shape of the user's head when wearing the HMD 1-100.

[0099] In at least one example, one or more of the first electronic stripe and the second electronic stripe 1-105a to b may define an inner stripe volume and include one or more electronic components disposed within the inner stripe volume. In one example, such as Figure 1B As shown, the first electronic strip 1-105a may include electronic components 1-112. In one example, electronic components 1-112 may include a speaker. In another example, electronic components 1-112 may include computing components, such as a processor.

[0100] In at least one example, the housing 1-150 defines a first front opening 1-152. The front opening is located in... Figure 1B The section marked 1-152 with dashed lines is because the display assembly 1-108 is configured to obscure the first opening 1-152 when the HMD 1-100 is assembled, as viewed from above. The housing 1-150 may also define a rearward second opening 1-154. The housing 1-150 also defines an internal volume between the first opening 1-152 and the second opening 1-154. In at least one example, the HMD 1-100 includes a display assembly 1-108, which may include a front cover disposed in or across the front opening 1-152 to obscure the front opening 1-152 and a display screen (shown in other figures). In at least one example, the display screen of the display assembly 1-108, and the display assembly 1-108 in general, has a curvature configured to follow the curvature of a user's face. The display screen of display component 1-108 can be bent 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, wherein display unit 1-102 is pressed.

[0101] In at least one example, the housing 1-150 may define a first hole 1-126 between a first opening 1-152 and a second opening 1-154, and a second hole 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 hole 1-128, and a second button 1-132 disposed in the second hole 1-130. The first button 1-128 and the second button 1-132 are pressable through their respective holes 1-126 and 1-130. In at least one example, the first button 1-126 and / or the second button 1-132 may be a rotary dial and a pressable button. In at least one example, the first button 1-128 is a pressable and rotary dial button, and the second button 1-132 is a pressable button.

[0102] Figure 1C A rear perspective view of HMD 1-100 is illustrated. HMD 1-100 may include a light seal 1-110 extending rearwardly around the periphery of housing 1-150 of display assembly 1-108, as shown. The light seal 1-110 may be configured to extend from housing 1-150 to the user's face, surrounding the user's eyes, to block external light from being visible. In one example, HMD 1-100 may include a first display assembly 1-120a and a second display assembly 1-120b disposed at or within a rearwardly facing second opening 1-154 defined by housing 1-150 and / or disposed within the internal volume of housing 1-150 and configured to project light through the second opening 1-154. In at least one example, each display assembly 1-120a to b may include a corresponding display screen 1-122a, 1-122b configured to project light toward the user's eyes in a rearward direction through the second opening 1-154.

[0103] In at least one example, reference Figure 1B and Figure 1C Both, the display assembly 1-108 can be a front-facing display assembly including a display screen configured to project light in a first forward direction, and the rear display screens 1-122a to b can be configured to project light in a second rearward direction opposite to the first direction. As described above, the light seal 1-110 can be configured to block light from outside the HMD 1-100 from reaching the user's eyes, including a component made of... Figure 1B The front perspective view shows the light projected by the front display screen of the display assembly 1-108. In at least one example, the HMD 1-100 may also include a curtain 1-124 that blocks the second opening 1-154 between the housing 1-150 and the rear display assemblies 1-120a to b. In at least one example, the curtain 1-124 may be elastic or at least partially elastic.

[0104] Figure 1B and Figure 1C Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. Figures 1D to 1F Any of the other examples of devices, features, components, and parts shown and described herein. Similarly, refer to... Figures 1D to 1F Any of the features, components, and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. Figure 1B and Figure 1C Examples of devices, features, components, and parts are shown.

[0105] Figure 1D An exploded view of an example HMD 1-200 including its various parts or components, separated according to the modularity and selective coupling of these components. For example, HMD 1-200 may include a strip 1-216 selectively coupled to a first electronic strip 1-205a and a second electronic strip 1-205b. The first fixed strip 1-205a may include a first electronic component 1-212a, and the second fixed strip 1-205b may include a second electronic component 1-212b. In at least one example, the first strip and the second strips 1-205a to 1-205b are removably coupled to a display unit 1-202.

[0106] Furthermore, HMD 1-200 may include a light-sealing member 1-210 configured to be removably coupled to display unit 1-202. HMD 1-200 may also include a lens 1-218, which may be removably coupled to display unit 1-202, for example, on a first display assembly and a second display assembly including a display screen. Lens 1-218 may include a custom prescription lens configured for vision correction. As noted, in Figure 1D The exploded view shows that each component described above can be removably coupled, attached, reattached, and replaced to update the component, or replaced for different users. For example, belts such as belt 1-216, light seals such as light seal 1-210, lenses such as lens 1-218, and electronic strips such as electronic strips 1-205a to b can be replaced according to the user, so that these parts are customized to fit and correspond to a single user of HMD 1-200.

[0107] Figure 1D Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. Figure 1B , Figure 1C and Figures 1E to 1FAny of the other examples of devices, features, components, and parts shown and described herein. Similarly, refer to... Figure 1B , Figure 1C and Figures 1E to 1F Any of the features, components, and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. Figure 1D Examples of devices, features, components, and parts are shown.

[0108] Figure 1E An exploded view illustrating 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, which includes 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.

[0109] 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 positioning of the display screens 1-322a to b of the display unit 1-320 relative to the frame 1-350. In at least one example, the display unit 1-320 is mechanically coupled to the motor assembly 1-362, and each display screen 1-322a to b has at least one motor, such that the motor is capable of translating the display screens 1-322a to b to match the interpupillary distance of the user's eyes.

[0110] In at least one example, display unit 1-306 may include a dial or button 1-328 that is pressable relative to frame 1-350 and accessible to a user outside frame 1-350. Button 1-328 may be electrically connected to motor assembly 1-362 via a controller, such that button 1-328 can be operated by a user to cause the motor of motor assembly 1-362 to adjust the positioning of display screens 1-322a to b.

[0111] Figure 1E Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. Figures 1B to 1D and Figure 1F Any of the other examples of devices, features, components, and parts shown and described herein. Similarly, refer to... 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 individually or in any combination. Figure 1E Examples of devices, features, components, and parts are shown.

[0112] Figure 1F An exploded view of another example of a display unit 1-406 of an HMD device similar to other HMD devices described herein is illustrated. The display unit 1-406 may include a front display assembly 1-402, a sensor assembly 1-456, a logic board assembly 1-458, a cooling assembly 1-460, a frame assembly 1-450, a rear display assembly 1-421, and a curtain assembly 1-424. The display unit 1-406 may also include a motor assembly 1-462 for adjusting the positioning of a first display sub-assembly 1-420a and a second display sub-assembly 1-420b of the rear display assembly 1-421, including a first and second corresponding display screen for interpupillary adjustment, as described above.

[0113] Figure 1F The exploded views shown in this article refer to the various parts, systems, and components. Figures 1B to 1E The following figures, which are referenced in this disclosure, provide a more detailed description. Figure 1F The display unit 1-406 shown can be connected with Figures 1B to 1E The fastening mechanism assembly and integration shown includes electronic strips, belts, and other components including light seals, connecting assemblies, etc.

[0114] Figure 1F Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. Figures 1B to 1E Any of the other examples of devices, features, components, and parts shown and described herein. Similarly, refer to... Figures 1B to 1E Any of the features, components, and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. Figure 1F Examples of devices, features, components, and parts are shown.

[0115] Figure 1G An exploded perspective view of the front cover assembly 3-100 of the HMD device described herein is shown, for example. Figure 1G The front cover assembly 3-1 of the HMD 3-100 shown or any other HMD device shown and described herein. Figure 1GThe front cover assembly 3-100 shown may include a transparent or translucent cover 3-102, a shield 3-104 (or “cover”), an adhesive layer 3-106, a display assembly 3-108 including a biconvex lens panel or array 3-110, and a structural decorative element 3-112. The adhesive layer 3-106 secures the shield 3-104 and / or the transparent cover 3-102 to the display assembly 3-108 and / or the decorative element 3-112. The decorative element 3-112 secures various components of the front cover assembly 3-100 to the frame or base of the HMD device.

[0116] In at least one example, such as Figure 1G As shown, the transparent cover 3-102, the protective cover 3-104, and the display assembly 3-108 including a biconvex lens array 3-110 can be bent to adapt to the curvature of a user's face. The transparent cover 3-102 and the protective cover 3-104 can be bent in two or three dimensions, for example, vertically in and out of the Z-plane along the Z direction, and horizontally in and out of the ZX-plane along the X direction. In at least one example, the display assembly 3-108 may include the biconvex lens array 3-110 and a display panel with pixels configured to project light through the protective cover 3-104 and the transparent cover 3-102. The display assembly 3-108 can be bent in at least one direction (e.g., the horizontal direction) to adapt to the curvature of a user's face from one side (e.g., the left) to the other (e.g., the right). In at least one example, each layer or component of the display assembly 3-108 (which will be shown and described in more detail in the following figures, but may include the biconvex lens array 3-110 and the display layer) may be similarly or concentrically curved in the horizontal direction to accommodate the curvature of the user's face.

[0117] In at least one example, the cover 3-104 may include a transparent or translucent material through which the display component 3-108 projects light. In one example, the cover 3-104 may include one or more opaque portions, such as opaque ink-printed portions or other opaque film portions on the back of the cover 3-104. When the HMD device is worn, the rear surface may be the surface of the cover 3-104 facing the user's eyes. In at least one example, the opaque portion may be on the front surface of the cover 3-104 opposite the rear surface. In at least one example, one or more opaque portions of the cover 3-104 may include peripheral portions that visually conceal any components surrounding the outer periphery of the display screen of the display component 3-108. In this way, the opaque portions of the cover conceal any other components of the HMD device that would otherwise be visible through the transparent or translucent cover 3-102 and / or the cover 3-104, including electronic components, structural components, etc.

[0118] In at least one example, the housing 3-104 may define one or more transparent aperture portions 3-120 through which sensors can transmit and receive signals. In one example, portion 3-120 is an aperture through which sensors can extend or transmit and receive signals. In one example, portion 3-120 is a transparent portion, or a portion more transparent than the surrounding translucent or opaque portion of the housing, through which sensors can transmit and receive signals through the housing and via 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.

[0119] Figure 1G Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included, individually or in any combination, in any other example of the devices, features, components, and parts described herein. Similarly, any of the features, components, and / or parts shown and described herein (including their arrangement and configuration) may be included, individually or in any combination. Figure 1G Examples of devices, features, components, and parts are shown.

[0120] Figure 1H An exploded view of an example HMD device 6-100 is shown. The HMD device 6-100 may include a sensor array or system 6-102, which includes 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 on which one or more sensors of the sensor system 6-102 may be fixed / secured.

[0121] Figure 1I A portion of an HMD device 6-100, including a front transparent cover 6-104 and a sensor system 6-102, is illustrated. The sensor system 6-102 may include multiple different sensors, transmitters, and receivers, including cameras, IR sensors, projectors, etc. The transparent cover 6-104 is illustrated on the front of the sensor system 6-102 to illustrate the relative positioning of the various sensors and transmitters and the orientation of each sensor / transmitter in system 6-102. As referenced herein, "side," "side," "lateral," "horizontal," and other similar terms refer to... Figure 1J The orientation or direction indicated by the X-axis. Terms such as "vertical," "upward," "downward," and similar terms refer to the orientation or direction indicated by... Figure 1JThe orientation or direction indicated by the Z-axis. Terms such as "frontward," "rearward," "forward," "backward," and similar terms refer to the orientation or direction indicated by the Z-axis. Figure 1J The orientation or direction indicated by the Y-axis shown.

[0122] In at least one example, a transparent cover 6-104 may define the front outer surface of an HMD device 6-100, and a sensor system 6-102, including various sensors and their components, may be positioned behind the cover 6-104 in the Y-axis / direction. The cover 6-104 may be transparent or translucent to allow light to pass through it, including both light detected by the sensor system 6-102 and light emitted therefrom.

[0123] As described elsewhere herein, the HMD device 6-100 may include one or more controllers, which include processors for electrically coupling various sensors and transmitters of the sensor system 6-102 to one or more motherboards, processing units, and other electronic devices such as displays. Furthermore, as will be shown in more detail below with reference to other accompanying drawings, various sensors, transmitters, and other components of the sensor system 6-102 may be coupled to the HMD device 6-100. Figure 1I Various structural frame components, brackets, etc., not shown. For clarity, Figure 1I The components of the sensor system 6-102 are shown, which are not attached to or electrically coupled to other components.

[0124] In at least one example, the device may include one or more controllers having a processor configured to execute instructions stored on a memory component electrically coupled to the processor. These instructions may include, or cause the processor to execute, one or more algorithms for self-correcting the angle and position of the various cameras described herein as the camera's initial position, angle, or orientation is affected by collisions or deformations due to accidental drop events or other events over time.

[0125] In at least one example, the sensor system 6-102 may include one or more scene cameras 6-106. System 6-102 may include two scene cameras 6-102, respectively positioned on either side of the nose bridge or arched structure of the HMD device 6-100, such that each of the two cameras 6-106 approximately corresponds to the positioning 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, when the HMD device 6-100 is used, provide images and content for MR video pass-through to a display screen facing the user's eyes. The scene cameras 6-106 may also be used for environment and object reconstruction.

[0126] In at least one example, the sensor system 6-102 may include a first depth sensor 6-108 that is generally pointing forward in the Y direction. In at least one example, the first depth sensor 6-108 may be used for environment and object reconstruction as well as user hand and body tracking. 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 the central bridge of the nose or on an adapter structure above the nose when the user wears the HMD 6-100. In at least one example, the second depth sensor 6-110 may be used for environment and object reconstruction as well as hand and body tracking. In at least one example, the second depth sensor may include a LiDAR sensor.

[0127] In at least one example, the sensor system 6-102 may include a depth projector 6-112, which is typically forward-facing to project electromagnetic waves (e.g., in the form of a predetermined spot pattern) into or within the field of view of the user and / or scene camera 6-106, or into or beyond the field of view of the user and / or scene camera 6-106. In at least one example, the depth projector is capable of projecting electromagnetic waves of light in the form of a spot pattern, which are reflected from an object and back into the aforementioned depth sensors, including depth sensors 6-108 and 6-110. In at least one example, the depth projector 6-112 may be used for environment and object reconstruction, as well as hand and body tracking.

[0128] In at least one example, the sensor system 6-102 may include a downward-facing camera 6-114, whose field of view is generally directed downwards relative to the HMD device 6-100 on the Z-axis. In at least one example, the downward-facing camera 6-114 may be positioned as shown on the left and right sides of the HMD device 6-100 and used for hand and body tracking, head-mounted device tracking, and facial image detection and creation for displaying a user's image on the front display screen of the HMD device 6-100 as described elsewhere herein. For example, the downward-facing camera 6-114 may be used to capture facial expressions and movements of the user's face below the HMD device 6-100, including the cheeks, mouth, and chin.

[0129] In at least one example, the sensor system 6-102 may include a jaw camera 6-116. In at least one example, the jaw camera 6-116 may be positioned as shown on the left and right sides of the HMD device 6-100 and used for hand and body tracking, head-mounted device tracking, and facial image detection and creation for displaying a user's image on the front 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 the user's face below the HMD device 6-100, including the user's jaw, cheeks, mouth, and chin. This is used for hand and body tracking, head-mounted device tracking, and facial image creation. 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 views along the X-axis or in a 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, head-mounted device tracking, and facial detection and reconstruction.

[0130] In at least one example, the sensor system 6-102 may include multiple eye-tracking and gaze-tracking sensors for determining identity, status, and the user's gaze direction during and / or prior to use. In at least one example, the eye / gaze-tracking sensor may include a nose-eye camera 6-120 positioned on either side of the user's nose and adjacent to the user's nose when wearing the HMD device 6-100. The eye / gaze sensor may also include a bottom eye camera 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 functions.

[0131] In at least one example, sensor system 6-102 may include an infrared illuminator 6-124 that is pointed outward from 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 sensor system 6-102. In at least one example, sensor system 6-102 may include a flicker sensor 6-126 and an ambient light sensor 6-128. In at least one example, flicker sensor 6-126 may detect the refresh rate of the overhead light to avoid display flicker. In one example, infrared illuminator 6-124 may include a light-emitting diode and may be specifically designed for low-light environments to illuminate a user's hands and other objects in low light for detection by the infrared sensors of sensor system 6-102.

[0132] In at least one example, multiple sensors (including scene camera 6-106, downward camera 6-114, chin camera 6-116, side camera 6-118, depth projector 6-112, and depth sensors 6-108, 6-110) can be used in combination with an electrically coupled controller to combine depth data with camera data for hand tracking and for sizing, thereby improving the 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-facing camera 6-114, the jaw camera 6-116, and the side camera 6-118 shown can be wide-angle cameras capable of operating in both the visible and infrared spectra. In at least one example, these cameras 6-114, 6-116, and 6-118 can operate solely in black-and-white light detection to simplify image processing and achieve sensitivity.

[0133] Figure 1I Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. Figures 1J to 1L Any of the other examples of devices, features, components, and parts shown and described herein. Similarly, refer to... Figures 1J to 1L Any of the features, components, and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. Figure 1I Examples of devices, features, components, and parts are shown.

[0134] Figure 1JA lower perspective view of an example HMD 6-200 including a cover or shield 6-204 fixed to a frame 6-230 is shown. In at least one example, a sensor 6-203 of a sensor system 6-202 may be disposed around the periphery of the HMD 6-200 such that the sensor 6-203 is disposed outwardly around the periphery of the display area or region 6-232 so as not to obstruct the view of the displayed light. In at least one example, the sensor may be disposed behind the shield 6-204 and aligned with a transparent portion of the shield, thereby allowing light to pass back and forth through the shield 6-204 by the sensor and the projector. In at least one example, an opaque ink or other opaque material or film / layer may be disposed on the shield 6-204 around the display area 6-232 to conceal components of the HMD 6-200 outside the display area 6-232 rather than through a transparent portion defined by the opaque portion through which the sensor and the projector transmit and receive light and electromagnetic signals during operation. In at least one example, the shield 6-204 allows light to pass through the display (e.g., within the display area 6-232), but does not allow light to pass radially outward from the display area surrounding the periphery of the display and the shield 6-204.

[0135] 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 transmits and receives signals. In the illustrated examples, the sensor 6-203 of the sensor system 6-202, which transmits and receives signals through the shield 6-204, or more specifically through the transparent area 6-209 defined by the opaque portion 6-207 of the shield 6-204, may include... Figure 1I The examples illustrate those same or similar sensors, such as depth sensors 6-108 and 6-110, depth projector 6-112, first scene camera and second scene camera 6-106, first downward camera and second downward camera 6-114, first side camera and second side camera 6-118, and first infrared illuminator and second infrared illuminator 6-124. These sensors also... Figure 1K and Figure 1L The example is shown. Other sensors, sensor types, number of sensors, and their relative positioning can be included in one or more other examples of the HMD.

[0136] Figure 1J Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. Figure 1I and Figures 1K to 1LAny of the other examples of devices, features, components, and parts shown and described herein. Similarly, refer to... Figure 1I and Figures 1K to 1L Any of the features, components, and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. Figure 1J Examples of devices, features, components, and parts are shown.

[0137] Figure 1K A front view of a portion of an example of an HMD device 6-300, including a display 6-334, brackets 6-336, 6-338, and a frame or housing 6-330, is shown. Figure 1K The examples shown do not include a front cover or shield to illustrate brackets 6-336 and 6-338. For example, Figure 1J The shield 6-204 shown includes an opaque portion 6-207 that visually covers / blocks the view of anything outside the display / display area 6-334 (e.g., radially / peripherally outside the display / display area), including the sensor 6-303 and the bracket 6-338.

[0138] In at least one example, various sensors of sensor system 6-302 are coupled to brackets 6-336, 6-338. In at least one example, scene camera 6-306 includes strict tolerances for angles relative to each other. For example, the tolerance for the mounting angle between two scene cameras 6-306 may be 0.5 degrees or less, such as 0.3 degrees or less. To achieve and maintain such strict tolerances, in one example, scene camera 6-306 may be mounted to bracket 6-338 instead of a housing. The bracket may include a cantilever on which scene camera 6-306 and other sensors of sensor system 6-302 may be mounted to maintain their positioning and orientation in the event of a drop event caused by a user that results in any deformation of other brackets 6-226, housing 6-330, and / or housing.

[0139] Figure 1K Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. Figures 1I to 1J and Figure 1L This is in any of the other examples of devices, features, components, and parts shown and described herein. Similarly, refer to... 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 individually or in any combination. Figure 1K Examples of devices, features, components, and parts are shown.

[0140] Figure 1LA bottom view illustrating an example of an HMD 6-400 including a front display / cover assembly 6-404 and a sensor system 6-402 is shown. The sensor system 6-402 may be similar to other sensor systems described above and elsewhere herein, including references to… Figures 1I to 1K In at least one example, the jaw camera 6-416 may be oriented downwards to capture images of the user's lower facial features. In one example, the jaw camera 6-416 may be directly coupled to a frame or housing 6-430 or one or more internal brackets that are directly coupled to the frame or housing 6-430 shown. The frame or housing 6-430 may include one or more holes / openings 6-415 through which the jaw camera 6-416 transmits and receives signals.

[0141] Figure 1L Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. Figures 1I to 1K This is in any of the other examples of devices, features, components, and parts shown and described herein. Similarly, refer to... Figures 1I to 1K Any of the features, components, and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. Figure 1L Examples of devices, features, components, and parts are shown.

[0142] Figure 1M A rear perspective view of an interpupillary distance (IPD) adjustment system 11.1.1-102 is illustrated. This IPD adjustment system includes a first optical module and a second optical module 11.1.1-104a-104a-104a-105a, slidably engaged / coupled to corresponding guide rods 11.1.1-108a ... In at least one example, buttons 11.1.1-114 can be electrically communicated with the first motor and the second motors 11.1.1-110a to b via a processor or other circuit components to activate the first motor and the second motors 11.1.1-110a to b and respectively cause the first optical module and the second optical modules 11.1.1-104a to b to change their positions relative to each other.

[0143] In at least one example, the first and second optical modules 11.1.1-104a to b may include corresponding display screens configured to project light toward the user's eyes when the HMD 11.1.1-100 is worn. In at least one example, the user can manipulate (e.g., press and / or rotate) buttons 11.1.1-114 to activate positional adjustment of the optical modules 11.1.1-104a to b to match the interpupillary distance of the user's eyes. The optical modules 11.1.1-104a to b may also include one or more cameras or other sensors / sensor systems for imaging and measuring the user's IPD, such that the optical modules 11.1.1-104a to b can be adjusted to match the IPD.

[0144] In one example, a user can manipulate buttons 11.1.1-114 to cause automatic positional adjustment of the first and second optical modules 11.1.1-104a to b. In another example, a user can manipulate buttons 11.1.1-114 to cause manual adjustment, moving the optical modules 11.1.1-104a to b further or closer (e.g., when the user rotates buttons 11.1.1-114 in one way or another) until the user visually matches their own IPD. In one example, manual adjustment is communicated electronically via one or more circuits, and the power for moving the optical modules 11.1.1-104a to b via motors 11.1.1-110a to b is supplied by a power source. In another example, the adjustment and movement of the optical modules 11.1.1-104a to b via the manipulation buttons 11.1.1-114 are mechanically actuated via the movement buttons 11.1.1-114.

[0145] Figure 1M Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included, individually or in any combination, in any other example of the devices, features, components, and parts shown and described herein in any other illustrated figures. Similarly, any of the features, components, and / or parts shown and described herein (including their arrangement and configuration) may be included, individually or in any combination, in any other example of the devices, features, components, and / or parts shown and / or described herein. Figure 1M Examples of devices, features, components, and parts are shown.

[0146] Figure 1N A front perspective view of a portion of HMD 11.1.2-100 is shown, including an outer structural frame 11.1.2-102 defining first and second holes 11.1.2-106a, 11.1.2-106b, and an inner or intermediate structural frame 11.1.2-104. Holes 11.1.2-106a to b are located in... Figure 1NThe holes 11.1.2-106a to b are shown in dashed lines because viewing the HMD 11.1.2-100 may be obstructed by one or more other components coupled to the inner frame 11.1.2-104 and / or the outer frame 11.1.2-102, as illustrated. 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 holes 11.1.2-106a to b.

[0147] Mounting brackets 11.1.2-108 may include intermediate or central portions 11.1.2-109 coupled to the inner frame 11.1.2-104. In some examples, the intermediate or central portions 11.1.2-109 may not be the geometric center or middle of the brackets 11.1.2-108. Instead, the intermediate / central portions 11.1.2-109 may be positioned between a first cantilever extension arm and a second cantilever extension arm extending away from the intermediate portions 11.1.2-109. In at least one example, mounting bracket 108 includes first cantilever arms 11.1.2-112 and second cantilever arms 11.1.2-114 extending away from the intermediate portions 11.1.2-109 of the mounting brackets 11.1.2-108 coupled to the inner frame 11.1.2-104.

[0148] like Figure 1N As shown, the outer frame 11.1.2-102 may define a curved geometry on its lower side to adapt to the user's nose when the user wears the HMD 11.1.2-100. This curved geometry may be referred to as the bridge of the nose 11.1.2-111 and is centrally located on the lower side of the HMD 11.1.2-100 as shown. In at least one example, the mounting bracket 11.1.2-108 may be connected to the inner frame 11.1.2-104 between holes 11.1.2-106a and b, such that the cantilever 11.1.2-112, 11.1.2-114 extend downward and laterally outward away from the central portion 11.1.2-109 to complement the nose bridge geometry of the outer frame 11.1.2-102. In this way, the mounting bracket 11.1.2-108 is configured to adapt to the user's nose, as described above. The geometry of the bridge of the nose 11.1.2-111 adapts to the nose, as it provides a curvature that conforms to the shape of the user's nose, offering a comfortable fit from above, above, and around.

[0149] The first cantilever 11.1.2-112 may 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 11.1.2-114 may 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 11.1.2-112 and the second cantilever 11.1.2-114 are referred to as “cantilever” or “cantilever” arms because each arm 11.1.2-112, 11.1.2-114 includes free distal ends 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, arms 11.1.2-112 and 11.1.2-114 extend from the middle section 11.1.2-109, which can be connected to the inner frame 11.1.2-104, while the distal ends 11.1.2-102 and 11.1.2-104 are not attached.

[0150] In at least one example, the HMD 11.1.2-100 may include one or more components coupled to the mounting bracket 11.1.2-108. In one example, the components include multiple sensors 11.1.2-110a-f. Each of the multiple sensors 11.1.2-110a-f may include various types of sensors, including cameras, IR sensors, etc. 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 positioning of two or more of the multiple sensors 11.1.2-110a-f. The cantilever nature of the mounting bracket 11.1.2-108 protects the sensors 11.1.2-110a-f from damage and displacement in the event of an accidental drop by the user. Because the sensors 11.1.2-110a-f cantilevered on the arms 11.1.2-112 and 11.1.2-114 of the mounting bracket 11.1.2-108, the stress and deformation of the internal frame and / or the external frames 11.1.2-104 and 11.1.2-102 are not transmitted to the cantilever arms 11.1.2-112 and 11.1.2-114, and therefore do not affect the relative position of the sensors 11.1.2-110a-f coupled to / mounted to the mounting bracket 11.1.2-108.

[0151] Figure 1NAny of the features, components, and / or parts shown herein (including their arrangement and configuration) may be included individually or in any combination of any other examples of the devices, features, components, and other examples described herein. Similarly, any of the features, components, and / or parts shown and described herein (including their arrangement and configuration) may be included individually or in any combination of any other examples. Figure 1N Examples of devices, features, components, and parts are shown.

[0152] Figure 10 An example of optical modules 11.3.2-100 for use in electronic devices, such as HMDs, including the HDM devices described herein, is illustrated. As shown in one or more other examples described herein, optical modules 11.3.2-100 may be one of two optical modules within an HMD, wherein each optical module is aligned to project light toward a user's eye. In this way, a first optical module may project light toward a user's first eye via a display screen, and a second optical module of the same device may project light toward a user's second eye via another display screen.

[0153] 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 tube or optical module tube. 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 user's eyes 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.

[0154] 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 eye 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 camera 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 user's eyes when the HMD is worn. The individual lights 11.3.2-110 in the light strips 11.3.2-108 may be spaced apart around the light strips 11.3.2-108, and are therefore uniformly or non-uniformly spaced around the display 11.3.2-104 at various locations on the light strips 11.3.2-108 and around the display 11.3.2-104.

[0155] 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 onto the user's eyes through the viewing opening 11.3.2-101. In one example, a camera 11.3.2-106 is configured to capture one or more images of the user's eyes through the viewing opening 11.3.2-101.

[0156] As mentioned above, Figure 10 Each of the components and features of the optical modules 11.3.2-100 shown can be replicated in another (e.g., a second) optical module set up with the HMD to interact with the user’s other eye (e.g., project light and capture images).

[0157] Figure 10 Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. Figure 1P Any of the other examples of devices, features, components, and parts shown or otherwise described herein. Similarly, refer to... Figure 1P Any of the features, components, and / or parts (including their arrangement and configuration) shown or described otherwise herein may be included individually or in any combination. Figure 10Examples of devices, features, components, and parts are shown.

[0158] Figure 1P A cross-sectional view of an example optical module 11.3.2-200 is shown, which includes a housing 11.3.2-202, a display assembly 11.3.2-204 coupled to the housing 11.3.2-202, and a lens 11.3.2-216 coupled to the housing 11.3.2-202. In at least one example, the housing 11.3.2-202 defines a first aperture or channel 11.3.2-212 and a second aperture or channel 11.3.2-214. Channels 11.3.2-212 and 11.3.2-214 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 and positioned relative to the user's eye to match the user's interpupillary distance (IPD). The housing 11.3.2-202 can slidably engage the guide rod to secure the optical module 11.3.2-200 in the appropriate position within the HMD.

[0159] 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 eye 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 eye. In at least one example, the lens 11.3.2-216 may be part of a lens assembly including a corrective lens removably attached to the optical module 11.3.2-200. In at least one example, lenses 11.3.2-216 are positioned above light strips 11.3.2-208 and one or more eye-tracking cameras 11.3.2-206, such that cameras 11.3.2-206 are configured to capture an image of a user's eye through lenses 11.3.2-216, and light strips 11.3.2-208 include lamps configured to project light onto the user's eye through lenses 11.3.2-216 during use.

[0160] Figure 1P Any of the features, components, and / or parts shown herein (including their arrangement and configuration) may be included individually or in any combination of any of the other examples of the devices, features, components, and parts described herein. Similarly, any of the features, components, and / or parts shown and described herein (including their arrangement and configuration) may be included individually or in any combination of any of the other examples of the devices, features, components, and parts described herein. Figure 1P Examples of devices, features, components, and parts are shown.

[0161] Figure 2This is a block diagram of an example controller 110 in some implementations. Although some specific features are illustrated, those skilled in the art will recognize from this disclosure that various other features have not been illustrated for the sake of brevity and to avoid obscuring further relevant aspects of the implementations disclosed herein. Therefore, as a non-limiting example, in some embodiments, controller 110 includes one or more processing units 202 (e.g., microprocessors, application-specific integrated circuits (ASICs), field-programmable gate arrays (FPGAs), graphics processing units (GPUs), central processing units (CPUs), processing cores, etc.), one or more input / output (I / O) devices 206, one or more communication interfaces 208 (e.g., Universal Serial Bus (USB), FireWire, Thunderbolt, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, Global 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, memory 220, and one or more communication buses 204 for interconnecting these components and various other components.

[0162] In some embodiments, one or more communication buses 204 include circuitry for interconnecting and controlling communication between system components. In some embodiments, one or more I / O devices 206 include at least one of a keyboard, mouse, touchpad, joystick, one or more microphones, one or more speakers, one or more image sensors, one or more displays, etc.

[0163] 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 disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state memory devices. Memory 220 optionally includes one or more storage devices located remotely from one or more processing units 202. Memory 220 includes a non-transitory computer-readable storage medium. In some embodiments, memory 220 or the non-transitory computer-readable storage medium of memory 220 stores programs, modules, and data structures, or subsets thereof, including optional operating system 230 and XR experience module 240.

[0164] Operating system 230 includes instructions for handling various basic system services and for performing hardware-related tasks. In some embodiments, XR experience module 240 is configured to manage and coordinate single or multiple XR experiences for one or more users (e.g., single XR experiences for one or more users, or multiple XR experiences for corresponding groups of one or more users). To this end, in various embodiments, XR experience module 240 includes a data acquisition unit 241, a tracking unit 242, a coordination unit 246, and a data transmission unit 248.

[0165] In some implementations, the data acquisition unit 241 is configured to acquire data from at least... Figure 1A The display generation unit 120, and optionally acquires data (e.g., presentation data, interaction data, sensor data, location data, etc.) from one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data acquisition unit 241 includes instructions and / or logic for instructions, as well as heuristics and metadata for heuristics.

[0166] In some implementations, the tracking unit 242 is configured to map scene 105, and the tracking at least shows the generated component 120 relative to... Figure 1A The tracking unit 242 tracks the location / position of scenario 105, and optionally the location / position relative to one or more of the tracking input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the tracking unit 242 includes instructions and / or logic for the instructions, as well as 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 location / position of one or more portions of the user's hand, and / or the location / position of one or more portions of the user's hand relative to... Figure 1A The movement of scene 105 relative to the display generating component 120 and / or relative to a coordinate system (defined relative to the user's hand). The following refers to the movement relative to... 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 user's gaze (or more broadly, the user's eyes, face, or head) relative to scene 105 (e.g., relative to the physical environment and / or relative to the user (e.g., the user's hand)) or relative to XR content displayed via display generation component 120. The following description is relative to... Figure 5 The eye-tracking unit 243 is described in more detail.

[0167] In some implementations, coordination unit 246 is configured to manage and coordinate the XR experience presented to the user by display generation component 120, and optionally by one or more of output device 155 and / or peripheral device 195. To this end, in various implementations, coordination unit 246 includes instructions and / or logic for instructions, as well as heuristics and metadata for heuristics.

[0168] In some embodiments, the data transmission unit 248 is configured to transmit data (e.g., presentation data, location data, etc.) to at least the display generation component 120, and optionally to one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data transmission unit 248 includes instructions and / or logic for instructions, as well as heuristics and metadata for heuristics.

[0169] Although the data acquisition unit 241, the tracking unit 242 (e.g., including eye tracking unit 243 and hand tracking unit 244), the coordination unit 246, and the data transmission unit 248 are shown residing on a single device (e.g., 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 eye tracking unit 243 and hand tracking unit 244), the coordination unit 246, and the data transmission unit 248 may reside in a separate computing device.

[0170] also, Figure 2 This is used more as a functional description of various features that can exist in a particular specific implementation, and differs from the structural diagrams of the implementations described herein. As those skilled in the art will recognize, individually shown items can be combined, and some items can be separated. For example, Figure 2 Some functional modules shown individually may be implemented in a single module, and the various functions of a single functional block may be implemented in various implementations through one or more functional blocks. The actual number of modules and the division of specific functions and how features are allocated therein will vary depending on the specific implementation, and in some implementations, it depends in part on the specific combination of hardware, software and / or firmware chosen for that particular implementation.

[0171] Figure 3This is a block diagram illustrating examples of generating component 120 in some implementation schemes. Although some specific features are illustrated, those skilled in the art will recognize from this disclosure that various other features have not been illustrated for the sake of brevity and to avoid obscuring further relevant aspects of the embodiments disclosed herein. Therefore, as a non-limiting example, in some embodiments, the display generating component 120 (e.g., HMD) includes one or more processing units 302 (e.g., microprocessors, ASICs, FPGAs, GPUs, CPUs, processing cores, etc.), one or more input / output (I / O) devices and sensors 306, one or more communication interfaces 308 (e.g., USB, Firewire, Thunderbolt, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, GSM, CDMA, TDMA, GPS, IR, Bluetooth, ZigBee, and / or similar interfaces), one or more programming (e.g., I / O) interfaces 310, one or more XR displays 312, one or more optional internal and / or external image sensors 314, memory 320, and one or more communication buses 304 for interconnecting these components and various other components.

[0172] In some embodiments, one or more communication buses 304 include circuitry for interconnecting and controlling communication between system components. In some embodiments, one or more I / O devices and sensors 306 include inertial measurement units (IMUs), accelerometers, gyroscopes, thermometers, one or more physiological sensors (e.g., blood pressure monitors, heart rate monitors, blood oxygen sensors, blood glucose sensors, etc.), one or more microphones, one or more speakers, haptic engines, and / or one or more depth sensors (e.g., structured light, time-of-flight, etc.).

[0173] In some embodiments, one or more XR displays 312 are configured to provide an XR experience to a 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-conducting electron emission display (SED), field emission display (FED), quantum dot light-emitting diode (QD-LED), microelectromechanical systems (MEMS), and / or similar display types. In some embodiments, one or more XR displays 312 correspond to waveguide displays such as diffraction, reflection, polarization, and holography. For example, display generation component 120 (e.g., HMD) includes a single XR display. In another example, display generation component 120 includes XR displays for each of the user's eyes. 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 either MR or VR content.

[0174] In some embodiments, one or more image sensors 314 are configured to acquire image data corresponding to at least a portion of the user's face, including the user's eyes (and may be referred to as an eye-tracking camera). In some embodiments, one or more image sensors 314 are configured to acquire image data corresponding to at least a portion of the user's hand and optionally the user's arm (and may be referred to as a hand-tracking camera). In some embodiments, one or more image sensors 314 are configured to face forward in order to acquire image data corresponding to the scene that the user would see in the absence of a display generation component 120 (e.g., an HMD) (and may be referred to as a scene camera). One or more optional image sensors 314 may include one or more RGB cameras (e.g., 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, etc.

[0175] 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 disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. Memory 320 optionally includes one or more storage devices located remotely from one or more processing units 302. Memory 320 includes a non-transitory computer-readable storage medium. In some embodiments, memory 320 or the non-transitory computer-readable storage medium of memory 320 stores programs, modules, and data structures, or subsets thereof, including optional operating system 330 and XR rendering module 340.

[0176] Operating system 330 includes instructions for handling various basic system services and for performing hardware-related tasks. In some embodiments, XR rendering module 340 is configured to present XR content to a user via one or more XR displays 312. To this end, in various embodiments, XR rendering module 340 includes a data acquisition unit 342, an XR rendering unit 344, an XR mapping generation unit 346, and a data transmission unit 348.

[0177] In some implementations, the data acquisition unit 342 is configured to acquire data from at least... Figure 1A The controller 110 acquires data (e.g., presentation data, interaction data, sensor data, location data, etc.). To this end, in various embodiments, the data acquisition unit 342 includes instructions and / or logic for the instructions, as well as heuristics and metadata for the heuristics.

[0178] In some implementations, the XR rendering unit 344 is configured to render XR content via one or more XR displays 312. To this end, in various implementations, the XR rendering unit 344 includes instructions and / or logic for the instructions, as well as heuristics and metadata for the heuristics.

[0179] In some implementations, the XR mapping generation unit 346 is configured to generate XR maps based on media content data (e.g., 3D maps of mixed reality scenes or maps in which computer-generated objects can be placed to generate extended reality physical environments). To this end, in various implementations, the XR mapping generation unit 346 includes instructions and / or logic for the instructions, as well as heuristics and metadata for the heuristics.

[0180] In some embodiments, the data transmission unit 348 is configured to transmit data (e.g., presentation data, location data, etc.) to at least the controller 110, and optionally to one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data transmission unit 348 includes instructions and / or logic for instructions, as well as heuristics and metadata for heuristics.

[0181] Although the data acquisition unit 342, the XR rendering unit 344, the XR mapping generation unit 346, and the data transmission unit 348 are shown residing in a single device (e.g., Figure 1A The display generation unit 120 is located on the display generation unit, but it should be understood that in other embodiments, any combination of the data acquisition unit 342, the XR rendering unit 344, the XR mapping generation unit 346 and the data transmission unit 348 may be located in a separate computing device.

[0182] also, Figure 3 This serves more as a functional description of various features that may exist in a particular specific implementation, and differs from the structural schematic diagram of the implementation described herein. As those skilled in the art will recognize, individually shown items can be combined, and some items can be separated. For example, Figure 3 Some functional modules shown individually may be implemented in a single module, and the various functions of a single functional block may be implemented in various implementations through one or more functional blocks. The actual number of modules and the division of specific functions and how features are allocated therein will vary depending on the specific implementation, and in some implementations, it depends in part on the specific combination of hardware, software and / or firmware chosen for that particular implementation.

[0183] Figure 4 This is a schematic illustration of an example embodiment of the hand tracking device 140. In some embodiments, the hand tracking device 140 ( Figure 1A Controlled by hand tracking unit 244 Figure 2 To track the location / position of one or more parts of a user's hand, and / or the location of one or more parts of the user's hand relative to... Figure 1AThe movement is defined in scenario 105 (e.g., relative to a portion of the user's surrounding physical environment, relative to 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 (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 a head-mounted device). In some embodiments, the hand tracking device 140 is separate from the display generation component 120 (e.g., located in a separate housing or attached to a separate physical support structure).

[0184] 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 at least three-dimensional scene information including the human user's hand 406. The image sensor 404 captures images of the hand at sufficient resolution to distinguish the fingers and their corresponding positions. The image sensor 404 typically captures images of other parts of the user's body, or possibly all parts of the body, and may have scaling capabilities or be a dedicated sensor with increased magnification to capture images of the hand at the 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 scene 105, or serves as the image sensor for capturing the physical environment of scene 105. In some embodiments, the image sensor is positioned relative to the user or the user's environment in a way that uses the field of view of the image sensor 404 or a portion thereof to define an interaction space in which hand movements captured by the image sensor are considered input to the controller 110.

[0185] In some implementations, image sensor 404 outputs a sequence of frames containing 3D image data (and, in addition, possibly color image data) to controller 110, which extracts high-level information from the image data. This high-level information is typically provided via an application programming interface (API) to an application running on the controller, which in turn drives display generation component 120. For example, a user can interact with software running on controller 110 by moving his hand 406 and changing his hand pose.

[0186] In some embodiments, image sensor 404 projects a speckle pattern onto a scene containing hand 406 and captures an image of the projected pattern. In some embodiments, controller 110 calculates the 3D coordinates of points in the scene (including points on the surface of the user's hand) via triangulation based on the lateral offset of the specks 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. This method gives the depth coordinates of points in the scene relative to a predetermined reference plane at a specific distance from image sensor 404. In this disclosure, it is assumed that 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, 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.

[0187] In some implementations, hand tracking device 140 captures and processes time-series depth maps containing the user's hand as the user moves his hand (e.g., the entire hand or one or more fingers). Software running on a processor in image sensor 404 and / or controller 110 processes the 3D map data to extract image block descriptors of the hand from these depth maps. The software may match these descriptors with image block descriptors stored in database 408 based on a previous learning process to estimate the pose of the hand in each frame. The pose typically includes the 3D position of the user's hand joints and fingertips.

[0188] The software can also analyze the trajectories of the hand and / or fingers across multiple frames in a sequence to identify gestures. The pose estimation function described herein can be alternated with the motion tracking function, such that patch-based pose estimation is performed only once every two (or more) frames, while tracking is used to find pose changes occurring in the remaining frames. Pose, motion, and gesture information is provided to an application running on controller 110 via the aforementioned API. The application can, for example, move and modify the image presented on display generation unit 120 in response to the pose and / or gesture information, or perform other functions.

[0189] In some implementations, gestures include air gestures. An air gesture is a gesture detected without the user touching an input element that is part of the 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 based on the detected movement of a part of the user's body (e.g., head, one or two arms, one or two hands, one or more fingers and / or one or two legs) through the air (including movement of the user's body relative to an absolute reference (e.g., the angle of the user's arm relative to the ground or the distance of the user's hand relative to the ground), movement relative to another part of the user's body (e.g., movement of the user's hand relative to the user's shoulder, movement of one of the user's hands relative to the user's other hand, and / or movement of 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., including a tapping gesture in which the hand moves a predetermined amount and / or speed in a predetermined pose, or a shaking gesture including a predetermined speed or amount of rotation of a part of the user's body)).

[0190] In 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 in some embodiments by the movement of a user's finger relative to other fingers (or a portion of the user's hand). In some embodiments, air gestures are detected without the user touching an input element that is part of the device (or independently of an input element that is part of the device) and are based on the detected movement of a portion 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 a portion of the user's hand), and / or absolute movement of a portion of the user's body (e.g., a tapping gesture that includes the hand moving a predetermined amount and / or speed in a predetermined pose, or a shaking gesture that includes a predetermined speed or amount of rotation of a portion of the user's body)).

[0191] In some implementations where the input gesture is an air gesture (e.g., where the input device provides information to the computer system about which user interface element is the target of the user input in the absence of physical contact, such as contact with a user interface element displayed on a touchscreen, or contact with a mouse or touchpad to move the 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). Therefore, in implementations involving air gestures, for example, the input gesture is combined with (e.g., simultaneously) movement of the user's fingers and / or hand to detect attention (e.g., gaze) toward a user interface element to perform pinch and / or tap input, as described in more detail below.

[0192] In some implementations, input gestures directed to a user interface object are performed, either directly or indirectly, by referencing the user interface object. For example, user input is performed directly on the user interface object when the user's hand performs an input gesture at a location corresponding to the user interface object's position in the three-dimensional environment (e.g., determined based on the user's current viewpoint). In some implementations, when user attention to the user interface object (e.g., gazing) is detected, input gestures are performed indirectly on the user interface object, based on the fact that the user's hand is not positioned at a location corresponding to the user interface object's position in the three-dimensional environment at the time the user performs the input gesture. For example, for direct input gestures, the user can guide their input to the user interface object by initiating a gesture at or near a location corresponding to the user interface object's display position (e.g., within 0.5 cm, 1 cm, 5 cm, or a distance between 0 and 5 cm measured from the outer edge or center of the option). For indirect input gestures, the user can guide their input to the user interface object by focusing on it (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 not corresponding to the user interface object's display position).

[0193] In some implementations, the input gestures (e.g., air gestures) used in the various examples and implementations described herein include pinch and tap inputs used in some implementations for interacting with virtual or mixed reality environments. For example, the pinch and tap inputs described below are performed as air gestures.

[0194] In some implementations, pinch input is part of an air gesture that includes one or more of the following: a pinch gesture, a long pinch gesture, a pinch and drag gesture, or a double pinch gesture. For example, a pinch gesture as an air gesture includes the movement of two or more fingers of the hand to contact each other, i.e., optionally followed by an immediate (e.g., within 0 to 1 second) interruption of contact. A long pinch gesture as an air gesture includes the movement of two or more fingers of the hand to contact each other for at least a threshold amount of time (e.g., at least 1 second) before an interruption of contact is detected. For example, a long pinch gesture includes the user holding a pinch gesture (e.g., where 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 implementations, 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, a user performs a first pinch input (e.g., a pinch input or a long pinch input), releases the first pinch input (e.g., interrupts the contact between two or more fingers), and performs a second pinch input within a predefined time period after releasing the first pinch input (e.g., within 1 second or within 2 seconds).

[0195] In some embodiments, pinch and drag gestures as air gestures include pinch gestures (e.g., pinching gestures or long pinch gestures) performed in conjunction with (e.g., following) drag input that changes the user's hand position 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 holds the pinch gesture while performing the drag input and releases the pinch gesture (e.g., opening two or more fingers) to end the drag gesture (e.g., at the second position). In some embodiments, the pinch input and drag input are performed by the same hand (e.g., the user pinches two or more fingers together to touch each other and uses the drag gesture to move the same hand to the second position in the air). 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 in the air from the first position to the second position while the user continues the pinch input with the user's first hand). In some embodiments, input gestures as air gestures include inputs performed using both of the user's hands (e.g., pinch and / or tap input). For example, input gestures include two (e.g., more) pinch inputs performed in combination with each other (e.g., concurrently or within a predefined time period). For instance, 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 a second pinch input is performed using the other hand (e.g., the second hand in the user's two hands). In some implementations, there is movement between the user's two hands (e.g., increasing and / or decreasing the distance or relative orientation between the user's two hands).

[0196] In some implementations, a tap input performed as an air gesture (e.g., pointing at 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, the user's finger extends toward the user interface element), downward movement of the user's finger (e.g., mimicking a mouse click or a tap on a touchscreen), or other predefined movements of the user's hand. In some implementations, the tap input performed as an air gesture is detected based on the movement characteristics of the finger or hand performing the tap gesture movement, which is the finger or hand moving away from the user's viewpoint and / or toward an object that is the target of the tap input, followed by the end of the movement. In some implementations, the end of the movement is detected based on changes in the movement characteristics of the finger or hand performing the tap gesture (e.g., the end of movement away from the user's viewpoint and / or toward an object that is the target of the tap input, a reversal of the direction of finger or hand movement, and / or a reversal of the acceleration direction of finger or hand movement).

[0197] In some implementations, the user's attention is determined to be directed to a portion of the 3D environment based on the detection of a gaze directed to that portion of the 3D environment (optionally, no other conditions are required). In some implementations, the user's attention is determined to be directed to that portion of the 3D environment based on the detection of a gaze directed to that portion of the 3D environment using one or more additional conditions, such as requiring the gaze to be directed to that portion of the 3D environment for at least a threshold duration (e.g., dwell time) and / or requiring the gaze to be directed to that portion of the 3D environment when the user's viewpoint is within a distance threshold from that portion of the 3D environment, so that the device determines that the user's attention is directed to that portion of the 3D environment, wherein if one of these additional conditions is not met, the device determines that the attention is not directed to the portion of the 3D environment to which the gaze is directed (e.g., until the one or more additional conditions are met).

[0198] In some implementations, the detection of the readiness configuration of a user or a portion of a user is performed by a computer system. The detection of the hand's readiness configuration 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., pinch, tap, pinch and drag, double pinch, long pinch, or other air gestures described herein). For example, the readiness of the hand is determined based on whether it 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 grasping gesture, or a pre-tap shape with one or more fingers extended and the back of the hand facing the user), 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 whether the hand has moved in a particular manner (e.g., moving towards an area in front of the user above the user's waist and below the user's head, or moving away from the user's body or legs). In some implementations, the readiness state is used to determine whether an interactive element of the user interface responds to attentional (e.g., gaze) input.

[0199] In scenarios where input is described by reference to air gestures, it should be understood that hardware input devices attached to or held by one or both of the user's hands can be used to detect such gestures. Optical tracking, one or more accelerometers, one or more gyroscopes, one or more magnetometers and / or one or more inertial measurement units can be used to track the spatial positioning of the hardware input device, and the positioning and / or movement of the hardware input device can be used in place of the positioning and / or movement of one or both hands in relation to the corresponding air gesture. In scenarios describing input using air gestures, it should be understood that similar gestures can be detected using hardware input devices attached to or held by one or both of the user's hands. User input can be detected using controls contained within the hardware input device, such as one or more touch-sensitive input elements, one or more pressure-sensitive input elements, one or more buttons, one or more knobs, one or more dials, one or more joysticks, one or more hand or finger covers that can detect the positioning or changes in positioning of parts of the hand and / or fingers 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. User input using controls contained within the hardware input device replaces hand and / or finger gestures such as air taps or air pinches in the corresponding air gesture. For example, a selection input described as being performed using an air tap or air pinch input can alternatively be detected using button presses, taps on touch-sensitive surfaces, presses on pressure-sensitive surfaces, or other hardware inputs. As another example, motion input described as being performed using air pinch and drag can be optionally detected based on interaction with hardware input controls, such as pressing and holding a button, touching a touch on a touch-sensitive surface, pressing a pressure-sensitive surface, or other hardware input following movement of a hardware input device (e.g., a hand associated with the hardware input device) through space. Similarly, two-handed input involving movement of hands relative to each other can be performed using an air gesture and a hardware input device not in the hand performing the air gesture, two hardware input devices held in different hands, or two air gestures performed by different hands using air gestures and / or inputs detected by one or more of the aforementioned hardware input devices.

[0200] In scenarios where input is described by reference to air gestures, it should be understood that hardware input devices attached to or held by one or both of the user's hands can be used to detect such gestures. Optical tracking, one or more accelerometers, one or more gyroscopes, one or more magnetometers, and / or one or more inertial measurement units can be used to track the spatial positioning of the hardware input device, and the positioning and / or movement of the hardware input device can be used in place of the positioning and / or movement of the one or two hands corresponding to the air gesture. Similarly, in scenarios where input is described by reference to air pose, it should be understood that hardware input devices attached to or held by one or both of the user's hands can be used to detect such poses. User input can be detected using controls contained in a hardware input device, such as one or more touch-sensitive input elements, one or more pressure-sensitive input elements, one or more buttons, one or more knobs, one or more dials, one or more joysticks, a hand or finger cover that can detect the position or positional change of a portion 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 controls contained in the hardware input device replaces hand and / or finger gestures such as air taps or air pinches in corresponding air gestures. For example, selection input described as performed using air taps or air pinches can alternatively be detected using button presses, taps on touch-sensitive surfaces, presses on pressure-sensitive surfaces, or other hardware inputs. As another example, movement input described as performed using air pinches and drags can alternatively be detected based on interaction with hardware input controls such as button press and hold, touches on touch-sensitive surfaces, presses on pressure-sensitive surfaces, or other hardware inputs following movement of the hardware input device (e.g., a hand associated with the hardware input device) through space. Similarly, two-handed input, which includes the movement of hands relative to each other, can be performed using an air gesture and a hardware input device not in which the air gesture is being performed, two hardware input devices held in different hands, or two air gestures performed by different hands using air gestures and / or inputs detected by one or more of the aforementioned hardware input devices.

[0201] In some embodiments, the software may be downloaded to controller 110 electronically, for example, via a network, or alternatively, may be provided on a tangible, non-transitory medium such as an optical, magnetic, or electronic memory medium. In some embodiments, database 408 is also stored in memory associated with controller 110. Alternatively or additionally, some or all of the described functions of the computer may be implemented in dedicated hardware, such as custom or semi-custom integrated circuits or programmable digital signal processors (DSPs). Although in Figure 4The controller 110 is shown, but for example, as a separate unit from the image sensor 404, some or all of the controller's processing functions may be performed by a suitable microprocessor and software, or by dedicated circuitry within the housing of the image sensor 404 (e.g., a hand-tracking device), or by other devices 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 with any other suitable computerized device (such as a game console or media player). The sensing function of the image sensor 404 may also be integrated into a computer or other computerized device controlled by the sensor output.

[0202] Figure 4 Also included is a schematic representation of a depth map 410 captured by image sensor 404 in some embodiments. As explained above, the depth map comprises a matrix of pixels with corresponding depth values. Pixel 412 corresponding to hand 406 has been segmented from the background and wrist in this map. The brightness of each pixel within the depth map 410 is inversely proportional to its depth value (i.e., the measured z-distance from image sensor 404), where gray shadows become darker as depth increases. Controller 110 processes these depth values ​​to identify and segment components of the image that exhibit human hand characteristics (i.e., a group of adjacent pixels). These characteristics may include, for example, overall size, shape, and frame-to-frame motion from the depth map sequence.

[0203] Figure 4 The hand skeleton 414, which the controller 110 ultimately extracts from the depth map 410 of the hand 406, is also schematically illustrated in some embodiments. Figure 4 In this configuration, the hand skeleton 414 is overlaid on the hand background 416, which has already 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, fingertips, the center of the palm, the end of the hand connecting 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 across multiple image frames to determine, in some embodiments, the gesture performed by the hand or the current state of the hand.

[0204] Figure 5 An eye-tracking device 130 is illustrated. Figure 1A Example implementation of ). In some implementations, the eye-tracking device 130 consists of an eye-tracking unit 243 ( Figure 2The eye-tracking device 130 controls the positioning and movement of a user's gaze relative to scene 105 or relative to XR content displayed via 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 head-mounted device, 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 separate device from the handheld device or XR room. In some embodiments, the eye-tracking device 130 is a head-mounted device or part of a head-mounted device. In some embodiments, the head-mounted eye-tracking device 130 is optionally used in conjunction with a display generation component that is also head-mounted or not head-mounted. In some embodiments, the eye-tracking device 130 is not a head-mounted device and is optionally used in conjunction with head-mounted display generation components. In some embodiments, the eye-tracking device 130 is not a head-mounted device and is optionally part of non-head-mounted display generation components.

[0205] In some embodiments, the display generation unit 120 uses display mechanisms (e.g., a left near-eye display panel and a right near-eye display panel) to display frames including left and right images in front of the user's eyes, thereby providing the user with a 3D virtual view. For example, the head-mounted display generation unit may include left and right optical lenses (referred to herein as eye lenses) located between the display and the user's eyes. In some embodiments, the display generation unit 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 unit may have a transparent or semi-transparent display on which virtual objects are displayed, allowing the user to view the physical environment directly through the transparent or semi-transparent display. In some embodiments, the display generation unit projects virtual objects onto the physical environment. The virtual objects may be projected, for example, onto a physical surface or as holograms, allowing an individual to observe virtual objects superimposed on the physical environment using the system. In this case, separate display panels and image frames for the left and right eyes may not be necessary.

[0206] like Figure 5As shown, in some embodiments, eye-tracking device 130 (e.g., gaze tracking device) includes at least one eye-tracking camera (e.g., an infrared (IR) or near-infrared (NIR) camera) and an illumination source (e.g., an array or ring of IR or NIR light sources, such as LEDs) that emits light (e.g., IR or NIR light) toward the user's eye. The eye-tracking camera may be pointed at the user's eye to receive IR or NIR light reflected directly from the eye, or alternatively, it may be pointed at "hot" mirrors located between the user's eye and the display panel, which reflect the IR or NIR light from the eye back to the eye-tracking camera while allowing visible light to pass through. 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 controller 110. In some embodiments, the user's two eyes are tracked separately using corresponding eye-tracking cameras and illumination sources. In some embodiments, only one of the user's eyes is tracked using corresponding eye-tracking cameras and illumination sources.

[0207] In some implementations, a device-specific calibration procedure is used to calibrate the eye-tracking device 130 to determine parameters of the eye-tracking device for a specific operating environment 100, such as the 3D geometry and parameters of the LEDs, camera, thermal mirror (if present), eye lenses, and display. The device-specific calibration procedure can be performed at a factory or another facility before the AR / VR equipment is delivered to the end user. The device-specific calibration procedure can be automated or manual. User-specific calibration procedures may include estimating eye parameters for a particular user, such as pupil position, foveal position, optical axis, visual axis, interocular distance, etc. In some implementations, once the device-specific and user-specific parameters for the eye-tracking device 130 are determined, a flash-assisted method can be used to process images captured by the eye-tracking camera to determine the user's current visual axis and gaze point relative to the display.

[0208] like Figure 5As shown, the eye-tracking device 130 (e.g., 130A or 130B) includes an eye lens 520 and a gaze tracking system. This gaze tracking system 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 where eye tracking is being performed, and an illumination source 530 (e.g., an array or ring of IR or NIR light sources, such as 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 may be pointed toward a mirror 550 located between the user's eye 592 and a display 510 (e.g., the left or right display panel of a head-mounted display, or the display of a handheld device, projector, etc.). These mirrors reflect the IR or NIR light from the eye 592 while allowing visible light to pass through. Figure 5 (as shown in the top portion), or alternatively, it can be pointed towards the user's eye 592 to receive reflected IR or NIR light from the eye 592 (e.g., as shown in the top portion), Figure 5 (As shown in the bottom part).

[0209] In some implementations, controller 110 renders AR or VR frames 562 (e.g., left and right frames for the left and right display panels) and provides frames 562 to display 510. Controller 110 uses gaze tracking input 542 from eye-tracking camera 540 for various purposes, such as processing frame 562 for display. Controller 110 optionally estimates the user's gaze point on display 510 based on the gaze tracking input 542 obtained from eye-tracking camera 540 using a flash-assisted method or other suitable method. The gaze point estimated based on gaze tracking input 542 is optionally used to determine the direction the user is currently looking.

[0210] 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, controller 110 may render virtual content differently based on the determined direction of the user's gaze. For example, controller 110 may generate virtual content at a higher resolution in the concave region determined according to the user's current gaze direction than in the peripheral region. As another example, the controller may position or move virtual content in the view based at least partially on the user's current gaze direction. As yet another example, the controller may display specific virtual content in the view based at least partially on the user's current gaze direction. As another example use case in an AR application, controller 110 may guide 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 that the user is currently looking at on display 510. As another example use case, eye lens 520 may be a focusable lens, and the controller uses gaze tracking information to adjust the focus of eye lens 520 so that the virtual object the user is currently looking at has appropriate convergence / divergence to match the convergence of the user's eyes 592. The controller 110 can use gaze tracking information to guide the eye lens 520 to adjust its focus so that the nearby object that the user is looking at appears at the correct distance.

[0211] 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 lens 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)). The light source emits light (e.g., IR or NIR light) toward the user's eyes 592. In some embodiments, the light source may be arranged in a ring or circle around each lens in the head-mounted device, such as... Figure 5 As shown in the diagram. In some embodiments, for example, eight light sources 530 (e.g., LEDs) are arranged around each lens 520. However, more or fewer light sources 530 may be used, and other arrangements and positions of the light sources 530 may be used.

[0212] In some embodiments, the display 510 emits light in the visible light 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 camera 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, cameras 540 with a wider field of view (FOV) and cameras 540 with a narrower FOV may be used on each side of the user's face. In some embodiments, cameras 540 operating at one wavelength (e.g., 850 nm) and cameras 540 operating at different wavelengths (e.g., 940 nm) may be used on each side of the user's face.

[0213] like Figure 5 The illustrated gaze tracking system implementation can be used, for example, in computer-generated reality, virtual reality, and / or mixed reality applications to provide users with computer-generated reality, virtual reality, augmented reality, and / or augmented virtual experiences.

[0214] Figure 6 Examples of flash-assisted gaze tracking pipelines are provided. In some embodiments, the gaze tracking pipeline uses a flash-assisted gaze tracking system (e.g., such as...). Figure 1A and Figure 5 The illustrated eye-tracking device 130 is used to implement this. The flash-assisted gaze tracking system can maintain a tracking state. Initially, the tracking state is off or "no". When in 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 flash in the current frame. When not in tracking state, the flash-assisted gaze tracking system attempts to detect the pupil and flash in the current frame, and if successful, initializes the tracking state to "yes" and continues to the next frame in tracking state.

[0215] like Figure 6 As shown, the gaze-tracking camera captures left and right images of the user's left and right eyes. The captured images are then fed into a gaze-tracking pipeline for processing to begin at 610. As indicated by the arrow returning to element 600, the gaze-tracking system can continue capturing images of the user's eyes, for example, at a rate of 60 to 120 frames per second. In some embodiments, each set of captured images can be fed into the pipeline for processing. However, in some embodiments or under certain conditions, not all captured frames are processed by the pipeline.

[0216] At 610, for the currently captured image, if the tracking state is yes, the method proceeds to element 640. At 610, if the tracking state is no, the image is analyzed to detect the user's pupil and flash, as indicated at 620. At 630, if the pupil and flash 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.

[0217] At 640, if proceeding from element 610, the current frame is analyzed to track the pupil and flashes in part based on previous information from the previous frame. At 640, if proceeding from element 630, the tracking state is initialized based on the pupil and flashes detected in the current frame. The processing result at element 640 is checked to verify that the tracking or detection result is credible. For example, the result may be checked to determine whether a sufficient number of pupils and flashes used for gaze estimation were successfully tracked or detected in the current frame. At 650, if the result is not credible, the tracking state is set to no at element 660, and the method returns to element 610 to process the next image of the user's eye. At 650, if the result is credible, the method proceeds to element 670. At 670, the tracking state is set to yes (if not already yes), and the pupil and flash information is passed to element 680 to estimate the user's gaze point.

[0218] Figure 6 This is intended as an example of an eye-tracking technology that can be used in a particular specific implementation. As will be appreciated by those skilled in the art, in some implementations, other existing or future eye-tracking technologies may be used in computer system 101 in place of the flash-assisted eye-tracking technology described herein, or in combination with the flash-assisted eye-tracking technology described herein, to provide an XR experience to a user.

[0219] In some implementations, a portion of the captured 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 overlaid on a representation of the real-world environment 602.

[0220] Therefore, this description describes some embodiments of a three-dimensional environment (e.g., an XR environment) that includes representations of real-world objects and virtual objects. For example, the three-dimensional environment optionally includes a representation of a table existing 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 semi-transparent display of a computer system). As previously described, the three-dimensional environment is optionally a mixed reality system, wherein the three-dimensional environment is based on a physical environment captured by one or more sensors of a computer system and displayed via a display generation component. As a mixed reality system, the computer system is optionally capable of selectively displaying portions and / or objects of the physical environment such 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 to appear as if the virtual objects exist in the real world (e.g., the physical environment) by placing virtual objects in the three-dimensional environment at corresponding locations in the real world that have corresponding positions in the three-dimensional environment. For example, the computer system optionally displays a vase such that the vase appears as if a real vase were placed on top of a table in the physical environment. In some implementations, a corresponding location in the three-dimensional environment has a corresponding location in the physical environment. Therefore, 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 or near a user's hand or at or near a physical table), the computer system displays the virtual object at a specific location in the three-dimensional environment such that it appears as if the virtual object were at or near a physical object in the physical environment (e.g., the virtual object is displayed in the three-dimensional environment at a location in the physical environment that would be displayed if the virtual object were a real object at that specific location).

[0221] In some implementations, real-world objects that exist in a physical environment and are displayed in a 3D environment (e.g., and / or visible via display-generated components) can interact with virtual objects that exist only in the 3D environment. For example, the 3D 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.

[0222] In a three-dimensional environment (e.g., a real environment, a virtual environment, or a hybrid environment including both real and virtual objects), an object is sometimes referred to as having depth or simulated depth, or 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 a user's position or viewpoint, in which case the depth dimension varies based on the user's position and / or the position and angle of the user's viewpoint. In some embodiments where depth is defined relative to the user's location relative to a surface of the environment (e.g., the surface of the environment's floor or ground), objects further away from the user along lines 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 the user's viewpoint (e.g., a direction relative to a point in space that determines which part of the environment is visible via a head-mounted device or other display), objects further away from the user's viewpoint along a line extending parallel to the user's viewpoint are considered to have greater depth in the environment, and / or the depth of an object is measured along an axis extending outward from a line extending from and parallel to the user's viewpoint (e.g., defining depth 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 displaying application and / or system content), 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 implementations, when a depth is defined relative to a user interface container, when the container is placed in a three-dimensional environment or initially displayed (e.g., such that the container's depth dimension extends outward away from the user or the user's viewpoint), the container's height and / or width are typically orthogonal or substantially orthogonal to a straight line extending from the user's location (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 implementations, when a depth is defined relative to a user interface container, the object's depth relative to the user interface container refers to the object's positioning along the depth dimension of the user interface container. In some implementations, 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 implementations, when depth is defined relative to a user interface container, the orientation of the depth dimension remains constant relative to the user interface container as the position of the user interface container changes, or as the user and / or the user's viewpoint changes (e.g., when multiple different viewers are viewing the same container in a 3D environment, such as during a collaborative session and / or when multiple participants are in a real-time communication session with shared virtual content including the container). In some implementations, for curved containers (e.g., containers including areas with curved surfaces or curved contents), the depth dimension optionally extends into the surface of the curved container. In some cases, z-interval (e.g., the distance 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-dimensionality (e.g., depth used as a dimension of an object, a dimension of the environment, an orientation in space, and / or an orientation in simulated space) are used to refer to the concept of depth as described above.

[0223] In some implementations, a user may optionally be able to interact with virtual objects in a three-dimensional environment using one or both hands, 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 may optionally capture one or both of the user's hands and display a representation 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). Alternatively, in some implementations, the user's hands may be seen via the display generating component, through the ability to see the physical environment through the user interface, due to the transparency / semi-transparency of a portion of the user interface being displayed by the display generating component, or due to the projection of the user interface onto a transparent / semi-transparent surface or onto the user's eyes or into the user's field of view. Thus, in some implementations, the user's hands are displayed at corresponding locations in the three-dimensional environment and are treated as if they were objects in the three-dimensional environment that can interact with virtual objects in the three-dimensional environment, as if these virtual objects were physical objects in the physical environment. In some implementations, the computer system may update the display of the user's hand representation in the three-dimensional environment in conjunction with the movement of the user's hands in the physical environment.

[0224] In some embodiments described below, the computer system optionally determines the “effective” distance between a physical object in the physical world and a virtual object in a three-dimensional environment, for example, to determine whether a physical object is directly interacting with a virtual object (e.g., whether a hand is touching, grasping, holding, or within a threshold distance of a virtual object). For example, a hand directly interacting with a virtual object optionally includes one or more of the following: a finger pressing a virtual button, a user’s hand grasping a virtual vase, a user’s hand clasped together and pinching / holding the application’s user interface, and two fingers performing any other type of interaction described herein. For example, the computer system optionally determines the distance between a user’s hand and a virtual object when determining whether and / or how a user is interacting with a virtual object. In some embodiments, the computer system determines the distance between a user’s hand and a virtual object by determining the distance between the position of a hand in the three-dimensional environment and the position of the virtual object of interest in the three-dimensional environment. For example, a user's one or both hands are located at a specific location in the physical world. The computer system optionally captures the one or both hands and displays them at a specific corresponding location in a three-dimensional environment (e.g., the location where the hand would be displayed in the three-dimensional environment if it were a virtual hand rather than a physical hand). Optionally, the location of the hand in the three-dimensional environment is compared with the location of a virtual object of interest in the three-dimensional environment to determine the distance between the user's one or both hands and the virtual object. In some embodiments, the computer system optionally determines the distance between a physical object and a virtual object by comparing locations in the physical world (e.g., rather than comparing locations in the three-dimensional environment). For example, when determining the distance between a user's one or both hands and a virtual object, the computer system optionally determines the corresponding location of the virtual object in the physical world (e.g., the location where the virtual object would be located in the physical world if it were a physical object rather than a virtual object), and then determines the distance between the corresponding physical location and the user's one or both hands. In some embodiments, the same technique is optionally used to determine the distance between any physical object and any virtual object. Therefore, as described herein, when determining whether a physical object is in contact with a virtual object or whether a physical object is within a threshold distance of a virtual object, the computer system may optionally perform any of the techniques described above to map the position of the physical object to the three-dimensional environment and / or map the position of the virtual object to the physical environment.

[0225] In some implementations, the same or similar techniques are used to determine where and what the user's gaze is directed at, and / or where and what the physical stylus held by the user is pointing at. For example, if the user's gaze is directed at a specific 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 that corresponding virtual location, the computer system optionally determines that the user's gaze is directed at that virtual object. Similarly, the computer system may optionally be 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 implementations, based on this determination, the computer system determines a corresponding virtual location in the three-dimensional environment corresponding to the location pointed at by the stylus in the physical environment, and optionally determines that the stylus is pointing at the corresponding virtual location in the three-dimensional environment.

[0226] Similarly, the embodiments described herein may refer to the location of a user (e.g., a user of a computer system) in a three-dimensional environment and / or the location of the 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 location of the computer system serves as a proxy for the user's location. In some embodiments, the location of the computer system and / or the user in the physical environment corresponds to a corresponding location in the three-dimensional environment. For example, the location of the computer system would be its location in the physical environment (and its corresponding location in the three-dimensional environment) such that, if the user stands at that location facing the corresponding portion of the physical environment visible via the display generation component, the user will see from that location objects in the physical environment that are positioned, oriented, and / or sized (e.g., in an absolute sense and / or relative to each other) in the same way as objects displayed or visible in the three-dimensional environment by or via the display generation component of the computer system. Similarly, if the virtual objects displayed in a 3D environment are physical objects in the physical environment (e.g., physical objects placed in the physical environment at the same location as these virtual objects in the 3D environment, and physical objects in the physical environment having the same size and orientation as in the 3D environment), then the position of the computer system and / or the user is the position from which the user will see these 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 3D environment by the display generation components of the computer system.

[0227] In this disclosure, various input methods are described in relation to interaction with a computer system. When an example is provided using one input device or method, and another example is provided using another input device or method, it should be understood that each example is compatible with and optionally utilizes the input device or method described with respect to the other example. Similarly, various output methods are described in relation to interaction with a computer system. When an example is provided using one output device or method, and another example is provided using another output device or method, it should be understood that each example is compatible with and optionally utilizes the output device or method described with respect to the other example. Similarly, various methods are described in relation to interaction with a virtual or mixed reality environment via 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 of a plurality of examples without exhaustively listing all features of the embodiments in the description of each example embodiment.

[0228] User interface and related processes Now turn attention to implementations of user interfaces (“UIs”) and associated processes that can be implemented in computer systems, such as portable multifunction devices or head-mounted displays, in communication with display generation components and (optionally) one or more input devices.

[0229] Figures 7A to 7N An example technique for user registration is shown. Figure 8 This is a flowchart of an exemplary method 800 for user registration. Figures 7A to 7N The user interface in the document is used to illustrate the processes described below, including Figure 8 The process in.

[0230] Figure 7AAn electronic device 700 is depicted, which is a tablet computer including a touch-sensitive display 702, buttons 704a-704c, and one or more input sensors 706 (e.g., one or more cameras, eye gaze trackers, hand movement trackers, and / or head movement trackers). In some embodiments described below, the electronic device 700 is a tablet computer. In some embodiments, the electronic device 700 is a smartphone, a wearable device, a wearable smartwatch device, a head-mounted system (e.g., a headset), or other computer systems including one or more display devices (e.g., a display screen and / or a projection device) and / or communicating with said one or more display devices. In some embodiments where the electronic device 700 is a head-mounted system, the electronic device 700 optionally includes two displays (e.g., one display for each of the user's eyes), wherein each display displays various content accordingly, enabling the user of the electronic device 700 to perceive various depths of various content (e.g., physical objects and / or virtual objects) in a three-dimensional environment. The electronic device 700 is a computer system (e.g., Figure 1A Computer system 101 in the middle.

[0231] exist Figure 7A At this location, electronic device 700 displays a user interface 712 overlaid on a three-dimensional environment 708. In the depicted scene, the three-dimensional environment 708 includes objects 708a-708d. In some embodiments, the three-dimensional environment 708 is represented by a display (e.g., display 702, such as...). Figure 7A The 3D environment 708 is displayed as depicted. In some embodiments, the 3D environment 708 includes a virtual environment or images (or videos) of a physical environment captured by one or more cameras (e.g., one or more cameras as part of input sensor 706 and / or one or more external cameras). For example, in some embodiments, object 708a is a virtual object representing a physical object captured by one or more cameras and / or detected by one or more sensors; and object 708b is a virtual object representing a second physical object captured by one or more cameras and / or detected by one or more sensors, and so on. In some embodiments, the 3D environment 708 is visible to the user behind the user interface 712 but is not displayed by a monitor. For example, in some embodiments, the 3D environment 708 is a physical environment visible to the user behind the user interface 712 (e.g., through one or more transparent displays) but not displayed by a monitor (and, for example, objects 708a-708d are physical objects). In some embodiments, the user interface 712 and / or the 3D environment 708 are part of an extended reality experience.

[0232] exist Figure 7A In the interface 712, the electronic device 700 is indicated to be in a locked state. Furthermore, in Figure 7AIn this case, the user has not yet registered biometric authentication on the electronic device 700. Therefore, the user interface 712 includes an option 714c that can be selected for the user to register and enable biometric authentication, and an option 714b that can be selected for the user to skip biometric authentication registration. The user interface 712 also includes an option 714a that can be selected to stop displaying the user interface 712. Figure 7A At this location, electronic device 700 detects user input 709 corresponding to the selection of option 714c. Figure 7A In this embodiment, user input 709 is a tap input on the touch-sensitive display 702. However, in some embodiments, user input 709 is a different type of user input, such as a gesture or other action taken by the user. For example, in some embodiments, the electronic device 700 is a head-mounted system, and detecting user input 709 includes, for example, detecting a gesture performed by the user while wearing the electronic device 700 (e.g., an air gesture (e.g., an air tap gesture; and / or an air pinch gesture)), detecting a button press while wearing the electronic device 700, detecting rotation of a rotatable input mechanism while wearing the electronic device 700, detecting gaze-based gestures (e.g., detecting the user looking at an object and / or moving his or her gaze in a particular way), and / or any combination of the foregoing (e.g., detecting a gaze at object 714c in combination with an air pinch gesture).

[0233] exist Figure 7B In response to detecting user input 709, electronic device 700 displays a gaze target 718a and a gaze target background 718b overlaid on a three-dimensional environment 708. In some embodiments, the gaze target 718a and the gaze target background 718b are viewpoint-locked objects. In the depicted embodiments, the gaze target 718a is depicted as a plurality of concentric circles 719a-719d. In some embodiments, the gaze target 718a includes two or more concentric shapes (e.g., two or more concentric circles) within the outline of a representation of a biometric feature (e.g., an eye and / or other biometric feature). For example, in some embodiments, the outermost shape 719a represents an eye (e.g., in the shape of an eye), and two or more concentric shapes (e.g., circles 719b-719d) are located within the representation of the eye. In some embodiments, a first set of two or more concentric shapes (e.g., one or more of two or more concentric shapes) (e.g., 719b-719d) represents the iris of the eye. In some embodiments, the second set of two or more concentric shapes (e.g., one or more of two or more concentric shapes) (e.g., 719b-719d) represents the pupil of the eye. For example, in some embodiments, circle 719b and / or circle 719c represents the iris of the eye, and in some embodiments, circle 719c and / or circle 719d represents the pupil of the eye. Figure 7B At this location, electronic device 700 detects the user's gaze, as indicated by gaze indicator 710. Figure 7B In the image, the user is looking at object 708c, but not at the target 718a.

[0234] exist Figure 7C Based on the determination that the user has not looked at the gaze target 718a and has not looked at the gaze target 718a for a threshold amount of time (e.g., 0.1 seconds, 0.25 seconds, 0.5 seconds, 1 second, 3 seconds, 5 seconds, or 7 seconds), the electronic device 700 displays a prompt 718c prompting the user to look at the gaze target 718a for biometric registration. Figure 7C At this point, electronic device 700 detects that the user is now looking at gaze target 718a, as indicated by gaze indicator 710.

[0235] exist Figure 7D At this point, electronic device 700 detects that its physical positioning meets one or more error conditions (e.g., improper positioning, incorrect positioning, and / or electronic device 700 should move (e.g., so that electronic device 700 can operate properly and / or optimally)). In some embodiments, electronic device 700 detects that its physical positioning meets one or more error conditions relative to a part of a user's (e.g., a user using and / or wearing electronic device 700) body (e.g., relative to the user's head, user's face, one or both of the user's eyes, and / or a part of the user's face) (e.g., improper positioning relative to a part of the user's body, incorrect positioning relative to a part of the user's body, and / or electronic device 700 should move relative to a part of the user's body). For example, in some embodiments, electronic device 700 is a head-mounted system, and electronic device 700 detects that at least a portion of electronic device 700 is improperly positioned relative to the user's head, face, and / or eyes (e.g., should move relative to the user's head, face, and / or eyes). In some implementations, electronic device 700 detects that at least a portion of electronic device 700 is not properly positioned relative to the user's face and / or eyes, for example, for accurate gaze-based tracking (e.g., for gaze-based user input).

[0236] In the depicted embodiments, in response to determining that the electronic device 700 meets one or more error conditions (e.g., relative to a part of the user's body), the electronic device 700 displays a user interface 720 overlaid on the three-dimensional environment 708 via a display 702. In some embodiments, when the electronic device 700 detects that the electronic device 700 does not meet one or more error conditions (e.g., relative to at least a part of the user's body) (e.g., the electronic device 700 is properly positioned and / or the electronic device 700 does not need to move (e.g., so that the electronic device 700 operates properly and / or optimally)), the electronic device 700 abandons the display of the user interface 720 (e.g., maintains the display of the gaze target 718a and the gaze target background 718b overlaid on the three-dimensional environment 708; and / or from...). Figure 7C Jump to Figure 7F ).

[0237] exist Figure 7D At this point, electronic device 700 determines that electronic device 700 should move to the left relative to a part of the user's (e.g., a user using and / or wearing electronic device 700) body. In response to this determination, user interface 720 includes prompts 720a and 720b instructing the user to move electronic device 700 "to the left". Furthermore, in Figure 7D In response to determining that the electronic device 700 should move to the left relative to a part of the user's body, the electronic device 700 outputs audio output 722 on the left side of the electronic device 700 (e.g., not on the top, bottom, and / or right side of the electronic device 700). In some embodiments, the audio output 722 includes spatialized audio that gives the user the impression that the audio output 722 originates from the user's left side.

[0238] exist Figure 7E At this point, electronic device 700 detects that the user has moved electronic device 700 to the left, and that electronic device 700 no longer needs to move to the left, but now needs to move upward. In response to determining that electronic device 700 no longer needs to move to the left and now needs to move upward, electronic device 700 updates user interface 720, prompts 720a and 720b to instruct the user to adjust electronic device 700 upward, and also outputs audio output 724 on the top side of electronic device 700 (e.g., instead of outputting audio output on the bottom, left and / or right sides of electronic device 700). In some embodiments, audio output 724 includes spatialized audio that gives the user the impression that audio output 724 is coming from above the user.

[0239] exist Figure 7FAt this point, electronic device 700 detects that it has moved upward relative to at least a portion of the user's body, and the physical position of electronic device 700 no longer satisfies one or more error conditions (e.g., it is detected that electronic device 700 is now correctly positioned relative to at least a portion of the user's body). In response to determining that the physical position of electronic device 700 no longer satisfies one or more error conditions, electronic device 700 replaces the display on user interface 720 with gaze target 718a and gaze target background 718b. Figure 7F At this point, electronic device 700 detects that the user is looking at gaze target 718a (as indicated by gaze indicator 710).

[0240] exist Figure 7G In response to determining that a user is looking at a gaze target 718a, electronic device 700 collects biometric information corresponding to the user. For example, in some embodiments, electronic device 700 collects one or more images and / or scans of the user's eyes. In some embodiments, biometric information is collected for future use in the user's biometric authentication. For example, collecting one or more images and / or scans of the user's eyes allows the user to be identified and / or authenticated later using eye-based identification and / or authentication. Furthermore, in Figure 7G In response to determining that a user is looking at a gaze target 718a, the electronic device 700 displays an animation of the gaze target 718a, wherein the gaze target 718a is filled with color from its outer edge toward its center. The animation of the gaze target 718a indicates the progress of the user's biometric registration (e.g., the progress of collecting biometric information from the user). Figure 7G In the animation, it is indicated that approximately one-third of the biometric registration process is complete. Furthermore, in Figure 7G In this embodiment, electronic device 700 outputs audio output 726a indicating the progress of the biometric registration process. In some embodiments, audio output 726a includes spatialized audio that gives the user the impression that the audio output 726a originates from the location of the gaze target 718a.

[0241] exist Figure 7H At this point, electronic device 700 detects that the user continues to look at the gaze target 718a. While the user continues to look at the gaze target 718a, electronic device 700 continues to collect biometric information corresponding to the user. Furthermore, in response to determining that the user continues to look at the gaze target 718a, electronic device 700 displays a continuous animation of the gaze target 718a, which is now shown as two-thirds full of color, thereby indicating that approximately two-thirds of the biometric registration process has been completed. Figure 7HIn this embodiment, the electronic device 700 also outputs an audio output 726b indicating further progress of the biometric registration process. In some embodiments, the audio output 726b differs from the audio output 726a. For example, in some embodiments, the audio output 726b has a higher volume than the audio output 726a, and / or the audio output 726b has a different pitch (e.g., a higher pitch and / or a lower pitch) to indicate the progress of the biometric registration process. In some embodiments, the audio output 726b includes spatialized audio that gives the user the impression that the audio output 726b originates from the location of the gaze target 718a.

[0242] exist Figure 7I At this point, electronic device 700 detects that the user has stopped looking at gaze target 718a, as indicated by gaze indicator 710. In response to determining that the user has stopped looking at gaze target 718a, electronic device 700 displays gaze target 718a in a manner where it is now less filled with color and has now returned to only one-third of its original fill color, thereby indicating that the biometric registration process has ceased (e.g., because the user is no longer looking at gaze target 718a). Furthermore, in response to determining that the user has stopped looking at gaze target 718a, electronic device 700 outputs an audio output 726c that is different from the audio output 726b. In some embodiments, audio output 726c is the same as audio output 726a. In some embodiments, audio output 726c is different from audio output 726a. In some embodiments, audio output 726c includes spatialized audio that gives the user the impression that audio output 726c originates from the location of gaze target 718a.

[0243] exist Figure 7J At this point, electronic device 700 detects that the user is now looking at gaze target 718a, as indicated by gaze indicator 710. In response to determining that the user has resumed looking at gaze target 718a, electronic device 700 displays an animation of gaze target 718a, causing gaze target 718a to be filled with color again at two-thirds capacity, thereby indicating the progress of the biometric registration process (e.g., indicating that the biometric registration process is two-thirds complete). Electronic device 700 also outputs audio output 726d. In some embodiments, audio output 726d is the same as audio output 726b. In some embodiments, audio output 726d includes spatialized audio that gives the user the impression that audio output 726d originates from the location of gaze target 718a.

[0244] exist Figure 7K1At this point, electronic device 700 detects that the user continues to look at gaze target 718a, as indicated by gaze indication 710. In response to determining that the user continues to look at gaze target 718a, electronic device 700 displays an animation of gaze target 718a, such that gaze target 718a is now filled with color, and electronic device 700 also outputs audio output 726e. In some embodiments, audio output 726e is different from audio outputs 726a, 726b, 726c, and / or 726d. For example, in some embodiments, audio output 726e has a higher volume than audio output 726d, and / or audio output 726e has a different pitch than audio output 726d (e.g., a higher pitch and / or a lower pitch) to indicate the progress of the biometric registration process. In some embodiments, audio output 726e includes spatialized audio that gives the user the impression that audio output 726e originates from the location of gaze target 718a.

[0245] In some implementation schemes, Figures 7A to 7N The technologies and user interfaces described in the text are by Figures 1A to 1P One or more of the devices described herein shall be used to provide it. For example, Figure 7K2 An example of fixation target 718a is shown (e.g., as...). Figure 7B , Figure 7C , Figures 7F to 7K1 The described embodiment is displayed on display module X702 of head-mounted device (HMD) X700. In some embodiments, HMD X700 includes a pair of display modules that provide stereoscopic content to different eyes of the same user. For example, HMD X700 includes display module X702 (which provides content to the user's left eye) and a second display module (which provides content to the user's right eye). In some embodiments, the second display module displays an image that is slightly different from that of display module X702 to generate the illusion of stereoscopic depth.

[0246] exist Figure 7K2At this point, the HMD X700 detects that the user continues to look at the gaze target 718a, as indicated by the gaze indicator X710. In response to determining that the user continues to look at the gaze target 718a, the HMD X700 displays an animation of the gaze target 718a, such that the gaze target 718a is now filled with color, and the HMD X700 also outputs an audio output X726e. In some embodiments, the audio output X726e is different from the audio outputs 726a, 726b, 726c, and / or 726d. For example, in some embodiments, the audio output X726e has a higher volume than the audio output 726d, and / or the audio output X726e has a different pitch than the audio output 726d (e.g., a higher pitch and / or a lower pitch) to indicate the progress of the biometric registration process. In some embodiments, the audio output X726e includes spatialized audio that gives the user the impression that the audio output X726e originates from the location of the gaze target 718a.

[0247] Figures 1B to 1PAny of the features, components, and / or parts shown (including their arrangement and configuration) may be included in the HMD X700 individually or in any combination. For example, in some embodiments, the HMD X700 includes any of the features, components, and / or parts of HMD 1-100, 1-200, 3-100, 6-100, 6-200, 6-300, 6-400, 11.1.1-100, and / or 11.1.2-100 individually or in any combination. In some embodiments, the display module X702 includes, individually or in any combination, display units 1-102, 1-202, 1-306, 1-406, display generating component 120, display screens 1-122a-b, first rear display screen 1-322a and second rear display screen 1-322b, display 11.3.2-104, first display component 1-120a and second display component 1-120b, display component 1-320, and display component 1-421. The first display sub-assembly 1-420a and the second display sub-assembly 1-420b, display assembly 3-108, display assembly 11.3.2-204, first optical module 11.1.1-104a and the second optical module 11.1.1-104b, optical module 11.3.2-100, optical module 11.3.2-200, biconvex lens array 3-110, display area or display zone 6-232 and / or display / display area 6-334 features, components and / or parts. In some embodiments, the HMD X700 includes sensors that, individually or in any combination, include features, components, and / or parts of any of the following: sensor 190, sensor 306, image sensor 314, image sensor 404, sensor assemblies 1-356, sensor assemblies 1-456, sensor systems 6-102, sensor systems 6-202, sensor 6-203, sensor systems 6-302, sensor 6-303, sensor systems 6-402, and / or sensors 11.1.2-110a-f. In some embodiments, the HMD X700 includes one or more input devices that, individually or in any combination, include features, components, and / or parts of any of the following: first buttons 1-128, buttons 11.1.1-114, second buttons 1-132, and / or dials or buttons 1-328. In some implementations, the HMD X700 includes one or more audio output components (e.g., electronic components 1-112) for generating audio feedback (e.g., audio output X726e), which is optionally generated based on detected events and / or user input detected by the HMD X700.

[0248] Figure 7LA first scenario is described, in which the user's biometric registration fails. For example, in some implementations, in Figure 7L In this process, electronic device 700 detects that the biometric information collected from the user is insufficient and / or unsuitable for the user's biometric authentication (e.g., due to image quality issues and / or other errors). In response to determining that the user's biometric registration has failed, electronic device 700 displays a failure animation of a vibrating gaze target 718a, and also displays a prompt 718d prompting the user to retry biometric registration. Furthermore, in response to determining that biometric registration has failed, electronic device 700 outputs an audio output 728 indicating that biometric registration has failed. In some embodiments, after the user's biometric registration fails, electronic device 700 automatically retryes biometric registration for the user. For example, in some embodiments, in the display... Figure 7L Following the failed animation and user interface shown, the electronic device 700 re-initiates the biometric registration process by redisplaying the gaze target 718a, as... Figure 7B As shown. In other embodiments, in the display Figure 7L After the failure animation and user interface shown, the electronic device 700 is displayed again. Figure 7A User interface 712.

[0249] Figure 7M Different scenarios are depicted in which a user's biometric registration is successful. In response to determining that the user has successfully registered for biometric authentication (e.g., biometric information has been successfully collected from the user for the user's biometric authentication), the electronic device 700 stops displaying the gaze target 718a, displays a user interface 730 indicating the user's successful biometric registration, and outputs an audio output 732 indicating the user's successful biometric registration.

[0250] exist Figure 7N After displaying user interface 730, electronic device 700 replaces the display of user interface 730 with user interface 734, which prompts the user to create a passcode for future authentication. The user can interact with user interface 734 to input and create a digital passcode corresponding to the user.

[0251] The following is a reference about Figure 8 Method 800 describes and provides information about Figures 7A to 7N Additional description.

[0252] Figure 8 This is a flowchart of an exemplary method 800 for user registration in some implementations. In some implementations, method 800 is performed in a computer system (e.g., Figure 1AThe computer system 101; 700 and / or X700 (e.g., smartphone, smartwatch, tablet, laptop, desktop computer, wearable device and / or head-mounted device) performs this function, and the computer system interacts with one or more display generation components (e.g., Figure 1A , Figure 3 and Figure 4 The device communicates with the display generating component 120; 702 and / or X702) (e.g., a head-up display, a display, a touch screen, and / or a projector) (e.g., a visual output device, a 3D display, a display having at least a transparent or translucent portion on which an image can be projected (e.g., a perspective display), a projector, a head-up display, and / or a display controller) and one or more input devices (e.g., 702, 704a-704c, and / or 706) (e.g., a touch-sensitive surface (e.g., a touch-sensitive display); a mouse; a keyboard; a remote control; a visual input device (e.g., one or more cameras (e.g., an infrared camera, a depth camera, a visible light camera, and / or a gaze-tracking camera)); an audio input device; a biometric sensor (e.g., a fingerprint sensor, a facial recognition sensor, a gaze-tracking sensor, and / or an iris recognition sensor) and / or one or more mechanical input devices (e.g., a pressable input mechanism; a button; a rotatable input mechanism; a crown; and / or a dial)). In some implementations, method 800 is performed by storing the data in a non-transitory (or transient) computer-readable storage medium and using one or more processors of a computer system (such as one or more processors 202 of computer system 101). Figure 1A The instructions executed by the control 110 in the method are used for management. Some operations in method 800 are optionally combined, and / or the order of some operations is optionally changed.

[0253] In some implementations, a computer system (e.g., 700 and / or X700) displays (802) a first user interface object (e.g., 718a) via one or more display generation components (e.g., 702 and / or X702) as one of the registered users. This object is the object the user is looking at when the computer system collects eye-based biometric information corresponding to one or both eyes and / or the user (e.g., eye-based biometric authentication, eye-based user input (e.g., gaze input), and / or eye-based biometric identification). Or a portion of both eyes (e.g., a registration process in which eye-based biometric information (e.g., one or more eye scans, one or more iris scans, one or more corneal scans, and / or one or more retinal scans) corresponding to one or both eyes and / or a person (e.g., a person who has not yet registered for eye-based biometric authentication and / or a person whose eye-based biometric information is not yet available and / or has not been previously collected) is collected for future eye-based biometric authentication, eye-based user input (e.g., gaze input), and / or eye-based biometric identification). When displaying a first user interface object (e.g., 718a) (804), the computer system detects (806) gaze of one or both eyes (e.g., 710 and / or X710) via one or more input devices (e.g., 702, 704a-704c, and / or 706) (e.g., detecting that one or both eyes and / or a person is looking at a specific object, location, and / or position in the user interface). In response to detecting a gaze from one or both eyes (808): based on determining that the gaze from one or both eyes is moving toward a first user interface object (e.g., 718a) (810) (in some embodiments, based on determining that one or both eyes and / or a person is looking at the first user interface object and / or the gaze from one or both eyes and / or a person is pointing toward the first user interface object), the computer system outputs (812) first feedback (e.g., displaying first visual feedback, outputting first audio feedback, and / or outputting first tactile feedback) (e.g., first feedback indicating that the gaze from one or both eyes and / or a person is moving toward the first user interface object) (e.g. Figure 7G , Figure 7H , Figure 7K1 and / or Figure 7K2Animation of the gaze target 718a shown; and / or audio outputs 726a, 726b, 726d, 726e and / or X726e; and based on determining that the gaze of one or both eyes is moving away from the first user interface object (e.g., 718a) (814) (in some embodiments, based on determining that the person is not looking at the first user interface object, based on determining that one or both eyes and / or the person's gaze is not moving toward the first user interface object, and / or one or both eyes and / or the person's gaze is not pointing toward the first user interface object), the computer system outputs (816) a second feedback (e.g., different from the first feedback). Figure 7B The animation shown is missing. Figure 7C The prompt 718c and / or Figures 7H to 7I The reverse animation shown (e.g., displaying a second visual feedback different from the first visual feedback, outputting a second audio feedback different from the first audio feedback, and / or outputting a second haptic feedback different from the first haptic feedback) (e.g., a second feedback indicating that one or both eyes and / or a person's gaze is moving away from the first user interface object). Outputting the first feedback when the user's gaze moves toward the first user interface object and outputting the second feedback when the user's gaze moves away from the first user interface object enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This, in turn, reduces power consumption and improves the device's battery life by enabling the user to use the system more quickly and efficiently. Furthermore, doing so provides the user with feedback on the status of the device (e.g., the device has determined that the user's gaze is moving toward or away from the first user interface object) and provides the user with an indication of where the user should look.

[0254] In some implementations, the first user interface object (e.g., 718a) is a viewpoint-locked virtual object. Displaying the first user interface object (e.g., the gaze target) as a viewpoint-locked virtual object enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors), which in turn reduces power consumption and improves device battery life by enabling the user to use the system more quickly and efficiently.

[0255] In some implementations, outputting the first feedback includes displaying the first visual feedback (e.g., displaying a first user interface, displaying a first animation, and / or displaying a first visual effect) via one or more display generation components (e.g., 702 and / or X702). Figure 7G , Figure 7H , Figure 7K1 and / or Figure 7K2The animation of the gaze target 718a being filled with color is shown. In some embodiments, outputting the second feedback includes displaying a second visual feedback different from the first visual feedback via one or more display generation components (e.g., 702 and / or X702) (e.g., displaying a second user interface different from the first user interface, displaying a second animation different from the first animation, and / or displaying a second visual effect different from the first visual effect). Figure 7B The animation shown is missing. Figure 7C The prompt 718c and / or Figures 7H to 7I The reverse animation shown here (where the gaze target 718a has no color) enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This, in turn, reduces power consumption and improves the device's battery life by enabling the user to use the system more quickly and efficiently. Furthermore, this provides the user with feedback on the device's status (e.g., the device has determined that the user's gaze is moving toward or away from the first user interface object) and indicates to the user that they should look toward the first user interface object.

[0256] In some implementations, displaying the first visual feedback includes displaying a first animation (e.g., modification, movement, and / or change) of the appearance of the first user interface object. Figure 7G , Figure 7H , Figure 7K1 and / or Figure 7K2 The animation of the gaze target 718a filled with color shown in the illustration enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This, in turn, reduces power consumption and improves device battery life by enabling the user to use the system more quickly and efficiently. Furthermore, this provides the user with feedback on the device's status (e.g., the device has determined that the user's gaze is moving toward or away from the first user interface object) and indicates to the user that they should look toward the first user interface object.

[0257] In some implementations, the first user interface object (e.g., 718a) includes one or more segments (e.g., one or more portions, one or more regions, one or more line segments, one or more empty segments, one or more transparent segments, one or more white segments, and / or one or more fillable segments); and a first animation showing a change in the appearance of the first user interface object includes displaying at least a portion of the one or more segments filled with one or more colors (e.g., changing the color of at least a portion of the one or more segments) (e.g., Figure 7G , Figure 7H , Figure 7K1 and / or Figure 7K2 The animation of the gaze target 718a filled with color shown in the illustration enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This, in turn, reduces power consumption and improves device battery life by enabling the user to use the system more quickly and efficiently. Furthermore, this provides the user with feedback on the device's status (e.g., the device has determined that the user's gaze is moving toward or away from the first user interface object) and indicates to the user that they should look toward the first user interface object.

[0258] In some implementations, the first animation showing a change in the appearance of a first user interface object (e.g., 718a) includes displaying at least a portion of one or more segments gradually filling from the outer region of the first user interface object (e.g., outer edges and / or outer boundaries) toward the central region of the first user interface object (e.g., center point and / or centerline) (e.g., from one or more directions). Figure 7G , Figure 7H , Figure 7K1 and / or Figure 7K2 The animation showing the fill color of the gaze target 718a (as shown) enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors) as the user's gaze moves toward the first user interface object. This, in turn, reduces power consumption and improves the device's battery life by enabling the user to use the system more quickly and efficiently. Furthermore, this provides the user with feedback on the device's status (e.g., the device has determined that the user's gaze is moving toward or away from the first user interface object) and provides the user with an indication of where they should look (e.g., until the first user interface object is filled toward the center).

[0259] In some implementations, the appearance of a first user interface object (e.g., 718a) is changed via one or more display generation components (e.g., 702 and / or X702). Figures 7F to 7HFollowing the first animation: Based on the determination that the gaze of one or both eyes (e.g., 710 and / or X710) is moving away from the first user interface object (e.g., 718a) (e.g., based on the determination that the gaze of one or both eyes is no longer moving towards and / or pointing towards the first user interface object), the computer system (e.g., 700 and / or X700) displays a second animation of the first user interface object (e.g., 718a) different from the first animation via one or more display generation components (e.g., 702 and / or X702), wherein the second animation at least partially reverses (e.g., undoes, negates, and / or removes) a change in appearance (e.g., the second animation is opposite to the first animation and / or the second animation returns the first user interface object to the visual appearance the first user interface object had before the first animation) (e.g., the second animation at least partially reverses the change in appearance and / or the second animation completely reverses the change in appearance) (e.g., in Figures 7H to 7I In some embodiments, after displaying a first animation of a first user interface object, and based on determining that the gaze of one or both eyes is moving toward the first user interface object and / or the gaze of one or both eyes remains on the first user interface object, the computer system displays a third animation of the first user interface object, different from the second animation, via one or more display generation components (e.g., Figures 7J to 7K2 (where the gaze target 718a becomes more colored). In some embodiments, the third animation is a continuation and / or progression of the first animation. Displaying the first animation of the first user interface object when the user's gaze moves toward the first user interface object and displaying a second animation that reverses the first animation when the user is not looking at the first user interface object enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This additionally reduces power consumption and improves the device's battery life by enabling the user to use the system more quickly and efficiently. Furthermore, doing so provides the user with feedback on the status of the device (e.g., the device has determined that the user's gaze is moving toward or away from the first user interface object) and provides the user with an indication of where the user should look toward the first user interface object.

[0260] In some implementations, outputting second feedback includes maintaining the display of the first user interface object without displaying the first animation (e.g., maintaining the display of the first user interface without changing the appearance of the first user interface object). Figures 7B to 7C(Maintaining the display of the empty gaze target 718a). Displaying a first animation of the first user interface object when the user's gaze moves toward the first user interface object and abandoning the display of the first animation when the user is not looking at the first user interface object enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This additionally reduces power consumption and improves the battery life of the device by enabling the user to use the system more quickly and efficiently. In addition, doing so provides the user with feedback on the status of the device (e.g., the device has determined that the user's gaze is moving toward or away from the first user interface object) and provides the user with an indication of where the user should look.

[0261] In some implementations, the first visual feedback includes a cue (e.g., 720a and / or 720b) ​​that changes (e.g., instructs the user to change) the position of at least a portion of the computer system (e.g., 700 and / or X700) relative to one or both eyes (e.g., text prompts and / or other visual cues) (e.g., cue to adjust the alignment of at least a portion of the computer system relative to one or both eyes; cue to adjust the alignment of at least a portion of the computer system on and / or relative to the user's and / or person's head; and / or cue to adjust at least a portion of the computer system up, down, left, and / or right relative to one or both eyes). Displaying visual feedback instructing the user to adjust the positioning of the computer system relative to the user's eyes enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors), which in turn reduces power consumption and extends the device's battery life by enabling the user to use the system more quickly and efficiently. Furthermore, this provides the user with feedback about the status of the device (e.g., the device has detected that it is not properly aligned and / or positioned).

[0262] In some implementations, displaying the first visual feedback includes changing the position of at least a portion of the computer system relative to one or both eyes (e.g., Figures 7C to 7DThe display of a prompt (e.g., 720, 720a, and / or 720b) ​​replaces the display of a first user interface object (e.g., 718a) (e.g., stopping the display of the first user interface object and displaying a prompt indicating a change in the position of at least a portion of the computer system relative to one or both eyes). In some embodiments, displaying the first visual feedback includes displaying a prompt indicating a change in the position of at least a portion of the computer system relative to one or both eyes at a first display position previously occupied by the first user interface object. Displaying visual feedback instructing the user to adjust the positioning of the computer system relative to the user's eyes enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors), which additionally reduces power consumption and extends the battery life of the device by enabling the user to use the system more quickly and efficiently. Furthermore, doing so provides the user with feedback about the status of the device (e.g., the device has detected that it is not properly aligned and / or positioned). Replacing the display of the first user interface object with a prompt also instructs the user that the user must adjust the device (e.g., before the user's eyes can be registered and / or scanned).

[0263] In some implementations, displaying the first visual feedback includes: displaying, via one or more display generating components, a first cue that changes the position of at least a portion of the computer system relative to one or both eyes in a first direction (e.g., up, down, left, and / or right). Figure 7D 720, 720a and / or 720b in the above; and a second prompt (e.g., after the display of the first prompt has ended, immediately after the display of the first prompt, and / or after the display of the first prompt) displayed via one or more display generating components, changing the position of at least a portion of the computer system relative to one or both eyes in a second direction (e.g., up, down, left and / or right) different from the first direction. Figure 7E (720, 720a, and / or 720b in the model). Displaying visual instructions that instruct the user to adjust the computer system's position relative to the user's eyes enhances system operability and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This, in turn, reduces power consumption and extends device battery life by enabling the user to use the system more quickly and efficiently.

[0264] In some embodiments, outputting the first feedback includes outputting a first audio prompt (e.g., 722 and / or 724) corresponding to a request to change the position of at least a portion of the computer system relative to one or both eyes (e.g., spoken words instructing the user to adjust the position of at least a portion of the computer system, spoken words of the displayed prompt, one or more sounds corresponding to the prompt, and / or one or more sounds indicating the direction of adjusting at least a portion of the computer system). In some embodiments, when a prompt to change the position of at least a portion of the computer system relative to one or both eyes is displayed, the computer system outputs a first audio prompt (e.g., 722 and / or 724) corresponding to the prompt to change the position of at least a portion of the computer system relative to one or both eyes (e.g., spoken words instructing the user to adjust the position of at least a portion of the computer system, spoken words of the displayed prompt, one or more sounds corresponding to the prompt, and / or one or more sounds indicating the direction of adjusting at least a portion of the computer system). The output of audio feedback instructing the user to adjust the computer system's positioning relative to the user's eyes enhances system operability and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This, in turn, reduces power consumption and extends device battery life by enabling the user to use the system more quickly and efficiently. Furthermore, this provides the user with feedback on the device's status (e.g., the device has detected that it is not properly aligned and / or positioned).

[0265] In some implementations, based on the determination that at least a portion of the computer system (e.g., 700 and / or X700) should move in a first direction (e.g., up, down, left, and / or right), a first audio cue (e.g., 722) includes spatialized audio corresponding to the first direction (e.g., ...). Figure 7D 722 includes spatialized audio from the left (e.g., audio cues emitted and / or played by an audio output device to give the impression of originating from the user's left, right, above, and / or below); and based on the determination that at least a portion of the computer system should move in a second direction different from the first direction (e.g., up, down, left, and / or right), the first audio cue (e.g., 724) includes spatialized audio corresponding to the second direction (e.g., 722). Figure 7E724 in the text includes spatialized audio from above and / or above (e.g., audio cues emitted from and / or played by an audio output device to give the impression of originating from the user's left, right, above, and / or below). In some embodiments, a spatialized audio experience is created by manipulating the sounds in two audio channels (e.g., left and right) of the audio output device to resemble directional sounds reaching the ear canal. For example, headphones can reproduce spatial audio signals that simulate a soundscape surrounding the listener (also referred to as the user). Effective spatial sound reproduction presents sound such that the listener perceives the sound as originating from a location within a soundscape outside the listener's head, just as the listener would experience sound when encountering it in the real world. In some embodiments, spatialized audio is audio that has been filtered so that the listener perceives the audio as originating from one or more directions and / or locations in three-dimensional space (e.g., from above, below, and / or in front of the listener). An example of such a filter is a head-related transfer function (HRTF) filter. Spatial audio feedback, corresponding to prompts instructing the user to adjust the computer system's positioning relative to the user's eyes, enhances system operability and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This, in turn, reduces power consumption and extends device battery life by enabling the user to use the system more quickly and efficiently. Furthermore, this provides the user with feedback regarding the device's status (e.g., the device has detected that it is not properly aligned and / or positioned and should be moved in a first and / or second direction).

[0266] In some implementations, outputting second feedback includes displaying a prompt (e.g., 718c) indicating the user's gaze towards the first user interface object via one or more display generation components (e.g., 702 and / or X702). Displaying a prompt instructing the user to look at the first user interface object enhances system operability and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors), which in turn reduces power consumption and improves device battery life by enabling the user to use the system more quickly and efficiently. Furthermore, this provides the user with feedback regarding the device's status (e.g., the device has detected that the user is not looking at the first user interface object).

[0267] In some implementations, after one or both eyes of the registrant (e.g., Figure 7M(For example, after successfully scanning one or both eyes and / or after receiving biometric information corresponding to one or both eyes) (in some embodiments, based on determining that one or both eyes of a person have been successfully registered), the computer system (e.g., 700 and / or X700) displays a passcode generation user interface (e.g., 734) via one or more display generation components (e.g., 702 and / or X702). While displaying the passcode generation user interface (e.g., 734), the computer system receives one or more user inputs (e.g., one or more mouse inputs, one or more keyboard inputs, one or more touch inputs, one or more gesture inputs, one or more air gesture inputs, and / or one or more gaze inputs) in interaction with the passcode generation user interface (e.g., 734) via one or more input devices (e.g., 702, 704a-704c, and / or 706). In response to receiving one or more user inputs interacting with the passcode generation user interface, the computer system stores a passcode (e.g., password, passphrase, alphanumeric passcode, and / or gesture-based passcode) corresponding to that person (e.g., corresponding to and / or associated with a user account for that person). Automatically displaying the passcode generation user interface allows the user to generate passcodes with less user input. Furthermore, this enhances system operability and makes the user-system interface more efficient (e.g., by assisting the user in providing appropriate input and reducing errors), which in turn reduces power consumption and improves device battery life by enabling the user to use the system more quickly and efficiently.

[0268] In some embodiments, outputting first feedback includes outputting first audio feedback (e.g., 726a, 726b, 726d, 726e, and / or X726e) (e.g., a first sound, a first audio track, and / or a first audio effect (e.g., increasing and / or decreasing volume, modifying pitch, and / or increasing and / or decreasing crossfade of the first sound (e.g., relative to a second sound))); and outputting second feedback includes outputting second audio feedback that differs from the first audio feedback (e.g., 726c) (e.g., a second sound, a second audio track, and / or a second audio effect (e.g., increasing and / or decreasing volume, modifying pitch, and / or increasing and / or decreasing crossfade of the first sound (e.g., relative to a second sound))). In some embodiments, based on the determination that the gaze of one or both eyes is moving away from the first user interface object, the computer system abandons outputting the first audio feedback (and optionally, does not output the second audio feedback and / or does not output any audio content). Outputting first audio feedback when the user's gaze moves toward the first user interface object and second audio feedback when the user's gaze moves away from the first user interface object enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This additionally reduces power consumption and improves the device's battery life by enabling the user to use the system more quickly and efficiently. Furthermore, this provides the user with feedback on the device's status (e.g., the device has determined that the user's gaze is moving toward or away from the first user interface object) and indicates to the user that they should look toward the first user interface object.

[0269] In some implementations, outputting the first audio feedback (e.g., 726a and / or 726d) includes outputting the first audio feedback when the gaze of one or both eyes (e.g., 710 and / or X710) is directed toward the first user interface object (e.g., 718a) (e.g., pointing and / or looking at the first user interface object). In some implementations, after the first audio feedback (e.g., 726a and / or 726d) is output (e.g., during and / or after the first audio feedback is output), the computer system outputs a third audio feedback (e.g., 726b, 726e, and / or X726e) that differs from the first audio feedback (e.g., increasing and / or decreasing the volume of the first audio feedback, increasing and / or decreasing the crossfading of the first audio feedback, and / or changing the pitch of the first audio feedback) based on the determination that the gaze of one or both eyes (e.g., 710 and / or X710) continues to be directed at the first user interface object (e.g., 718a) (e.g., continuing to point at and / or continuing to look at the first user interface object) (e.g., the gaze of one or both eyes remains on the first user interface object and / or remains on the first user interface object for a duration and / or an amount of interruption less than a threshold). In some implementations, after the first audio feedback (e.g., 726a and / or 726d) is output (e.g., during and / or after the first audio feedback is output), based on the determination that the gaze of one or both eyes (e.g., 710 and / or X710) is no longer directed (e.g., no longer directed) at the first user interface object (e.g., 718a) (e.g., no longer directed and / or no longer looking at the first user interface object), the computer system (e.g., 700 and / or X700) outputs a fourth audio feedback (e.g., 726c) that differs from the third and first audio feedback (e.g., stopping the output of the first audio feedback, increasing and / or decreasing the volume of the first audio feedback, increasing and / or decreasing the crossfade of the first audio feedback, and / or changing the tone of the first audio feedback). Changing the audio feedback while the user maintains their gaze at the first user interface object enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors), which in turn reduces power consumption and improves the battery life of the device by enabling the user to use the system more quickly and efficiently. In addition, this provides users with feedback on the device's status (e.g., the device detects the user's sustained gaze at the first user interface object, and / or the device is registering the user's eyes).

[0270] In some implementations, a third audio feedback (e.g., 726b, 726e, and / or X726e) that outputs a different audio feedback than the first audio feedback (e.g., 726a and / or 726d) includes increasing the volume of the first audio feedback. Changing the audio feedback while the user maintains their gaze on the first user interface object enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This, in turn, reduces power consumption and improves device battery life by enabling the user to use the system more quickly and efficiently. Furthermore, doing so provides the user with feedback about the device's status (e.g., the device detects the user's sustained gaze on the first user interface object, and / or the device is registering the user's gaze).

[0271] In some implementations, after outputting the first audio feedback (e.g., 726b) (e.g., during and / or after outputting the first audio feedback), based on determining that the gaze of one or both eyes (e.g., 710 and / or X710) is no longer directed (e.g., no longer directed) at the first user interface object (e.g., 718a) (e.g., no longer directed and / or no longer looking at the first user interface object), the computer system outputs a fourth audio feedback (e.g., 726c) that is different from the third audio feedback (e.g., 728e) and the first audio feedback (e.g., 728b) (e.g., stopping the output of the first audio feedback, increasing and / or decreasing the volume of the first audio feedback, increasing and / or decreasing the crossfade of the first audio feedback, and / or changing the pitch of the first audio feedback), wherein outputting the fourth audio feedback (e.g., 726c) includes decreasing the volume of the first audio feedback (e.g., 728b). Changing the audio feedback when the user stops looking at the primary user interface object enhances system operability and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This, in turn, reduces power consumption and improves device battery life by enabling the user to use the system more quickly and efficiently. Furthermore, doing so provides the user with feedback about the device's status (e.g., the device detects that the user has stopped looking at the primary user interface object).

[0272] In some implementations, after the third audio feedback (e.g., 726b) is output (e.g., during and / or after the output of the third audio feedback), based on the determination that the gaze of one or both eyes (e.g., 710 and / or X710) is no longer directed (e.g., no longer directed) at the first user interface object (e.g., 718a) (e.g., no longer directed and / or no longer looking at the first user interface object, and / or based on the determination that one or both eyes have turned away from the first user interface object), the computer system outputs the first audio feedback (e.g., 726a) (and optionally, stops outputting the first audio feedback) (e.g., reverses the change from the first audio feedback to the third audio feedback) (e.g., in some implementations, audio output 726c is the same as audio output 726a). Changing the audio feedback from the first audio feedback to the third audio feedback when the user looks at the first user interface object, and then reversing this change when the user stops looking at the first user interface object, enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This additionally reduces power consumption and improves the device's battery life by enabling the user to use the system more quickly and efficiently. Furthermore, this provides the user with feedback about the device's status (e.g., the device detects that the user has stopped looking at the first user interface object).

[0273] In some implementations, after outputting the first audio feedback (e.g., 726b) (e.g., during and / or after outputting the first audio feedback), based on determining that the gaze of one or both eyes (e.g., 710 and / or X710) is no longer directed (e.g., no longer directed) at the first user interface object (e.g., 718a) (e.g., no longer directed and / or no longer looking at the first user interface object), the computer system maintains the output of the first audio feedback (e.g., abandons the output of the third audio feedback and maintains the output of the first audio feedback) (e.g., in some implementations, audio output 726c is the same as audio output 726b). Changing the audio feedback from the first audio feedback to the third audio feedback when the user looks at the first user interface object and maintaining the output of the first audio feedback when the user is not looking at the first user interface enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors), which additionally reduces power consumption and improves the battery life of the device by enabling the user to use the system more quickly and efficiently. Furthermore, doing so also provides the user with feedback about the status of the device (e.g., the device detects that the user has stopped looking at the first user interface object).

[0274] In some embodiments, the first audio feedback (e.g., 726a, 726b, 726d, 726e and / or X726e) (and in some embodiments, the second, third and / or fourth audio feedback) includes spatial audio (e.g., audio emitted from and / or played by an audio output device to give the impression that it is emitted from the first user interface object) having a location corresponding to the first user interface object (e.g., 718a). Outputting the first audio feedback as spatial audio having a location corresponding to the first user interface object provides the user with an indication that the first audio feedback corresponds to the first user interface object and instructs the user to look at the first user interface object.

[0275] In some implementations, the computer system (e.g., 700 and / or X700) outputs success audio content (e.g., 732) indicating the successful registration of one or both eyes of a person based on the successful registration of one or both eyes (e.g., after successfully scanning one or both eyes and / or after receiving biometric information corresponding to one or both eyes) (in some implementations, based on determining that one or both eyes of a person have been successfully registered and / or in response to determining that one or both eyes of a person have been successfully registered). Outputting success audio content based on the successful registration of one or both eyes of a user provides the user with feedback on the status of the device (e.g., the device has successfully registered the user's eyes).

[0276] In some implementations, the success audio content (e.g., 732) corresponds to the unlocking audio content (e.g., the same as and / or a modified version of the unlocking audio content) output when the computer system (e.g., 700 and / or X700) transitions from a locked state (e.g., low power state, unauthorized state, one or more functions of the computer system disabled in the unlocked state, and / or the user has not been authenticated) to an unlocked state (e.g., higher power state, authorized state, one or more functions of the computer system disabled in the unlocked state enabled, and / or the user has been successfully authenticated). Outputting the success audio content after registering one or both eyes of the user provides feedback to the user regarding the status of the device (e.g., the device has been successfully registered with the user's eyes). Furthermore, outputting the success audio content corresponding to the unlocking audio content provides the user with an indication of registration and unlocking of the computer system with one or both eyes.

[0277] In some implementations, in response to determining that registration of one or both eyes of a person has failed (e.g., not successfully completed and / or one or more error conditions have not been met), the computer system outputs failure audio content indicating the failure of registration of one or both eyes of the person (e.g., 728). Outputting failure audio content in response to determining that registration of one or both eyes of a person has failed enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This additionally reduces power consumption and extends the device's battery life by enabling the user to use the system more quickly and efficiently. Furthermore, doing so provides the user with feedback on the status of the device (e.g., the device has failed to register the user's eyes).

[0278] In some implementations, in response to the determination that registration of one or both of a person's eyes has failed, the computer system (e.g., 700 and / or X700) displays a visual prompt (e.g., 718d) via one or more display generation components (e.g., 702 and / or X702) prompting the person to initiate a process for registering one or both of the person's eyes (e.g., an object selectable to retry and / or re-initiate the registration of one or both of the person's eyes (e.g., retry scanning and / or capturing biometric information related to one or both eyes) and / or instructing the user to retry the registration of one or both of the person's eyes). Displaying a visual prompt prompting the user to initiate a process for registering the user's eyes in response to the determination that registration of one or both of the person's eyes has failed enhances the operability of the system and makes the user-system interface more efficient (e.g., by helping the user provide appropriate input and reducing errors). This additionally reduces power consumption and extends the device's battery life by enabling the user to use the system more quickly and efficiently. Furthermore, this provides the user with feedback on the status of the device (e.g., the device failed to register the user's eyes).

[0279] In some implementations, in response to the failure of registration to identify one or both eyes of a person (e.g., Figure 7L The computer system (e.g., 700 and / or X700) automatically initiates the registration process for one or both eyes of a person (e.g., from...). Figure 7L Automatic display Figure 7A The user interface 712 and / or Figure 7B(The gaze target 718a in the image). In some embodiments, the process of automatically initiating registration for one or both eyes of a person includes scanning one or both eyes of the person and / or collecting biometric information from one or both eyes of the person. In some embodiments, the process of automatically initiating registration for one or both eyes of a person includes displaying (e.g., re-displaying and / or maintaining display) a first user interface object (e.g., 718a) as part of one or both eyes of the person registering via one or more display generation components. The process of automatically initiating registration for one or both eyes of a person reduces the number of inputs required to perform the operation and allows the operation to be performed without further user input.

[0280] In some implementations, the automatic initiation of the registration process for one or both eyes of a person includes: delaying the automatic initiation of the registration process for one or both eyes until one or more error conditions (e.g., one or both eyes are closed, and / or at least a portion of the computer system is not properly aligned with one or both eyes) are resolved. Delaying the initiation of the registration process for one or both eyes until one or more error conditions are resolved enhances the operability of the system and makes the user-system interface more efficient (e.g., by assisting the user in providing appropriate input and reducing errors), which in turn reduces power consumption and improves device battery life by enabling the user to use the system more quickly and efficiently.

[0281] In some implementations, aspects / operations of methods 800, 1000, 1200, 1400, and / or 1600 may be interchanged, substituted, and / or added between these methods. For example, in some implementations, one or both eyes of the registrant in method 800 may be executed to perform eye-based biometric authentication of the person in methods 1000, 1200, and / or 1400; and / or in some implementations, spatial transformation animation in method 1600 may be executed in response to user authentication (e.g., as described in methods 1000 and / or 1400). For the sake of brevity, these details will not be repeated here.

[0282] Figures 9A to 9M An example of user authentication is shown. Figure 10 This is a flowchart of an exemplary method 1000 for user authentication. Figures 9A to 9M The user interface in the document is used to illustrate the processes described below, including Figure 10 The process in.

[0283] Figure 9AAn electronic device 700 is depicted, which is a tablet computer including a touch-sensitive display 702, buttons 704a-704c, and...

Claims

1. A method, the method comprising: At a computer system that communicates with one or more display generation components and one or more input devices: The first user interface object is displayed as part of one or both eyes of the registrant via the one or more display generation components; When the first user interface object is displayed, the gaze of one or both eyes is detected via the one or more input devices; as well as In response to the detection of the gaze in one or both eyes: Based on the determination that the gaze of one or both eyes is moving toward the first user interface object, a first feedback is output; as well as Based on the determination that the gaze of one or both eyes is moving away from the first user interface object, a second feedback different from the first feedback is output.

2. The method according to claim 1, wherein the first user interface object is a viewpoint-locked virtual object.

3. The method according to any one of claims 1 to 2, wherein outputting the first feedback includes displaying the first visual feedback via the one or more display generation components.

4. The method of claim 3, wherein displaying the first visual feedback includes displaying a first animation showing a change in the appearance of the first user interface object.

5. The method according to claim 4, wherein: The first user interface object includes one or more segments; and The first animation that displays a change in the appearance of the first user interface object includes displaying at least a portion of the one or more segments filled with one or more colors.

6. The method of claim 5, wherein the first animation showing a change in appearance of the first user interface object includes showing at least a portion of the one or more segments gradually filling from an outer area of ​​the first user interface object toward a central area of ​​the first user interface object.

7. The method according to any one of claims 4 to 6, further comprising: After the first animation showing the first user interface object changing its appearance via the one or more display generation components: Based on the determination that the gaze of one or both eyes is moving away from the first user interface object, a second animation of the first user interface object, different from the first animation, is displayed via the one or more display generation components, wherein the second animation at least partially reverses the change in appearance.

8. The method according to any one of claims 4 to 6, wherein: The second feedback output includes keeping the first user interface object displayed without displaying the first animation.

9. The method of any one of claims 3 to 8, wherein the first visual feedback comprises a cue to change the position of at least a portion of the computer system relative to the one or both eyes.

10. The method of claim 9, wherein displaying the first visual feedback comprises replacing the display of the first user interface object with the display of the prompt that changes the position of at least a portion of the computer system relative to the one or both eyes.

11. The method according to any one of claims 9 to 10, wherein displaying the first visual feedback comprises: A first prompt is displayed via the one or more display generating components, indicating that at least a portion of the computer system is being positioned relative to the one or two eyes in a first direction. as well as After the first prompt is displayed, a second prompt is displayed via the one or more display generating components, changing the position of at least a portion of the computer system relative to the one or both eyes in a second direction different from the first direction.

12. The method of any one of claims 1 to 11, wherein outputting the first feedback comprises outputting a first audio prompt corresponding to a request to change the position of at least a portion of the computer system relative to the one or both eyes.

13. The method according to claim 12, wherein: Based on the determination that at least a portion of the computer system should move in a first direction, the first audio cue includes spatialized audio corresponding to the first direction; and Based on the determination that at least a portion of the computer system should move in a second direction different from the first direction, the first audio cues include spatialized audio corresponding to the second direction.

14. The method of any one of claims 1 to 13, wherein outputting the second feedback includes displaying a prompt looking at the first user interface object via the one or more display generating components.

15. The method according to any one of claims 1 to 14, the method further comprising: After registering one or both eyes of the person, the access code is displayed via one or more display generation components to generate a user interface. When the pass code generation user interface is displayed, one or more user inputs that interact with the pass code generation user interface are received via the one or more input devices; as well as In response to receiving one or more user inputs that interact with the pass code generation user interface, a pass code corresponding to the user is stored.

16. The method according to any one of claims 1 to 15, wherein: Outputting the first feedback includes outputting the first audio feedback; and The output of the second feedback includes outputting a second audio feedback that is different from the first audio feedback.

17. The method of claim 16, wherein: Outputting the first audio feedback includes outputting the first audio feedback when the gaze of one or both eyes is directed at the first user interface object; and The method further includes: After outputting the first audio feedback, based on the determination that the gaze of one or both eyes continues to point at the first user interface object, a third audio feedback different from the first audio feedback is output.

18. The method of claim 17, wherein outputting a third audio feedback different from the first audio feedback includes increasing the volume of the first audio feedback.

19. The method according to any one of claims 17 to 18, further comprising: After outputting the first audio feedback, based on determining that the gaze of the one or both eyes is not directed at the first user interface object, a fourth audio feedback different from the third audio feedback and the first audio feedback is output, wherein outputting the fourth audio feedback includes reducing the volume of the first audio feedback.

20. The method according to any one of claims 17 to 19, further comprising: After outputting the third audio feedback, the first audio feedback is output based on the determination that the gaze of one or both eyes is not directed at the first user interface object.

21. The method according to any one of claims 17 to 18, further comprising: After outputting the first audio feedback, the output of the first audio feedback is maintained based on the determination that the gaze of one or both eyes is not directed at the first user interface object.

22. The method according to any one of claims 17 to 21, wherein the first audio feedback comprises spatial audio having a position corresponding to the first user interface object.

23. The method according to any one of claims 1 to 22, further comprising: Based on the successful registration of one or both eyes of the person, output a success audio message indicating the successful registration of one or both eyes of the person.

24. The method of claim 23, wherein the success audio content corresponds to the unlock audio content output when the computer system transitions from a locked state to an unlocked state.

25. The method according to any one of claims 1 to 24, further comprising: In response to determining that the registration of one or both eyes of the person has failed, output failure audio content indicating the registration failure of one or both eyes of the person.

26. The method according to claim 25, further comprising: In response to determining that the registration of one or both of the person's eyes has failed, a visual prompt is displayed via the one or more display generating components, prompting the person to initiate a registration process for the person's one or both eyes.

27. The method according to any one of claims 25 to 26, further comprising: In response to the determination that the registration of one or both eyes of the person has failed, a registration process for the one or both eyes of the person is automatically initiated.

28. The method of claim 27, wherein the process of automatically initiating registration for the one or both eyes of the person comprises: The process of automatically initiating registration for one or both eyes of the person is delayed until one or more error conditions are resolved.

29. A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs including instructions for performing the method according to any one of claims 1 to 28.

30. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: One or more processors; and A memory storing one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for performing the method according to any one of claims 1 to 28.

31. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: Apparatus for performing the method according to any one of claims 1 to 28.

32. A computer program product comprising one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs comprising instructions for performing the method according to any one of claims 1 to 28.

33. A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generating components and one or more input devices, the one or more programs including instructions for: The first user interface object is displayed as part of one or both eyes of the registrant via the one or more display generation components; When the first user interface object is displayed, the gaze of one or both eyes is detected via the one or more input devices; as well as In response to the detection of the gaze in one or both eyes: Based on the determination that the gaze of one or both eyes is moving toward the first user interface object, a first feedback is output; as well as Based on the determination that the gaze of one or both eyes is moving away from the first user interface object, a second feedback different from the first feedback is output.

34. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: One or more processors; and The memory stores one or more programs configured to be executed by one or more processors, the one or more programs including instructions for performing the following operations: The first user interface object is displayed as part of one or both eyes of the registrant via the one or more display generation components; When the first user interface object is displayed, the gaze of one or both eyes is detected via the one or more input devices; as well as In response to the detection of the gaze in one or both eyes: Based on the determination that the gaze of one or both eyes is moving toward the first user interface object, a first feedback is output; as well as Based on the determination that the gaze of one or both eyes is moving away from the first user interface object, a second feedback different from the first feedback is output.

35. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: A means for displaying a first user interface object as part of one or both eyes of a registrant via the one or more display generating components; A means for detecting the gaze of one or both eyes via the one or more input devices when the first user interface object is displayed; and A device for operation in response to detecting a gaze from one or both eyes: Based on the determination that the gaze of one or both eyes is moving toward the first user interface object, a first feedback is output; as well as Based on the determination that the gaze of one or both eyes is moving away from the first user interface object, a second feedback different from the first feedback is output.

36. A computer program product comprising one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs comprising instructions for performing the following operations: The first user interface object is displayed as part of one or both eyes of the registrant via the one or more display generation components; When the first user interface object is displayed, the gaze of one or both eyes is detected via the one or more input devices; as well as In response to the detection of the gaze in one or both eyes: Based on the determination that the gaze of one or both eyes is moving toward the first user interface object, a first feedback is output; as well as Based on the determination that the gaze of one or both eyes is moving away from the first user interface object, a second feedback different from the first feedback is output.

37. A method, the method comprising: At a computer system that communicates with one or more display generation components and one or more input devices: A first user interface object is displayed via the one or more display generation components; When the first user interface object is displayed, the gaze of one or both eyes detected by the computer system is detected via the one or more input devices; as well as In response to the detection of the gaze in one or both eyes: Based on the determination that the gaze of one or both eyes is not directed at the first user interface object, a first animation of the first user interface object is displayed via the one or more display generation components; as well as Based on the determination that the gaze of one or both eyes is directed at the first user interface object, the first animation of the first user interface object is abandoned.

38. The method according to claim 37, further comprising: When it is detected that the gaze of one or both eyes is not directed at the first user interface object, the first animation of the first user interface object is displayed; When displaying the first animation of the first user interface object, the gaze of the one or both eyes is detected to be directed towards the first user interface object; as well as In response to detecting that the gaze of one or both eyes is directed at the first user interface object, the display of the first animation is stopped.

39. The method according to any one of claims 37 to 38, further comprising: When the first animation of the first user interface object is displayed: Based on the determination that the gaze of one or both eyes has not been directed at the first user interface object for a threshold duration, a visual indication prompting the user to look at the first user interface object is displayed via one or more display generation components.

40. The method of claim 39, wherein the visual indication prompting the user to look at the first user interface object includes a movement of the first user interface object that is different from the first animation.

41. The method according to any one of claims 37 to 40, wherein the first animation comprises the movement of a plurality of concentric rings.

42. The method according to any one of claims 37 to 41, wherein the first animation comprises movement of at least a portion of a representation of a human eye.

43. The method according to any one of claims 37 to 42, further comprising: In response to the detection of the gaze in one or both eyes: Based on the determination that the gaze of one or both eyes is not directed at the first user interface object, a first audio output corresponding to the first animation is output.

44. The method of claim 43, wherein the first audio output comprises a repeating sound.

45. The method according to any one of claims 43 to 44, the method further comprising: In response to the detection of the gaze in one or both eyes: Based on determining that the gaze of one or both eyes is directed towards the first user interface object, a second audio output, different from the first audio output, is output, wherein: As one or both eyes continue to point at the first user interface object, the second audio output changes over time.

46. ​​The method according to any one of claims 43 to 45, wherein: The first audio output includes spatial audio with a position corresponding to the first user interface object.

47. The method according to any one of claims 37 to 46, the method further comprising: In response to the detection of the gaze in one or both eyes: Based on determining that the gaze of one or both eyes is directed towards the first user interface object, biometric information corresponding to the one or both eyes is collected; and After collecting the biometric information corresponding to the one or both eyes: Based on the determination that the biometric information corresponding to the one or two eyes meets the authentication criteria, the first user interface object with its appearance changed in a first manner is displayed via the one or more display generation components. as well as If the biometric information corresponding to one or both eyes is determined to be inconsistent with the authentication criteria, the first user interface object, whose appearance is altered in a second manner different from the first manner, is displayed via one or more display generation components.

48. The method of claim 47, wherein displaying the first user interface object that changes appearance in the second manner includes shaking the first user interface object.

49. The method according to any one of claims 47 to 48, the method further comprising: After collecting the biometric information corresponding to the one or two eyes, it is determined that the biometric information corresponding to the one or two eyes does not meet the authentication criteria; and In response to determining that the biometric information corresponding to the one or both eyes does not meet the authentication criteria: Based on the determination that there were no previous failed authentication attempts for the one or two eyes within a defined time period, second biometric information corresponding to the one or two eyes is collected for a second authentication attempt for the one or two eyes.

50. The method according to claim 49, further comprising: In response to determining that the biometric information corresponding to the one or both eyes does not meet the authentication criteria: Based on the determination that there are at least a threshold number of previous failed eye authentication attempts within the defined time period, an authentication user interface is displayed via the one or more display generation components, the authentication user interface including one or more selectable objects that can be selected to input authentication information.

51. The method according to claim 50, wherein: The authentication user interface includes a retry object that can be selected to initiate a process for retrying biometric authentication of one or both eyes. and The method further includes: When the authentication user interface is displayed, user input corresponding to the selection of the retry object is received via the one or more input devices; as well as In response to receiving the user input corresponding to the selection of the retry object, third biometric information corresponding to the one or both eyes is collected for authentication attempts of the one or both eyes.

52. The method according to claim 51, further comprising: In response to determining that the biometric information corresponding to the one or both eyes does not meet the authentication criteria: Based on the determination that there are more than the threshold number of previous failed eye authentication attempts within the defined time period, a second authentication user interface is displayed via the one or more display generation components. The second authentication user interface includes one or more selectable objects that can be selected to input authentication information, wherein the second authentication user interface does not include the retry object.

53. The method according to any one of claims 51 to 52, wherein the user input corresponding to the selection of the retry object includes: The gaze input corresponding to the retry object; and Select input.

54. The method according to any one of claims 37 to 53, further comprising: Before displaying the first user interface object, a registration user interface including the registration gaze target object is displayed via the one or more display generating components as part of one or both eyes of the registrant; When the registration user interface is displayed, based on the determination that the gaze of one or both of the person's eyes is moving away from the registered gaze target object, a prompt to look at the registered gaze target object is displayed via the one or more display generation components; as well as After the registration user interface is displayed: Collect biometric information corresponding to one or both eyes; and After collecting the biometric information corresponding to the one or both eyes: If the biometric information corresponding to one or both eyes is determined to be inconsistent with the authentication criteria, a prompt indicating that the user interface object is being looked at is displayed via one or more display generation components.

55. The method according to any one of claims 37 to 54, wherein displaying the first user interface object comprises: Based on the determination that one or more previously failed authentication attempts were made for one or both eyes within a defined time period, the first user interface object is displayed such that the first disc at least partially surrounds the first user interface object; and Based on the determination that there were no previously failed authentication attempts for the one or both eyes within a limited time period, the first user interface object is displayed without displaying the first disc.

56. The method of claim 55, wherein the first disc is displayed in a manner that brightens the one or both eyes for subsequent collection of biometric information corresponding to the one or both eyes.

57. The method according to any one of claims 37 to 56, further comprising: After detecting the gaze of one or both eyes, and while displaying the first user interface object, biometric information corresponding to the one or both eyes is collected; and After collecting the biometric information corresponding to the one or both eyes: If the biometric information corresponding to one or both eyes is determined to meet the authentication criteria, the display of the first user interface object is stopped.

58. The method according to any one of claims 37 to 57, the method further comprising: After detecting the gaze of one or both eyes, biometric information corresponding to the one or both eyes is collected; as well as After collecting the biometric information corresponding to the one or both eyes: Based on the determination that the biometric information corresponding to one or both eyes meets the authentication criteria, a successful visual feedback is displayed via one or more display generation components.

59. The method according to claim 58, further comprising: When collecting the biometric information corresponding to one or both eyes, a progress animation is displayed via one or more display generation components, wherein: The first user interface object includes a first plurality of lines; The progress animation includes the movement of the first plurality of lines; and The successful visual feedback includes changing the first plurality of lines to a second plurality of lines that are different from the first plurality of lines.

60. The method of claim 59, wherein the second plurality of lines comprises a different number of lines than the first plurality of lines.

61. The method according to any one of claims 59 to 60, wherein changing the first plurality of lines to a second plurality of lines includes merging a first line of the first plurality of lines with a second line of the first plurality of lines.

62. The method according to any one of claims 59 to 61, wherein: The first plurality of lines include: A first linear subset, the first linear subset having a first number of gaps separating the first linear subset; and A second line subset, the second line subset having a second number of gaps separating the second line subset, wherein the second number of gaps is different from the first number of gaps; and Changing the first plurality of lines to the second plurality of lines includes modifying at least one of the first subset of lines and the second subset of lines, such that the first subset of lines and the second subset of lines include a third number of gaps; and The method further includes: After changing the first plurality of lines into the second plurality of lines, the third number of gaps in the first subset of lines are aligned with the third number of gaps in the second subset of lines.

63. The method according to any one of claims 59 to 62, wherein: The first plurality of lines includes one or more lines separated by one or more gaps; and Changing the first plurality of lines to the second plurality of lines includes combining at least some of the one or more lines to remove the one or more gaps.

64. The method of any one of claims 58 to 63, wherein displaying the successful visual feedback includes reducing the size of the first user interface object.

65. The method of any one of claims 58 to 64, wherein displaying the successful visual feedback comprises displaying an animation including a movement representing a blink.

66. The method according to any one of claims 37 to 65, wherein, When the first user interface object is displayed, the augmented reality pass-through environment is simultaneously visible to the first user interface object via the one or more display generation components.

67. The method according to any one of claims 37 to 65, the method further comprising: When the first user interface object is displayed, the augmented reality pass-through environment is not visible through the one or more display generation components; as well as After the first user interface object is displayed, the augmented reality pass-through environment becomes visible via the one or more display generation components.

68. A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs including instructions for performing the method according to any one of claims 37 to 67.

69. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: One or more processors; and A memory storing one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for performing the method according to any one of claims 37 to 67.

70. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: Apparatus for performing the method according to any one of claims 37 to 67.

71. A computer program product comprising one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs comprising instructions for performing the method according to any one of claims 37 to 67.

72. A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generating components and one or more input devices, the one or more programs including instructions for: A first user interface object is displayed via the one or more display generation components; When the first user interface object is displayed, the gaze of one or both eyes detected by the computer system is detected via the one or more input devices; as well as In response to the detection of the gaze in one or both eyes: Based on the determination that the gaze of one or both eyes is not directed at the first user interface object, a first animation of the first user interface object is displayed via the one or more display generation components; as well as Based on the determination that the gaze of one or both eyes is directed at the first user interface object, the first animation of the first user interface object is abandoned.

73. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: One or more processors; and The memory stores one or more programs configured to be executed by one or more processors, the one or more programs including instructions for performing the following operations: A first user interface object is displayed via the one or more display generation components; When the first user interface object is displayed, the gaze of one or both eyes detected by the computer system is detected via the one or more input devices; as well as In response to the detection of the gaze in one or both eyes: Based on the determination that the gaze of one or both eyes is not directed at the first user interface object, a first animation of the first user interface object is displayed via the one or more display generation components; as well as Based on the determination that the gaze of one or both eyes is directed at the first user interface object, the first animation of the first user interface object is abandoned.

74. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: A means for displaying a first user interface object via the one or more display generation components; A means for detecting, via the one or more input devices, the gaze of one or both eyes detected by the computer system when the first user interface object is displayed; and A device for operation in response to detecting a gaze from one or both eyes: Based on the determination that the gaze of one or both eyes is not directed at the first user interface object, a first animation of the first user interface object is displayed via the one or more display generation components; as well as Based on the determination that the gaze of one or both eyes is directed at the first user interface object, the first animation of the first user interface object is abandoned.

75. A computer program product comprising one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs comprising instructions for performing the following operations: A first user interface object is displayed via the one or more display generation components; When the first user interface object is displayed, the gaze of one or both eyes detected by the computer system is detected via the one or more input devices; as well as In response to the detection of the gaze in one or both eyes: Based on the determination that the gaze of one or both eyes is not directed at the first user interface object, a first animation of the first user interface object is displayed via the one or more display generation components; as well as Based on the determination that the gaze of one or both eyes is directed at the first user interface object, the first animation of the first user interface object is abandoned.

76. A method comprising: At a computer system that communicates with one or more display generation components and one or more input devices: Detecting, via the one or more input devices, a request to convey the user's first virtual representation to another person with whom the user is communicating; and In response to detecting the request to represent the user to other persons with whom the user is communicating using the user's first virtual representation: Based on the determination that the user is authenticated on the computer system, the first virtual representation of the user continues to be used to represent the user to other persons with whom the user is communicating; and Based on the determination that the user is not authenticated on the computer system, the use of the first virtual representation of the user to represent the user to other persons with whom the user is communicating is abandoned.

77. The method of claim 76, wherein continuing to use the first virtual representation of the user to represent the user to other persons with whom the user is communicating includes continuing to use the first virtual representation of the user to represent the user in a real-time communication session that includes one or more other persons with whom the user is communicating.

78. The method according to any one of claims 76 to 77, wherein: Continuing to use the user's first virtual representation to represent the user to other people with whom the user is communicating includes continuing to use the user's first virtual representation to represent the user in a spatial communication session that includes one or more other people with whom the user is communicating; and The method further includes: When using the user's first virtual representation to represent the user in the spatial communication session, the user's movement is detected via the one or more input devices; and In response to detecting the user's movement, the first virtual representation of the user moves within the three-dimensional environment based on the user's movement.

79. The method according to any one of claims 76 to 78, wherein: Determining that the user is authenticated on the computer system includes determining that the user is biometrically authenticated on the computer system; and Determining that the user is not authenticated on the computer system includes determining that the user has not been biometrically authenticated on the computer system.

80. The method according to claim 79, wherein: Determining that the user is authenticated on the computer system includes determining that the user has been authenticated based on iris-based authentication; and Determining that the user is not authenticated on the computer system includes determining that the user is not authenticated based on iris-based authentication.

81. The method according to any one of claims 76 to 78, wherein: Determining that the user is authenticated on the computer system includes determining that the access code information input by the user matches the known access code information corresponding to the authenticated user; and Determining that the user is not authenticated on the computer system includes determining that the access code information entered by the user does not match the known access code information corresponding to the authenticated user.

82. The method according to any one of claims 76 to 81, the method further comprising: In response to detecting the request to represent the user to other persons with whom the user is communicating using the user's first virtual representation: Based on the determination that the user has not been authenticated on the computer system, a first output prompting the user to enter authentication information is output.

83. The method of claim 82, wherein the first output prompting the user to input authentication information includes a first output prompting the user to input biometric authentication information.

84. The method according to any one of claims 82 to 83, wherein the first output prompting the user to input authentication information includes a first output prompting the user to provide access code authentication information.

85. The method according to any one of claims 76 to 84, the method further comprising: In response to detecting the request to represent the user to other persons with whom the user is communicating using the user's first virtual representation: Based on the determination that the user is not authenticated on the computer system, a second virtual representation, different from the first virtual representation of the user, is used to represent the user to other persons with whom the user is communicating.

86. The method according to any one of claims 76 to 85, wherein: The first virtual representation is a virtual representation of the first type; and The method further includes: Before detecting the use of the user's first virtual representation to indicate the user's request to others with whom the user is communicating: The system outputs a request prompting the user to enable user authentication, allowing the user to use the first type of virtual representation to represent the user for use with one or more functions of the computer system.

87. The method according to any one of claims 76 to 86, the method further comprising: Before detecting the use of the user's first virtual representation to indicate the user's request to others with whom the user is communicating: The request to create the first virtual representation of the user is detected via the one or more input devices; In response to the detection of the request to create the first virtual representation of the user: Based on the determination that the user is authenticated on the computer system, a process for creating the first virtual representation of the user is initiated.

88. The method according to any one of claims 76 to 87, the method further comprising: The user's first virtual representation is used to represent the user's request within the communication session via the one or more input devices; In response to detecting the request to represent the user within the communication session using the user's first virtual representation: Based on the determination that the user is authenticated on the computer system using the first type of authentication, the user's first virtual representation continues to be used to represent the user within the communication session; as well as If it is determined that the user is authenticated on the computer system using a second type of authentication different from the first type of authentication, but the user is not authenticated on the computer system using the first type of authentication, then the use of the first virtual representation of the user to represent the user within the communication session is abandoned.

89. The method according to any one of claims 76 to 88, the method further comprising: The user's first virtual representation is used to represent the user's request within the communication session via the one or more input devices; In response to detecting a request to use the user's first virtual representation to represent the user within the communication session, authentication information is collected from the user; as well as After collecting the authentication information from the user: The user is successfully authenticated based on the authentication information determined from the user, and the user continues to be represented by the first virtual representation within the communication session; and If the authentication information from the user is determined to be unsuccessful in authenticating the user, the use of the first virtual representation of the user to represent the user within the communication session is abandoned.

90. The method of claim 89, wherein detecting the request of the user within the communication session using the first virtual representation of the user includes detecting a request to accept an invitation to join the communication session.

91. The method of claim 89, wherein detecting the request of the user within the communication session using the first virtual representation of the user includes detecting a request to initiate a new communication session.

92. The method of claim 89, wherein detecting the request of the user within the communication session using the first virtual representation of the user comprises: While the user is participating in the communication session, a request to open the user's first virtual representation is detected.

93. The method according to any one of claims 76 to 92, further comprising: Detect a request to disable biometric authentication via the one or more input devices; as well as In response to the detection of the request to disable biometric authentication: Disable biometric authentication; and Delete the first virtual representation of the user.

94. The method according to claim 93, further comprising: Before disabling biometric authentication and deleting the user's first virtual representation, a first warning is output indicating that disabling biometric authentication will also result in the deletion of the user's first virtual representation.

95. The method according to any one of claims 76 to 94, the method further comprising: While the user is participating in a communication session, a request to open the user's first virtual representation is detected; as well as In response to detecting the request to open the user's first virtual representation: The passcode input user interface is displayed via the one or more display generation components. The passcode input user interface includes one or more objects that can be selected by the user to provide passcode-based authentication information for passcode-based authentication of the user.

96. The method according to any one of claims 76 to 95, the method further comprising: Detect a request to initiate a communication session via the one or more input devices; In response to detecting the request to initiate the communication session: If the user's first virtual representation is protected using a first type of authentication, the communication session is initiated if the user's first virtual representation represents the user within the communication session; as well as Based on the determination that the user's first virtual representation is protected using a second type of authentication, different from the first type of authentication: The communication session is initiated if the user's first virtual representation does not represent the user within the communication session. as well as Display a first selectable object, which can be selected to initiate a process for making the first virtual representation of the user represent the user within the communication session; When the user's first virtual representation is protected using the second type of authentication, when the user is not represented by the user's first virtual representation within the communication session, and when the first selectable object is displayed, user input corresponding to the selection of the first selectable object is detected via the one or more input devices; In response to detecting user input corresponding to the selection of the first selectable object, a passcode authentication user interface is displayed via the one or more display generation components, the passcode authentication user interface including one or more selectable objects that can be selected by the user to input passcode authentication information; When displaying the access code authentication user interface, access code authentication information is received from the user; as well as In response to receiving the access code authentication information from the user: The user is successfully authenticated based on the access code authentication information determined from the user, and the user's first virtual representation continues to be used to represent the user in the communication session.

97. A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs including instructions for performing the method according to any one of claims 76 to 96.

98. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: One or more processors; and A memory storing one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for performing the method according to any one of claims 76 to 96.

99. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: Apparatus for performing the method according to any one of claims 76 to 96.

100. A computer program product comprising one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs comprising instructions for performing the method according to any one of claims 76 to 96.

101. A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generating components and one or more input devices, the one or more programs including instructions for: Detecting, via the one or more input devices, a request to convey the user's first virtual representation to another person with whom the user is communicating; and In response to detecting the request to represent the user to other persons with whom the user is communicating using the user's first virtual representation: Based on the determination that the user is authenticated on the computer system, the first virtual representation of the user continues to be used to represent the user to other persons with whom the user is communicating; and Based on the determination that the user is not authenticated on the computer system, the use of the first virtual representation of the user to represent the user to other persons with whom the user is communicating is abandoned.

102. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: One or more processors; and The memory stores one or more programs configured to be executed by one or more processors, the one or more programs including instructions for performing the following operations: Detecting, via the one or more input devices, a request to convey the user's first virtual representation to another person with whom the user is communicating; and In response to detecting the request to represent the user to other persons with whom the user is communicating using the user's first virtual representation: Based on the determination that the user is authenticated on the computer system, the first virtual representation of the user continues to be used to represent the user to other persons with whom the user is communicating; and Based on the determination that the user is not authenticated on the computer system, the use of the first virtual representation of the user to represent the user to other persons with whom the user is communicating is abandoned.

103. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: A means for detecting, via the one or more input devices, a request by the user to another person with whom the user is communicating, using a first virtual representation of the user; and A device for: responding to detecting a request to represent the user to another person with whom the user is communicating using the user's first virtual representation: Based on the determination that the user is authenticated on the computer system, the first virtual representation of the user continues to be used to represent the user to other persons with whom the user is communicating; and Based on the determination that the user is not authenticated on the computer system, the use of the first virtual representation of the user to represent the user to other persons with whom the user is communicating is abandoned.

104. A computer program product comprising one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs comprising instructions for performing the following operations: Detecting, via the one or more input devices, a request to convey the user's first virtual representation to another person with whom the user is communicating; and In response to detecting the request to represent the user to other persons with whom the user is communicating using the user's first virtual representation: Based on the determination that the user is authenticated on the computer system, the first virtual representation of the user continues to be used to represent the user to other persons with whom the user is communicating; and Based on the determination that the user is not authenticated on the computer system, the use of the first virtual representation of the user to represent the user to other persons with whom the user is communicating is abandoned.

105. A method, the method comprising: At a computer system that communicates with one or more display generation components and one or more input devices: When the computer system is in a locked state, a request to change the computer system from the locked state to the unlocked state is detected via the one or more input devices; as well as In response to detecting the request to transition the computer system from the locked state to the unlocked state: Based on the determination that the computer system meets a first set of criteria related to unlocking and that the computer system has detected a companion device separate from the computer system, the companion device meeting a distance threshold criterion relative to the computer system and meeting the unlocking criteria, the one or more input devices are used to attempt biometric authentication of the user; as well as Based on the determination that the computer system meets the first set of criteria related to unlocking and that the computer system has not detected any accessory devices separate from the computer system, wherein the accessory devices meet both the distance threshold criteria and the unlocking criteria relative to the computer system, the use of the one or more input devices to attempt biometric authentication of the user is abandoned.

106. The method according to claim 105, further comprising: In response to detecting the request to transition the computer system from the locked state to the unlocked state: Based on the determination that the computer system does not meet the first set of criteria related to unlocking, the one or more input devices are used to attempt biometric authentication of the user.

107. The method according to any one of claims 105 to 106, the method further comprising: In response to an attempt to perform biometric authentication on the user: Upon confirming that biometric authentication of the user has been successful, the computer system is switched from the locked state to the unlocked state. as well as If it is determined that biometric authentication of the user is unsuccessful, the computer system will remain in the locked state.

108. The method of any one of claims 105 to 107, wherein the first set of criteria associated with unlocking includes device restart criteria associated with restarting the computer system.

109. The method of any one of claims 105 to 108, wherein the first set of criteria associated with unlocking includes a timeout criterion relating to how much time has elapsed since the computer system last successfully transitioned from the locked state to the unlocked state.

110. The method of any one of claims 105 to 109, wherein the first set of criteria associated with unlocking includes a failure threshold criterion relating to the number of failed biometric authentication attempts detected by the computer system since the computer system last successfully transitioned from the locked state to the unlocked state.

111. The method according to any one of claims 105 to 110, the method further comprising: In response to detecting the request to transition the computer system from the locked state to the unlocked state: Based on the determination that the computer system meets the first set of criteria related to unlocking and that the computer system has not detected any accessory device separate from the computer system, wherein the accessory device meets both the distance threshold criterion and the unlocking criterion relative to the computer system, a prompt is output requesting the user to input authentication information based on the passcode.

112. The method according to any one of claims 105 to 111, the method further comprising: In response to an attempt to perform biometric authentication on the user: If the biometric authentication of the user is unsuccessful, a prompt will be output requesting the user to input authentication information based on the access code.

113. The method according to any one of claims 105 to 112, the method further comprising: After detecting the request to change the computer system from the locked state to the unlocked state, a second request to change the computer system from the locked state to the unlocked state is detected via the one or more input devices; as well as In response to detecting a second request to transition the computer system from the locked state to the unlocked state: Based on the determination that the computer system has previously transitioned from the locked state to the unlocked state using authentication information based on a passcode provided by the user within a threshold duration, an attempt is made to perform biometric authentication on the user.

114. The method according to any one of claims 105 to 113, wherein determining that the computer system has detected a companion device that meets the unlocking criteria and is separate from the computer system comprises determining that the computer system has detected the companion device that meets the unlocking criteria and is separate from the computer system when the companion device is in a locked state.

115. The method of claim 114, wherein determining that the computer system has detected a matching device that meets the unlocking criteria and is separated from the computer system while the matching device is in the locked state of the matching device includes determining that the matching device has been in the locked state of the matching device for less than a threshold duration.

116. The method of claim 115, wherein determining that the accessory device has been in the locked state of the accessory device for less than the threshold duration does not take into account the state of the computer system during the threshold duration.

117. The method according to any one of claims 114 to 116, wherein determining that the computer system has detected a matching device that meets the unlocking criteria and is separated from the computer system when the matching device is in the locked state of the matching device comprises: It is determined that the accessory device was previously in an unlocked state when it was within a first threshold distance of the computer system.

118. The method of any one of claims 114 to 117, wherein determining that the computer system has detected a matching device that meets the unlocking criteria and is separate from the computer system when the matching device is in the locked state of the matching device includes determining that the matching device is a wearable device that has not been removed from the user's body since the user was last authenticated on the matching device.

119. The method according to any one of claims 105 to 118, wherein determining that the computer system has detected a companion device that meets the unlocking criteria and is separate from the computer system comprises determining that the computer system has detected the companion device that is in an unlocked state and is separate from the computer system.

120. The method according to any one of claims 105 to 119, wherein the unlocking criteria include a first unlocking criterion, the first unlocking criterion being satisfied when the accessory device belongs to a first group of device types, and not being satisfied when the accessory device belongs to a second group of device types different from the first group of device types.

121. The method according to any one of claims 105 to 120, the method further comprising: When the computer system is in the locked state, an authentication user interface is displayed via the one or more display generation components. The authentication user interface includes one or more selectable objects for the user to input authentication information based on a passcode, wherein: When the computer system is displaying the authentication user interface and is in the locked state, the computer system is prohibited from accessing input registration data used to detect user input when the computer system is in the unlocked state.

122. The method according to any one of claims 105 to 121, the method further comprising: When the computer system is in the locked state, an authentication user interface is displayed via the one or more display generation components. The authentication user interface includes one or more selectable objects for the user to input authentication information based on a passcode. as well as When the authentication user interface is displayed and when the computer system is in the locked state, it is determined that the authentication user interface has been displayed for a threshold amount of time. as well as In response to determining that the authentication user interface has been displayed for the threshold amount of time, a prompt to unlock a companion device separate from the computer system is displayed via the one or more display generation components in order to enable biometric authentication on the computer system.

123. The method according to any one of claims 105 to 122, the method further comprising: In response to detecting the request to transition the computer system from the locked state to the unlocked state: Based on the determination that the computer system meets the first set of criteria related to unlocking and the computer system has detected a companion device separate from the computer system, the companion device meets the distance threshold criteria relative to the computer system but does not meet the unlocking criteria, the attempt to perform biometric authentication on the user is abandoned; After abandoning attempts to perform biometric authentication on the user, the device is detected to now meet the unlocking criteria, while the device continues to meet the distance threshold criteria relative to the computer system; and In response to the detection that the companion device, which is now separated from the computer system, now meets the unlocking criteria, while the companion device continues to meet the distance threshold criteria relative to the computer system, an attempt is made to perform biometric authentication on the user using the one or more input devices.

124. The method according to any one of claims 105 to 123, wherein: A separate accessory device, independent of the computer system, displays a wake-up screen user interface via one or more display generation components of the accessory device. The wake-up screen user interface indicates that the accessory device has transitioned from a sleep state to a wake-up state. The accessory device displays a first object in the wake-up screen user interface via one or more display generation components of the accessory device. The first object can be selected to initiate a process for changing the computer system from the locked state to the unlocked state.

125. The method of claim 124, wherein the selection of the first object causes the accessory device to display a passcode-based authentication user interface via the one or more display generation components of the accessory device, the passcode-based authentication user interface including one or more selectable objects for the user to input passcode-based authentication information.

126. The method according to any one of claims 124 to 125, wherein, Based on the determination that the wake-up screen user interface includes the first object, the accessory device maintains the display of the wake-up screen user interface after the accessory device changes from the locked state to the unlocked state.

127. The method according to any one of claims 105 to 126, wherein a first auxiliary device separate from the computer system is visible via the one or more display generating components.

128. A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs including instructions for performing the method according to any one of claims 105 to 127.

129. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: One or more processors; and A memory storing one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for performing the method according to any one of claims 105 to 127.

130. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: Apparatus for performing the method according to any one of claims 105 to 127.

131. A computer program product comprising one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs comprising instructions for performing the method according to any one of claims 105 to 127.

132. A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generating components and one or more input devices, the one or more programs including instructions for: When the computer system is in a locked state, a request to change the computer system from the locked state to the unlocked state is detected via the one or more input devices; as well as In response to detecting the request to transition the computer system from the locked state to the unlocked state: Based on the determination that the computer system meets a first set of criteria related to unlocking and that the computer system has detected a companion device separate from the computer system, the companion device meeting a distance threshold criterion relative to the computer system and meeting the unlocking criteria, the one or more input devices are used to attempt biometric authentication of the user; as well as Based on the determination that the computer system meets the first set of criteria related to unlocking and that the computer system has not detected any accessory devices separate from the computer system, wherein the accessory devices meet both the distance threshold criteria and the unlocking criteria relative to the computer system, the use of the one or more input devices to attempt biometric authentication of the user is abandoned.

133. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: One or more processors; and The memory stores one or more programs configured to be executed by one or more processors, the one or more programs including instructions for performing the following operations: When the computer system is in a locked state, a request to change the computer system from the locked state to the unlocked state is detected via the one or more input devices; as well as In response to detecting the request to transition the computer system from the locked state to the unlocked state: Based on the determination that the computer system meets a first set of criteria related to unlocking and that the computer system has detected a companion device separate from the computer system, the companion device meeting a distance threshold criterion relative to the computer system and meeting the unlocking criteria, the one or more input devices are used to attempt biometric authentication of the user; as well as Based on the determination that the computer system meets the first set of criteria related to unlocking and that the computer system has not detected any accessory devices separate from the computer system, wherein the accessory devices meet both the distance threshold criteria and the unlocking criteria relative to the computer system, the use of the one or more input devices to attempt biometric authentication of the user is abandoned.

134. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: Means for detecting, via the one or more input devices, a request to change the computer system from the locked state to the unlocked state when the computer system is in a locked state; and A means for performing the following operation: in response to detecting a request to transition the computer system from the locked state to the unlocked state: Based on the determination that the computer system meets a first set of criteria related to unlocking and that the computer system has detected a companion device separate from the computer system, the companion device meeting a distance threshold criterion relative to the computer system and meeting the unlocking criteria, the one or more input devices are used to attempt biometric authentication of the user; as well as Based on the determination that the computer system meets the first set of criteria related to unlocking and that the computer system has not detected any accessory devices separate from the computer system, wherein the accessory devices meet both the distance threshold criteria and the unlocking criteria relative to the computer system, the use of the one or more input devices to attempt biometric authentication of the user is abandoned.

135. A computer program product comprising one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs comprising instructions for performing the following operations: When the computer system is in a locked state, a request to change the computer system from the locked state to the unlocked state is detected via the one or more input devices; as well as In response to detecting the request to transition the computer system from the locked state to the unlocked state: Based on the determination that the computer system meets a first set of criteria related to unlocking and that the computer system has detected a companion device separate from the computer system, the companion device meeting a distance threshold criterion relative to the computer system and meeting the unlocking criteria, the one or more input devices are used to attempt biometric authentication of the user; as well as Based on the determination that the computer system meets the first set of criteria related to unlocking and that the computer system has not detected any accessory devices separate from the computer system, wherein the accessory devices meet both the distance threshold criteria and the unlocking criteria relative to the computer system, the use of the one or more input devices to attempt biometric authentication of the user is abandoned.

136. A method, the method comprising: At a computer system that communicates with one or more display generation components and one or more input devices: A user request to transition the computer system from a first state to a second state different from the first state is detected via the one or more input devices, wherein in the first state, the three-dimensional environment is not visible via the one or more display generation components, and in the second state, the three-dimensional environment is visible via the one or more display generation components; as well as In response to detecting a user request to transition the computer system from the first state to the second state, a spatial transformation animation of the three-dimensional environment gradually revealing itself over time is displayed via the one or more display generation components, wherein: The three-dimensional environment includes: The first group of objects, and A second group of objects, different from the first group of objects and closer to the user's viewpoint of the computer system; and The spatial transformation animation includes: In the first instance, a user interface is displayed where both the first group of objects and the second group of objects are visually obscured; At a second time following the first time point, a user interface is displayed where the first group of objects is no longer visually occluded while the second group of objects continues to be visually occluded; and At a third time following the second time, a user interface is displayed where both the second group of objects and the first group of objects are no longer visually obscured.

137. The method of claim 136, wherein detecting the user request to transition the computer system from the first state to the second state includes detecting that the user is wearing the computer system.

138. The method of any one of claims 136 to 137, wherein detecting the user request to transition the computer system from the first state to the second state includes detecting a user request to open the computer system.

139. The method according to any one of claims 136 to 138, the method further comprising: In response to detecting a user request to transition the computer system from the first state to the second state: Before displaying the space transformation animation: The initial user interface is displayed via the one or more display generation components; and After the initial user interface is displayed, a first graphical object is displayed via the one or more display generation components.

140. The method of claim 139, wherein the initial user interface is a solid color or a repeating pattern.

141. The method according to any one of claims 136 to 140, wherein: The spatial animation shows that the size of the three-dimensional objects that visually occlude the three-dimensional environment gradually decreases over time; The user interface that displays both the first group of objects and the second group of objects as visually occluded includes displaying the three-dimensional objects at a first size that visually occludes the first group of objects and the second group of objects; The user interface that displays the first group of objects as no longer visually occluded while the second group of objects continues to be visually occluded includes displaying the three-dimensional objects at a second size that visually occludes the second group of objects but not the first group of objects; and The user interface that displays the second group of objects and the first group of objects as no longer visually obscured includes displaying the three-dimensional objects at a third size that does not visually obscure the second group of objects and the first group of objects.

142. The method of claim 141, wherein the three-dimensional object is a sphere.

143. The method according to any one of claims 141 to 142, wherein the first dimension is a dimension larger than the dimension of the three-dimensional environment.

144. The method according to any one of claims 141 to 143, wherein when the three-dimensional object is displayed at the first size, the viewpoint of the user of the computer system is located inside the three-dimensional object.

145. The method according to any one of claims 141 to 144, wherein the three-dimensional object is an environment-locked object.

146. The method of any one of claims 136 to 145, wherein displaying the spatial transformation animation comprises starting the spatial transformation animation from a point in the three-dimensional environment relative to the user's viewpoint of the computer system, the point being farther from the user's viewpoint than most points in the three-dimensional environment are farther from the user.

147. The method of claim 146, wherein the farthest point in the three-dimensional environment relative to the user's viewpoint is automatically determined by the computer system.

148. The method according to any one of claims 136 to 147, wherein the spatial transformation animation is displayed based on the geometry of the physical three-dimensional environment surrounding the computer system.

149. The method according to claim 148, wherein: The first group of objects is the first group of physical objects in the physical three-dimensional environment; and The second group of objects is a second group of physical objects in the physical three-dimensional environment. The second group of physical objects is different from the first group of physical objects and is physically closer to the user of the computer system than the first group of physical objects.

150. The method according to any one of claims 136 to 149, wherein displaying the spatial transformation animation further comprises: Determine the first direction in which the user's head is pointing at the beginning of the spatial transformation animation; as well as The spatial transformation animation is initiated from the first direction.

151. The method according to any one of claims 136 to 150, the method further comprising: In response to detecting a user request to transition the computer system from the first state to the second state: Before the second time, the first object is displayed as a viewpoint-locked object via the one or more display generation components.

152. The method according to claim 151, further comprising: When displaying the spatial transformation animation, keep the first object displayed as a view-locked object.

153. The method according to any one of claims 151 to 152, wherein displaying the first object as a view-locked object comprises: Based on the determination that the first set of criteria is met, the first object is displayed as a viewpoint-locked object constrained on the corresponding axis; as well as If the first set of criteria is determined not to be met, the first object is displayed as a viewpoint-locked object that is not constrained on the corresponding axis.

154. The method according to any one of claims 136 to 153, the method further comprising: Before displaying the spatial transformation animation, the first display object is displayed as a viewpoint-locked object constrained on the corresponding axis via the one or more display generation components; After displaying the spatial transformation animation, the second display object is displayed as a viewpoint-locked object constrained on the corresponding axis via the one or more display generation components; as well as After the second display object is displayed, the main user interface is displayed as an unconstrained viewpoint-locked object on the corresponding axis via the one or more display generation components.

155. The method according to any one of claims 136 to 154, the method further comprising: In response to detecting a user request to transition the computer system from the first state to the second state, a transition point object at a first location within the three-dimensional environment, based on the user's viewpoint, is displayed via the one or more display generation components, wherein: During the display of the spatial transformation animation, the transformation point object is displayed as an environment-locked object at the first location within the three-dimensional environment.

156. The method according to any one of claims 136 to 155, wherein: At the first moment, the user's viewpoint points in a first direction within the three-dimensional environment; and The method further includes: Introductory visual content is displayed at a location along the first direction in the three-dimensional environment via one or more display generation components.

157. The method according to any one of claims 136 to 156, the method further comprising: During the spatial transformation animation, the first audio output is output.

158. The method according to any one of claims 136 to 157, the method further comprising: At the first moment, one or both of the user's hands are visually obscured; and At the third time, the user's one or both hands are no longer visually obscured, and the user's one or both hands visually obscure at least a portion of the three-dimensional environment.

159. A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs including instructions for performing the method according to any one of claims 136 to 158.

160. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: One or more processors; and A memory storing one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for performing the method according to any one of claims 136 to 158.

161. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: Apparatus for performing the method according to any one of claims 136 to 158.

162. A computer program product comprising one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs comprising instructions for performing the method according to any one of claims 136 to 158.

163. A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of a computer system communicating with one or more display generating components and one or more input devices, the one or more programs including instructions for: A user request to transition the computer system from a first state to a second state different from the first state is detected via the one or more input devices, wherein in the first state, the three-dimensional environment is not visible via the one or more display generation components, and in the second state, the three-dimensional environment is visible via the one or more display generation components; as well as In response to detecting a user request to transition the computer system from the first state to the second state, a spatial transformation animation of the three-dimensional environment gradually revealing itself over time is displayed via the one or more display generation components, wherein: The three-dimensional environment includes: The first group of objects, and A second group of objects, different from the first group of objects and closer to the user's viewpoint of the computer system; and The spatial transformation animation includes: In the first instance, a user interface is displayed where both the first group of objects and the second group of objects are visually obscured; At a second time following the first time point, a user interface is displayed where the first group of objects is no longer visually occluded while the second group of objects continues to be visually occluded; and At a third time following the second time, a user interface is displayed where both the second group of objects and the first group of objects are no longer visually obscured.

164. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: One or more processors; and The memory stores one or more programs configured to be executed by one or more processors, the one or more programs including instructions for performing the following operations: A user request to transition the computer system from a first state to a second state different from the first state is detected via the one or more input devices, wherein in the first state, the three-dimensional environment is not visible via the one or more display generation components, and in the second state, the three-dimensional environment is visible via the one or more display generation components; as well as In response to detecting a user request to transition the computer system from the first state to the second state, a spatial transformation animation of the three-dimensional environment gradually revealing itself over time is displayed via the one or more display generation components, wherein: The three-dimensional environment includes: The first group of objects, and A second group of objects, different from the first group of objects and closer to the user's viewpoint of the computer system; and The spatial transformation animation includes: In the first instance, a user interface is displayed where both the first group of objects and the second group of objects are visually obscured; At a second time following the first time point, a user interface is displayed where the first group of objects is no longer visually occluded while the second group of objects continues to be visually occluded; and At a third time following the second time, a user interface is displayed where both the second group of objects and the first group of objects are no longer visually obscured.

165. A computer system configured to communicate with one or more display generation components and one or more input devices, the computer system comprising: A means for detecting, via the one or more input devices, a user request to transition the computer system from a first state to a second state different from the first state, wherein in the first state, the three-dimensional environment is not visible via the one or more display generation components, and in the second state, the three-dimensional environment is visible via the one or more display generation components; and An apparatus for displaying, via one or more display generation components, a spatial transformation animation of a three-dimensional environment gradually revealing itself over time in response to detecting a user request to transition the computer system from a first state to a second state, wherein: The three-dimensional environment includes: The first group of objects, and A second group of objects, different from the first group of objects and closer to the user's viewpoint of the computer system; and The spatial transformation animation includes: In the first instance, a user interface is displayed where both the first group of objects and the second group of objects are visually obscured; At a second time following the first time point, a user interface is displayed where the first group of objects is no longer visually occluded while the second group of objects continues to be visually occluded; and At a third time following the second time, a user interface is displayed where both the second group of objects and the first group of objects are no longer visually obscured.

166. A computer program product comprising one or more programs configured to be executed by one or more processors of a computer system in communication with one or more display generation components and one or more input devices, the one or more programs comprising instructions for performing the following operations: A user request to transition the computer system from a first state to a second state different from the first state is detected via the one or more input devices, wherein in the first state, the three-dimensional environment is not visible via the one or more display generation components, and in the second state, the three-dimensional environment is visible via the one or more display generation components; as well as In response to detecting a user request to transition the computer system from the first state to the second state, a spatial transformation animation of the three-dimensional environment gradually revealing itself over time is displayed via the one or more display generation components, wherein: The three-dimensional environment includes: The first group of objects, and A second group of objects, different from the first group of objects and closer to the user's viewpoint of the computer system; and The spatial transformation animation includes: In the first instance, a user interface is displayed where both the first group of objects and the second group of objects are visually obscured; At a second time following the first time point, a user interface is displayed where the first group of objects is no longer visually occluded while the second group of objects continues to be visually occluded; and At a third time following the second time, a user interface is displayed where both the second group of objects and the first group of objects are no longer visually obscured.