Devices, methods, and graphical user interfaces for displaying movement of virtual objects in a communication session

By improving computer system interfaces and methods, user interaction in virtual/augmented reality environments is optimized, input operations are reduced, and intuitive visual and audio feedback is provided. This solves the problems of low interaction efficiency and energy waste in existing technologies, and achieves more efficient device use and extended battery life.

CN122156545APending Publication Date: 2026-06-05APPLE INC

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
APPLE INC
Filing Date
2024-06-04
Publication Date
2026-06-05

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Abstract

A computer system displays a representation of a user pose in a three-dimensional environment in response to movement of a current viewpoint of the user. The computer system displays different representations of movement of a virtual representation based on a type of the virtual representation of the user. The computer system reduces visual salience of the virtual representation when changing a spatial arrangement of virtual objects shared in a communication session. The computer system displays different visual feedback when moving a virtual object depending on whether the virtual object is shared or not shared in the communication session. The computer system displays visual feedback indicating audio provided by another user. The computer system displays feedback indicating that a participant will correspond to a positioning. The computer system displays a sequence of visual transitions when displaying visual representations of participants in a communication session.
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Description

Cross-references to related applications

[0001] This application is a divisional application of the invention patent application with international application number PCT / US2024 / 032451, international application date of June 4, 2024, entry into the Chinese national phase date of January 23, 2026, Chinese national application number 202480049112.8, entitled "Apparatus, method and graphical user interface for displaying the movement of virtual objects in a communication session".

[0002] This application claims the benefits of U.S. Provisional Application No. 63 / 578,962, filed August 25, 2023; U.S. Provisional Application No. 63 / 515,122, filed July 23, 2023; U.S. Provisional Application No. 63 / 506,119, filed June 4, 2023; and U.S. Provisional Application No. 63 / 506,115, filed June 4, 2023, the contents of which are hereby incorporated herein by reference in their entirety for all purposes. Technical Field

[0003] This disclosure relates in its entirety to computer systems that provide computer-generated experiences, including but not limited to electronic devices that provide virtual reality and mixed reality experiences via a display. Background Technology

[0004] 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

[0005] 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.

[0006] 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 optionally complement or replace conventional methods for providing users with extended reality experiences. By helping users understand the relationship between the inputs provided and the device's responses to those inputs, such methods and interfaces reduce the quantity, extent, and / or nature of user input, thus creating a more efficient human-computer interface.

[0007] 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 (e.g., includes or communicates with) a display generating component (e.g., a display device such as a head-mounted device (HMD), a monitor, a projector, a touch-sensitive display (also referred to as a “touchscreen” or “touchscreen display”), or other devices or components, such as those that present visual content to the user on or in the display generating component itself or generated from the display generating component and visible elsewhere). In some embodiments, the computer system has one or more eye-tracking components. In some embodiments, the computer system has one or more hand-tracking components. In some embodiments, in addition to the display generating component, 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 set of instructions stored in memory for performing multiple functions. In some embodiments, a 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 the computer system) or the user's body (such as captured by a camera and other motion sensors), and / or voice input (such as captured by one or more audio input devices). In some embodiments, the functions performed through interaction optionally include image editing, drawing, presentation, 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 transient and / or non-transitory computer-readable storage media or other computer program products configured for execution by one or more processors.

[0008] 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.

[0009] In some implementations, the computer system displays a virtual representation of the user in one or more poses within a three-dimensional environment in response to movement of the user's current viewpoint. In some implementations, the computer system displays different representations of movement of the virtual representation based on whether the user's virtual representation is a first type or a second type. In some implementations, the computer system reduces the visual salience of one or more virtual representations when the spatial arrangement of virtual objects shared in a communication session is changed. In some implementations, the computer system displays different visual feedback when moving virtual objects based on whether the virtual objects are shared or not in the communication session. In some implementations, the computer system displays visual feedback corresponding to audio provided by another user.

[0010] 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

[0011] 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.

[0012] Figure 1A This is a block diagram illustrating the operating environment of a computer system for providing XR experiences according to some implementation schemes.

[0013] Figures 1B to 1P It is used in Figure 1A Examples of computer systems that provide XR experiences in the operating environment.

[0014] Figure 2 This is a block diagram illustrating a controller of a computer system configured to manage and coordinate a user's XR experience, according to some implementation schemes.

[0015] Figure 3This is a block diagram illustrating a display generation component of a computer system configured to provide an XR experience to a user, according to some implementation schemes.

[0016] Figure 4 This is a block diagram illustrating a hand tracking unit of a computer system configured to capture user gesture input according to some implementation schemes.

[0017] Figure 5 This is a block diagram illustrating an eye-tracking unit of a computer system configured to capture a user's gaze input according to some implementation schemes.

[0018] Figure 6 This is a flowchart illustrating a flare-assisted gaze tracking pipeline according to some implementation schemes.

[0019] Figures 7A to 7S Example techniques for displaying a virtual representation of a user in different poses in response to movement of the user's current viewpoint, according to some implementation schemes, are illustrated.

[0020] Figure 8 This is a flowchart illustrating an exemplary method for displaying a virtual representation of a user in one or more poses in a three-dimensional environment in response to movement of the user's current viewpoint, according to some implementation schemes.

[0021] Figure 9 This is a flowchart illustrating an exemplary method for displaying different representations of the movement of a virtual representation based on whether the virtual representation is a first type of virtual representation or a second type of virtual representation, according to some implementation schemes.

[0022] Figures 10A to 10AA Examples of techniques for altering the spatial arrangement of virtual objects in a three-dimensional environment, based on some implementation schemes, are illustrated.

[0023] Figure 11 This is a flowchart illustrating an exemplary method for reducing the visual salience of one or more virtual representations when changing the spatial arrangement of virtual objects shared in a communication session, according to some implementation schemes.

[0024] Figure 12 This is a flowchart illustrating an exemplary method, according to some implementations, to display different visual feedback when a virtual object is moved, depending on whether the virtual object is shared or not in a communication session.

[0025] Figures 13A to 13F Example techniques for providing visual feedback indicative of audio provided by participants in a communication session, according to some implementation schemes, are illustrated.

[0026] Figure 14This is a flowchart illustrating an exemplary method of displaying visual feedback of audio provided by participants in a communication session, according to some implementation schemes.

[0027] Figures 15A to 15M Examples of computer systems that provide feedback on the spatial location of participants in a communication session, according to some implementation schemes, are illustrated.

[0028] Figure 16 This is a flowchart illustrating an exemplary method for providing feedback on the spatial location of participants in a communication session, according to some implementation schemes.

[0029] Figures 17A to 17I Example techniques for facilitating the visual transformation of spatial representations of participants in a communication session are illustrated according to some implementation schemes.

[0030] Figure 18 This is a flowchart illustrating an exemplary method for visually transforming the spatial representation of participants in a communication session according to some implementation schemes. Detailed Implementation

[0031] According to some implementations, this disclosure relates to a user interface for providing extended reality (XR) experiences to users.

[0032] The systems, methods, and GUIs described in this paper improve user interface interactions with virtual / augmented reality environments in a variety of ways.

[0033] In some embodiments, while in a communication session with a second computer system associated with a second user, the first computer system associated with the first user displays a first virtual object representing the pose of the second user's current viewpoint relative to the three-dimensional environment in a first pose representing the second user's first viewpoint. In some embodiments, when the first virtual object is displayed in the first pose in the three-dimensional environment, the first computer system receives from the second computer system an indication corresponding to the pose of the second user's current viewpoint relative to the three-dimensional environment. In some embodiments, in response to receiving the indication, and based on a determination that the movement of the second user's current viewpoint from the first viewpoint to the second viewpoint satisfies one or more criteria, including a criterion satisfied when the movement of the second user's current viewpoint exceeds a threshold relative to the three-dimensional environment, the first computer system displays the first virtual object in the three-dimensional environment in a second pose different from the first pose, representing the second user's second viewpoint. In some embodiments, based on a determination that the movement of the second user's current viewpoint does not satisfy one or more criteria because the movement of the second user's current viewpoint does not exceed a threshold relative to the three-dimensional environment, the first computer system maintains the display of the first virtual object in the first pose in the three-dimensional environment.

[0034] In some embodiments, while in a communication session with a second computer system, the first computer system displays a virtual representation of the pose of the user's current viewpoint relative to the three-dimensional environment at a first location in the three-dimensional environment. In some embodiments, when the virtual representation is displayed at the first location, the first computer system receives from the second computer system an indication corresponding to the pose of the user's current viewpoint relative to the three-dimensional environment. In some embodiments, in response to receiving this indication, based on a determination that the user's virtual representation is a first type of virtual representation, a first representation of the movement of the user's virtual representation corresponding to a change in the user's current viewpoint from a first pose to a second pose in the three-dimensional environment is displayed. In some embodiments, based on a determination that the user's virtual representation is a second type of virtual representation different from the first type, the first computer system displays a second representation of the movement of the user's virtual representation, different from the first representation, corresponding to a change in the user's current viewpoint from a first pose to a second pose in the three-dimensional environment.

[0035] In some embodiments, while in a communication session with one or more computer systems, a first computer system displays a three-dimensional environment from a first viewpoint of a first user of the first computer system, wherein the three-dimensional environment includes one or more virtual objects, the one or more virtual objects comprising one or more virtual representations of one or more users of the one or more computer systems. In some embodiments, while displaying the three-dimensional environment from the first user's first viewpoint, the first computer system receives a first input corresponding to a request to change the spatial arrangement of a first virtual object among the one or more virtual objects from a first spatial arrangement to a second spatial arrangement relative to the first user's first viewpoint in the three-dimensional environment. In some embodiments, upon receiving the first input, the first computer system reduces the visual salience of one or more virtual representations of the one or more users, and while the one or more virtual representations of the one or more users have reduced visual salience relative to the three-dimensional environment, changes the spatial arrangement of the first virtual object relative to the first user's first viewpoint according to the first input.

[0036] In some embodiments, while in a communication session with one or more computer systems, the first computer system displays a three-dimensional environment including a first virtual object. In some embodiments, when a three-dimensional environment including the first virtual object is displayed at a first position relative to a first user's viewpoint in the three-dimensional environment, the first computer system detects a first input corresponding to a request to move the first virtual object from the first position to a second position different from the first position relative to the user's first viewpoint in the three-dimensional environment. In some embodiments, upon detecting the first input, based on a determination that the first virtual object is shared with one or more computer systems in the communication session, the first computer system displays first visual feedback in the three-dimensional environment when moving the first virtual object from the first position to the second position. In some embodiments, based on a determination that the first virtual object is not shared with one or more computer systems in the communication session, the first computer system displays second visual feedback in the three-dimensional environment that differs from the first visual feedback when moving the first virtual object from the first position to the second position.

[0037] In some implementations, while a computer system is engaged in a communication session, it displays a visual representation of another user on another computer system. In some implementations, the computer system retrieves information from another computer system. In some implementations, based on determination of one or more criteria, the computer system maintains the display of the other user's visual representation and displays visual feedback corresponding to audio retrieved from the other user. In some implementations, the visual appearance of the visual feedback is altered based on the spatial relationship between the other user's current attention direction and the current orientation of the other user's visual representation. In some implementations, the computer system moves the other user's visual representation based on information retrieved from the other user.

[0038] In some embodiments, when a computer system participates in a communication session, the computer system generates feedback indicating the location of a visual representation of another user on another computer system. In some embodiments, the computer system displays a simulated glow effect indicating the relative location of another user (sometimes referred to herein as a participant in the communication session). In some embodiments, the computer system additionally or alternatively generates audio that mimics the effect of a physical audio source playing audio, thereby giving the audio spatial quality relative to the user's viewpoint in the three-dimensional environment. In some embodiments, the computer system plays one or more tones included in such audio. In some embodiments, the computer system plays a sequence of sounds to indicate that multiple participants will correspond to locations in the three-dimensional environment. In some embodiments, when a participant's location is not within the viewport of the computer system, the simulated location of the audio source corresponds to that location. In some embodiments, the simulated location of the audio source corresponds to an area corresponding to that location, which is defined relative to the user's viewpoint. In some embodiments, audio is played regardless of whether the location is within the user's viewport. In some embodiments, the computer system generates unlocated audio indicating that one or more representations of a participant will be included in the three-dimensional environment and / or will no longer be included in the three-dimensional environment. In some implementations, based on the determination that similar feedback has been presented relatively recently, the computer system refrains from providing individual feedback for events associated with different participants.

[0039] In some implementations, while a computer system is engaged in a communication session, the computer system displays a visual representation of another user of another computer system. In some implementations, when the visual representation is initially displayed by the computer, it is visually transformed into a displayed three-dimensional representation according to a transition sequence, which includes: initially displaying the visual representation according to a low-fidelity visual model, and gradually transforming the visual representation to display according to a high-fidelity visual model. In some implementations, both the low-fidelity and high-fidelity visual models are configured to provide the user with visual indications of the state of the visual representation. For example, the low-fidelity visual model includes a visual representation with noise and colors selected from a predetermined palette, to indicate that the visual representation has not yet been fully rendered (e.g., because the computer system is still acquiring information about the visual representation). In some implementations, the high-fidelity visual model includes displaying the visual representation based on one or more images associated with a participant that the visual representation is intended to represent. For example, the high-fidelity representation may include portions of the visual representation that have similarity to the participant associated with the visual representation.

[0040] Figures 1A to 6Descriptions of example computer systems for providing XR experiences to users are provided (such as those described below with respect to methods 800, 900, 1100, 1200, 1400 and 1600 and / or 1800). Figures 7A to 7S Example techniques for displaying a virtual representation of a user in different poses in response to movement of the user's current viewpoint, according to some implementation schemes, are illustrated. Figure 8 This is a flowchart illustrating an exemplary method for displaying a virtual representation of a user in one or more poses in a three-dimensional environment in response to movement of the user's current viewpoint, according to some implementation schemes. Figures 7A to 7S The user interface in the example is used to demonstrate Figure 8 The process in. Figure 9 This is a flowchart illustrating an exemplary method for displaying different representations of the movement of a virtual representation based on whether the virtual representation is a first type of virtual representation or a second type of virtual representation, according to some implementation schemes. Figures 7A to 7S The user interface in the example is used to demonstrate Figure 9 The process in. Figures 10A to 10AA Examples of techniques for altering the spatial arrangement of virtual objects in a three-dimensional environment, based on some implementation schemes, are illustrated. Figure 11 This is a flowchart illustrating an exemplary method for reducing the visual salience of one or more virtual representations when changing the spatial arrangement of virtual objects shared in a communication session, according to some implementation schemes. Figures 10A to 10AA The user interface in the example is used to demonstrate Figure 11 The process in. Figure 12 This is a flowchart illustrating an exemplary method, according to some implementations, to display different visual feedback when a virtual object is moved, depending on whether the virtual object is shared or not in a communication session. Figures 10A to 10AA The user interface in the example is used to demonstrate Figure 12 The process in. Figures 13A to 13F Example techniques for providing visual feedback indicative of audio provided by participants in a communication session, according to some implementation schemes, are illustrated. Figure 14 This is a flowchart illustrating an exemplary method of displaying visual feedback of audio provided by participants in a communication session, according to some implementation schemes. Figures 13A to 13F The user interface in the example is used to demonstrate Figure 14 The process in. Figures 15A to 15M Examples of computer systems that provide feedback on the spatial location of participants in a communication session, according to some implementation schemes, are illustrated. Figure 16 This is a flowchart illustrating an exemplary method for providing feedback on the spatial location of participants in a communication session, according to some implementation schemes. Figures 15A to 15M The user interface in the example is used to demonstrate Figure 16 The process in. Figures 17A to 17IExamples of techniques for visually transitioning participants’ spatial representations into and out of video communication sessions, according to some implementation schemes, are illustrated. Figure 18 This is a flowchart illustrating an exemplary method for visually transitioning participants' spatial representations into and out of a video communication session, according to some implementation schemes. Figures 17A to 17I The user interface in the example is used to demonstrate Figure 18 The process in.

[0041] The processes described below enhance device operability and make the user-device interface more efficient through various technologies (e.g., by helping users provide appropriate input and reducing user errors when operating / interacting with the device). These technologies 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 are met, improving privacy and / or security, providing a more diverse, detailed, and / or realistic user experience while saving storage space, and / or additional technologies. These technologies also reduce power consumption and extend device battery life by enabling users to use the device faster and more efficiently. Saving battery power, and thus weight, improves the ergonomics of the device. These technologies also enable real-time communication, allow the use of fewer and / or less precise sensors, resulting in more compact, lighter, and cheaper devices, and enabling the device to be used in a variety of lighting conditions. These technologies reduce energy consumption, thereby reducing the heat emitted by the device, which is particularly important for wearable devices, where excessive heat generated by a device within the operating parameters of its components can make wearing the device uncomfortable for the user.

[0042] Furthermore, in methods 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 condition is satisfied) and a second step (if the condition is not satisfied), those skilled in the art will know that the stated steps are repeated until both the 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 methods 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.

[0043] 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 remote server), a display generation component 120 (e.g., a head-mounted display (HMD), monitor, projector, touchscreen, etc.), one or more input devices 125 (e.g., eye-tracking device 130, hand-tracking device 140, other input devices 150), one or more output devices 155 (e.g., speaker 160, 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).

[0044] In describing XR experiences, various terms are used to distinguish several related but different environments that a user can sense and / or interact with (e.g., interacting with inputs 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.

[0045] 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.

[0046] Examples of XR include virtual reality and mixed reality.

[0047] 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, trees, buildings, and computer-generated images representing human avatars are examples of virtual objects. A person can sense and / or interact with virtual objects in a VR environment through the simulation of a person's presence within the computer-generated environment and / or through the simulation of a subset of a person's physical movements within the computer-generated environment.

[0048] 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.

[0049] Examples of mixed reality include augmented reality and augmented virtual reality.

[0050] 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.

[0051] 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.

[0052] 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 positioning 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).

[0053] 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 concurrently 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 concurrently displaying background content (e.g., in full-screen or fully immersive mode). Alternatively, a virtual environment displayed at a medium immersion level is displayed concurrently 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 being displayed. In some implementations, zero immersion or a zero immersion level corresponds to a virtual environment that is stopped from being displayed, 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, and the representation of the physical environment is not 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.

[0054] 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".

[0055] 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 object's orientation and / or orientation 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 part of the user's body that moves independently of the user's viewpoint, such as a representation of the user's 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.

[0056] 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., that portion of the environment or the viewpoint) moves at a first rate, the virtual object is moved by the device to remain locked to the reference point, but moves at a second rate that is slower than the first rate (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 cm 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).

[0057] 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 formed as lenses designed to be placed on a person's eyes (e.g., similar to contact lenses), headphones / earpieces, speaker arrays, input systems (e.g., wearable or handheld controllers with or without haptic feedback), smartphones, tablet devices, and desktop / laptop computers. Head-mounted systems may have one or more speakers and an integrated opaque display. Alternatively, head-mounted systems may be configured to receive an external opaque display (e.g., a smartphone). Head-mounted systems 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. Head-mounted systems may have transparent or semi-transparent displays instead of opaque displays. Transparent or semi-transparent displays may have a medium through which light representing the image is directed to the person's eyes. The display can utilize digital light projection, OLED, LED, uLED, liquid crystal on silicon, laser scanning light source, or any combination of these technologies. The medium can be an optical waveguide, holographic medium, optical combiner, optical reflector, or any combination thereof. In one embodiment, a transparent or translucent display can be configured to selectively become opaque. Projection-based systems can employ retinal projection techniques that project graphic images onto a person's retina. Projection systems can 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.

[0058] In some embodiments, the display generation component 120 is configured to provide an XR experience to a user (e.g., at least the visual component of the 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.

[0059] According to some implementation schemes, when a user is virtually and / or physically present within scene 105, display generation component 120 provides the user with an XR experience.

[0060] 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)).

[0061] Despite Figure 1A The relevant features of the operating environment 100 are illustrated herein, but those skilled in the art will understand from this disclosure that various other features are not illustrated for the sake of brevity and to avoid obscuring further relevant aspects of the exemplary embodiments disclosed herein.

[0062] Figures 1A to 1PVarious examples of computer systems for performing methods and providing audio, visual, and / or haptic feedback as part of the user interface described herein are illustrated. 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 being 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., sensor components 1-356 and / or sensor components 1-356) for detecting information about the physical environment of the device. Figure 1I One or more sensors), which can be used (optionally with one or more illuminators, such as Figure 1IThe system combines the illuminators described herein to generate digital pass-through images, capture visual media (e.g., photographs and / or videos) corresponding to the physical environment, or determine the pose (e.g., positioning and / or orientation) of physical objects and / or surfaces in the physical environment, enabling the placement of virtual objects 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 positioning and / or movement. Figure 1I One or more sensors), which can be used (optionally with one or more illuminators, such as Figure 1I The illuminators 6-124 described herein (in combination) determine 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 localization and / or gaze movement, which can optionally be used to detect gaze-only input based on gaze movement and / or dwell. Combinations of the various sensors described above can be used to determine user facial expressions and / or hand movements for generating an avatar or representation of the user, 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).

[0063] 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.

[0064] 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.

[0065] 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 1-105b 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.

[0066] In at least one example, the first electronic strip and the second electronic strips 1-105a to 1-105b comprise plastic, metal, or other structural materials forming the substantially rigid shape of the strips 1-105a to 1-105b. 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.

[0067] In at least one example, one or more of the first electronic stripe and the second electronic stripe 1-105a to 1-105b 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.

[0068] 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 from a view when the HMD 1-100 is assembled. 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 the 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.

[0069] 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.

[0070] Figure 1C A rear perspective view of an HMD 1-100 is illustrated. The HMD 1-100 may include a light seal 1-110 extending rearwardly around the periphery of a housing 1-150 of a display assembly 1-108, as shown. The light seal 1-110 may be configured to extend from the housing 1-150 to the user's face, surrounding the user's eyes, to block external light from being visible. In one example, the HMD 1-100 may include a first display assembly 1-120a and a second display assembly 1-120b disposed at or within a rearwardly facing second opening 1-154 defined by the housing 1-150 and / or disposed within an internal volume of the 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 1-120b may include corresponding display screens 1-122a, 1-122b configured to project light in a rearward direction toward the user's eyes through the second opening 1-154.

[0071] 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 1-122b 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 1BThe 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 1-120b. In at least one example, the curtain 1-124 may be elastic or at least partially elastic.

[0072] 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 other example of the 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.

[0073] 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.

[0074] 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 1DThe 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 1-205b 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.

[0075] 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 1F Any other example of the 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.

[0076] 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.

[0077] 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 1-322b 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 1-322b has at least one motor, such that the motor is capable of translating the display screens 1-322a to 1-322b to match the interpupillary distance of the user's eyes.

[0078] 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 1-322b.

[0079] 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 other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... Figures 1B to 1D and Figure 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 1E Examples of devices, features, components, and parts are shown.

[0080] 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 the first display sub-assemblies 1-420a and 1-420b of the rear display assembly 1-421, including a first and second corresponding display screen for interpupillary adjustment, as described above.

[0081] References in this article Figures 1B to 1E The following figures, which are referenced in this disclosure, will be used to describe the subject in more detail. Figure 1F The exploded view shows the various parts, systems, and components. Figure 1F The display unit 1-406 shown can be connected with Figures 1B to 1E The shown fixture assembly and integration includes electronic strips, belts, and other components (including light seals, connecting assemblies, etc.).

[0082] 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 1EAny other example of the 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.

[0083] Figure 1G An example is the front cover assembly 3-100 of the HMD device described herein (e.g., Figure 1G An exploded perspective view of the front cover assembly 3-1) of the HMD 3-100 shown or any other HMD device shown and described herein. Figure 1G The 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] Figure 1G Any of the features, components, and / or parts shown herein (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.

[0088] 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.

[0089] 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 1J The 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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 avatar detection and creation for displaying a user avatar 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.

[0097] 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 avatar detection and creation for displaying a user avatar 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 avatar creation.

[0098] 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 avatar detection and reconstruction.

[0099] 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 eye for capturing images of the eye for use in facial avatar detection and creation, gaze tracking, and iris identification functions.

[0100] 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.

[0101] 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 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 acquire sensitivity.

[0102] 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 other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... Figures 1J to 1LAny 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.

[0103] Figure 1J A 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.

[0104] 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 1LThe 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.

[0105] 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 1L Any other example of the 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.

[0106] 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.

[0107] 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.

[0108] 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 1LAny other example of the 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 and 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.

[0109] Figure 1L A 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 is compatible with the above and other parts of this document (including references). Figures 1I to 1K Other sensor systems described are similar. 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.

[0110] 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 Any other example of the 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.

[0111] Figure 1MA 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-11.1.1-104b that are slidably engaged / coupled to corresponding guide rods 11.1.1-108a-11.1.1-108b and motors 11.1.1-110a-11.1-110b of the left and right adjustment subsystems 11.1.1-106a-11.1-106b. The IPD adjustment system 11.1.1-102 is coupled to a bracket 11.1.1-112 and includes buttons 11.1.1-114 that are electrically in communication with the motors 11.1.1-110a-11.1.1-110b. 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 11.1.1-110b via a processor or other circuit components to activate the first motor and the second motors 11.1.1-110a to 11.1.1-110b and respectively cause the first optical module and the second optical modules 11.1.1-104a to 11.1.1-104b to change their positions relative to each other.

[0112] In at least one example, the first and second optical modules 11.1.1-104a to 11.1.1-104b 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, a user-operable (e.g., pressing and / or rotating) button 11.1.1-114 activates positional adjustment of the optical modules 11.1.1-104a to 11.1.1-104b to match the interpupillary distance of the user's eyes. The optical modules 11.1.1-104a to 11.1.1-104b 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 11.1.1-104b can be adjusted to match the IPD.

[0113] In one example, a user can manipulate button 11.1.1-114 to cause automatic positional adjustment of the first and second optical modules 11.1.1-104a to 11.1.1-104b. In another example, a user can manipulate button 11.1.1-114 to cause manual adjustment, moving the optical modules 11.1.1-104a to 11.1.1-104b further or closer (e.g., when the user rotates button 11.1.1-114 in one way or another) until the user visually aligns it with their own IPD. In one example, manual adjustment is communicated electronically via one or more circuits, and power for moving the optical modules 11.1.1-104a to 11.1.1-104b via motors 11.1.1-110a to 11.1.1-110b is supplied by a power source. In one example, the adjustment and movement of optical modules 11.1.1-104a to 11.1.1-104b via manipulation buttons 11.1.1-114 are mechanically actuated via movement buttons 11.1.1-114.

[0114] 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. Similarly, any of the features, components, and / or parts shown and described, and described herein, with reference to any other illustrated figures, may be included, individually or in any combination, in any other example of the devices, features, components, and / or parts shown and described herein (including their arrangement and configuration). Figure 1M Examples of devices, features, components, and parts are shown.

[0115] 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 11.1.2-106b are located in... Figure 1NThe holes 11.1.2-106a to 11.1.2-106b 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 shown. In at least one example, the HMD 11.1.2-100 may include a first mounting bracket 11.1.2-108 coupled to the inner frame 11.1.2-104. In at least one example, the mounting bracket 11.1.2-108 is coupled to the inner frame 11.1.2-104 between the first and second holes 11.1.2-106a to 11.1.2-106b.

[0116] 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.

[0117] 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 to 11.1.2-106b, 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 11.1.2-111 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 because the bridge of the nose 11.1.2-111 provides a curvature that conforms to the shape of the user's nose, providing a comfortable fit from above, above, and around.

[0118] 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.

[0119] 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.

[0120] 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 example of the device, feature, component, 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 example of the device, feature, component, and other examples described herein. Figure 1N Examples of devices, features, components, and parts are shown.

[0121] 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.

[0122] 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.

[0123] 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.

[0124] 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.

[0125] 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).

[0126] 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 other example of the device, feature, component, and part shown or otherwise described herein. Similarly, refer to... Figure 1P Any of the features, components, and / or parts shown, described, or otherwise referred to herein (including their arrangement and configuration) may be included individually or in any combination. Figure 10 Examples of devices, features, components, and parts are shown.

[0127] 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.

[0128] 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.

[0129] 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 the devices, features, components, and parts described herein and in any other example of the other examples. 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 the other examples of the devices, features, components, and parts described herein. Figure 1P Examples of devices, features, components, and parts are shown.

[0130] Figure 2This is a block diagram of an example controller 110 according to 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 implementation schemes 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.

[0131] 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.

[0132] 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.

[0133] 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.

[0134] In some implementations, the data acquisition unit 241 is configured to acquire data from... Figure 1A The data acquisition unit 241 includes at least a display generation component 120 and optionally acquires data (e.g., presentation data, interactive 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 the instructions, as well as heuristics and metadata for the heuristics.

[0135] 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 scene 105, and optionally tracks the position of 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 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 of one or more portions of the user's hand relative to the user's hand. 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.

[0136] 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.

[0137] In some embodiments, the data sending unit 248 is configured to send 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 sending unit 248 includes instructions and / or logic for the instructions, as well as heuristics and metadata for the heuristics.

[0138] 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.

[0139] 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.

[0140] Figure 3This is a block diagram illustrating an example of generating component 120 according to some embodiments. 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.

[0141] 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 at least one of the following: an inertial measurement unit (IMU), an accelerometer, a gyroscope, a thermometer, one or more physiological sensors (e.g., a blood pressure monitor, a heart rate monitor, a blood oxygen sensor, a blood glucose sensor, etc.), one or more microphones, one or more speakers, a haptic engine, and / or one or more depth sensors (e.g., structured light, time-of-flight, etc.).

[0142] 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.

[0143] 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.

[0144] 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.

[0145] 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. Therefore, 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.

[0146] 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.

[0147] 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.

[0148] 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.

[0149] 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.

[0150] Although the data acquisition unit 342, the XR rendering unit 344, the XR mapping generation unit 346, and the data sending unit 348 are shown residing in a single device (e.g., Figure 1A The data acquisition unit 342, the XR rendering unit 344, the XR mapping generation unit 346, and the data sending unit 348 are located on the display generation component 120, but it should be understood that in other embodiments, any combination of the data acquisition unit 342, the XR rendering unit 344, the XR mapping generation unit 346, and the data sending unit 348 may be located in a separate computing device.

[0151] 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.

[0152] 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 ) by hand tracking unit 244 ( Figure 2 To control and track the location / position of one or more parts of the user's hand, and / or the location of one or more parts of the user's hand relative to the user's hand. Figure 1AThe scenario 105 involves movement 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).

[0153] 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 hand images at a sufficient resolution to distinguish 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.

[0154] 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.

[0155] 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.

[0156] 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.

[0157] 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 motion tracking, 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. This 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.

[0158] 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 rate in a predetermined pose, or a shaking gesture that includes a predetermined rate or amount of rotation of a part of the user's body)).

[0159] 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 by the movement of a user's fingers relative to other fingers or portions of the user's hand. In some embodiments, air gestures are gestures detected without the user touching an input element that is part of the device (or independent of an input element that is part of the device) and based on detected movement of a part of the user's body through the air (including movement of the user's body relative to an absolute reference (e.g., the angle of the user's arm relative to the ground or the distance of the user's hand relative to the ground), movement relative to another part of the user's body (e.g., movement of the user's hand relative to the user's shoulder, movement of one of the user's hands relative to the user's other hand, and / or movement of the user's fingers relative to another finger or portion of the user's hand), and / or absolute movement of a part of the user's body (e.g., a tapping gesture that includes the hand moving a predetermined amount and / or rate in a predetermined pose, or a shaking gesture that includes a predetermined speed or amount of rotation of a part of the user's body)).

[0160] 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 combined with (e.g., concurrently) the movement of the user's fingers and / or hand detects attention (e.g., gaze) toward a user interface element to perform pinch and / or tap input, as described below.

[0161] 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 based on the user's hand performing 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 user's hand not being positioned at a location corresponding to the user interface object's position in the three-dimensional environment while the user is performing 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).

[0162] In some implementations, the input gestures (e.g., air gestures) used in the various examples and implementations described herein include pinch input and tap input for interacting with a virtual or mixed reality environment. For example, the pinch input and tap input described below are performed as air gestures.

[0163] 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).

[0164] 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 of their 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 implementations, pinch input is performed by the user's first hand, and drag input is performed by the user's second hand (e.g., while the user continues pinch input with the user's first hand, the user's second hand moves in the air from a first position to a second position). In some implementations, input gestures as air gestures include inputs performed using both of the user's hands (e.g., pinch and / or tap inputs). 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 example, a first pinch gesture (e.g., pinch input, long pinch input, or 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).

[0165] 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).

[0166] 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).

[0167] 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 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.

[0168] 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 hardware input devices, such as one or more touch-sensitive input elements, one or more pressure-sensitive input elements, one or more buttons, one or more knobs, one or more dials, one or more joysticks, 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, 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 (e.g., air drag gestures or air swipe gestures) can be optionally detected based on interaction with hardware input controls (such as button press and hold, touch on a touch-sensitive surface, press on a pressure-sensitive surface, or other hardware input following movement of a hardware input device (e.g., together with 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.

[0169] In some embodiments, the software may be downloaded to controller 110 electronically, for example, via a network, or alternatively, it 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 4 The 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.

[0170] Figure 4 It also includes a schematic diagram of a depth map 410 captured by image sensor 404 according to some embodiments. As described 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 the map. The brightness of each pixel within the depth map 410 is inversely proportional to its depth value (i.e., the measured z-distance from 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., groups of adjacent pixels). These characteristics may include, for example, overall size, shape, and frame-to-frame motion from the depth map sequence.

[0171] Figure 4 The controller 110 also schematically illustrates, according to some embodiments, the hand skeleton 414 ultimately extracted from the depth map 410 of the hand 406. Figure 4 In this configuration, the hand skeleton 414 is superimposed 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 those 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, according to some embodiments, the gesture performed by the hand or the current state of the hand.

[0172] 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 is controlled to track 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.

[0173] 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.

[0174] 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.

[0175] In some implementations, a device-specific calibration procedure is used to calibrate the eye-tracking device 130 to determine parameters for the eye-tracking device in 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. According to some implementations, a user-specific calibration procedure may include estimations of eye parameters for a specific user, such as pupil position, foveal position, optical axis, visual axis, interocular distance, etc. According to 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 the images captured by the eye-tracking camera to determine the current visual axis and the user's gaze point relative to the display.

[0176] like Figure 5As shown, the eye-tracking device 130 (e.g., 130A or 130B) includes an eye lens 520 and a gaze tracking system. The 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 performed, and an illumination source 530 (e.g., an IR or NIR light source, such as an array or ring of NIR light-emitting diodes (LEDs)) that emits light (e.g., IR or NIR light) toward the user's eye 592. The eye-tracking camera 540 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).

[0177] 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.

[0178] 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.

[0179] 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 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.

[0180] 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.

[0181] like Figure 5 The gaze tracking system implementations illustrated herein 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.

[0182] Figure 6 Examples of flash-assisted gaze tracking pipelines according to some embodiments are illustrated. In some embodiments, the gaze tracking pipeline uses a flash-assisted gaze tracking system (e.g., such as...) Figure 1A and Figure 5 The eye-tracking device 130 shown 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.

[0183] 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.

[0184] 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.

[0185] 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.

[0186] 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 recognized by those skilled in the art, in a computer system 101 for providing an XR experience to a user, other eye-tracking technologies that are currently available or will be developed in the future may be used to replace or in combination with the flash-assisted eye-tracking technology described herein, depending on the various implementations.

[0187] 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.

[0188] 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).

[0189] 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.

[0190] 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 those with curved surfaces or curved content areas), 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.

[0191] 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.

[0192] 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 to pinch / hold 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.

[0193] 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.

[0194] 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 location of the user. 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 a 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.

[0195] 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.

[0196] User interface and related processes Now turn our attention to implementations of user interfaces (“UIs”) and associated processes that can be implemented on computer systems (such as portable multifunction devices or head-mounted devices) having display generation components, one or more input devices, and (optionally) one or more cameras.

[0197] Figures 7A to 7S An example is illustrated in which a first computer system displays a virtual representation of the pose of a user’s current viewpoint in a three-dimensional environment in response to the movement of the user’s current viewpoint in a second computer system communicating with the first computer system. Figures 7A to 7S An example is given of a first computer system displaying different representations of the movement of a virtual representation based on whether the virtual representation is a first type of virtual representation or a second type of virtual representation.

[0198] Figure 7A An example is illustrated where a first computer system (e.g., an electronic device) 101 displays a three-dimensional environment 702 as viewed from the perspective of a first user (e.g., user 708a) of the first computer system 101 (e.g., facing the back wall of the physical environment in which the first computer system 101 is located) via a display generation component (e.g., display generation component 120 of FIG. 1). In some embodiments, the computer system 101 includes a display generation component (e.g., a touchscreen) and multiple image sensors (e.g., ...). Figure 3Image sensor 314). The image sensor optionally includes one or more of the following: a visible light camera; an infrared camera; a depth sensor; or any other sensor that the first computer system 101 can use to capture one or more images of the user or a portion of the user (e.g., one or both of the user's hands) when the user interacts with the computer system 101. In some embodiments, the user interface illustrated and described below may also be implemented on a head-mounted display including display generating components for displaying the user interface or a three-dimensional environment to the user, and sensors for detecting the physical environment and / or movement of the user's hands (e.g., external sensors facing outward from the user) and / or sensors for detecting the user's attention (e.g., gaze) (e.g., internal sensors facing inward toward the user's face).

[0199] Figures 7A to 7S Alternative views of a three-dimensional environment 702 displayed by a first computer system 101 are illustrated (e.g., first alternative view 730a and second alternative view 730b). In some embodiments, the first alternative view 730a and second alternative view 730b of the three-dimensional environment 702 include alternative types of virtual representations of one or more users of one or more computer systems in a communication session with the first computer system 101 (e.g., the communication session has one or more characteristics of the communication session described in reference methods 800 and / or 900). In some embodiments, Figures 7A to 7S The first alternative view 730a and the second alternative view 730b of the three-dimensional environment 702 include alternative representations of the movement of a virtual representation of the user of the second computer system in response to the movement of the current viewpoint of the user of the second computer system in a communication session with the first computer system 101 relative to the three-dimensional environment 702.

[0200] Figure 7A-7MA top view 706 of a three-dimensional environment 702 is shown. As shown in the top view 706, the three-dimensional environment 702 is a shared environment between a first user 708a of a first computer system 101 and a second user 708b of a second computer system communicating with the first computer system 101. For example, the first user 708a views the three-dimensional environment 702 from a first perspective (e.g., from a first viewpoint relative to the three-dimensional environment 702), and the second user 708b views the three-dimensional environment 702 from a second perspective (e.g., from a second viewpoint relative to the three-dimensional environment 702). In some embodiments, the three-dimensional environment 702 is shared between the first computer system 101 and the second computer system in a communication session. For example, a first computer system 101 displays a first version of a 3D environment 702 as viewed from the current viewpoint of a first user 708a, and a second computer system displays a second version of the 3D environment 702 as viewed from the current viewpoint of a second user 708b (e.g., the first user 708a and the second user 708b view the same shared 3D environment (e.g., including one or more virtual objects displayed in the 3D environment and shared in the communication session) and / or interact with the same shared 3D environment while in a communication session). In top view 706, the position of the first user 708a corresponds to the position of the first user 708a's current viewpoint relative to the 3D environment 702. Top view 706 further shows a representation of the orientation 710a of the first user 708a's current viewpoint relative to the 3D environment 702 (e.g., orientation 710 is represented by an arrow (e.g., illustrating the direction of the first user 708a's current viewpoint relative to the 3D environment 702)). In top view 706, the position of the second user 708b corresponds to the position of the second user 708b's current viewpoint relative to the 3D environment 702. Top view 706 further illustrates the orientation 710b of the current viewpoint of the second user 708b relative to the three-dimensional environment 702 (e.g., the orientation 710b is represented by an arrow (e.g., illustrating the direction of the current viewpoint of the second user 708b relative to the three-dimensional environment 702)).

[0201] Figure 7A An example is illustrated where a first computer system 101 displays a virtual representation 704a of a user 708b in a three-dimensional environment 702 (e.g., from both a first alternative view 730a and a second alternative view 730b). In some embodiments, in Figure 7A The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. Figure 7AAs shown, an alternative view of the three-dimensional environment 702 includes a virtual representation of the same type as that of the second user 708b. In some embodiments, the virtual representation 704a is an avatar (e.g., including one or more characteristics of a second type of virtual representation as described in reference method 900). The virtual representation 704a is displayed in the three-dimensional environment 702 (e.g., from the current viewpoint of the first user 708a) in a spatial arrangement (e.g., position and / or orientation) corresponding to the pose (e.g., corresponding to position and / or orientation) of the second user 708b's current viewpoint relative to the three-dimensional environment 702.

[0202] Figure 7B In a first alternative view 730a of the three-dimensional environment 702, a first computer system 101 is illustrated displaying a virtual representation 704b of a second user 708b in the three-dimensional environment 702 in response to satisfying a virtual representation change criterion. In some embodiments, in Figure 7B The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. In some embodiments, the position and / or orientation of the virtual representation 704b of the second user 708b corresponds to the current pose of the second user 708b's current viewpoint relative to the three-dimensional environment 702 (e.g., virtual representation 704b is an alternative representation of the current pose of the second user 708b's current viewpoint compared to virtual representation 704a). In a second alternative view 730b, the virtual representation change criterion is not met, and the first computer system 101 continues to display the virtual representation 704a of user 708b. In some embodiments, virtual representation 704b is a representation of user 704a that is different from an avatar. In some embodiments, virtual representation 704b includes one or more characteristics of a first virtual object as described in reference method 800 and / or one or more characteristics of a first type of virtual representation as described in reference method 900. In some embodiments, the virtual representation 704b is displayed as a three-dimensional shape (e.g., including one or more shapes as described in reference method 800) in a three-dimensional environment 702. In some embodiments, the virtual representation 704b includes one or more surfaces (e.g., a first surface and / or a second surface as described in reference method 800). Figure 7BAs shown, a first surface 732a of the virtual representation 704b (e.g., including one or more characteristics of the first surface of the first virtual object as described in Reference Method 800) is displayed pointing towards the current viewpoint of the first user 708a (e.g., the first surface 732a corresponds to the front surface of the virtual representation 704b because, as shown in top view 706, the current viewpoint of the second user 708b points towards the current viewpoint of the first user 708a (e.g., oriented towards the first user's current viewpoint)). In a first alternative view 730a, the first surface 732a displays the identifier of the second user 708b (e.g., the initials "JD"). In some embodiments, the identifier of the second user 708b displayed on the first surface 732a includes one or more characteristics of the identifier of the second user displayed on the first surface of the first virtual object as described in Reference Method 800.

[0203] like Figure 7B As shown, virtual representation 704b and indication 718 are displayed concurrently. In some embodiments, indication 718 includes one or more features of an indication corresponding to a second user's identifier, as described in reference method 800. Figure 7B As shown, instruction 718 includes the name of the second user 708b (e.g., "John Doe"). In some embodiments, the name included in instruction 718 is associated with the user profile of the second user 708b and / or with the username of the second user 708b. As shown in the second alternative view 730b of the three-dimensional environment 702, the virtual representation 704a is not displayed concurrently with instruction 718.

[0204] In some implementations, the virtual representation 704b is animated in the three-dimensional environment 702 with movement independent of the current viewpoint of the second user 708b relative to the three-dimensional environment 702 (e.g., including one or more features of animating the movement of a first virtual object independent of the current viewpoint of the second user relative to the three-dimensional environment as described in Reference Method 800, and / or one or more features of animating the periodic movement of a virtual representation of a user including a second computer system as described in Reference Method 900). Figure 7B As shown, the virtual representation 704b is displayed with an animation 714 corresponding to the oscillation of the virtual representation 704b near its current position in the 3D environment 702 (e.g., indicated by a double arrow on either side of the virtual representation 704b in the first alternative view 730a) (e.g., including one or more features as described in reference method 800 showing the first virtual object oscillating near the current position of the second user's current viewpoint relative to the current position of the 3D environment). As shown in the second alternative view 730b of the 3D environment 702, the virtual representation 704a is not displayed with the animation 714.

[0205] In some implementations, the requirement is to transfer the corresponding virtual representation of the second user 708b from the virtual representation 704a (e.g., as...). Figure 7A The virtual representation change criteria (shown in the first alternative view 730a) for changing a virtual representation 704b to a virtual representation 704b include one or more criteria (e.g., these criteria are optionally used to change the corresponding virtual representation of the second user 708b from virtual representation 704b to virtual representation 704a). For example, the criteria include receiving an instruction from user input (e.g., from the first user 708a or the second user 708b (e.g., the second computer system sending an instruction to the first computer system 101)) for changing the display of the corresponding virtual representation of the second user 708b from virtual representation 704a to virtual representation 704b or optionally from virtual representation 704b to virtual representation 704a) (e.g., the instruction to the user input has one or more characteristics of the instruction to the user input described in reference method 900). For example, the criteria include receiving an instruction independent of the user input (e.g., including one or more characteristics of an instruction that satisfies one or more criteria independent of the user input as described in reference method 900). In some implementations, based on the detection by the first computer system 101 and / or the second computer system of a loss of tracking of the current viewpoint of the second user 704b relative to the three-dimensional environment 702, the first computer system 101 may optionally change the display of the corresponding virtual representation of the second user 708b from virtual representation 704a to virtual representation 704b (e.g., or optionally from virtual representation 704b to virtual representation 704a).

[0206] Figure 7C An example is illustrated where a second user 708b provides audio input (e.g., represented by an "x" shown adjacent to the second user 708b in top view 706) while in a communication session with a first user 708a. In some embodiments, in Figure 7C The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. In some embodiments, a second computer system sends an indication to the first computer system corresponding to audio input received by the second computer system (e.g., from the second user 708b), the indication including one or more features of an indication corresponding to audio input received by the second computer system from the second user, as described in reference method 800. Figure 7CAs shown, in response to audio input provided by the second user 708b, a virtual representation 704b is displayed with animation 720 (e.g., displaying virtual representation 704b with animation 720 includes one or more features of animate display of a first virtual object in a three-dimensional environment based on audio input received by the second computer system, as described in reference method 800). As shown in an alternative view 730b of the three-dimensional environment 702, the virtual representation 704a is not displayed with animation 720 based on audio input provided by the second user 708b. Figure 7C As shown, the virtual representation 704b is not displayed with animation 714, but rather with animation 720. Optionally, the first computer system 101 displays the virtual representation 704b concurrently with animation 720 in response to receiving an instruction corresponding to audio input received by the second computer system, while the virtual representation 704b is displayed with animation 714.

[0207] exist Figure 7C The diagram shows a side view 712 of the physical environment of a second user 708b. In some embodiments, the physical environment of the second user includes one or more physical environments described in reference methods 800, 900, 1100, and / or 1200. As shown in side view 712, user 708b is currently seated in the physical environment (e.g., sitting in a chair) (e.g., the current viewpoint of the second user 708b is currently located and / or oriented at a first height relative to the three-dimensional environment 702).

[0208] Figure 7D This illustrates the vertical movement of the current viewpoint of the second user 708b relative to the three-dimensional environment 702. In some implementations, in Figure 7D The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. As shown in the side view 712 of the physical environment of the second user 708b, the second user 708b and... Figure 7C The vertical positioning of the second user in the physical environment has been altered (e.g., the second user is standing instead of sitting). In some embodiments, the first computer system 101 displays the movement of the virtual representation 704a relative to the three-dimensional environment 702 based on the vertical movement of the second user 708b's current viewpoint relative to the three-dimensional environment 702, as shown by the virtual representation 704a in the three-dimensional environment 702 (e.g., as shown in a second alternative view 730b of the three-dimensional environment 702). Figure 7D As shown, and as Figure 7CIn contrast, virtual representation 704a is displayed in the 3D environment 702 at a new height relative to the current viewpoint of the first user 708a. In some embodiments, based on the current viewpoint of the second user 708b represented by virtual representation 704b in the 3D environment 702 (e.g., as shown in a first alternative view 730a of the 3D environment 702), the first computer system 101 abandons displaying the movement of virtual representation 704b based on the vertical movement of the second user 708b's current viewpoint relative to the 3D environment 702. For example, as shown in... Figure 7D As shown, and as Figure 7C In contrast, the virtual representation 704b is displayed in the three-dimensional environment 702 at the same height relative to the current viewpoint of the first user 708a. Figure 7D In the middle, the second user 708b stopped providing services by Figure 7C The audio input is provided by the second user 708b. Therefore, the first computer system 101 stops the display of animation 720 in the three-dimensional environment 702 (e.g., and optionally restarts the display of animation 714).

[0209] Figure 7E The illustration shows the movement of the current viewpoint of the second user 708b relative to the three-dimensional environment 702. In some implementations, in Figure 7E The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. In some embodiments, in response to movement of the current viewpoint of a second user 708b relative to the three-dimensional environment 702, the first computer system 101 displays virtual representation 704b in a first representation of movement (e.g., as described in reference method 900), and displays virtual representation 704a in a second representation of movement (e.g., as described in reference method 900), depending on the corresponding virtual representation of the second user 708b being virtual representation 704a. In some embodiments, displaying virtual representation 704b in a first representation of movement includes: displaying movement of virtual representation 704b based on the movement of the second user 708b's current viewpoint exceeding a threshold amount relative to the three-dimensional environment 702 (e.g., the threshold amount having one or more characteristics of the threshold amount described in reference method 800). Figure 7EIn the top view 706, the orientation threshold 722a (e.g., a threshold change in the orientation of the second user 708b's current viewpoint relative to the 3D environment 702) and the distance (e.g., or optionally a value) threshold 722b (e.g., a threshold distance corresponding to the movement of the second user 708b's current viewpoint relative to the 3D environment 702). In some embodiments, the first computer system 101 changes the position and / or orientation (e.g., pose) of the virtual representation 704b in the 3D environment 702 (e.g., relative to the first user 708a's current viewpoint) based on the movement of the second user 708b's current viewpoint exceeding the orientation threshold 722a and / or the distance threshold 722b relative to the 3D environment 702. In some implementations, depending on whether the corresponding virtual representation of user 708b is virtual representation 704a, the first computer system 101 changes the position and / or orientation (e.g., pose) of virtual representation 704a in the three-dimensional environment 702 (e.g., relative to the current viewpoint of the first user 708b) independently of whether the movement of the current viewpoint of the second user 708b relative to the three-dimensional environment exceeds an orientation threshold 722a and / or a distance threshold 722b. Figure 7E In the first alternative view 730a of the three-dimensional environment 702, the first computer system 101 does not change the orientation of the virtual representation 704b in the three-dimensional environment 702 based on the movement of the second user 708b's current viewpoint (e.g., in the top view 706, the orientation 710b of the second user 708b's current viewpoint is within the orientation threshold 722a) and / or the distance threshold 722b (e.g., in the top view 706, the position of the second user 708b's current viewpoint is within the distance threshold 722b). Therefore, in the first alternative view 730a of the three-dimensional environment 702, the first computer system 101 does not change the orientation of the virtual representation 704b in the three-dimensional environment 702 based on the movement of the second user 708b's current viewpoint, and in the second alternative view 730b of the three-dimensional environment 702, the first computer system 101 changes the orientation of the virtual representation 704b in the three-dimensional environment 702 based on the movement of the second user 708b's current viewpoint.

[0210] Figure 7F An example is illustrated where the current viewpoint of the second user 708b moves relative to the three-dimensional environment 702 beyond an orientation threshold 722a. In some embodiments, in Figure 7F The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. In some embodiments, Figure 7F The movement of the current viewpoint of the second user 708b shown is from... Figure 7EThe movement of the second user 708b's current viewpoint continues. As shown in top view 706, the movement of the second user 708b's current viewpoint causes the orientation 710b of the second user 708b to fall outside the orientation threshold 722a. Based on the fact that the movement of the second user 708b's current viewpoint exceeds the orientation threshold 722a relative to the three-dimensional environment 702, the first computer system 101 (e.g., in a first alternative view 730a) changes the orientation of the virtual representation 704b in the three-dimensional environment 702 (e.g., relative to the first user 708a's current viewpoint). As shown in the second alternative view 730b, the first computer system 101 changes (e.g., or optionally continues to change) the orientation of the virtual representation 704a in the three-dimensional environment 702 (e.g., relative to the first user 708a's current viewpoint). In some embodiments, the first computer system 101 is based on... Figures 7E to 7F The movement of the current viewpoint of the second user 708b shown indicates the continued movement of the virtual representation 704a (e.g., the first computer system 101 does not stop the display of the virtual representation 704a and / or stops the movement of the virtual representation 704a).

[0211] like Figure 7F As shown in a first alternative view 730a of the three-dimensional environment 702, the virtual representation 704b continues to be displayed in animation 714 while it moves according to the movement of the second user 708b's current viewpoint relative to the three-dimensional environment 702. In some embodiments, when the movement of the virtual representation 704b is displayed according to the movement of the second user 708b's current viewpoint in the three-dimensional environment 702 (e.g., relative to the first user 708a's current viewpoint), the first computer system 101 stops displaying the virtual representation 704b in animation 714.

[0212] exist Figure 7F During the movement of the virtual representation 704b within the three-dimensional environment 702 (e.g., relative to the current viewpoint of the first user 708a), the instruction 718 continues to be displayed along with the virtual representation 704b. As shown in the first alternative view 730a, the instruction 718 in the three-dimensional environment 702 (e.g., relative to the current viewpoint of the first user 708a) is displayed in conjunction with... Figures 7B to 7EThe same orientation is shown. In some embodiments, the first computer system 101 maintains the orientation of the indication 718 relative to the three-dimensional environment 702 (e.g., relative to the current viewpoint of the first user 708a) when the virtual representation 704b is moved (e.g., a change in orientation and / or position relative to the current viewpoint of the first user 708a). In some embodiments, maintaining the orientation of the indication 718 when the virtual representation 704b is moved includes one or more features, as described in reference method 800, such as maintaining the indication corresponding to the identifier of the second user in the three-dimensional environment in a first orientation relative to the three-dimensional environment in response to receiving an indication.

[0213] Figure 7G The illustration shows the movement of the current viewpoint of the second user 708b relative to the three-dimensional environment 702. In some implementations, in Figure 7G The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. In some embodiments, the movement of the current viewpoint of the second user 708b is Figures 7E to 7F The second user 708b continues to move its current viewpoint. In some embodiments, the movement of the second user 708b's current viewpoint continues beyond the orientation threshold 722a (e.g., Figures 7E to 7F (As shown). Therefore, in a first alternative view 730a of the three-dimensional environment 702, the first computer system 101 changes (e.g., or optionally continues to change) the orientation of the virtual representation 704b in the three-dimensional environment 702 (e.g., from the current viewpoint of the first user 708a). As shown in the first alternative view 730a of the three-dimensional environment 702, a second surface 732b of the virtual representation 704b is shown (e.g., because the orientation 710b of the current viewpoint of the second user 708b is opposite to the current viewpoint of the first user 708a). In some embodiments, the second surface 732b is a surface of the virtual representation 704b that includes an orientation relative to the first surface 732a (e.g., as shown). Figures 7B to 7E (as shown) the opposite orientation and does not include the identifier of the second user 708b shown on the first surface 732a (e.g., as referenced). Figure 7B (as described above). In a second alternative view 730b of the three-dimensional environment 702, the first computer system 101 changes (e.g., or optionally continues to change) the orientation of the virtual representation 704a based on changes in the orientation of the second user 708b's current viewpoint relative to the three-dimensional environment 702 (e.g., and relative to the first user 708a's current viewpoint). In some embodiments, the first computer system 101 based on Figures 7E to 7GThe movement of the current viewpoint of the second user 708b shown indicates the continued movement of the virtual representation 704a (e.g., the first computer system 101 does not stop the display of the virtual representation 704a and / or stops the movement of the virtual representation 704a).

[0214] like Figure 7G As shown in the top view 706, the movement of the second user 708b's current viewpoint relative to the three-dimensional environment 702 includes a change in the position of the second user 708b's current viewpoint relative to the three-dimensional environment 702 (e.g., with...). Figures 7A to 7F The top view 706 shows the position of the second user 708b's current viewpoint compared to the current viewpoint of the second user 708b. The top view 706 shows that the change in the position of the second user 708b's current viewpoint does not exceed a distance threshold 722b. Therefore, in the first alternative view 730a of the three-dimensional environment 702, the first computer system 101 does not change the position of the virtual representation 704b relative to the three-dimensional environment 702 (e.g., relative to the current viewpoint of the first user 708a) based on the change in the position of the second user 708b's current viewpoint. In the top view 706, the virtual representation 704b is shown in the three-dimensional environment 702 at a position that represents the difference in position of the virtual representation 704b relative to the current viewpoint of the second user 708b in the three-dimensional environment 702 (e.g., and the orientation indicated by the arrow shown in the top view 706 adjacent to the virtual representation 704b). In a second alternative view 730b of the three-dimensional environment 702, the first computer system 101 changes the position of the virtual representation 704b relative to the three-dimensional environment 702 (e.g., relative to the current view of the first user 708a) based on a change in the position of the current viewpoint of the second user 708b.

[0215] Figure 7H This illustrates the movement of the second user 708b's current viewpoint relative to the three-dimensional environment 702 beyond a distance threshold 722b. In some implementations, in Figure 7H The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. In some embodiments, Figure 7H The movement of the current viewpoint of the second user 708b shown is Figures 7E to 7G The movement of the current viewpoint of the second user 708b, as shown, continues. Figure 7HAs shown in the top view 706, the movement of the current viewpoint of the second user 708b causes the position of the current viewpoint of the second user 708b to be outside the distance threshold 722b. Therefore, in the first alternative view 730a of the three-dimensional environment 702, the first computer system 101 displays an animation 740 of the movement of the virtual representation 704b based on the movement of the current viewpoint of the second user 708b relative to the three-dimensional environment 702 (e.g., relative to the current viewpoint of the first user 708a). In some embodiments, displaying the virtual representation 704b with animation 740 includes animating one or more features of the first virtual object as described in reference method 800, corresponding to the movement of the first virtual object from a first pose to a second pose based on the movement of the second user's current viewpoint. Figure 7H As shown in a first alternative view 730a of the 3D environment 702, animation 740 includes movement corresponding to the movement of the current viewpoint of the second user 708b (e.g., indicated by arrows displayed on either side of the virtual representation 704b) while concurrently changing the visual salience of the virtual representation 704b relative to the 3D environment 702 (e.g., represented by changes in the visual appearance of the virtual representation 704b). For example, display animation 740 includes increasing the transparency of the virtual representation 704b relative to the 3D environment 702 (e.g., making the virtual representation 704b appear to be gradually disappearing from the current viewpoint of the first user 708a). As shown in a second alternative view 730b of the 3D environment 702, the first computer system 101 changes the position of the virtual representation 704a based on the movement of the current viewpoint of the second user 708b. In some embodiments, the first computer system 101 based on Figures 7E to 7H The movement of the current viewpoint of the second user 708b shown indicates the continued movement of the virtual representation 704a (e.g., the first computer system 101 does not stop displaying the virtual representation 704a and / or stops displaying the movement of the virtual representation 704a).

[0216] like Figure 7H As shown, when the first computer system 101 displays animation 740 (e.g., including movement of virtual representation 704b to a greater distance from the current viewpoint of the first user 708a), the first computer system 101 maintains the size of virtual representation 704b relative to the three-dimensional environment 702 (e.g., the display size of virtual representation 704b decreases as virtual representation 704b moves to a greater distance from the current viewpoint of the first user 708a). While displaying animation 740, the first computer system 101 maintains the display size of indicator 718 relative to the current viewpoint of the first user 708a (e.g., the first computer system 101 changes the size of indicator 718 relative to the three-dimensional environment 702 such that indicator 718 is displayed at a consistent display size as virtual representation 704b moves).

[0217] Figure 7I This illustrates a further movement of the current viewpoint of the second user 708b relative to the position of the three-dimensional environment 702. In some implementations, in Figure 7I The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. In some embodiments, Figure 7I The movement of the current viewpoint of the second user 708b relative to the three-dimensional environment 702, as shown, is Figures 7E to 7H The movement of the current viewpoint of the second user 708b is shown as continuing. In some embodiments, the first representation of the movement of the virtual representation 704b includes: stopping the display of the virtual representation 704b in the three-dimensional environment 702 based on the movement of the current viewpoint of the second user 708b, and then re-displaying the virtual representation 704b in the three-dimensional environment 702 (e.g., including stopping the display of the first virtual object in the three-dimensional environment before the first virtual object reaches the second pose as described in Reference Method 800 and subsequently re-displaying one or more features of the first virtual object in the three-dimensional environment). As shown in a first alternative view 730a of the three-dimensional environment 702, the first computer system 101 stops the display of the virtual representation 704b in the three-dimensional environment 702 during the movement of the virtual representation 704b based on the movement of the current viewpoint of the second user 708b (e.g., from the first pose to the second pose as described in Reference Method 800). As shown in a second alternative view 730b of the 3D environment 702, the first computer system 101 maintains the display of the virtual representation 704a and changes the position of the virtual representation 704a based on the movement (e.g., change of position) of the second user 708b's current viewpoint relative to the 3D environment 702 (e.g., relative to the first user 708a's current viewpoint). In some embodiments, the first computer system 101 based on Figures 7E to 7I The movement of the current viewpoint of the second user 708b shown indicates the continued movement of the virtual representation 704a (e.g., the first computer system 101 does not stop the display of the virtual representation 704a and / or stops the movement of the virtual representation 704a).

[0218] Figure 7J A further movement of the current viewpoint of the second user 708b is illustrated, which includes a change in position and orientation relative to the three-dimensional environment 702 (e.g., as shown in top view 706). In some embodiments, in Figure 7J The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. In some embodiments, Figure 7JThe movement of the current viewpoint of the second user 708b relative to the three-dimensional environment 702, as shown, is Figures 7E to 7I The movement of the current viewpoint of the second user 708b is continued. In some embodiments, the first representation of the movement of the virtual representation 704b includes displaying the virtual representation 704b in one or more intermediate poses (e.g., including position and / or orientation relative to the three-dimensional environment 702) during the movement of the virtual representation 704b (e.g., from a first pose to a second pose as described in reference method 800). For example, the first computer system 101 displays the virtual representation 704b in an intermediate pose in the three-dimensional environment 702 based on the movement of the second user 708b's current viewpoint exceeding a threshold distance (e.g., 0.1 m, 0.2 m, 0.5 m, 1 m, 2 m, 5 m, or 10 m) relative to the three-dimensional environment 702. Figure 7J A first alternative view 730a of the illustrated 3D environment 702 shows a virtual representation 704b displayed in an intermediate pose (e.g., position and orientation relative to the 3D environment 702), which corresponds to the pose of the second user 708b's current viewpoint during movement relative to the 3D environment 702 (e.g., the intermediate pose corresponds to the position and orientation of the second user 708b's current viewpoint as shown in top view 706). In some embodiments, displaying the virtual representation 704b in an intermediate pose includes, as described in reference method 800, displaying one or more features of a first virtual object in the 3D environment in one or more intermediate poses between a first pose and a second pose, based on the second user's current viewpoint moving from a first viewpoint to a second viewpoint beyond a threshold distance relative to the 3D environment. As shown in the second alternative view 730b of the 3D environment 702, the first computer system 101 maintains the display of the virtual representation 704a and changes the position of the virtual representation 704a based on the movement (e.g., change in position and orientation) of the second user 708b's current viewpoint relative to the 3D environment 702 (e.g., relative to the first user 708a's current viewpoint). In some embodiments, the first computer system 101 based on Figures 7E to 7J The movement of the current viewpoint of the second user 708b shown indicates the continued movement of the virtual representation 704a (e.g., the first computer system 101 does not stop the display of the virtual representation 704a and / or stops the movement of the virtual representation 704a).

[0219] exist Figure 7J In this system, the second user 708b provides audio input to the second computer system. In some embodiments, the second computer system transmits an instruction to the first computer system 101 corresponding to the audio input provided by the second user 708b. For example... Figure 7JAs shown, in response to receiving audio input (e.g., represented as an "x" shown by the adjacent second user 708b in top view 706), the first computer system 101 displays animation 720 together with the virtual representation 704b (e.g., as shown in a first alternative view 730a of the three-dimensional environment 702). In some embodiments, in response to receiving an indication from the second computer system corresponding to the audio input provided by the second user 708b, the first computer system 101 provides the first user 708a with audio output spatialized to the current pose (e.g., position and / or orientation) of the virtual representation 704b in the three-dimensional environment 702 (e.g., including one or more characteristics such as providing an audio output spatialized to a first pose (e.g., or second pose) of the first virtual object in the three-dimensional environment as described in reference method 800, corresponding to the audio input received by the second computer system). For example, depending on the location of the virtual representation 704b in the three-dimensional environment 702, different from the current viewpoint of the second user 708b (e.g., such as...). Figures 7G to 7H As shown), the audio output is spatialized to the position of the virtual representation 704b in the three-dimensional environment 702 (e.g., rather than the position of the current viewpoint of the second user 708b relative to the three-dimensional environment 702).

[0220] Figure 7K This illustrates a further movement of the current viewpoint of the second user 708b, which includes a change in position and orientation relative to the three-dimensional environment 702. In some embodiments, Figure 7K The movement of the current viewpoint of the second user 708b relative to the three-dimensional environment 702, as shown, is Figures 7E to 7J The movement of the current viewpoint of the second user 708b, as shown, continues. In some implementations, in Figure 7K The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. Figure 7K As shown (e.g., in a first alternative view 730a of the 3D environment 702), the first computer system 101 stops displaying the virtual representation 704b in the 3D environment 702 while the virtual representation 704b moves based on the movement of the current viewpoint of the second user 708b relative to the 3D environment 702. (e.g., the continued movement of the current viewpoint of the second user 708b relative to the 3D environment 702 causes the first computer system 101 to stop displaying the virtual representation 704b according to a first representation of the display movement.) Figure 7IAs described in the second alternative view 730b of the three-dimensional environment 702, the first computer system 101 maintains the display of the virtual representation 704a and changes the position and orientation of the virtual representation 704a in the three-dimensional environment 702 based on the movement of the current viewpoint of the second user 708b relative to the three-dimensional environment 702 (e.g., relative to the current viewpoint of the first user 708a). In some embodiments, the first computer system 101 based on Figures 7E to 7J The movement of the current viewpoint of the second user 708b shown indicates the continued movement of the virtual representation 704a (e.g., the first computer system 101 does not stop the display of the virtual representation 704a and / or stops the movement of the virtual representation 704a).

[0221] In some implementation schemes, Figure 7K In this process, the second user 708b stabilizes the movement of its current viewpoint relative to the 3D environment 702 (e.g., the second user 708b stops moving relative to the 3D environment 702 (e.g., a change in position and / or orientation)) (e.g., optionally corresponding to a less than threshold amount of movement (e.g., distance moved and / or a change in orientation) within a threshold time period (e.g., 0.1 seconds, 0.5 seconds, 1 second, 2 seconds, 5 seconds, or 10 seconds). In some embodiments, the second user 708b's current viewpoint stabilizes with an updated pose relative to the 3D environment 702 (e.g., including one or more characteristics of a second pose as described in Reference Method 800). In some embodiments, detecting the stabilization of the movement of the second user 708b's current viewpoint relative to the 3D environment 702 includes detecting one or more characteristics, as described in Reference Method 800, including events involving a less than threshold amount of movement of the second user's current viewpoint within a time threshold.

[0222] Figure 7K1 Examples of the same Figure 7K The concepts shown are similar and / or identical (having many of the same reference numerals). It should be understood that, unless otherwise specified below, Figure 7K1 The shown has the same Figures 7A to 7N Elements with the same reference numerals as those shown in the figures have one or more of the same characteristics. Figure 7K1 The system includes a computer system 101, which includes a display generation component 120 (or the same thereof). In some embodiments, the computer system 101 and the display generation component 120 each have... Figures 7A to 7N The computer system 101 shown in Figure 1 and Figure 1 Figure 3 The display shows one or more of the characteristics of the generation component 120, and in some embodiments, Figures 7A to 7N The computer system 101 and display generation component 120 shown have Figure 7K1One or more of the characteristics of the computer system 101 and the display generation component 120 shown.

[0223] exist Figure 7K1 In the display generation component 120, one or more internal image sensors 314a are oriented toward the user's face (e.g., reference 314a). Figure 5 The described eye-tracking camera 540. In some embodiments, an internal image sensor 314a is used for eye tracking (e.g., detecting the user's gaze). The internal image sensor 314a is optionally arranged on the left and right portions of the display generation component 120 to enable eye tracking of the user's left and right eyes. The display generation component 120 also includes external image sensors 314b and 314c facing outwards from the user to detect and / or capture movement of the physical environment and / or the user's hands. In some embodiments, image sensors 314a, 314b, and 314c have a reference... Figures 7A to 7N One or more of the characteristics of the image sensor 314 described.

[0224] exist Figure 7K1 In the example, display generation component 120 is illustrated as displaying optionally referenced elements. Figures 7A to 7N The content is described as corresponding to the content displayed and / or visible via the display generation component 120. In some embodiments, the content is generated by a single display included in the display generation component 120 (e.g., Figure 5 The display 510 shows the image. In some embodiments, the display generating component 120 includes elements that are merged (e.g., merged by the user's brain) to create... Figure 7K1 The view of the content shown is displayed on two or more monitors (e.g., a left display panel and a right display panel for the user's left and right eyes, respectively, as shown in the reference). Figure 5 (as described).

[0225] The display generation component 120 has a corresponding Figure 7K1 The field of view of the content shown (e.g., the field of view captured by external image sensors 314b and 314c and / or visible to the user via display generation component 120). Since display generation component 120 is optionally a head-mounted device, the field of view of display generation component 120 is optionally the same as or similar to the user's field of view.

[0226] In some implementations, computer system 101 refers to... Figures 7A to 7N The system responds to the described user input. It should be understood that, as... Figures 7A to 7N One or more aspects of this disclosure, shown or described with reference to these figures and / or with reference to the corresponding methods, may optionally be used in conjunction with... Figure 7K1The same or similar methods are implemented on computer system 101 and display generation unit 120.

[0227] Figure 7L An example is shown of the first computer system 101 according to Figure 7K The virtual representation 704b is re-displayed after the movement of the current viewpoint of the second user 708b relative to the 3D environment 702 is stabilized. In some implementations, in Figure 7L The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. As shown in a first alternative view 730a of the three-dimensional environment 702, the first computer system 101 re-displays a virtual representation 704b in the three-dimensional environment 702 (e.g., the first computer system 101 gradually increases the opacity of the virtual representation 704b relative to the three-dimensional environment 702). Figure 7L The visual appearance representation of the virtual representation 704b in the document). In some embodiments, to enhance the visual salience of the virtual representation 704b, the first computer system 101 displays animation 740 (e.g., as shown in Reference 1). Figure 7H (As shown and described). For example, a first computer system 101 displays a movement of a virtual representation 704b toward a position in a three-dimensional environment 702 that corresponds to an updated pose of the current viewpoint of a second user 708b relative to the three-dimensional environment 702. As shown in top view 706, the virtual representation 704b is re-displayed in the three-dimensional environment 702 at a position that does not correspond to an updated pose of the current viewpoint of the second user 708b (e.g., because a first representation of the movement of the virtual representation 704b includes: an animation corresponding to the movement of the virtual representation 704b toward a position in the three-dimensional environment 702 that corresponds to an updated pose of the current viewpoint of the second user 708b). In some embodiments, re-displaying the virtual representation 704b in the three-dimensional environment 702 includes one or more features, as described in reference method 800, displaying a movement of a first virtual object toward a second pose corresponding to a movement of the user's current viewpoint toward a second viewpoint. As shown in the second alternative view 730b of the three-dimensional environment 702, the first computer system 101 maintains the virtual representation 704a in the three-dimensional environment 702. Figure 7K The position and orientation shown are illustrated (for example, because of the second representation of the movement according to the virtual representation 704a). Figure 7L The pose of the virtual representation 704a shown in the three-dimensional environment 702 currently reflects the updated pose of the current viewpoint of the second user 708b relative to the three-dimensional environment 702.

[0228] Figure 7L1 Examples of the same Figure 7LThe concepts shown are similar and / or identical (having many of the same reference numerals). It should be understood that, unless otherwise specified below, Figure 7L1 The shown has the same Figures 7A to 7N Elements with the same reference numerals as those shown in the figures have one or more of the same characteristics. Figure 7L1 The system includes a computer system 101, which includes a display generation component 120 (or the same thereof). In some embodiments, the computer system 101 and the display generation component 120 each have... Figures 7A to 7N The computer system 101 shown in Figure 1 and Figure 1 Figure 3 The display shows one or more of the characteristics of the generation component 120, and in some embodiments, Figures 7A to 7N The computer system 101 and display generation component 120 shown have Figure 7L1 One or more of the characteristics of the computer system 101 and the display generation component 120 shown.

[0229] exist Figure 7L1 In the display generation component 120, one or more internal image sensors 314a are oriented toward the user's face (e.g., reference 314a). Figure 5 The described eye-tracking camera 540. In some embodiments, an internal image sensor 314a is used for eye tracking (e.g., detecting the user's gaze). The internal image sensor 314a is optionally arranged on the left and right portions of the display generation component 120 to enable eye tracking of the user's left and right eyes. The display generation component 120 also includes external image sensors 314b and 314c facing outwards from the user to detect and / or capture movement of the physical environment and / or the user's hands. In some embodiments, image sensors 314a, 314b, and 314c have a reference... Figures 7A to 7N One or more of the characteristics of the image sensor 314 described.

[0230] exist Figure 7L1 In the example, display generation component 120 is illustrated as displaying optionally referenced elements. Figures 7A to 7N The content is described as corresponding to the content displayed and / or visible via the display generation component 120. In some embodiments, the content is generated by a single display included in the display generation component 120 (e.g., Figure 5 The display 510 shows the image. In some embodiments, the display generating component 120 includes elements that are merged (e.g., merged by the user's brain) to create... Figure 7L1 The view of the content shown is displayed on two or more monitors (e.g., a left display panel and a right display panel for the user's left and right eyes, respectively, as shown in the reference). Figure 5 (as described).

[0231] The display generation component 120 has a corresponding Figure 7L1 The field of view of the content shown (e.g., the field of view captured by external image sensors 314b and 314c and / or visible to the user via display generation component 120). Since display generation component 120 is optionally a head-mounted device, the field of view of display generation component 120 is optionally the same as or similar to the user's field of view.

[0232] In some implementations, computer system 101 refers to... Figures 7A to 7N The system responds to the described user input. It should be understood that, as... Figures 7A to 7N One or more aspects of this disclosure, shown or described with reference to these figures and / or with reference to the corresponding methods, may optionally be used in conjunction with... Figure 7L1 The same or similar methods are implemented on computer system 101 and display generation unit 120.

[0233] Figure 7M An example is illustrated of a virtual representation 704b displayed in a 3D environment 702 with an updated pose corresponding to the updated pose of the current viewpoint of the second user 708b (e.g., in a first alternative view 730a of the 3D environment 702). In some embodiments, in Figure 7M The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. In some embodiments, based on the stabilization of the movement of the current viewpoint of the second user 708b relative to the three-dimensional environment 702, the first computer system 101 updates a threshold movement amount of the updated pose relative to the current viewpoint of the second user 708b (e.g., a first representation for displaying the movement of the virtual representation 704b). Therefore, in Figure 7M In the top view 706, the updated pose of the second user 708b relative to the 3D environment 702 shows orientation thresholds 722a and distance thresholds 722b. In some embodiments, based on the second user 708b being represented by a virtual representation 704b in the 3D environment 702 and the second user 708b initiating a movement of its current viewpoint relative to the 3D environment 702 exceeding the orientation thresholds 22a and / or distance thresholds 722b represented by the top view 706, the first computer system 101 displays a first representation of the movement of the virtual representation 704b according to the movement of the second user 708b's current viewpoint. As shown in a second alternative view 730b of the 3D environment 702, the first computer system 101 maintains the virtual representation 704a in the 3D environment 702 with... Figures 7K to 7L The position and orientation shown are illustrated (for example, because of the second representation of the movement according to the virtual representation 704a). Figures 7K to 7LThe pose of the virtual representation 704a shown in the three-dimensional environment 702 has already reflected the updated pose of the current viewpoint of the second user 708b relative to the three-dimensional environment 702.

[0234] In some implementation schemes, Figure 7M The virtual representation 704b displayed in an updated pose relative to the 3D environment 702 includes: displaying animation 714 (e.g., as shown in reference). Figure 7B (As shown and described). In some implementations, Figure 7M The virtual representation 704b is displayed in the same orientation as the current viewpoint of the first user 708a, relative to the updated pose of the three-dimensional environment 702 (e.g., with the same orientation as the current viewpoint of the first user 708a). Figures 7B to 7H Compared to (as shown) and the same display size (e.g., with as shown) Figures 7B to 7H (As shown in the comparison) Display indication 718.

[0235] Figure 7N Examples include a first corresponding virtual representation of a second user of a second computer system communicating with a first computer system 101, and a second corresponding virtual representation of a third user of a computer system communicating with the first computer system 101. In some embodiments, in Figure 7N The user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. In some embodiments, virtual representations 724a (e.g., shown in a second alternative view 730b) and 724b (e.g., shown in a first alternative view 730a) are corresponding virtual representations for a second user. In some embodiments, virtual representations 726a (e.g., shown in a first alternative view 730a) and 726b (e.g., shown in a second alternative view 730b) are corresponding virtual representations for a third user. In some embodiments, virtual representations 724a and 726a have... Figures 7A to 7M The virtual representation 704a is shown and described above, and includes one or more characteristics. In some embodiments, virtual representations 724b and 726b have... Figures 7B to 7M One or more features of the virtual representation 704b shown and described above are illustrated.

[0236] Figure 7O An example is illustrated where a first computer system 101 changes the display of a corresponding virtual representation for a third user in response to a virtual representation change criterion (e.g., in both a first alternative view 730a and a second alternative view 730b of a 3D environment 702). In some embodiments, in Figure 7OThe user interface illustrated and described below is implemented on a head-mounted display that shows a three-dimensional environment 702 (e.g., as an AR, VR, MR, XR, or AR environment) to a first user 708a. In some embodiments, the virtual representation changes the standard with reference to Figure 7B The described virtual representation alters one or more characteristics of the standard. Specifically, in a first alternative view 730a of the three-dimensional environment 702, the first computer system 101 displays the corresponding virtual representation of a third user from virtual representation 726a (e.g., as shown in the image). Figure 7N The virtual representation 726b is changed from the virtual representation 726b. In the second alternative view 730b of the three-dimensional environment 702, the first computer system 101 changes the display of the corresponding virtual representation of the third user from the virtual representation 726b (e.g., as shown). Figure 7N (As shown) is changed to virtual representation 726a.

[0237] like Figure 7O As shown (e.g., in a first alternative view 730a), virtual representations 724b and 726b are displayed in a three-dimensional environment 702 with different visual characteristics (e.g., including color, brightness, and / or saturation), as represented by the appearance differences between virtual representation 724b in the first alternative view 730a and virtual representation 726b in a second alternative view 730b of the three-dimensional environment 702. In some embodiments, displaying virtual representations 724b and 726b with different visual characteristics includes one or more characteristics, as described in reference method 800, such as displaying a first virtual object with corresponding visual characteristics having a first value and displaying a second virtual object with corresponding visual characteristics having a second value different from the first value. Figure 7O In the diagram, the indications 718 displayed alongside virtual representations 724b and 726b respectively include different identifiers 718 (e.g., different names corresponding to the second and third users). Figure 7O In this context, the corresponding first surface 732a of virtual representation 724b and virtual representation 726b includes different identifiers (e.g., optionally corresponding to different initials of the second user and the third user).

[0238] like Figure 7OAs shown (e.g., in a second alternative view 730b), virtual representations 724a and 726a correspond to avatars displayed in the three-dimensional environment 702 with different visual characteristics (e.g., virtual representation 726a is displayed with a hat, and virtual representation 724a is displayed without a hat). In some embodiments, virtual representation 726a is an avatar having one or more visual features that can be customized by a third user (e.g., virtual representation 726a has features corresponding to the physical characteristics of the third user (e.g., a preferred visual appearance of virtual representation 726a (e.g., associated with the third user's user profile and) is stored in the memory of a third computer system)). In some embodiments, virtual representation 724a is an avatar having one or more visual features that can be customized by a second user (e.g., virtual representation 726a has features corresponding to the physical characteristics of the second user (e.g., a preferred visual appearance of virtual representation 726a (e.g., associated with the second user's user profile) is stored in the memory of a second computer system)).

[0239] Figure 7P An example is illustrated where a first computer system 101 displays a virtual representation 740 of user 744b in a pose independent of the current viewpoint of user 744b in a three-dimensional environment 702. In some embodiments, the virtual representation 740 corresponds to the first computer system 101 according to satisfying one or more criteria (e.g., such as...). Figure 7PAs shown, placeholder representations are used to display in the three-dimensional environment 702, satisfying user state change criteria. For example, one or more criteria include those satisfied when the second computer system (e.g., the second computer system communicating with the first computer system 101 in a communication session) is no longer able to detect and / or does not expect to detect movement of the user 744b's current viewpoint relative to the three-dimensional environment 702 (e.g., relative to a second three-dimensional environment corresponding to the three-dimensional environment 702 visible to the user 744b and displayed by the second computer system). For example, the second computer system no longer tracks (e.g., due to one or more errors in one or more input devices of the second computer system) one or more parts of the user 744b (e.g., corresponding to one or more physical parts of the user 744b's body (e.g., head, eyes, hands, arms, and / or torso)). For example, the second computer system loses network connectivity, causing it to not communicate the current pose of the user 744b's current viewpoint to the first computer system 101 (e.g., via an indication as described in reference methods 800 and / or 900). In some embodiments, virtual representation 740 has one or more characteristics of a third type of virtual representation as described in reference method 900. In some embodiments, if one or more criteria are no longer met (e.g., because the first computer system 101 receives an instruction from the second computer system corresponding to the pose of the current viewpoint of user 744b (e.g., corresponding to movement of the current viewpoint of user 744b)), the first computer system 101 stops displaying virtual representation 740 and displays a virtual representation different from virtual representation 740 (e.g., such as virtual representation 704a and / or 704b). For example, the first computer system 101 displays one or more representations of movement of a virtual representation different from virtual representation 740 corresponding to movement of the current viewpoint of user 744b based on an instruction received from the second computer system.

[0240] like Figure 7P As shown in the top view 706, user 744a (e.g., a user associated with the first computer system 101) views a virtual representation 740 of user 744b from a direct perspective (e.g., the perspectives of users 744a, 744b, and 744c are indicated by arrows 748a, 748b, and 748c, respectively). Furthermore, as shown in the top view 706, a third user 744c (e.g., associated with a third computer system communicating with the first and second computer systems) is represented in a three-dimensional environment 702 by a virtual representation (e.g., reference to...). Figure 7S The virtual representation 750 shown and described is used. In some embodiments, the virtual representation of user 744c is not the same type of virtual representation as virtual representation 740 (e.g., the virtual representation of user 744c is shown as the reference). Figures 7A to 7MThe virtual representations shown and described are of the same type as 704a and / or 704b. Figure 7P In the context of the three-dimensional environment 702, based on the position of user 744c's current viewpoint relative to user 744a's current viewpoint, the virtual representation of user 744c is not visible in the field of view of user 744a in the three-dimensional environment 702.

[0241] exist Figure 7P In this context, virtual representation 740 is displayed together with indication 718. In some embodiments, indication 718 includes a reference. Figures 7A to 7O One or more characteristics of indicator 718 shown and described. For example... Figure 7P As shown, indicator 742 is displayed together with virtual representation 740. In some embodiments, indicator 742 includes information about the status of user 744b in the communication session. For example, as... Figure 7P As shown, indication 742 includes information about why user 744b is represented by virtual representation 740 in three-dimensional environment 702 (e.g., indication 742 includes information that user 744b has a poor network connection (e.g., and therefore the first computer system 101 does not receive one or more indications from the second computer system corresponding to the position and / or orientation of user 744b's current viewpoint)). Figure 7P In this embodiment, indicator 742 is displayed above virtual representation 740. In some embodiments, indicator 742 is displayed at different locations in the three-dimensional environment 702 (e.g., below and / or to the side of virtual representation 740 from the current viewpoint of user 744a). In some embodiments, indicator 742 has one or more characteristics corresponding to an indication of the current state of a user of the second computer system in a communication session, as described in reference method 900.

[0242] In some embodiments, the virtual representation 740 is displayed at a location in the three-dimensional environment 702 independent of the pose (e.g., position and / or orientation) of the user 744b's current viewpoint. For example, the position and / or orientation of the virtual representation 740 in the three-dimensional environment 702 is not based on the user 744b's current viewpoint relative to the current position and / or orientation of the three-dimensional environment 702. In some embodiments, the position and / or orientation of the virtual representation 740 in the three-dimensional environment 702 is based on the user 744a's current viewpoint relative to the current position and / or orientation of the three-dimensional environment 702. For example, the virtual representation 740 is displayed in the three-dimensional environment 702 with an orientation that gives the user 744a a direct viewpoint to the first surface 732a from the user 744a's current viewpoint. For example, the virtual representation 740 is displayed at a certain height relative to the three-dimensional environment 702, which is based on the height of the user 744a's current viewpoint relative to the three-dimensional environment 702 (for example, the virtual representation is not displayed at a height in the three-dimensional environment 702 corresponding to the height of the user 744b's current viewpoint relative to the three-dimensional environment 702).

[0243] Figure 7Q An example is illustrated where a first computer system 101 maintains a virtual representation 740 of user 744b in the same pose as a three-dimensional environment 702 in response to a change in the current viewpoint of user 744b. As shown in top view 706, user 744b moves relative to the three-dimensional environment 702 (e.g., user 744b moves from...). Figure 7P The movement of the positioning shown is indicated by arrow 746a). In response to the movement of the user 744b's current viewpoint relative to the three-dimensional environment 702, the first computer system 101 maintains the virtual representation 744 displayed in the three-dimensional environment 702 at the same position and / or orientation (e.g., with...). Figure 7P Compared to the top view 706, which shows the virtual representation 740 without changing its positioning and / or orientation. In some embodiments, the user 744b's current viewpoint moves beyond a threshold amount of movement (e.g., see reference 744b). Figures 7E to 7IThe thresholds 722a and / or 722b shown and described. In some embodiments, the second computer system is unable to detect movement exceeding the threshold amount of the user 744b's current viewpoint and / or does not provide the first computer system 101 with an indication corresponding to the movement of the user 744b's current viewpoint. Therefore, the first computer system 101 maintains the virtual representation 740 in the 3D environment 702 in a pose independent of the movement of the user 744b's current viewpoint (e.g., based on displaying a different virtual representation (e.g., virtual representations 704a and / or 704b) from the virtual representation 740 in the 3D environment to represent the user 744b, the first computer system 101 displays a representation of the movement of the virtual representation corresponding to the movement of the user 744b's current viewpoint). In some implementations, maintaining the display of the virtual representation 740 in the 3D environment 702 in a pose independent of the movement of the user 744b’s current viewpoint includes maintaining the virtual representation 740 at the same height relative to the 3D environment 702 (e.g., the height based on the height of the user 744a’s current viewpoint relative to the 3D environment 702).

[0244] Figure 7R An example is illustrated where a first computer system 101 displays a virtual representation 740 in the same orientation as the user 744a's current viewpoint relative to the three-dimensional environment 702. As shown in top view 706, the user 744a moves to a different position relative to the three-dimensional environment 702 (e.g., thus causing a change in the user 744a's current viewpoint relative to the three-dimensional environment 702). Additionally, as shown in top view 706, the user 744b continues to move relative to the three-dimensional environment 702 (e.g., as indicated by arrow 746b and...). Figure 7Q (The length is indicated by the arrow 748a shown). In response to movement of the user 744a's current viewpoint relative to the 3D environment 702, the first computer system 101 changes the orientation of the virtual representation 740 relative to the 3D environment 702, such that the first surface 732a is displayed with the same orientation relative to the user 744a's current viewpoint as it was displayed before the user 744a's current viewpoint moved (e.g., with...). Figure 7Q The orientation shown is relative to the current viewpoint of user 744a. For example, as... Figure 7R As shown, user 744a has a direct view of the virtual representation 740 from user 744a's current viewpoint (e.g., as indicated by the direction of arrow 748a). Furthermore, as... Figure 7RAs shown, in response to the movement of the user 744b's current viewpoint relative to the three-dimensional environment 702, the first computer system 101 continues to maintain the virtual representation 740 in the three-dimensional environment 702 in a pose independent of the change of the user 744b's current viewpoint (e.g., the change of orientation of the virtual representation 740 is based on the change of the user 744a's current viewpoint, rather than the movement of the user 744b's current viewpoint).

[0245] Figure 7S An example is illustrated where a first computer system 101 concurrently displays a virtual representation 740 with a virtual representation 750 in a three-dimensional environment 702. In some embodiments, the virtual representation 750 corresponds to a virtual representation of user 744c (e.g., a user different from user 744b who is associated with a computer system in a communication session with the first computer system 101). In some embodiments, the virtual representation 750 corresponds to a virtual representation of the same type as the virtual representation 740 (e.g., virtual representations 740 and 750 have one or more characteristics of a third type of virtual representation as described in reference method 900). In some embodiments, the virtual representation 750 is a representation of user 744c (e.g., in...). Figures 7P to 7R (As shown in the top view 706), and user 744c is associated with a third computer system in a communication session with the first computer system 101 and the second computer system. In some embodiments, the third computer system is unable to track the movement of one or more parts of user 744c (e.g., corresponding to the head, eyes, arms, hands, and / or torso). Therefore, the first computer system 101 displays representation 750 in the three-dimensional environment 702 in a pose independent of the user 744c's current viewpoint (e.g., because the third computer system is unable to detect movement of the user 744c's current viewpoint relative to the three-dimensional environment, and / or does not communicate the user 744c's current viewpoint location and / or orientation to the first computer system 101). Figure 7S As shown, a virtual representation 750 is displayed along with indication 742, which includes information about the current state of the user represented by indication 742 (e.g., indication 742 includes information that a third computer system is currently unable to track one or more parts of user 744b). Furthermore, as... Figure 7S As shown, displaying virtual representations 740 and 750 in a 3D environment 702 includes: displaying virtual representations 740 and 750 at the same height relative to the 3D environment 702 (e.g., displaying virtual representations 740 and 750 at a certain height in the 3D environment 702, the height being based on the height of the current viewpoint of user 744a (e.g., the user viewing the 3D environment 702) relative to the 3D environment 702). Additionally, as... Figure 7SAs shown, displaying virtual representations 740 and 750 in a three-dimensional environment 702 includes displaying virtual representations 740 and 750 in a certain orientation relative to the three-dimensional environment 702, the orientation enabling a user 744a (e.g., a user viewing the three-dimensional environment 702) to have a direct view of virtual representations 740 and 750 from the user 744a's current viewpoint.

[0246] Figure 8 This is a flowchart illustrating an exemplary method 800 for displaying a virtual representation of a user in one or more poses in a three-dimensional environment in response to movement of the user's current viewpoint, according to some embodiments. In some embodiments, method 800 is performed at a computer system (e.g., computer system 101 in FIG. 1, such as a tablet computer, smartphone, wearable computer, or head-mounted device), which includes display generation components (e.g., FIG. 1, ...). Figure 3 and Figure 4 The display generating component 120 (e.g., a heads-up display, a monitor, a touchscreen, and / or a projector) and one or more cameras (e.g., a camera pointing downwards at the user's hand (e.g., a color sensor, an infrared sensor, or other depth-sensing camera) or a camera pointing forward from the user's head). In some embodiments, method 800 is performed by storing in a non-transitory computer-readable storage medium and by one or more processors of a computer system, such as one or more processors 202 of computer system 101 (e.g., ...). Figure 1A The control unit 110 in the middle executes instructions to manage. Some operations in method 800 are optionally combined, and / or the order of some operations is optionally changed.

[0247] In some embodiments, method 800 is performed at a first computer system that communicates with a display generating component, one or more input devices, and a second computer system. In some embodiments, the first computer system is or includes electronic devices, such as mobile devices (e.g., tablets, smartphones, media players, or wearable devices) or computers. In some embodiments, the display generating component is a display integrated with the first computer system (optionally a touchscreen display), an external display (such as a monitor, projector, or television), or a hardware component (optionally integrated or external) for projecting a user interface or making the user interface visible to one or more users. In some embodiments, the one or more input devices include electronic devices or components capable of receiving user input (e.g., capturing or detecting user input) and sending information associated with that user input to the electronic device. Examples of input devices include image sensors (e.g., cameras), position sensors, hand-tracking sensors, eye-tracking sensors, motion sensors (e.g., hand motion sensors), orientation sensors, microphones (and / or other audio sensors), touchscreens (optionally integrated or external), remote control devices (e.g., external), another mobile device (e.g., detached from the electronic device), handheld devices (e.g., external), and / or controllers. In some implementations, the second computer system has one or more characteristics of the first computer system (e.g., and communicates with a display generation component and one or more input devices having one or more characteristics of the display generation component and one or more input devices described with reference to the first computer system).

[0248] In some implementations, during a communication session with a second computer system, wherein the first computer system is associated with a first user and the second computer system is associated with a second user, the first computer system displays (802a) a first virtual object representing the pose (e.g., position and / or orientation) of the second user's current viewpoint relative to the three-dimensional environment via a display generation component, wherein the first virtual object is displayed in the three-dimensional environment in a first pose (e.g., position and / or orientation) representing the second user's first viewpoint, such as... Figure 7BThe virtual representation 704b displayed in the three-dimensional environment 702. In some embodiments, the three-dimensional environment is generated, displayed, or otherwise made visible by a first computer system. For example, the three-dimensional environment is an extended reality (XR) environment, such as a virtual reality (VR) environment, a mixed reality (MR) environment, or an augmented reality (AR) environment. In some embodiments, the three-dimensional environment includes one or more virtual objects, and / or representations of objects in the physical environment of the user of the computer system. In some embodiments, the three-dimensional environment has one or more characteristics of the three-dimensional and / or virtual environments described in reference methods 900, 1100, 1300, and / or 1500. In some embodiments, the communication session is a real-time (e.g., or near-real-time) communication session, which includes audio (e.g., real-time voice audio from a first user and / or a second user, and / or audio content from media shared between the first user and the second user), video (e.g., real-time video of the environment of the first user and / or the second user, and / or video content from media shared between the first user and the second user), and / or other shared content (e.g., images, applications, and / or interactive media (e.g., video game media)). In some embodiments, the first computer system optionally initiates and / or receives a request to join a communication session with the second computer system. In some embodiments, in response to initiating and / or receiving a request to join a communication session, the first computer system and / or the second computer system initiate the display of a three-dimensional environment to facilitate communication between the first user of the first computer system and the second user of the second computer system. In some embodiments, the first virtual object is a virtual representation of the second user, which is not an avatar (e.g., the virtual object does not include a virtual representation of one or more physical characteristics of the second user, a person, and / or an animal). In some embodiments, the first virtual object includes a virtual representation of a shape such as a circle (e.g., a coin), an ellipse, a square, a rhombus, a triangle, a sphere, a cylinder, a cube, a cone, or a rectangle. For example, the shape of the first virtual object may include three dimensions (e.g., length, width, and depth relative to a three-dimensional environment). In some embodiments, the first virtual object has one or more standard visual characteristics (e.g., shape and / or size) used by the computer system to represent one or more different users in a three-dimensional environment (e.g., the size, shape, color, and / or brightness of the first virtual object are not different based on different users in a communication session (e.g., the communication session includes a first user, a second user, and optional one or more additional users), and / or cannot be customized according to different users in a communication session). In some embodiments, displaying the first virtual object includes displaying a note adjacent to the first virtual object (e.g., above, below, or to the side of it). For example, the note may include the name of a second user of a second computer system.In some implementations, the first pose of the first virtual object corresponds to the pose (e.g., including position and / or orientation) of the current viewpoint of the second user of the computer system relative to the three-dimensional environment. For example, the localization of the first virtual object includes an orientation (e.g., based on spherical or polar coordinates) relative to the three-dimensional environment (e.g., relative to a reference position in the three-dimensional environment), which is based on the orientation of the current viewpoint of the second user of the second computer system relative to the pose of the three-dimensional environment. Alternatively, the localization of the first virtual object includes an orientation relative to the current viewpoint of the first user of the first computer system, which is based on the orientation of the current viewpoint of the second user of the second computer system relative to the pose of the current viewpoint of the first user of the first computer system.

[0249] In some implementations, when a first virtual object is displayed in a first pose in a 3D environment, the first computer system receives (802b) the pose (e.g., positioning and / or orientation) of the second user's current viewpoint relative to the 3D environment (such as...). Figures 7E to 7K1The instruction corresponds to a change in the pose of the current viewpoint of the second user 708b shown in the top view 706. In some embodiments, the instruction is a signal received from a second computer system (e.g., via a network, such as a personal area network, local area network, or wide area network) or from one or more servers communicating with the first and second computer systems, the signal corresponding to input received by one or more input devices of the second computer system. In some embodiments, the instruction includes information about the movement of the second user's current viewpoint to pose. For example, the input received by one or more input devices of the second computer system optionally includes physical movement of at least a portion of the second user (e.g., head, neck, and / or torso) relative to the second user's physical environment from a first pose of that portion to a second pose of that portion (e.g., the second user's physical environment is optionally not the first user's physical environment). In some embodiments, the physical movement of the second user corresponds to movement of the user's second viewpoint relative to the three-dimensional environment. In some embodiments, the movement of the second user's current viewpoint to pose includes movement of the second user's head and / or eyes relative to the three-dimensional environment. In some embodiments, the movement of the second user's current viewpoint to pose includes physical movement of the second user relative to the second user's physical environment (e.g., the second user sitting or standing up, the second user rotating one or more parts of their body, or the second user moving from a first position in their physical environment to a second position in their physical environment). In some embodiments, the movement of the second user's current viewpoint to pose optionally does not include physical movement of the second user relative to the second user's physical environment. For example, the movement of the second user's current viewpoint to pose is caused by input received by the second computer system corresponding to a request made by the second user to move their current viewpoint relative to the three-dimensional environment (e.g., the input is a touch input provided on a touch-sensitive surface of the second computer system, or the input is an audio input (e.g., a voice command) provided by the second user of the second computer system). In some embodiments, the first computer system receives an instruction from the second computer system if the positioning and / or orientation of the pose corresponds to a movement of the second user's current viewpoint relative to the three-dimensional environment from a previous pose that satisfies one or more criteria (e.g., based on positioning and / or orientation). For example, before sending an instruction to the first computer system, the second computer system determines whether the pose of the second user's current viewpoint meets one or more criteria. In some embodiments, the instruction received by the first computer system from the second computer system optionally does not include motion information.For example, a second computer system (e.g., routinely during a communication session) sends one or more indications to a first computer system corresponding to the current pose of the second user's current viewpoint (e.g., relative to a three-dimensional environment), and based on the received one or more indications, the first computer system optionally determines whether a change in the current pose of the second user's current viewpoint satisfies one or more criteria (e.g., one or more criteria such as those described below), and displays a first virtual object in a second pose different from the first pose (e.g., as described below).

[0250] In some implementations, in response to receiving an instruction (802c), based on the determination that the movement of the second user's current viewpoint relative to the three-dimensional environment from the second user's first viewpoint to the second user's second viewpoint satisfies one or more criteria, including a criterion satisfied when the movement of the second user's current viewpoint exceeds a threshold relative to the three-dimensional environment (e.g., positioning and / or orientation), the computer system displays (802d) a first virtual object in the three-dimensional environment in a second pose (e.g., positioning and / or orientation) different from the first pose (e.g., positioning and / or orientation) representing the second user's second viewpoint. Figure 7MThe virtual representation 704b is displayed with an updated pose. In some embodiments, a threshold for the user's current viewpoint includes a threshold distance between the position of the second viewpoint in the 3D environment and the position of the first viewpoint in the 3D environment. For example, the threshold distance between the position of the second viewpoint and the position of the first viewpoint in the 3D environment is optionally 0.1m, 0.2m, 0.5m, 0.1m, 0.2m, 0.5m, 1m, 2m, 5m, or 10m. In some embodiments, the threshold includes a threshold change in the orientation of the second viewpoint relative to the first viewpoint in the 3D environment. For example, the threshold change in the orientation of the second viewpoint is optionally -90 degrees, -75 degrees, -60 degrees, -45 degrees, -30 degrees, -15 degrees, 15 degrees, 30 degrees, 45 degrees, 60 degrees, 75 degrees, or 90 degrees relative to the first viewpoint in the 3D environment. In some embodiments, displaying the first virtual object at the second location includes displaying the first virtual object in a new orientation relative to the three-dimensional environment (e.g., relative to a reference position in the three-dimensional environment, or relative to the first user's current viewpoint in the three-dimensional environment). For example, the change in the orientation of the first virtual object optionally corresponds to a change in the orientation of the current viewpoint of the second virtual object. In some embodiments, displaying the first virtual object at the second location in the three-dimensional environment includes displaying a note associated with the first virtual object (e.g., the name or other identifier of the second user) at the second location in the three-dimensional environment. In some embodiments, the determination that the movement of the second user's current viewpoint relative to the three-dimensional environment satisfies one or more criteria is made at the second computer system (e.g., optionally before the first computer system receives an instruction). For example, the instruction is sent by the second computer system based on the determination that the movement of the second user's current viewpoint relative to the three-dimensional environment satisfies one or more criteria. For example, the instruction received by the first computer system includes information about the determination made by the second computer system.

[0251] In some implementations, based on the determination that the movement of the second user's current viewpoint relative to the 3D environment does not meet one or more criteria (e.g., positioning and / or orientation), the computer system responds to the second user 708b's current viewpoint movement not exceeding the orientation threshold 722a and / or distance threshold 722b to maintain the display of the first virtual object in the 3D environment in a first pose (e.g., positioning and / or orientation), such as... Figure 7E As shown Figure 7DCompared to the previous implementation, the virtual representation 704b is maintained in the same pose in the 3D environment 702. In some embodiments, one or more criteria are not met because the position of the second viewpoint relative to the 3D environment differs from the position of the first viewpoint relative to the 3D environment by less than a threshold distance. In some embodiments, one or more criteria are not met because the orientation of the second viewpoint relative to the 3D environment differs from the orientation of the first viewpoint relative to the 3D environment by less than a threshold vector. In some embodiments, one or more criteria are not met because the movement of the current viewpoint does not exceed the threshold rate, threshold movement value criterion, threshold change of orientation, and / or threshold movement distance described below. In some embodiments, maintaining the display of the first virtual object at a first position in the 3D environment includes maintaining the same positioning and / or orientation (e.g., including polar or spherical coordinates) relative to the 3D environment (e.g., and / or optionally relative to the current viewpoint of the first user of the first computer system). In some embodiments, maintaining the display of the first virtual object at a first position in the 3D environment includes maintaining the display of annotations associated with the first virtual object at a first position in the 3D environment. In some implementations, the determination that the movement of the second user's current viewpoint relative to the 3D environment does not meet one or more criteria is made at the second computer system (e.g., optionally before the first computer system receives an instruction). For example, the instruction received by the first computer system includes information about the determination made by the second computer system. In some implementations, based on the determination that the movement of the second user's current viewpoint does not meet one or more criteria because the difference between the second user's second viewpoint and the second user's first viewpoint is less than a threshold, the second computer system refrains from sending an instruction to the first computer system. When the computer system detects that the user's viewpoint has moved more than a threshold amount relative to the 3D environment, it changes the position (e.g., and / or orientation) of a virtual object representing the pose of the user's viewpoint in the 3D environment. This ensures that when no movement exceeding the threshold is detected, visual feedback of the change in the user's viewpoint's position (e.g., and / or orientation) is provided to the corresponding user of the corresponding computer system communicating with the computer system, without unnecessarily distracting them from the 3D environment, thereby avoiding unnecessary consumption of computational resources and improving user device interaction.

[0252] In some implementations, the threshold includes a threshold rate of movement of the second user's current viewpoint relative to the 3D environment from the second user's first viewpoint to the second user's second viewpoint (e.g., Figures 7E to 7K1The threshold movement rate of the second user 708b's current viewpoint. In some embodiments, the threshold movement rate of the second user's current viewpoint relative to the 3D environment is 0.5 m / s, 0.1 m / s, 0.2 m / s, 0.5 m / s, 1 m / s, 2 m / s, or 5 m / s. Detecting the movement of the second user's current viewpoint relative to the threshold velocity optionally includes detecting the movement rate of a portion of the second user (e.g., the head) relative to the second user's physical environment. In some embodiments, movement of the second user's current viewpoint exceeding the threshold movement rate is independent of the distance and / or magnitude of movement of the second user's current viewpoint relative to the 3D environment (e.g., when determining whether the movement of the second user's current viewpoint exceeds the threshold movement rate, the first computer system does not consider the distance and / or magnitude of movement of the first user's current viewpoint). For example, movement of the second user's first viewpoint exceeding the threshold movement rate is independent of the distance and / or magnitude of movement from the second user's first viewpoint relative to the 3D environment. In some embodiments, the threshold includes the threshold speed of movement of the second user's current viewpoint relative to the 3D environment from the second user's first viewpoint to the second user's second viewpoint. Detecting the movement of a second user's current viewpoint relative to a threshold velocity optionally includes detecting the movement velocity of at least a portion of the second user (e.g., head, torso, and / or shoulders) relative to the second user's physical environment. In some embodiments, the threshold includes one or more thresholds among movement rates and thresholds described below. When the computer system detects movement of the user's viewpoint relative to the 3D environment exceeding a threshold movement rate, changing the position (e.g., and / or orientation) of a virtual object representing the pose of the user's viewpoint in the 3D environment ensures that, when no movement exceeding the threshold movement rate is detected, visual feedback of the change in the position (e.g., and / or orientation) of the user's viewpoint is provided to the corresponding user of the corresponding computer system communicating with the computer system, without unnecessarily distracting them from the 3D environment, thereby avoiding unnecessary consumption of computational resources and improving user device interaction.

[0253] In some implementations, the threshold includes a threshold value representing the movement of the second user's current viewpoint relative to the 3D environment from the second user's first viewpoint to the second user's second viewpoint, such as... Figure 7EThe distance and / or magnitude threshold 722b is shown in the top view 706. In some embodiments, the threshold magnitude for the movement of the second user's current viewpoint relative to the 3D environment is 0.5 m, 0.1 m, 0.2 m, 0.5 m, 1 m, 2 m, 5 m, or 10 m. In some embodiments, detecting the magnitude of the movement of the second user's current viewpoint includes determining the displacement of the second user's current viewpoint from a first position in the 3D environment associated with the second user's first viewpoint to a second position in the 3D environment associated with the second user's second viewpoint. Detecting the movement of the second user's current viewpoint relative to the threshold magnitude optionally includes detecting the magnitude of movement of at least a portion of the second user (e.g., head, torso, and / or shoulders) relative to the second user's physical environment. In some embodiments, detecting the movement of the second user's current viewpoint relative to the threshold movement magnitude includes detecting the magnitude of movement of the second user relative to a position (e.g., a first position) in the 3D environment associated with the second user's first viewpoint (e.g., relative to the second user's corresponding viewpoint from which the second user has moved). In some embodiments, the threshold includes the magnitude of movement and one or more of the thresholds described above and below. When a computer system detects a movement of a user's viewpoint relative to the 3D environment exceeding a threshold value, changing the position (e.g., and / or orientation) of a virtual object representing the pose of the user's viewpoint in the 3D environment ensures that, when no movement exceeding the threshold value is detected, visual feedback of the change in the user's viewpoint's position (e.g., and / or orientation) is provided to the corresponding user of the computer system communicating with the computer system, without unnecessarily distracting them from the 3D environment. This avoids unnecessary consumption of computational resources and improves user device interaction.

[0254] In some implementations, the threshold includes a threshold orientation change of the second user's current viewpoint relative to the 3D environment from the second user's first viewpoint to the second user's second viewpoint, such as... Figure 7EThe orientation threshold 722b is shown in the top view 706. In some embodiments, the threshold orientation change of the second user's current viewpoint relative to the three-dimensional environment is 1 degree, 2 degrees, 5 degrees, 7 degrees, 10 degrees, 15 degrees, 20 degrees, 25 degrees, 30 degrees, 35 degrees, 40 degrees, 45 degrees, 50 degrees, 60 degrees, 70 degrees, 80 degrees, or 90 degrees. In some embodiments, detecting the threshold orientation change of the second user's current viewpoint includes determining the difference between a first orientation (e.g., using spherical or polar coordinates) associated with the second user's first viewpoint relative to the three-dimensional environment (e.g., relative to a reference position in the three-dimensional environment) and a second orientation associated with the second user's second viewpoint relative to the three-dimensional environment. Detecting the orientation change of the second user's current viewpoint relative to the threshold orientation change optionally includes detecting the orientation change of at least a portion of the second user (e.g., head, torso, and / or shoulders) relative to the second user's physical environment. In some implementations, detecting an orientation change of the second user's current viewpoint relative to a threshold orientation change includes detecting a change in the orientation of the second user's current viewpoint relative to an orientation associated with the second user's first viewpoint (e.g., relative to the second user's corresponding viewpoint from which the second user has moved). In some implementations, the threshold includes an orientation change and one or more of the thresholds described above and below. When the computer system detects movement of the user's viewpoint relative to the 3D environment exceeding a threshold orientation change, changing the position (e.g., and / or orientation) of a virtual object representing the pose of the user's viewpoint in the 3D environment ensures that, when no movement exceeding the threshold orientation change is detected, visual feedback of the change in the user's viewpoint's position (e.g., and / or orientation) is provided to the corresponding user of the corresponding computer system communicating with the computer system, without unnecessarily distracting them from the 3D environment, thereby avoiding unnecessary consumption of computational resources and improving user device interaction.

[0255] In some implementations, the threshold includes a threshold distance relative to the 3D environment from the second user's first viewpoint to the second user's second viewpoint, such as... Figure 7EThe distance threshold 722b is shown in the top view 706. In some embodiments, the threshold distance for the movement of the second user's current viewpoint relative to the 3D environment is 0.5 m, 0.1 m, 0.2 m, 0.5 m, 1 m, 2 m, 5 m, or 10 m. In some embodiments, detecting the movement distance of the second user's current viewpoint includes determining the total movement distance (e.g., based on a movement path) from a first position in the 3D environment associated with the second user's first viewpoint to a second position in the 3D environment associated with the second user's second viewpoint. Detecting the movement of the second user's current viewpoint relative to the threshold distance optionally includes detecting the movement distance of at least a portion of the second user (e.g., head, torso, and / or shoulders) relative to the second user's physical environment. In some embodiments, detecting a change in the distance of the second user's current viewpoint relative to a change in the threshold distance includes detecting a change in the distance of the second user's current viewpoint relative to a position associated with the second user's first viewpoint (e.g., a first position) (e.g., relative to the second user's corresponding viewpoint from which the second user has moved). In some embodiments, the threshold includes the movement distance and one or more of the thresholds described above. When a computer system detects that a user's viewpoint has moved more than a threshold distance relative to the 3D environment, it changes the position (e.g., and / or orientation) of a virtual object representing the pose of the user's viewpoint in the 3D environment. This ensures that, when no movement exceeding the threshold distance is detected, the corresponding user of the computer system communicating with the computer system is provided with visual feedback on the change in the position (e.g., and / or orientation) of the user's viewpoint, without unnecessarily distracting the user from the 3D environment. This avoids unnecessary consumption of computational resources and improves user device interaction.

[0256] In some implementations, displaying a first virtual object in a first pose in a three-dimensional environment includes: displaying the first virtual object in a first orientation relative to the three-dimensional environment, the first orientation corresponding to the orientation of a second user's first viewpoint relative to the three-dimensional environment (e.g., Figures 7B to 7D The virtual representation 704b shown is oriented relative to the three-dimensional environment 702), and displaying the first virtual object in a second pose in the three-dimensional environment includes: displaying the first virtual object in a second orientation relative to the three-dimensional environment, which is different from the first orientation, and the second orientation corresponds to the orientation of the second user's second viewpoint relative to the three-dimensional environment (e.g., Figure 7F or Figure 7GThe virtual representation 704b shown is oriented relative to the three-dimensional environment 702. In some embodiments, the first orientation and the second orientation correspond to spherical or polar coordinates relative to a reference position in the three-dimensional environment. In some embodiments, displaying the first virtual object in a first pose includes: displaying the first virtual object in a first orientation relative to the three-dimensional environment and at a first position in the three-dimensional environment, and displaying the first virtual object in a second pose includes: displaying the first virtual object in a second orientation relative to the three-dimensional environment and at a second position in the three-dimensional environment different from the first position. In some embodiments, displaying the first virtual object in a first orientation includes: displaying a first surface of the first virtual object (e.g., including one or more characteristics of the first surface described below) oriented in a first direction associated with a first viewpoint of a second user relative to the three-dimensional environment, and displaying the first virtual object in a second orientation includes: displaying a first surface of the first virtual object oriented in a second direction associated with a second viewpoint of a second user relative to the three-dimensional environment. In some embodiments, displaying the first virtual object in a second pose includes: displaying the first virtual object in a second orientation based on a determination that the movement of the second user's current viewpoint relative to the 3D environment exceeds a threshold orientation change as described above (e.g., based on a determination that the movement of the second user's current viewpoint exceeds a distance and / or magnitude threshold (e.g., including one or more characteristics of threshold movement distance and / or threshold movement magnitude as described above) but does not exceed an orientation change threshold (e.g., including one or more characteristics of orientation change threshold as described above)). Displaying the first virtual object in a second pose includes: displaying the first virtual object at different locations in the 3D environment, and does not include: displaying the first virtual object in a first pose compared to displaying t...

Claims

1. A method, the method comprising: At the first computer system that communicates with the display generation component, one or more input devices, and the second computer system: When in a communication session with the second computer system, wherein the first computer system is associated with a first user and the second computer system is associated with a second user, a first virtual object representing the pose of the second user's current viewpoint relative to a three-dimensional environment is displayed via the display generation component, wherein the first virtual object is displayed in the three-dimensional environment in a first pose representing the second user's first viewpoint; When the first virtual object is displayed in the first pose in the three-dimensional environment, the system receives from the second computer system an indication corresponding to the pose of the second user's current viewpoint relative to the three-dimensional environment; and In response to receiving the instruction: Based on the determination that the movement of the second user's current viewpoint from the second user's first viewpoint to the second user's second viewpoint relative to the three-dimensional environment satisfies one or more criteria, the one or more criteria include a criterion that is satisfied when the movement of the second user's current viewpoint exceeds a threshold relative to the three-dimensional environment, the first virtual object is displayed in the three-dimensional environment in a second pose that represents the second user's second viewpoint and is different from the first pose; as well as Based on the determination that the movement of the second user's current viewpoint does not exceed the threshold relative to the three-dimensional environment and therefore does not meet one or more criteria, the first virtual object is maintained in the first pose in the three-dimensional environment.

2. The method of claim 1, wherein the threshold includes a threshold rate of movement of the second user's current viewpoint relative to the three-dimensional environment from the second user's first viewpoint to the second user's second viewpoint.

3. The method of claim 1, wherein the threshold includes a threshold value representing the movement of the second user's current viewpoint relative to the three-dimensional environment from the second user's first viewpoint to the second user's second viewpoint.

4. The method of claim 1, wherein the threshold includes a threshold change in the orientation of the second user's current viewpoint relative to the three-dimensional environment from the second user's first viewpoint to the second user's second viewpoint.

5. The method of claim 1, wherein the threshold includes a threshold distance of the movement of the second user's current viewpoint relative to the three-dimensional environment from the second user's first viewpoint to the second user's second viewpoint.

6. The method of claim 1, wherein displaying the first virtual object in the first pose in the three-dimensional environment comprises: Displaying the first virtual object in a first orientation relative to the three-dimensional environment, the first orientation corresponding to the orientation of the second user's first viewpoint relative to the three-dimensional environment, and displaying the first virtual object in the three-dimensional environment in a second pose includes: displaying the first virtual object in a second orientation relative to the three-dimensional environment that is different from the first orientation, the second orientation corresponding to the orientation of the second user's second viewpoint relative to the three-dimensional environment.

7. The method according to claim 1, further comprising: When the first virtual object is displayed in the first pose in the three-dimensional environment, an indication corresponding to the identifier of the second user is displayed in the three-dimensional environment in a first orientation relative to the three-dimensional environment, wherein the first orientation is based on the first user's current viewpoint relative to the three-dimensional environment; as well as In response to receiving the instruction, the instruction corresponding to the identifier of the second user is maintained in the three-dimensional environment in the first orientation relative to the three-dimensional environment.

8. The method of claim 1, wherein displaying the first virtual object in the three-dimensional environment comprises: The first virtual object displays a first surface oriented in a first direction corresponding to the current viewpoint of the second user relative to the three-dimensional environment, wherein the first surface is displayed with a first visual appearance. as well as The first virtual object displays a second surface oriented in a second direction opposite to the first direction, wherein the second surface is displayed with a second visual appearance different from the first visual appearance.

9. The method of claim 8, wherein displaying the first surface with the first visual appearance comprises: Displaying the identifier of the second user on the first surface and displaying the second surface with the second visual appearance includes displaying the second surface without including the identifier of the second user on the second surface.

10. The method according to claim 1, wherein: The first virtual object in the first pose is at a first distance from the first user's first viewpoint and has a first size relative to the three-dimensional environment; and The first virtual object in the second pose is at a second distance from the first user's first viewpoint, which is different from the first distance, and has the first size relative to the three-dimensional environment.

11. The method according to claim 1, wherein: The first virtual object in the first pose includes an indication corresponding to the identifier of the second user, wherein the indication corresponding to the identifier of the second user is at a first distance from the first viewpoint of the first user and has a first size relative to the three-dimensional environment; and The first virtual object in the second pose includes the indication corresponding to the identifier of the second user, wherein the indication corresponding to the identifier of the second user is at a second distance from the first viewpoint of the first user, and has a second size relative to the three-dimensional environment that is different from the first size.

12. The method according to claim 1, further comprising: When the first virtual object is displayed in the three-dimensional environment, a second virtual object representing the pose of the current viewpoint of a third user of a third computer system in the communication session relative to the three-dimensional environment is displayed in the three-dimensional environment, wherein the first virtual object is displayed with corresponding visual characteristics having a first value, and the second virtual object is displayed with the corresponding visual characteristics having a second value different from the first value.

13. The method of claim 1, wherein displaying the first virtual object in the three-dimensional environment comprises: The first virtual object is displayed with an animation that moves independently of the second user's current viewpoint relative to the three-dimensional environment.

14. The method of claim 13, wherein displaying the animation comprises: The first virtual object is displayed as oscillating around the current position of the second user's current viewpoint relative to the current position of the three-dimensional environment.

15. The method of claim 1, wherein displaying the first virtual object in the three-dimensional environment comprises: The first virtual object is displayed having a first surface oriented in a first direction relative to the three-dimensional environment, the first surface including a flat surface having a first value relative to the dimension of the three-dimensional environment; as well as The first virtual object displays a second surface oriented in a second direction opposite to the first direction relative to the three-dimensional environment, the second surface comprising a flat surface having a first value relative to the dimension of the three-dimensional environment, wherein the first surface is arranged at a first distance from the second surface, the first distance having a second value less than the first value relative to the three-dimensional environment.

16. The method of claim 15, wherein displaying the first virtual object in the three-dimensional environment comprises: The first virtual object is displayed as a three-dimensional virtual object that includes the first distance between the first surface and the second surface.

17. The method according to claim 1, further comprising: When the first virtual object is displayed in the first pose in the three-dimensional environment, an instruction corresponding to the audio input received by the second computer system from the second user is received from the second computer system. as well as In response to receiving the instruction corresponding to the audio input received by the second computer system, the first virtual object is displayed in the three-dimensional environment with an animation based on the audio input received by the second computer system.

18. The method of claim 1, wherein displaying the first virtual object in the second pose in the three-dimensional environment comprises: Displaying an animation corresponding to the movement of the first virtual object from the first pose to the second pose based on the movement of the second user's current viewpoint, wherein displaying the animation includes: stopping the display of the first virtual object in the three-dimensional environment before the first virtual object reaches the second pose, and subsequently redisplaying the first virtual object in the three-dimensional environment.

19. The method of claim 18, wherein before stopping the display of the first virtual object in the three-dimensional environment, a movement of the first virtual object away from the first pose corresponding to the movement of the second user's current viewpoint away from the first viewpoint is displayed.

20. The method of claim 19, wherein displaying the movement of the first virtual object away from the first pose comprises: This displays the movement of the first virtual object relative to the three-dimensional environment at a non-linear speed.

21. The method of claim 18, wherein re-displaying the first virtual object in the three-dimensional environment comprises: The movement of the first virtual object toward the second pose corresponds to the movement of the user's current viewpoint toward the second viewpoint.

22. The method of claim 21, wherein displaying the movement of the first virtual object toward the second pose comprises: This displays the movement of the first virtual object relative to the three-dimensional environment at a non-linear speed.

23. The method of claim 18, wherein the animation comprises: After stopping the display of the first virtual object in the three-dimensional environment, based on the determination that the movement of the second user's current viewpoint from the first viewpoint to the second viewpoint exceeds a threshold distance relative to the three-dimensional environment, the first virtual object is displayed in the three-dimensional environment in one or more intermediate poses between the first pose and the second pose, wherein the one or more intermediate poses are associated with one or more poses of the second user's current viewpoint during the movement of the second user's current viewpoint.

24. The method of claim 18, wherein displaying the animation comprises: When the first virtual object is not displayed in the three-dimensional environment, an event is detected in which the current viewpoint of the second user moves less than a threshold amount within a time threshold. as well as In response to the detection of the event, the first virtual object is re-displayed in the three-dimensional environment in a pose corresponding to the current viewpoint of the second user.

25. The method according to claim 1, further comprising: When the first virtual object is displayed in the three-dimensional environment, an instruction corresponding to the audio input received by the second computer system from the second user is received from the second computer system. as well as In response to receiving the instruction corresponding to the audio input received by the second computer system: Based on the determination that the first virtual object is displayed in the first pose, an audio output corresponding to the audio input received by the second computer system is provided, which is spatialized to the first pose of the first virtual object in the three-dimensional environment. as well as Based on the determination that the first virtual object is displayed in the second pose, an audio output corresponding to the audio input received by the second computer system is provided, spatialized to the second pose of the first virtual object in the three-dimensional environment.

26. The method according to claim 1, further comprising: When the first virtual object is displayed in the second pose in the three-dimensional environment, the user receives from the second computer system a second instruction that is different from the instruction and corresponds to the pose of the second user's current viewpoint relative to the three-dimensional environment; and In response to receiving the second instruction: Based on the determination that the movement from the second user's current viewpoint to a third viewpoint different from the second viewpoint relative to the 3D environment satisfies one or more criteria, the one or more criteria including a criterion satisfied when the movement from the second viewpoint to the third viewpoint exceeds a threshold relative to the 3D environment, the first virtual object is displayed in a third pose different from the second pose; and Based on the determination that the user's movement from the second viewpoint to the third viewpoint from the current viewpoint does not meet one or more criteria, the display of the first virtual object in the second pose in the three-dimensional environment is maintained.

27. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: One or more processors; Memory; and One or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for performing any one of the methods according to claims 1 to 26.

28. A non-transitory computer-readable storage medium storing one or more programs, said one or more programs comprising instructions that, when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any one of the methods according to claims 1 to 26.