Method for moving objects in a three-dimensional environment
By optimizing operations such as moving and rotating virtual objects in a 3D environment, the problem of low interaction efficiency in existing technologies has been solved, resulting in a highly efficient and energy-saving user interface, and improving the operability and battery life of the device.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- APPLE INC
- Filing Date
- 2024-05-17
- Publication Date
- 2026-06-09
AI Technical Summary
Existing methods and interfaces for interacting with 3D environments are inefficient in augmented reality environments, require a lot of input, are prone to errors, and consume a lot of computer system energy, especially in battery-powered devices, affecting user experience and device lifespan.
By using computer systems to facilitate the movement, rotation, scaling, inertial motion, and spatial attribute updates of virtual objects in a 3D environment, user input is reduced, improved visual feedback and control options are provided, and human-computer interface is optimized by combining eye tracking, hand tracking, and voice input.
It improves user interaction efficiency, reduces the amount of input and errors, saves computer system energy, extends battery life, and enhances device operability and user experience.
Smart Images

Figure CN122172965A_ABST
Abstract
Description
[0001] This application is a divisional application of the invention patent application with application number 202480043872.8, application date May 17, 2024, entitled "Method for Moving Objects in a Three-Dimensional Environment". Cross-reference to related applications
[0002] This application claims the benefits of U.S. Provisional Application No. 63 / 503,149, filed May 18, 2023; U.S. Provisional Application No. 63 / 505,937, filed June 2, 2023; U.S. Provisional Application No. 63 / 515,123, filed July 23, 2023; and U.S. Provisional Application No. 63 / 648,631, filed May 16, 2024, the contents of which are 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 can optionally supplement 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 display (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 retain 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 the 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 may 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 may optionally be 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] There is a need for electronic devices with improved methods and interfaces for interacting with content in a 3D environment. Such methods and interfaces can complement or replace conventional methods for interacting with content in a 3D environment. These methods and interfaces 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 embodiments, the computer system facilitates movement, including rotation, of virtual objects in a 3D environment. In some embodiments, the computer system facilitates movement of virtual objects in a 3D environment toward a movement boundary. In some embodiments, the computer system facilitates dynamic scaling of virtual objects in a 3D environment based on their movement. In some embodiments, the computer system facilitates inertial movement of virtual objects within the environment based on user input. In some embodiments, the computer system facilitates gradual updating of one or more spatial properties of virtual objects in a 3D environment based on the user's viewpoint. In some embodiments, the computer system facilitates reducing the offset between a portion of the virtual object and the user as the virtual object moves within the 3D environment. In some embodiments, the computer system facilitates rotation of a 3D object relative to the user's viewpoint based on changes in the elevation angle of the 3D object within the 3D environment.
[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 indicate corresponding parts in all the drawings.
[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 2This is a block diagram illustrating a computer system configured to manage and coordinate an XR experience for a user, according to some implementation schemes.
[0015] Figure 3 This 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 7J Examples of computer systems that facilitate the movement of virtual objects in a three-dimensional environment according to some implementation schemes are illustrated.
[0020] Figures 8A to 8G This is a flowchart illustrating an exemplary method for facilitating the movement of virtual objects in a three-dimensional environment according to some implementation schemes.
[0021] Figures 9A to 9J Examples of computer systems that facilitate the movement of virtual objects beyond a movement threshold in a three-dimensional environment, according to some implementation schemes, are illustrated.
[0022] Figures 10A to 10L This is a flowchart illustrating a method for facilitating the movement of virtual objects beyond a movement threshold in a three-dimensional environment, according to some implementation schemes.
[0023] Figures 11A to 11F Examples of computer systems that facilitate the dynamic scaling of virtual objects in a three-dimensional environment, according to some implementation schemes, are illustrated.
[0024] Figures 12A to 12F This is a flowchart illustrating a method for facilitating the dynamic scaling of virtual objects in a three-dimensional environment, based on some implementation schemes.
[0025] Figures 13A to 13L Examples of computer systems that facilitate the inertial movement of virtual objects in a three-dimensional environment, according to some implementation schemes, are illustrated.
[0026] Figure 14 This is a flowchart illustrating a method for facilitating the inertial movement of virtual objects according to some implementation schemes.
[0027] Figures 15A to 15J Examples of computer systems that facilitate the gradual updating of one or more spatial attributes of virtual objects in a three-dimensional environment, according to some implementation schemes, are illustrated.
[0028] Figure 16 This is a flowchart illustrating a method for facilitating the gradual updating of one or more spatial attributes of a virtual object in a three-dimensional environment, according to some implementation schemes.
[0029] Figures 17A to 17J An example of a computer system, according to some implementation schemes, is shown that facilitates a gradual reduction in the offset between a portion of the user and virtual objects in a three-dimensional environment.
[0030] Figure 18 This is a flowchart illustrating a method, according to some implementation schemes, to facilitate a gradual reduction in the offset between a portion of the user and virtual objects in a three-dimensional environment.
[0031] Figures 19A to 19R Examples of computer systems that facilitate the rotation of volumetric virtual objects in a three-dimensional environment, according to some implementation schemes, are illustrated.
[0032] Figure 20 This is a flowchart illustrating a method for promoting the rotation of a volumetric virtual object in a three-dimensional environment according to some implementation schemes. Detailed Implementation
[0033] According to some implementations, this disclosure relates to a user interface for providing extended reality (XR) experiences to users.
[0034] The systems, methods, and GUIs described in this paper provide improved ways for electronic devices to facilitate interaction with and manipulate objects in a 3D environment.
[0035] In some embodiments, the computer system facilitates the movement, including rotation, of virtual objects in a three-dimensional environment. In some embodiments, the computer system displays a three-dimensional environment including the virtual objects. In some embodiments, in response to detecting input corresponding to a request to move a virtual object in the three-dimensional environment, the computer system changes the positioning of the virtual object in the three-dimensional environment based on that input, including rotating the virtual object about a first axis in the three-dimensional environment based on determining that the virtual object has a first elevation angle relative to a first portion of the user of the computer system. In some embodiments, based on determining that the virtual object has a second elevation angle different from the first elevation angle relative to the first portion of the user, the computer system rotates the virtual object about a second axis different from the first axis in the three-dimensional environment.
[0036] In some implementations, the computer system facilitates the movement of virtual objects in a three-dimensional environment toward a movement boundary. In some implementations, the computer system displays a three-dimensional environment including the virtual objects. In some implementations, in response to detecting input corresponding to a request to move a virtual object in the three-dimensional environment, the computer system changes the positioning of the virtual object in the three-dimensional environment based on that input. In some implementations, after detecting the termination of the request to move the virtual object, and based on determining that the virtual object is beyond a movement boundary relative to the three-dimensional environment, the computer system changes the positioning of the virtual object toward the movement boundary.
[0037] In some embodiments, the computer system facilitates the movement of virtual objects in a three-dimensional environment and the dynamic scaling of virtual objects in the three-dimensional environment. In some embodiments, the computer system displays a three-dimensional environment including virtual objects. In some embodiments, in response to detecting input corresponding to a request to move a virtual object in a first direction relative to a user's viewpoint in the computer system, the computer system moves the virtual object in the three-dimensional environment in the first direction relative to the user's viewpoint according to the input. In some embodiments, during a first portion of the movement of the virtual object, the computer system moves the virtual object a first distance in the three-dimensional environment and scales the virtual object by a first amount in the three-dimensional environment. In some embodiments, during a second portion of the movement of the virtual object, the computer system moves the virtual object a second distance in the three-dimensional environment different from the first distance and scales the virtual object by a second amount in the three-dimensional environment different from the first amount.
[0038] In some implementations, the computer system facilitates inertial motion of virtual objects in a three-dimensional environment based on user movement of the virtual objects. In some implementations, when displaying the virtual object, the computer system detects a first input including movement. In some implementations, in response to detecting the first input, the computer system moves the virtual object according to the movement of the first input. In some implementations, when displaying the virtual object according to the movement of the first input, the computer system detects termination of movement when the movement of the first input is in a corresponding direction. In some implementations, in response to detecting termination of the first input, the computer system continues to move the virtual object in the environment according to a corresponding movement model, which specifies how the movement of the virtual object continues after the termination of the input is detected. In some implementations, continuing the movement of the virtual object according to the corresponding movement model includes: based on determining that the corresponding direction is closer to a first reference direction than a second reference direction, the computer system moves the virtual object in a first updated direction, wherein the difference between the first updated direction and the first reference direction is less than the difference between the corresponding direction and the first reference direction.
[0039] In some implementations, the computer system facilitates the gradual updating of one or more spatial attributes of a virtual object in a three-dimensional environment based on the user's viewpoint. In some implementations, when the virtual object is displayed with one or more first spatial attributes relative to the three-dimensional environment, the computer system detects a first input corresponding to the selection of the virtual object. In some implementations, in response to the detection of the first input, based on determining that the virtual object is located at a first position in the three-dimensional environment from the user's viewpoint when the first input is detected, the computer system updates the display of the virtual object to have one or more second spatial attributes relative to the three-dimensional environment that are different from the one or more first spatial attributes for a first time period greater than zero. In some implementations, based on determining that the virtual object is located at a second position in the three-dimensional environment from the user's viewpoint different from the first position when the first input is detected, the computer system updates the display of the virtual object to have one or more third spatial attributes relative to the three-dimensional environment that are different from the one or more second spatial attributes for a second time period greater than zero.
[0040] In some implementations, when a virtual object is displayed in the environment, and when there is an offset between a first vector extending from a corresponding pivot point toward the virtual object and a second vector extending from the corresponding pivot point toward a first portion of the user, the computer system detects a first input corresponding to moving the virtual object within the environment, wherein the first input corresponds to movement of the first portion of the user. In some implementations, in response to detecting the first input: based on determining that the first input corresponds to movement of the first portion of the user in a first direction, the computer system moves the virtual object within the environment in a first manner according to the first input, wherein moving the virtual object in the first manner includes gradually decreasing the offset between the first vector extending from the corresponding pivot point toward the virtual object and the second vector extending from the corresponding pivot point toward the first portion of the user, the movement in the first direction causing the second vector extending from the corresponding pivot point toward the first portion of the user to move away from the position where the virtual object was displayed before the movement of the first portion of the user was detected. In some implementations, in response to the detection of a first input: based on determining that the first input corresponds to a movement of a first portion of the user in a second direction, the computer system moves a virtual object within the environment in a second manner according to the first input, wherein moving the virtual object in the second manner includes gradually reducing the offset between a first vector extending from the corresponding pivot point toward the virtual object and a second vector extending from the corresponding pivot point toward the first portion of the user at a rate lower than the rate of reduction of the offset associated with the first manner, the movement in the second direction causing the second vector to move toward the position where the virtual object is displayed before the movement of the first portion of the user is detected.
[0041] In some implementations, the computer system facilitates rotation of a 3D object relative to the user's viewpoint based on changes in the elevation angle of the 3D object within a 3D environment. In some implementations, when displaying a 3D object in the environment via a display generation component, the computer system detects a first input via one or more input devices, the first input corresponding to a request to change the elevation angle of the 3D object relative to the user's viewpoint within the environment. In some implementations, in response to detecting the first input, based on a first set of criteria determining that the first input satisfies one or more, the computer system changes the elevation angle of the 3D object relative to the user's viewpoint in the environment based on the first input, and rotates the 3D object in the environment based on the change in the elevation angle of the 3D object relative to the user's viewpoint so that a first portion of the 3D object tilts toward the viewpoint. In some implementations, based on a first set of criteria determining that the first input does not satisfy one or more, the computer system changes the elevation angle of the 3D object relative to the user's viewpoint in the environment based on the first input without rotating the 3D object in the environment.
[0042] Figures 1A to 6 Descriptions are provided of example computer systems for providing XR experiences to users, such as those described below with respect to methods 800, 1000, 1200, 1400, 1600, 1800 and / or 2000. Figures 7A to 7J Example techniques for facilitating the movement of virtual objects in a three-dimensional environment, according to some implementation schemes, are illustrated. Figures 8A to 8G It is a flowchart of a method for facilitating the movement of virtual objects in a three-dimensional environment, based on some implementation schemes. Figures 7A to 7J The user interface in the example is used to demonstrate Figures 8A to 8G The process in. Figures 9A to 9J Examples of techniques for facilitating the movement of virtual objects beyond a movement threshold in a three-dimensional environment, according to some implementation schemes, are illustrated. Figures 10A to 10L It is a flowchart of a method for facilitating the movement of virtual objects beyond a movement threshold in a three-dimensional environment, based on some implementation schemes. Figures 9A to 9J The user interface in the example is used to demonstrate Figures 10A to 10L The process in. Figures 11A to 11F Examples of techniques for facilitating the dynamic scaling of virtual objects in a three-dimensional environment are illustrated according to some implementation schemes. Figures 12A to 12F This is a flowchart of a method for promoting the dynamic scaling of virtual objects in a three-dimensional environment, based on some implementation schemes. Figures 11A to 11F The user interface in the example is used to demonstrate Figures 12A to 12F The process in. Figures 13A to 13L Examples of computer systems that facilitate the inertial movement of virtual objects in a three-dimensional environment, according to some implementation schemes, are illustrated. Figure 14 This is a flowchart of a method for promoting the inertial movement of virtual objects according to some implementation schemes. Figures 13A to 13LThe user interface in the example is used to demonstrate Figure 14 The process in. Figures 15A to 15J Example techniques for facilitating the gradual updating of one or more spatial attributes of virtual objects in a three-dimensional environment, according to some implementation schemes, are illustrated. Figure 16 It is a flowchart of a method for facilitating the gradual updating of one or more spatial attributes of virtual objects in a three-dimensional environment, according to some implementation schemes. Figures 15A to 15J The user interface in the example is used to demonstrate Figure 16 The process in. Figures 17A to 17J An example of a computer system, according to some implementation schemes, is shown that facilitates a gradual reduction in the offset between a portion of the user and virtual objects in a three-dimensional environment. Figure 18 It is a flowchart of a method, according to some implementation schemes, to facilitate a gradual reduction in the offset between a portion of the user and virtual objects in a three-dimensional environment. Figures 17A to 17J The user interface in the example is used to demonstrate Figure 18 The process in. Figures 19A to 19R Examples of computer systems that facilitate the rotation of volumetric virtual objects in a three-dimensional environment, according to some implementation schemes, are illustrated. Figure 20 This is a flowchart of a method for promoting the rotation of volumetric virtual objects in a three-dimensional environment, based on some implementation schemes. Figures 19A to 19R The user interface in the example is used to demonstrate Figure 20 The process in.
[0043] 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. This saves battery power and, therefore, weight, and improves the device's ergonomics. These technologies also enable real-time communication, allow the use of fewer and / or less accurate sensors, resulting in a more compact, lighter, and cheaper device, and enabling the device to be used in a variety of lighting conditions. These technologies reduce energy consumption, thereby reducing the heat generated by the device. This is especially important for wearable devices, where if a device generates too much heat, even when operating entirely within the parameters of its components, it can become uncomfortable for the user to wear.
[0044] Furthermore, in a method described herein where one or more steps depend on the satisfaction of one or more conditions, it should be understood that the described method can be repeated in multiple repetitions such that, during the repetitions, all conditions determining the steps in the method are satisfied in different repetitions of the method. For example, if the method requires performing a first step (if the conditions are satisfied) and a second step (if the conditions are not satisfied), those skilled in the art will know that the stated steps are repeated until both conditions are satisfied and conditions are not satisfied (in no particular order). Thus, a method described as having one or more steps depending on the satisfaction of one or more conditions can be rewritten as a method that repeats until each condition described in the method is satisfied. However, this does not require the system or computer-readable medium to declare that the system or computer-readable medium contains instructions for performing discretionary operations based on the satisfaction of the corresponding one or more conditions, and thus to determine whether possible conditions have been satisfied without explicitly repeating the steps of the method until all conditions determining the steps in the method are satisfied. Those skilled in the art will also understand that, similar to a method having discretionary steps, a system or computer-readable storage medium can repeat the steps of the method multiple times as needed to ensure that all discretionary steps have been performed.
[0045] In some implementation schemes, such as Figure 1A As shown, an XR experience is provided to a user via an operating environment 100 including a computer system 101. The computer system 101 includes a controller 110 (e.g., a processor of a portable electronic device or a remote server), a display generation component 120 (e.g., a head-mounted display (HMD), a monitor, a projector, a touchscreen, etc.), one or more input devices 125 (e.g., an eye-tracking device 130, a hand-tracking device 140, other input devices 150), one or more output devices 155 (e.g., a speaker 160, a haptic output generator 170, and other output devices 180), one or more sensors 190 (e.g., image sensors, light sensors, depth sensors, haptic sensors, orientation sensors, proximity sensors, temperature sensors, position sensors, motion sensors, speed sensors, etc.), and optionally one or more peripheral devices 195 (e.g., home appliances, wearable devices, etc.). In some embodiments, one or more of the input devices 125, output devices 155, sensors 190, and peripheral devices 195 are integrated with the display generation component 120 (e.g., in a head-mounted or handheld device).
[0046] 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.
[0047] 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.
[0048] Examples of XR include virtual reality and mixed reality.
[0049] 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.
[0050] 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 movement so that virtual trees appear stationary relative to the physical ground.
[0051] Examples of mixed reality include augmented reality and augmented virtual reality.
[0052] 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.
[0053] 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.
[0054] 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), the virtual viewport having 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 shifts, the view of the 3D environment also shifts within the viewport. For head-mounted devices, the viewpoint is typically based on the position and orientation of the user's head, face, and / or eyes to provide a perceptibly accurate view of the 3D environment that offers an immersive experience when the user is using the head-mounted device. For handheld or fixed devices, the viewpoint shifts with the movement of the handheld or fixed device and / or with changes in the user's positioning relative to the handheld or fixed device (e.g., the user moves towards, away from, up, down, right, and / or left). For a device that includes a display generating component with virtual pass-through, portions of the physical environment visible (e.g., displayed and / or projected) via one or more display generating components are based on the field of view of one or more cameras communicating with the display generating component, which typically move with the movement of the display generating component (e.g., for a head-mounted device, it moves with the movement of the user's head, or for a handheld device such as a tablet or smartphone, it moves with the movement of the user's hand), because the user's viewpoint moves with the movement of the field of view of the one or more cameras (and the appearance of one or more virtual objects displayed via one or more display generating components is updated based on the user's viewpoint (e.g., the display position and pose of the virtual objects are updated based on the movement of the user's viewpoint)).For a display generating component with optical transparency, portions of the physical environment visible through one or more display generating components (e.g., optically visible through one or more portions or fully transparent portions of the display generating component) are based on the user's field of view through the portion or fully transparent portion of the display generating component (e.g., for a head-mounted device, it moves with the movement of the user's head, or for a handheld device such as a tablet or smartphone, it moves with the movement of the user's hand), because the user's viewpoint moves with the movement of the user's field of view through the portion or fully transparent portion of the display generating component (and the appearance of one or more virtual objects is updated based on the user's viewpoint).
[0055] 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 may optionally result in more virtual environment being displayed, replacing and / or occluding more physical environment, and decreasing the immersion level may optionally result 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, this includes the number of items in 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 within a 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 generated by a computer system corresponding to an application), virtual objects not associated with or included in the virtual environment and / or virtual content (e.g., files generated by the computer system or representations of other users), 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 may optionally be displayed concurrently with background content, which may optionally be 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 de-emphasized. In some implementations, zero immersion or a zero immersion level corresponds to a virtual environment that is de-emphasized, and instead, a representation of the physical environment (optionally having one or more virtual objects, such as an application, window, or virtual 3D object) is displayed without being occluded by the virtual environment. Using physical input elements to adjust immersion levels provides a quick and efficient way to adjust immersion, which enhances the operability of computer systems and makes user-device interfaces more efficient.
[0056] 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 if 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".
[0057] 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 in 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 shifts, 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 in the user's viewpoint shifts), the environment-locked virtual object locked to the tree appears centered to the left in the user's viewpoint. In other words, the position and / or orientation of an environment-locked virtual object displayed in the user's viewpoint depends on the position to which the virtual object is locked and / or the orientation and / or orientation of the object within the environment. In some implementations, the computer system uses a stationary frame of reference (e.g., a coordinate system anchored to a fixed position and / or object in the physical environment) to determine the position of the environment-locked virtual object displayed in the user's viewpoint. An environment-locked virtual object may be locked to a stationary part of the environment (e.g., a floor, wall, table, or other stationary object), or it may be locked to a movable part of the environment (e.g., a vehicle, animal, person, or even a representation of a part of the user's body that moves independently of the user's viewpoint, such as a hand, wrist, arm, or foot), causing the virtual object to move with the viewpoint or that part of the environment to maintain a fixed relationship between the virtual object and that part of the environment.
[0058] 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).
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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 device) 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)).
[0063] 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.
[0064] Figures 1A to 1PVarious examples of computer systems are illustrated for performing methods and providing audio, visual, and / or haptic feedback as part of the user interface described herein. In some embodiments, the computer system includes one or more display generation components (e.g., first and second display components 1-120a, 1-120b and / or first and second optical modules 11.1.1-104a and 11.1.1-104b) for displaying virtual elements and / or representations of the physical environment to a user of the computer system, the virtual elements and / or the representations of the physical environment optionally 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 show a single view of the user interface, the user interface in an HMD may optionally use 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. This status information may optionally be 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 may optionally be 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...) 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) may optionally be 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. A knob or digital crown (e.g., pressable and twistable or rotatable first buttons 1-128, buttons 11.1.1-114, and / or dials or buttons 1-328) may optionally be 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).
[0065] 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 component, 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.
[0066] 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.
[0067] 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 the display unit 1-102 (e.g., the housing 1-150 of the display unit 1-102) and a first distal end 1-136 opposite to the first proximal end 1-134. The fixing mechanism may also include a second electronic strip 1-105b, which includes a second proximal end 1-138 coupled to the housing 1-150 of the display unit 1-102 and a second distal end 1-140 opposite to the second proximal end 1-138. The fixing mechanism may also include a first strip 1-116 and a second strip 1-117, the first strip including a first end 1-142 coupled to the first distal end 1-136 and a second end 1-144 coupled to the second distal end 1-140, and the second strip extending between the first electronic strip 1-105a and the second electronic strip 1-105b. Strips 1-105a to b and strip 1-116 may be coupled via a connecting mechanism or component 1-114. In at least one example, the second strip 1-117 includes a first end 1-146 coupled to the first electronic strip 1-105a between a first proximal end 1-134 and a first distal end 1-136, and a second end 1-148 coupled to the second electronic strip 1-105b between a second proximal end 1-138 and a second distal end 1-140.
[0068] In at least one example, the first electronic strip and the second electronic strips 1-105a to b comprise plastic, metal, or other structural materials forming the shape of the substantially rigid strips 1-105a to b. In at least one example, the first strip and the second strips 1-116, 1-117 are formed of an elastic flexible material (including woven textiles, rubber, etc.). The first strip 1-116 and the second strip 1-117 may be flexible enough to conform to the shape of the user's head when wearing the HMD 1-100.
[0069] In at least one example, one or more of the first electronic stripe and the second electronic stripe 1-105a to b may define an inner stripe volume and include one or more electronic components disposed within the inner stripe volume. In one example, such as Figure 1B As shown, the first electronic strip 1-105a may include electronic components 1-112. In one example, electronic components 1-112 may include a speaker. In another example, electronic components 1-112 may include computing components, such as a processor.
[0070] 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.
[0071] 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.
[0072] Figure 1C A rear perspective view of HMD 1-100 is illustrated. HMD 1-100 may include a light seal 1-110 extending rearwardly around the periphery of housing 1-150 of display assembly 1-108, as shown. The light seal 1-110 may be configured to extend from housing 1-150 to the user's face, surrounding the user's eyes, to block external light from being visible. In one example, HMD 1-100 may include a first display assembly 1-120a and a second display assembly 1-120b disposed at or within a rearwardly facing second opening 1-154 defined by housing 1-150 and / or disposed within the internal volume of housing 1-150 and configured to project light through the second opening 1-154. In at least one example, each display assembly 1-120a to b may include a corresponding display screen 1-122a, 1-122b configured to project light toward the user's eyes in a rearward direction through the second opening 1-154.
[0073] In at least one example, reference Figure 1B and Figure 1C Both, the display assembly 1-108 can be a front-facing display assembly including a display screen configured to project light in a first forward direction, and the rear display screens 1-122a to b can be configured to project light in a second rearward direction opposite to the first direction. As mentioned 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 by means of... Figure 1B The front perspective view shows the light projected by the front display screen of the display assembly 1-108. In at least one example, the HMD 1-100 may also include a curtain 1-124 that blocks the second opening 1-154 between the housing 1-150 and the rear display assemblies 1-120a to b. In at least one example, the curtain 1-124 may be elastic or at least partially elastic.
[0074] 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 In 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.
[0075] 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 and second strips 1-205a to b are removably coupled to a display unit 1-202.
[0076] Furthermore, HMD 1-200 may include a light-sealing member 1-210 configured to be removably coupled to display unit 1-202. HMD 1-200 may also include a lens 1-218, which may be removably coupled to display unit 1-202, for example, on a first display assembly and a second display assembly including a display screen. Lens 1-218 may include a custom prescription lens configured for vision correction. As noted, in Figure 1D The exploded view shows that each component described above can be removably coupled, attached, reattached, and replaced to update the component, or replaced for different users. For example, belts such as belt 1-216, light seals such as light seal 1-210, lenses such as lens 1-218, and electronic strips such as electronic strips 1-205a to b can be replaced according to the user, so that these parts are customized to fit and correspond to the individual user of HMD 1-200.
[0077] 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 1FIn 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.
[0078] 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.
[0079] In at least one example, the display unit 1-306 may further include a motor assembly 1-362 configured as an adjustment mechanism for adjusting the positioning of the display screens 1-322a to b of the display unit 1-320 relative to the frame 1-350. In at least one example, the display unit 1-320 is mechanically coupled to the motor assembly 1-362, and each display screen 1-322a to b has at least one motor, such that the motor is capable of translating the display screens 1-322a to b to match the interpupillary distance of the user's eyes.
[0080] In at least one example, display unit 1-306 may include a dial or button 1-328 that is pressable relative to frame 1-350 and accessible to a user outside frame 1-350. Button 1-328 may be electrically connected to motor assembly 1-362 via a controller, such that button 1-328 can be operated by a user to cause the motor of motor assembly 1-362 to adjust the positioning of display screens 1-322a to b.
[0081] 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 In any other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... Figures 1B to 1D and Figure 1FAny of the features, components and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. Figure 1E Examples of devices, features, components, and parts are shown.
[0082] Figure 1F An exploded view of another example of a display unit 1-406 of an HMD device similar to other HMD devices described herein is illustrated. The display unit 1-406 may include a front display assembly 1-402, a sensor assembly 1-456, a logic board assembly 1-458, a cooling assembly 1-460, a frame assembly 1-450, a rear display assembly 1-421, and a curtain assembly 1-424. The display unit 1-406 may also include a motor assembly 1-462 for adjusting the positioning of a first display sub-assembly 1-420a and a second display sub-assembly 1-420b of the rear display assembly 1-421, including a first and second corresponding display screen for interpupillary adjustment, as described above.
[0083] 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 components, etc.).
[0084] Figure 1F Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. Figures 1B to 1E In any 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.
[0085] 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 1GThe front cover assembly 3-100 shown may include a transparent or translucent cover 3-102, a shield 3-104 (or “cover”), an adhesive layer 3-106, a display assembly 3-108 including a biconvex lens panel or array 3-110, and a structural decorative element 3-112. The adhesive layer 3-106 secures the shield 3-104 and / or the transparent cover 3-102 to the display assembly 3-108 and / or the decorative element 3-112. The decorative element 3-112 secures various components of the front cover assembly 3-100 to the frame or base of the HMD device.
[0086] 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.
[0087] 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.
[0088] In at least one example, the housing 3-104 may define one or more transparent aperture portions 3-120 through which the sensor can transmit and receive signals. In one example, portion 3-120 is an aperture through which the sensor 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 the sensor can transmit and receive signals through the housing and via the transparent cover 3-102. In one example, the sensor may include a camera, an IR sensor, a LUX sensor, or any other visual or non-visual environmental sensor of the HMD device.
[0089] Figure 1G Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included, individually or in any combination, in any other example of the devices, features, components, and parts described herein. Similarly, any of the features, components, and / or parts shown and described herein (including their arrangement and configuration) may be included, individually or in any combination. Figure 1G Examples of devices, features, components, and parts are shown.
[0090] 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.
[0091] Figure 1I A portion of an HMD device 6-100, including a front transparent cover 6-104 and a sensor system 6-102, is illustrated. The sensor system 6-102 may include multiple different sensors, transmitters, and receivers, including cameras, IR sensors, projectors, etc. The transparent cover 6-104 is illustrated on the front of the sensor system 6-102 to illustrate the relative positioning of the various sensors and transmitters and the orientation of each sensor / transmitter in system 6-102. As referenced herein, "side," "side," "lateral," "horizontal," and other similar terms refer to... Figure 1J The orientation or direction indicated by the X-axis. Terms such as "vertical," "upward," "downward," and similar terms refer to the orientation or direction indicated by... Figure 1JThe orientation or direction indicated by the Z-axis. Terms such as "frontward," "rearward," "forward," "backward," and similar terms refer to the orientation or direction indicated by the Z-axis. Figure 1J The orientation or direction indicated by the Y-axis shown.
[0092] 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.
[0093] As mentioned 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 figures, the 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 sensor system 6-102 are shown, which are not attached to or electrically coupled to other components.
[0094] 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.
[0095] 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.
[0096] 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.
[0097] 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.
[0098] 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 HDM 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.
[0099] 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. 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.
[0100] 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.
[0101] 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.
[0102] 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 combined 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, the above-described 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 achieve sensitivity.
[0103] 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 In any other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... Figures 1J to 1L Any of the features, components and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. Figure 1I Examples of devices, features, components, and parts are shown.
[0104] Figure 1JA lower perspective view of an example HMD 6-200 including a cover or shield 6-204 fixed to a frame 6-230 is shown. In at least one example, a sensor 6-203 of a sensor system 6-202 may be disposed around the periphery of the HMD 6-200 such that the sensor 6-203 is disposed outwardly around the periphery of the display area or region 6-232 so as not to obstruct the view of the displayed light. In at least one example, the sensor may be disposed behind the shield 6-204 and aligned with a transparent portion of the shield, thereby allowing light to pass back and forth through the shield 6-204 by the sensor and the projector. In at least one example, an opaque ink or other opaque material or film / layer may be disposed on the shield 6-204 around the display area 6-232 to conceal components of the HMD 6-200 outside the display area 6-232 rather than through a transparent portion defined by the opaque portion through which the sensor and the projector transmit and receive light and electromagnetic signals during operation. In at least one example, the shield 6-204 allows light to pass through the display (e.g., within the display area 6-232), but does not allow light to pass radially outward from the display area surrounding the periphery of the display and the shield 6-204.
[0105] 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 the same or similar sensors, such as depth sensors 6-108 and 6-110, depth projector 6-112, first scene camera and second scene camera 6-106, first downward camera and second downward camera 6-114, first side camera and second side camera 6-118, and first infrared illuminator and second infrared illuminator 6-124. These sensors also... Figure 1K and Figure 1L The example is shown. Other sensors, sensor types, number of sensors, and their relative positioning can be included in one or more other examples of the HMD.
[0106] 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 1LIn 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.
[0107] 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.
[0108] 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.
[0109] Figure 1K Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. Figures 1I to 1J and Figure 1L In any 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.
[0110] 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.
[0111] 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 In 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.
[0112] Figure 1M A rear perspective view of an interpupillary distance (IPD) adjustment system 11.1.1-102 is illustrated. This IPD adjustment system includes a first optical module and a second optical module 11.1.1-104a-104a-105a-106 ... In at least one example, buttons 11.1.1-114 can be electrically communicated with the first motor and the second motors 11.1.1-110a to b via a processor or other circuit components to activate the first motor and the second motors 11.1.1-110a to b and respectively cause the first optical module and the second optical modules 11.1.1-104a to b to change their positions relative to each other.
[0113] In at least one example, the first and second optical modules 11.1.1-104a to b may include corresponding display screens configured to project light toward the user's eyes when the HMD 11.1.1-100 is worn. In at least one example, the user can manipulate (e.g., press and / or rotate) buttons 11.1.1-114 to activate positional adjustment of the optical modules 11.1.1-104a to b to match the interpupillary distance of the user's eyes. The optical modules 11.1.1-104a to b may also include one or more cameras or other sensors / sensor systems for imaging and measuring the user's IPD, such that the optical modules 11.1.1-104a to b can be adjusted to match the IPD.
[0114] In one example, a user can manipulate buttons 11.1.1-114 to cause automatic positional adjustment of the first and second optical modules 11.1.1-104a to b. In another example, a user can manipulate buttons 11.1.1-114 to cause manual adjustment, moving the optical modules 11.1.1-104a to b further or closer (e.g., when the user rotates buttons 11.1.1-114 in one way or another) until the user visually matches their own IPD. In one example, manual adjustment is communicated electronically via one or more circuits, and the power for moving the optical modules 11.1.1-104a to b via motors 11.1.1-110a to b is supplied by a power source. In another example, the adjustment and movement of the optical modules 11.1.1-104a to b via the manipulation buttons 11.1.1-114 are mechanically actuated via the movement buttons 11.1.1-114.
[0115] Figure 1M Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included, individually or in any combination, in any other example of the devices, features, components, and parts shown and described herein in any other illustrated figures. Similarly, any of the features, components, and / or parts shown and described herein with reference to any other illustrated figures (including their arrangement and configuration) may be included, individually or in any combination, in any other example of the devices, features, components, and / or parts shown and / or described herein. Figure 1M Examples of devices, features, components, and parts are shown.
[0116] Figure 1N A front perspective view of a portion of HMD 11.1.2-100 is shown, including an outer structural frame 11.1.2-102 defining first and second holes 11.1.2-106a, 11.1.2-106b, and an inner or intermediate structural frame 11.1.2-104. Holes 11.1.2-106a to b are located in... Figure 1NThe holes 11.1.2-106a to b are shown in dashed lines because viewing of the HMD 11.1.2-100 may be obstructed by one or more other components coupled to the inner frame 11.1.2-104 and / or the outer frame 11.1.2-102, as illustrated. In at least one example, the HMD 11.1.2-100 may include a first mounting bracket 11.1.2-108 coupled to the inner frame 11.1.2-104. In at least one example, the mounting bracket 11.1.2-108 is coupled to the inner frame 11.1.2-104 between the first and second holes 11.1.2-106a to b.
[0117] 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.
[0118] like Figure 1N As shown, the outer frame 11.1.2-102 may define a curved geometry on its lower side to adapt to the user's nose when the user wears the HMD 11.1.2-100. This curved geometry may be referred to as the bridge of the nose 11.1.2-111 and is centrally located on the lower side of the HMD 11.1.2-100 as shown. In at least one example, the mounting bracket 11.1.2-108 may be connected to the inner frame 11.1.2-104 between holes 11.1.2-106a and b, such that the cantilever 11.1.2-112, 11.1.2-114 extend downward and laterally outward away from the central portion 11.1.2-109 to complement the nose bridge geometry of the outer frame 11.1.2-102. In this way, the mounting bracket 11.1.2-108 is configured to adapt to the user's nose, as mentioned above. The geometry of the bridge of the nose 11.1.2-111 adapts to the nose, as it provides a curvature that conforms to the shape of the user's nose, offering a comfortable fit from above, above, and around.
[0119] 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.
[0120] 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.
[0121] Figure 1NAny 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 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. Figure 1N Examples of devices, features, components, and parts are shown.
[0122] 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 module 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.
[0123] 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.
[0124] 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 thus spaced evenly or unevenly 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.
[0125] 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.
[0126] 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).
[0127] 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 described 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.
[0128] 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.
[0129] 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.
[0130] Figure 1P Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination in any other example of the devices, features, components, and parts described herein and in any other example. 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 1P Examples of devices, features, components, and parts are shown.
[0131] 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.
[0132] 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.
[0133] 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 may optionally include 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.
[0134] 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.
[0135] 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 an input device 125, an output device 155, a sensor 190, and / or a 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.
[0136] 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 input devices 125, output devices 155, sensors 190, and / or peripheral devices 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 position 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] 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.
[0141] 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.
[0142] In some embodiments, one or more communication buses 304 include circuitry for interconnecting and controlling communication between system components. In some embodiments, one or more I / O devices and sensors 306 include inertial measurement units (IMUs), accelerometers, gyroscopes, thermometers, one or more physiological sensors (e.g., blood pressure monitors, heart rate monitors, blood oxygen sensors, blood glucose sensors, etc.), one or more microphones, one or more speakers, haptic engines, and / or one or more depth sensors (e.g., structured light, time-of-flight, etc.).
[0143] 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.
[0144] 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 to acquire image data corresponding to the scene 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.
[0145] 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 may optionally include 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.
[0146] 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.
[0147] 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.
[0148] 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.
[0149] 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.
[0150] In some implementations, 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 implementations, the data transmission unit 348 includes instructions and / or logic for instructions, as well as heuristics and metadata for heuristics.
[0151] 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.
[0152] 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.
[0153] 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).
[0154] In some embodiments, the hand tracking device 140 includes an image sensor 404 (e.g., one or more IR cameras, 3D cameras, depth cameras, and / or color cameras, etc.) that captures at least three-dimensional scene information including the human user's hand 406. The image sensor 404 captures images of the hand at sufficient resolution to distinguish the fingers and their corresponding positions. The image sensor 404 typically captures images of other parts of the user's body, or possibly all parts of the body, and may have scaling capabilities or be a dedicated sensor with increased magnification to capture images of the hand at the desired resolution. In some embodiments, the image sensor 404 also captures 2D color video images of the hand 406 and other elements of the scene. In some embodiments, the image sensor 404 is used in conjunction with other image sensors to capture the physical environment of scene 105, or serves as the image sensor for capturing the physical environment of scene 105. In some embodiments, the image sensor is positioned relative to the user or the user's environment in a way that uses the field of view of the image sensor 404 or a portion thereof to define an interaction space in which hand movements captured by the image sensor are considered input to the controller 110.
[0155] 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 gestures.
[0156] In some embodiments, image sensor 404 projects a dot 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 displacement of the dots 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.
[0157] 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.
[0158] 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. The application can, for example, move and modify the image presented on display generation unit 120 in response to the pose and / or gesture information, or perform other functions.
[0159] 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)).
[0160] In some embodiments, the input gestures used in the various examples and embodiments described herein include air gestures performed by the movement of a user's fingers relative to other fingers or portions of the user's hand for interacting with an XR environment (e.g., a virtual or mixed reality environment). In some embodiments, air gestures are detected without the user touching an input element that is part of the device (or independently of an input element that is part of the device) and are based on the detected movement of a 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 rate or amount of rotation of a part of the user's body)).
[0161] 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 the user interface element), the gesture takes into account the user's attention (e.g., gaze) to determine the target of the user input (e.g., for direct input, as described below). Therefore, in implementations involving air gestures, for example, the input gesture is combined with (e.g., simultaneously) movement of the user's fingers and / or hand to detect attention (e.g., gaze) toward a user interface element to perform pinch and / or tap input, as described in more detail below.
[0162] 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).
[0163] In some implementations, the input gestures (e.g., air gestures) used in the various examples and implementations described herein include pinch and tap inputs for interacting with a virtual or mixed reality environment. For example, the pinch and tap inputs described below are executed as air gestures.
[0164] 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).
[0165] 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).
[0166] 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 a user's hand toward the user interface element (optionally, the user's finger extends toward the user interface element), downward movement of a 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).
[0167] 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).
[0168] 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.
[0169] 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, one or two hand or finger covers that can detect the positioning or changes in positioning of parts of the hand and / or fingers relative to each other, relative to the user's body, and / or relative to the user's physical environment, and / or other hardware input device controls, wherein user input using controls contained in the hardware input device replaces hand and / or finger gestures such as air taps or air pinches in corresponding air gestures. For example, selection input described as performed using air taps or air pinches can alternatively be detected using button presses, taps on touch-sensitive surfaces, presses on pressure-sensitive surfaces, or other hardware inputs. As another example, movement input described as performed using air pinches and drags can alternatively be detected based on interaction with hardware input controls (such as button press and hold, touch on touch-sensitive surfaces, presses on pressure-sensitive surfaces, or other hardware inputs following movement of the hardware input device (e.g., together with the hand associated with the hardware input device) through space). Similarly, two-handed input, which includes the movement of hands relative to each other, can be performed using an air gesture and a hardware input device not in 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 hardware input devices described above.
[0170] In some embodiments, the software may be downloaded to controller 110 electronically, for example, via a network, or alternatively, may be provided on a tangible, non-transitory medium such as an optical, magnetic, or electronic memory medium. In some embodiments, database 408 is also stored in memory associated with controller 110. Alternatively or additionally, some or all of the described functions of the computer may be implemented in dedicated hardware, such as custom or semi-custom integrated circuits or programmable digital signal processors (DSPs). Although in Figure 4The controller 110 is shown, but for example, as a separate unit from the image sensor 404, some or all of the controller's processing functions may be performed by a suitable microprocessor and software, or by dedicated circuitry within the housing of the image sensor 404 (e.g., a hand-tracking device), or by other devices associated with the image sensor 404. In some embodiments, at least some of these processing functions may be performed by a suitable processor integrated with the display generation component 120 (e.g., in a television receiver, handheld device, or head-mounted device) or with any other suitable computerized device (such as a game console or media player). The sensing function of the image sensor 404 may also be integrated into a computer or other computerized device controlled by the sensor output.
[0171] Figure 4 Also included is a schematic diagram of a depth map 410 captured by image sensor 404 according to some embodiments. As explained above, the depth map comprises a matrix of pixels with corresponding depth values. Pixel 412 corresponding to hand 406 has been segmented from the background and wrist in 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 have human hand characteristics (i.e., a group of adjacent pixels). These characteristics may include, for example, overall size, shape, and frame-to-frame motion from the depth map sequence.
[0172] 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 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.
[0173] 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 may optionally be 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 may optionally be 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 may optionally be used in conjunction with head-mounted display generation components. In some embodiments, the eye-tracking device 130 is not a head-mounted device and may optionally be part of a non-head-mounted display generation component.
[0174] 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, for example, be projected 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.
[0175] 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 may optionally capture images of the user's eyes (e.g., as a video stream captured at 60-120 frames per second (fps), analyze these images to generate gaze tracking information, and transmit 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.
[0176] 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.
[0177] 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).
[0178] 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 may optionally estimate 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 may optionally be used to determine the direction the user is currently looking.
[0179] 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 can render virtual content differently based on the determined user gaze direction. For example, controller 110 can 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. Alternatively, the controller can position or move virtual content in the view based at least partially on the user's current gaze direction. Also, the controller can display specific virtual content in the view based at least partially on the user's current gaze direction. As another example use case in AR applications, controller 110 can 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 can 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 can 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.
[0180] 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.
[0181] 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.
[0182] 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.
[0183] 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.
[0184] 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.
[0185] 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.
[0186] 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.
[0187] 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.
[0188] 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.
[0189] 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 may optionally include 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 may optionally be 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 may optionally be able to selectively display 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 may optionally be able to display 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 may optionally display 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).
[0190] 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.
[0191] In a three-dimensional environment (e.g., a real environment, a virtual environment, or a hybrid environment including both real and virtual objects), an object is sometimes referred to as having depth or simulated depth, or as being visible, displayed, or placed at different depths. In this context, depth refers to a dimension other than height or width. In some embodiments, depth is defined relative to a fixed set of coordinates (e.g., where a room or object has a height, depth, and width defined relative to a fixed set of coordinates). In some embodiments, depth is defined relative to a user's position or viewpoint, in which case the depth dimension varies based on the user's position and / or the position and angle of the user's viewpoint. In some embodiments where depth is defined relative to the user's location relative to a surface of the environment (e.g., the surface of the environment's floor or ground), objects further away from the user along lines extending parallel to the surface are considered to have greater depth in the environment, and / or the depth of an object is measured along an axis extending outward from the user's position and parallel to the surface of the environment (e.g., depth is defined in a cylindrical or substantially cylindrical coordinate system, where the user's position is at the center of a cylinder extending from the user's head toward the user's feet). In some embodiments where depth is defined relative to the user's viewpoint (e.g., a direction relative to a point in space that determines which part of the environment is visible via a head-mounted device or other display), objects further away from the user's viewpoint along a line extending parallel to the user's viewpoint are considered to have greater depth in the environment, and / or the depth of an object is measured along an axis extending outward from a line extending from and parallel to the user's viewpoint (e.g., defining depth in a spherical or substantially spherical coordinate system, where the origin of the viewpoint is at the center of a sphere extending outward from the user's head). In some embodiments, depth is defined relative to a user interface container (e.g., a window or application displaying application and / or system content), where the user interface container has a height and / or width, and depth is a dimension orthogonal to the height and / or width of the user interface container. In some implementations, when a depth is defined relative to a user interface container, when the container is placed in a three-dimensional environment or initially displayed (e.g., such that the container's depth dimension extends outward away from the user or the user's viewpoint), the container's height and / or width are typically orthogonal or substantially orthogonal to a straight line extending from the user's location (e.g., the user's viewpoint or the user's position) to the user interface container (e.g., the center of the user interface container or another feature point of the user interface container). In some implementations, when a depth is defined relative to a user interface container, the object's depth relative to the user interface container refers to the object's positioning along the depth dimension of the user interface container. In some implementations, multiple different containers may have different depth dimensions (e.g., different depth dimensions extending away from the user or the user's viewpoint in different directions and / or from different starting points).In some implementations, when depth is defined relative to a user interface container, the orientation of the depth dimension remains constant relative to the user interface container as the position of the user interface container changes, or as the user and / or the user's viewpoint changes (e.g., when multiple different viewers are viewing the same container in a 3D environment, such as during a collaborative session and / or when multiple participants are in a real-time communication session with shared virtual content including the container). In some implementations, for curved containers (e.g., containers including areas with curved surfaces or curved contents), the depth dimension may optionally extend 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.
[0192] 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.
[0193] In some embodiments described below, the computer system may optionally determine 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 the physical object is directly interacting with the virtual object (e.g., whether a hand is touching, grasping, holding, or within a threshold distance of the virtual object). For example, a hand directly interacting with a virtual object may optionally include 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 may optionally determine the distance between the user’s hand and the virtual object when determining whether and / or how the user is interacting with the virtual object. In some embodiments, the computer system determines the distance between the user’s hand and the virtual object by determining the distance between the position of the hand in the three-dimensional environment and the position of the virtual object of interest in the three-dimensional environment. For example, if a user's one or both hands are located at a specific location in the physical world, the computer system may optionally capture the one or both hands and display 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 may be 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 may optionally determine 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 may optionally determine 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 determine the distance between the corresponding physical location and the user's one or both hands. In some embodiments, the same technique may optionally be 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.
[0194] 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 may optionally determine 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 may optionally determine 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.
[0195] 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.
[0196] 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 relative 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 relative 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 relative to the other example. Therefore, this disclosure discloses embodiments that are combinations of features of multiple examples without exhaustively listing all features of the embodiments in the description of each example embodiment.
[0197] 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.
[0198] Figures 7A to 7J Examples of computer systems that facilitate the movement of virtual objects in a three-dimensional environment according to some implementation schemes are illustrated.
[0199] Figure 7A An example is illustrated where a computer system 101 (e.g., an electronic device) displays a three-dimensional environment 702 from the viewpoint of a user 726 (e.g., facing the rear wall of the physical environment in which the computer system 101 is located, as shown in the side view of Figure 720) 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 may optionally include one or more of the following: a visible light camera; an infrared camera; a depth sensor; or any other sensor that the computer system 101 can use to capture one or more images of the user or a portion of the user (e.g., one or both hands of the user) when the user interacts with the computer system 101. In some embodiments, the computer system 101 communicates with a touchpad 730 configured to detect touch input (e.g., contact provided by the fingers of the user 726's hand). 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 outwards from the user) and / or sensors for detecting the user's attention (e.g., including gaze) (e.g., internal sensors facing inwards towards the user's face).
[0200] like Figure 7A As shown, computer system 101 captures one or more images of the physical environment surrounding computer system 101 (e.g., operating environment 100) (including one or more objects in the physical environment surrounding computer system 101). In some embodiments, computer system 101 displays a representation of the physical environment in a three-dimensional environment 702. For example, three-dimensional environment 702 includes a representation 722a of a coffee table (which may optionally be a representation of a physical coffee table in the physical environment) and a representation 724a of a sofa (which may optionally be a representation of a physical sofa in the physical environment).
[0201] exist Figure 7A In this context, the 3D environment 702 also includes virtual objects 706a (e.g., "Window 1," corresponding to virtual object 706b in the side view of illustration 720). In some embodiments, virtual object 706a may optionally be a user interface of an application containing content (e.g., multiple selectable options), 3D objects (e.g., a virtual clock, a virtual ball, a virtual car, etc.), or any other element not included in the physical environment of the display generation component 120, as displayed by computer system 101. For example, in Figure 7A In this context, virtual object 706a is either a user interface for a web browsing application containing website content (such as text, images, videos, hyperlinks, and / or audio content) from a website, or a user interface for an audio playback application including a list of selectable music categories and multiple selectable user interface objects corresponding to multiple music albums. It should be understood that the content discussed above is exemplary, and in some embodiments, additional and / or alternative content and / or user interfaces, such as those described below with reference to method 800, are provided in the three-dimensional environment 702.
[0202] In some implementations, the virtual object is displayed in the 3D environment 702 with a corresponding orientation relative to the user 726's viewpoint (e.g., before receiving input for interaction with the virtual object in the 3D environment 702, which will be described later). Figure 7A As shown, the virtual object 706a may optionally have a first orientation in the three-dimensional environment 702 (e.g., the forward surface of the virtual object 706a facing the viewpoint of user 726 is flat relative to the viewpoint of user 726). It should be understood that... Figure 7A The orientation of the objects in this example is merely exemplary, and other orientations are possible.
[0203] In some implementations, computer system 101 facilitates the movement of a virtual object 706a within a three-dimensional environment 702. Specifically, in some implementations, computer system 101 rotates and / or tilts the virtual object 706a (e.g., changes the orientation of the virtual object) in response to user input detected based on the elevation angle of the virtual object 706a relative to the head position of user 726. For example, as Figure 7A As shown, the virtual object 706b has a first elevation angle 712 in the three-dimensional environment 702 relative to a reference ray 710 extending from the center of the user 726's head (e.g., measured between the center of the user 726's head and the center of the virtual object 706b), as illustrated in Figure 720. In some embodiments, the reference ray 710 is parallel to a surface or ground of the three-dimensional environment 702, such as the floor of the physical environment where the computer system 101 is located and the user 726 is positioned. Figure 7A In the example, when the virtual object 706a is displayed in the 3D environment 702, the virtual object 706a has a starting or initial elevation angle of zero degrees (e.g., a first elevation angle 712 parallel to the reference ray 710, as shown in Figure 720). Additionally, in some embodiments, the computer system 101 measures the center of the user's head based on the position of the computer system 101 in the physical environment relative to the user's head in the physical environment. For example, the computer system 101 directly measures the center of the user's head and / or calculates (e.g., estimates) the center of the user's head based on the distance between the user 726 and the computer system 101 in the physical environment (e.g., using sensor 314). Further details regarding determining the elevation angle of the virtual object 706a relative to the user 726's head are provided below with reference to method 800.
[0204] exist Figure 7A In this process, the computer system 101 detects input provided by the hand 703a corresponding to a request to move a virtual object 706a within the three-dimensional environment 702. For example, as... Figure 7AAs shown, computer system 101 detects hand 703a providing an air gesture, such as an air pinch and drag gesture, in which the user's index finger and thumb are brought together in contact, while the user's gaze 721 is directed at the virtual object 706a, followed by a rightward movement of hand 703a while maintaining the pinched hand shape. Alternatively, in some embodiments, computer system 101 detects an air throwing gesture, in which the user's hand 703a simulates throwing / throwing the virtual object 706a in a three-dimensional environment 702. For example, computer system 101 detects the index finger and thumb of hand 703a being brought together in contact, while the gaze 721 is directed at the virtual object 706a, followed by a flicking or throwing motion while maintaining the pinched hand shape.
[0205] In some implementation schemes, such as Figure 7B As shown, in response to detecting by Figure 7A The computer system 101 moves the virtual object 706a in the three-dimensional environment 702 based on the movement of the hand 703a, which provides input. For example, as Figure 7B As shown, computer system 101 moves a virtual object 706a to the right relative to the viewpoint of user 726 in a three-dimensional environment 702. In some embodiments, moving the virtual object 706a in the three-dimensional environment 702 includes rotating the virtual object 706a relative to the viewpoint of user 726. For example, as... Figure 7B As shown, in response to detecting a rightward movement of hand 703b, computer system 101 rotates virtual object 706a clockwise relative to the viewpoint of user 726 within the three-dimensional environment 702. In some embodiments, such as Figure 7B As shown in Figure 720, computer system 101 rotates a virtual object 706a about a rotation axis 713-1 (e.g., a vertical axis) that passes through the center of the user 726's head. In some embodiments, as discussed in more detail below, computer system 101 updates the rotation axis 713-1 based on the elevation angle 712 of the virtual object 706b relative to the user 726's head (e.g., relative to light 710).
[0206] In some implementations, when the virtual object 706a moves horizontally within the three-dimensional environment 702, the computer system 101 changes the orientation of the virtual object 706a within the three-dimensional environment 702. For example, as... Figure 7B As shown, when the virtual object 706a moves to the right in the three-dimensional environment 702 according to the movement of the hand 703a relative to the user 726's viewpoint, the computer system 101 tilts the virtual object 706a, as illustrated by the tilt of the virtual object 706b in Figure 720. Specifically, in Figure 7BIn some implementations, computer system 101 changes the orientation of virtual object 706a so that the forward surface of virtual object 706a continues to face the viewpoint of user 726. In some implementations, such as Figure 7B As shown, computer system 101 tilts the virtual object 706a regardless of the user 726's gaze position 721. For example, as Figure 7B As shown, the computer system 101 tilts the virtual object 706a regardless of whether the gaze 721 is away from the virtual object 706a in the three-dimensional environment 702.
[0207] exist Figure 7B In this process, the computer system 101 detects input provided by the hand 703b corresponding to a request to move a virtual object 706a within the three-dimensional environment 702. For example, as... Figure 7B As shown, computer system 101 detects that hand 703b provides an air gesture, such as an air pinch and drag gesture involving upward movement of hand 703b, as discussed above. In some embodiments, such as Figure 7C As shown, in response to detecting by Figure 7B The computer system 101 moves the virtual object 706a in the three-dimensional environment 702 based on the input provided by the hand 703b. For example, as Figure 7C As shown, computer system 101 moves virtual object 706a upward relative to the viewpoint of user 726 in three-dimensional environment 702.
[0208] In some implementations, computer system 101 changes the orientation of virtual object 706a in three-dimensional environment 702 based on the elevation angle 712 of virtual object 706a relative to the head of user 726. Specifically, in some implementations, if the elevation angle 712 of virtual object 706a relative to the head of user 726 is outside a first vertical angle range (e.g., represented by range 715-1 in Figure 720) (such as the first vertical angle range provided below with reference to method 800), then when virtual object 706a moves vertically in three-dimensional environment 702, computer system 101 changes the orientation of virtual object 706a (e.g., causing virtual object 706a to rotate about a horizontal axis passing through virtual object 706a (e.g., the center of the virtual object)). Figure 7C In the process, when the virtual object 706a moves vertically in the three-dimensional environment 702 according to the movement of the hand 703b, as shown in Figure 720, the computer system 101 updates the elevation angle 712, which is within the first vertical angle range 715-1 discussed above. Therefore, as Figure 7CAs shown, in some embodiments, when the computer system 101 moves the virtual object 706a vertically in the three-dimensional environment 702 according to the movement of the hand 703b, the computer system 101 abandons changing the orientation of the virtual object 706a in the three-dimensional environment 702. For example, as Figure 7C As shown, when the virtual object 706a moves vertically in the three-dimensional environment 702, the forward surface of the virtual object 706a remains tilted to the left / at a slight angle relative to the user's viewpoint (e.g., as previously shown). Figure 7B (as shown), but not tilted downwards / slightly angled to face the user's viewpoint 726.
[0209] Additionally, as mentioned above, computer system 101 updates the rotation axis 713-1 shown in Figure 720 of the virtual object 706a (e.g., in response to horizontal movement of the virtual object 706a) around itself in the three-dimensional environment 702 based on changes in the elevation angle 712 of the virtual object 706b shown in Figure 720. In some embodiments, computer system 101 updates the rotation axis 713-1 if the elevation angle 712 of the virtual object 706a is outside a first elevation angle range (such as the elevation angle provided in reference method 800 below) relative to the head of user 726. In some embodiments, in Figure 7C In this context, the maximum value within the first elevation angle range is outside the first vertical angle range of 715-1 discussed above. Figure 7C In this case, because after the virtual object 706a moves vertically in the three-dimensional environment 702, the updated elevation angle 712 is within the first vertical angle range 715-1, therefore the elevation angle 712 is within the first elevation angle range. Thus, as... Figure 7C As shown, when updating the elevation angle 712 based on the vertical movement of the virtual object 706a in the three-dimensional environment 702, the computer system 101 abandons updating the rotation axis 713-1.
[0210] exist Figure 7C In this process, the computer system 101 detects input provided by the hand 703c corresponding to a request to move a virtual object 706a within the three-dimensional environment 702. For example, as Figure 7C As shown, computer system 101 detects that hand 703c provides an air gesture, such as an air pinch and drag gesture, as discussed above, including a further upward movement of hand 703c when gaze 721 points to virtual object 706a. In some embodiments, such as Figure 7D As shown, in response to detecting by Figure 7C The computer system 101 moves the virtual object 706a in the three-dimensional environment 702 based on the input provided by the hand 703c. For example, as Figure 7DAs shown, the computer system 101 moves the virtual object 706a further upward relative to the viewpoint of the user 726 in the three-dimensional environment 702.
[0211] In some implementations, as previously discussed above, if the elevation angle 712 of the virtual object 706a is outside the first vertical angle range 715-1 in the illustration 720 discussed above after a vertical movement of the virtual object 706a, then the computer system 101 changes the orientation of the virtual object 706a in the three-dimensional environment 702 (e.g., causing the virtual object 706a to rotate about a horizontal axis passing through the virtual object 706a). Figure 7D As shown, when computer system 101 moves the virtual object 706a further upward in the 3D environment 702 relative to the viewpoint of user 726, computer system 101 updates the elevation angle 712 of the virtual object 706a, as shown in Figure 720. In some embodiments, because the updated elevation angle 712 of the virtual object 706a is greater than... Figure 7D The first vertical angle range 715-1 shown in Figure 720 (e.g., outside this first vertical angle range) allows the computer system 101 to change the orientation of the virtual object 706a in the three-dimensional environment 702 in response to the upward movement of the hand 703c, as shown by the downward tilt of the virtual object 706b in Figure 720. For example, as... Figure 7D As shown, the forward surface of the virtual object 706a is tilted downwards in the 3D environment 702 to face the viewpoint of the user 726, while still maintaining a slight angle / tilt to the left, as previously... Figure 7C As shown. In some embodiments, when the orientation of the virtual object 706a in the three-dimensional environment 702 is changed, the computer system 101 gradually changes the orientation as the elevation angle 712 of the virtual object 706b increases beyond the first vertical angle range 715-1 discussed above. For example, the amount by which the virtual object 706a tilts in the three-dimensional environment 702 (e.g., in degrees) is based on (e.g., equal to or proportional to) the amount by which the elevation angle 712 of the virtual object 706b increases beyond the maximum value of the first vertical angle range 715-1 in Figure 720 (e.g., in degrees).
[0212] Additionally, in some embodiments, as previously discussed above, if the elevation angle 712 of the virtual object 706a is outside the first elevation angle range discussed above, the computer system 101 updates the rotation axis 713-1 of the virtual object 706a (e.g., in response to horizontal movement of the virtual object 706a) around itself in the three-dimensional environment 702, as shown in illustration 720. In some embodiments, such as Figure 7DAs shown, when the virtual object 706a moves vertically in the three-dimensional environment 702 according to the upward movement of the hand 703c, the elevation angle 712 of the virtual object 706b shown in Figure 720 increases beyond a first elevation angle range (for example, this first elevation angle range is greater than a first vertical angle range 715-1). Therefore, as Figure 7D As shown, computer system 101 updates the rotation axis to a second rotation axis 713-2 based on the updated elevation angle 712. In some embodiments, such as Figure 7D As shown in Figure 720, due to the increase in the elevation angle 712, the second rotation axis 713-2 tilts upward / becomes slightly angled.
[0213] exist Figure 7D In this process, the computer system 101 detects input provided by the hand 703d corresponding to a request to move a virtual object 706a within the three-dimensional environment 702. For example, as Figure 7D As shown, computer system 101 detects that hand 703d provides an air gesture, such as an air pinch and drag gesture of hand 703d moving to the left when gaze 721 points to virtual object 706a, as discussed similarly above. In some embodiments, such as Figure 7E As shown, in response to detecting by Figure 7D The computer system 101 moves the virtual object 706a in the three-dimensional environment 702 based on the input provided by the hand 703d. For example, as Figure 7E As shown, computer system 101 moves virtual object 706a to the left relative to the viewpoint of user 726 in three-dimensional environment 702, including rotating virtual object 706a about a second rotation axis 713-2 (e.g., counterclockwise).
[0214] In some implementation schemes, such as Figure 7E As shown in Figure 720, moving the virtual object 706a in the three-dimensional environment 702 does not cause the computer system 101 to update the second rotation axis 713-2 because the elevation angle 712 of the virtual object 706b does not change in response to the movement. Therefore, as Figure 7E As shown, computer system 101 abandons changing the orientation of virtual object 706a (e.g., causing virtual object 706a to rotate about a horizontal axis passing through virtual object 706a). For example, as... Figure 7E As shown in Figure 720, when the computer system 101 rotates the virtual object 706b about a second rotation axis 713-2 (e.g., counterclockwise) in the three-dimensional environment 702, the virtual object 706b remains tilted downwards toward the viewpoint of the user 726, as previously... Figure 7D As shown.
[0215] exist Figure 7EIn this system, computer system 101 detects changes in the position of user 726's head within the physical environment of computer system 101. For example, as... Figure 7E As shown in Figure 720, computer system 101 detects that the user 726's head is lower than the virtual object 706b in the three-dimensional environment 702 (e.g., in height). In some implementations, such as Figure 7E As shown, the computer system 101 detects changes in the positioning of the user 726's head without detecting any input provided by the hand 703d.
[0216] In some implementation schemes, such as Figure 7F As shown, in response to detecting a change in the position of user 726's head, computer system 101 updates user 726's viewpoint based on the new position of user 726's head in the physical environment. For example, a decrease in the head position of user 726 wearing a head-mounted display corresponds to a decrease in user 726's viewpoint relative to the three-dimensional environment 702. In some embodiments, the update of user 726's viewpoint causes a change in the portion of the three-dimensional environment 702 within user 726's field of view (including the physical environment surrounding display generation component 120) according to the updated viewpoint. In some embodiments, such as Figure 7F As shown, when computer system 101 updates the viewpoint of user 726, the representation of the coffee table 722a, the representation of the sofa 724a, and the virtual object 706a shift upwards in the user 726's field of view (for example, this is due to...). Figure 7E (The reduction in user 726's viewpoint caused by the reduction in user 726's head).
[0217] In some implementations, when computer system 101 updates the viewpoint of user 726 as discussed above, computer system 101 abandons rotating virtual object 706a and / or abandons changing the orientation of virtual object 706a in the three-dimensional environment 702. Specifically, in some implementations, such as Figure 7F As shown in Figure 720, computer system 101 abandons updating the elevation angle 712 and / or the second rotation axis 713-2 of virtual object 706b in response to detecting a change in the positioning of user 726's head. For example, as Figure 7F As shown in Figure 720, (for example, after computer system 101 detects a drop in the head of user 726) the “true” elevation angle 714 of the updated position of virtual object 706b relative to the head of user 726 does not correspond to the current elevation angle 712 of virtual object 706b.
[0218] In some implementations, as discussed below, after detecting a change in the position of the user 726's head, the computer system 101 updates the elevation angle 712 and / or the second rotation axis 713-2 of the virtual object 706b after detecting input corresponding to a request to move the virtual object 706b in the three-dimensional environment 702. For example, in Figure 7F In this process, the computer system 101 detects input provided by the hand 703e corresponding to a request to move the virtual object 706a within the three-dimensional environment 702. For example... Figure 7F As shown, the computer system 101 may optionally detect that the hand 703e provides an air gesture, such as an air pinch and drag gesture of the hand 703e moving to the left when the gaze 721 points to the virtual object 706a, as discussed similarly above.
[0219] In some implementation schemes, such as Figure 7G As shown, in response to detecting by Figure 7F The computer system 101 moves the virtual object 706a in the three-dimensional environment 702 based on the input provided by the hand 703e. For example, as Figure 7G As shown, computer system 101 moves virtual object 706a to the left relative to the viewpoint of user 726 in three-dimensional environment 702. In some embodiments, as mentioned above, in response to detecting input provided by hand 703e, computer system 101 updates the elevation angle 712 and / or rotation axis of virtual object 706b based on the new positioning of user 726's head, such as... Figure 7G As shown in Figure 720. For example, as... Figure 7G As shown, when computer system 101 moves virtual object 706a to the left in three-dimensional environment 702, computer system 101 causes virtual object 706b to rotate about a third rotation axis 713-3 (e.g., counterclockwise), which has been updated from the second rotation axis 713-3 based on the updated elevation angle 712 of virtual object 706b. In some embodiments, such as Figure 7G As shown in Figure 720, based on the increase in the elevation angle 712 of the virtual object 706b (e.g., when input from the hand 703e is detected, the descent of the user 726's head corresponds to the increase in the elevation angle 712), the third rotation axis 713-3 is... Figure 7F The second axis of rotation 713-2 is angled upwards (e.g., counterclockwise).
[0220] Additionally, in some implementations, the computer system 101 changes the orientation of the virtual object 706b in the three-dimensional environment 702 based on the updated elevation angle 712, such as... Figure 7G As shown in Figure 720. For example, as... Figure 7GAs shown, computer system 101 tilts / slightly angles the virtual object 706a downwards relative to the viewpoint of user 726 in the three-dimensional environment 702, so that the forward surface of the virtual object 706a is oriented toward the viewpoint of user 726. Therefore, as shown in Figure 720, from... Figures 7F to 7G In response to the detection of by Figure 7F The computer system 101 may optionally rotate (e.g., tilt) the virtual object 706b about a vertical axis (e.g., a third rotation axis 713-3) passing through the center of the user 726's head, based on an updated elevation angle 712, and may optionally rotate (e.g., tilt) the virtual object 706b about a horizontal axis passing through the virtual object 706b (e.g., the center of the virtual object).
[0221] Figure 7F1 Examples of the same Figure 7F 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 7F1 The shown and Figures 7A to 7J Elements shown with the same reference numerals have one or more or all of the same characteristics. Figure 7F1 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... Figure 7F and Figures 7A to 7J The computer system 101 shown and Figure 1 and Figure 3 The display shows one or more of the characteristics of the generation component 120, and in some embodiments, Figures 7A to 7J The computer system 101 and display generation component 120 shown have Figure 7F1 One or more of the characteristics of the computer system 101 and the display generation component 120 shown.
[0222] exist Figure 7F1 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 7J One or more of the characteristics of the image sensor 314 described.
[0223] exist Figure 7F1 In the example, display generation component 120 is illustrated as a display optionally related to a reference. Figures 7A to 7J 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 7F1 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).
[0224] The display generating component 120 has a similar Figure 7F1 The content shown corresponds to a field of view (e.g., the field of view captured by external image sensors 314b and 314c and / or visible to the user via display generation unit 120, indicated by dashed lines in a top view). Since display generation unit 120 is optionally a head-mounted device, the field of view of display generation unit 120 may be the same as or similar to the user's field of view.
[0225] exist Figure 7F1 In this context, the user is depicted (e.g., using hand 703e) performing an air pinch gesture to provide input to computer system 101, thereby providing user input pointing to content displayed by computer system 101. This description is intended to be exemplary and not restrictive; the user may optionally use different air gestures and / or use reference gestures. Figures 7A to 7J Other forms of input described to provide user input.
[0226] In some implementations, computer system 101 refers to... Figures 7A to 7J Respond to the described user input.
[0227] exist Figure 7F1 In the example, because the user's hand is located within the field of view of the display generating component 120, it is visible in the three-dimensional environment. That is, the user can optionally see any part of their own body within the field of view of the display generating component 120 in the three-dimensional environment. It should be understood that, as Figures 7A to 7J One or more aspects of this disclosure shown or described with reference to these figures and / or the corresponding methods may optionally be adapted to... Figure 7F1 The same or similar methods are implemented on computer system 101 and display generation unit 120.
[0228] exist Figure 7G In this system, computer system 101 detects movement of user 726's viewpoint even when no input (e.g., provided by hand 703e) pointing to a virtual object 706a in the three-dimensional environment 702 is detected. For example, as Figure 7G As shown, computer system 101 detects that the hand 705a holding computer system 101 is moving to the left (e.g., counterclockwise around the body of user 726). In some embodiments, as discussed similarly above, the movement of user 726's viewpoint causes a portion of the three-dimensional environment 702 in user 726's field of view (including the physical environment surrounding display generation component 120) to change according to the movement of the viewpoint. In some embodiments, the input for changing user 726's viewpoint corresponds to the movement of user 726's head in the physical environment (e.g., the movement of a head-mounted display worn by user 726 in the physical environment).
[0229] In some implementation schemes, such as Figure 7H As shown, in response to the detection Figure 7G As the hand 705a moves, the computer system 101 updates the display of the three-dimensional environment 702 relative to the user 726's new viewpoint. For example, as... Figure 7G As shown, the computer system 101 moves counterclockwise / at an angle around the body of the user 726, such that the computer system 101 faces the forward surface / part of the virtual object 706b in the three-dimensional environment 702, as indicated by Figure 720. In some embodiments, such as Figure 7H As shown and discussed similarly above, in response to detecting movement of the user 726's viewpoint, the computer system 101 abandons rotation and / or alteration of the virtual object 706a's orientation in the three-dimensional environment 702. For example, as Figure 7H As shown in Figure 720, computer system 101 forgoes tilting virtual object 706b relative to a horizontal axis passing through virtual object 706b (e.g., the center of the virtual object), and forgoes tilting virtual object 706b relative to a (e.g., offset) vertical axis (e.g., a third rotation axis 713-3) passing through the center of user 726's head in the three-dimensional environment 702. Specifically, as previously discussed above, computer system 101 may optionally forgo rotating and / or changing the orientation of virtual object 706a in the three-dimensional environment 702 because... Figure 7H In this case, computer system 101 did not detect any input corresponding to the request to move virtual object 706a within the three-dimensional environment 702 (e.g., one of the inputs discussed above).
[0230] exist Figure 7HIn this system, computer system 101 detects the position and movement of user 726's viewpoint relative to the three-dimensional environment 702 even when no input pointing to a virtual object 706a in the three-dimensional environment 702 (e.g., provided by hand 703e) is detected. For example, as Figure 7H As shown, the computer system 101 detects that the hand 705b holding the computer system 101 moves to the left, which corresponds to a change in the positioning of the display generating component 120 in the physical environment around the display generating component 120 (e.g., corresponding to the leftward movement of the user 726's body).
[0231] In some implementation schemes, such as Figure 7I As shown, in response to detecting a movement in the location of user 726's viewpoint, computer system 101 updates the portion of the 3D environment 702 within user 726's field of view based on the new location of the viewpoint. For example, as Figure 7I As shown, the virtual object 706a, the representation of the coffee table 722a, and the representation of the sofa 724a are shifted to the right relative to the new viewpoint within the user's field of view. In some implementations, such as Figure 7I As shown, when the display generation component 120 of the computer system 101 shifts to the left in the physical environment, the forward surface of the virtual object 706b visually appears to be slightly angled / tilted to the right from the user 726's new viewpoint (e.g., while remaining tilted downwards), as indicated by Figure 720.
[0232] In some implementations, as discussed similarly above, in response to detecting a change in the position of the user 726's viewpoint relative to the 3D environment 702, the computer system 101 abandons rotating and / or changing the orientation of the virtual object 706a in the 3D environment 702. For example, as Figure 7I As shown in Figure 720, computer system 101 forgoes tilting virtual object 706b relative to a horizontal axis passing through virtual object 706b (e.g., the center of the virtual object), and forgoes tilting virtual object 706b relative to a (e.g., offset) vertical axis (e.g., a third rotation axis 713-3) passing through the center of user 726's head in the three-dimensional environment 702. Specifically, as previously discussed above, computer system 101 may optionally forgo rotating and / or changing the orientation of virtual object 706a in the three-dimensional environment 702 because... Figure 7I In this case, computer system 101 has not yet detected any input corresponding to the request to move virtual object 706a within the three-dimensional environment 702 (e.g., as discussed in more detail below).
[0233] exist Figure 7IIn the process, after detecting a change in the user 726's viewpoint, the computer system 101 detects a first input provided by the hand 703f corresponding to a request to move the virtual object 706a within the three-dimensional environment 702. For example, as Figure 7I As shown, computer system 101 detects that hand 703 provides an air gesture, such as an air pinch and drag gesture, in which the user's index finger and thumb touch together, while the user 726's gaze 721 points to a virtual object 706a, followed by the hand 703f moving to the left while maintaining the pinched hand shape. Additionally, in Figure 7I In this process, the computer system detects a second input provided by the hand 707a corresponding to the selection of a virtual object 706a for movement of the virtual object 706a within the three-dimensional environment 702. For example, as... Figure 7I As shown, computer system 101 detects that hand 707a provides an air pinch gesture when the user's gaze 721 is directed at a virtual object 706a in the three-dimensional environment 702 (e.g., and before any movement of hand 707a used to move the virtual object 706a in the three-dimensional environment 702 is detected). It should be understood that, although in Figure 7I Multiple hands and multiple corresponding inputs are illustrated, but such hands and inputs do not need to be detected concurrently by computer system 101; instead, in some embodiments, computer system 101 responds independently to such hands and / or inputs in response to the independent detection of the illustrated and described hands and / or inputs.
[0234] In some implementation schemes, such as Figure 7J As shown, in response to detecting a first input provided by hand 703f or a second input provided by hand 707a, computer system 101 based on Figure 7I The computer system 101 updates the positioning of the user 726's viewpoint to rotate and / or change the orientation of the virtual object 706a in the three-dimensional environment 702. Specifically, as previously discussed above, the computer system 101 can optionally rotate and / or change the orientation of the virtual object 706a in the three-dimensional environment 702 because the computer system 101 (e.g., in...) rotates and / or changes the orientation of the virtual object 706a in the three-dimensional environment 702. Figure 7I The input for moving the virtual object 706a (e.g., the first input and / or the second input discussed above) is detected. In some implementations, such as Figure 7J As shown in Figure 720, computer system 101 is based on Figure 7I The updated positioning of the user 726's viewpoint causes the virtual object 706b to rotate (e.g., tilt) around a third rotation axis 713-3 in the three-dimensional environment 702. For example, as... Figure 7JAs shown, computer system 101 tilts the forward surface of virtual object 706a to the left relative to the viewpoint of user 726, so that virtual object 706a remains oriented towards the viewpoint in the three-dimensional environment 702, as discussed above. Additionally, as discussed above, computer system 101 refrains from tilting the forward surface of virtual object 706a upwards or downwards (e.g., about a horizontal axis passing through virtual object 706a) relative to the viewpoint of user 726, because the above reference... Figure 7I The change in the position of the viewpoint of the user 726 under discussion did not cause a change in the elevation angle (e.g., 712 in Figure 720) relative to the position corresponding to the head of the user 726 (e.g., ray 710 in Figure 720).
[0235] Figures 7A to 7J Examples of computer systems that facilitate the movement of virtual objects in a three-dimensional environment according to some implementation schemes are illustrated.
[0236] Figure 7A An example is illustrated where a computer system 101 (e.g., an electronic device) displays a three-dimensional environment 702 from the viewpoint of a user 726 (e.g., facing the rear wall of the physical environment in which the computer system 101 is located, as shown in the side view of Figure 720) 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 3 Image sensor 314. The image sensor may optionally include one or more of the following: a visible light camera; an infrared camera; a depth sensor; or any other sensor that the computer system 101 can use to capture one or more images of the user or a portion of the user (e.g., one or both hands of the user) when the user interacts with the computer system 101. In some embodiments, the computer system 101 communicates with a touchpad 730 configured to detect touch input (e.g., contact provided by the fingers of the user 726's hand). 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 outwards from the user) and / or sensors for detecting the user's attention (e.g., including gaze) (e.g., internal sensors facing inwards towards the user's face).
[0237] like Figure 7AAs shown, computer system 101 captures one or more images of the physical environment surrounding computer system 101 (e.g., operating environment 100) (including one or more objects in the physical environment surrounding computer system 101). In some embodiments, computer system 101 displays a representation of the physical environment in a three-dimensional environment 702. For example, three-dimensional environment 702 includes a representation 722a of a coffee table (which may optionally be a representation of a physical coffee table in the physical environment) and a representation 724a of a sofa (which may optionally be a representation of a physical sofa in the physical environment).
[0238] exist Figure 7A In this context, the 3D environment 702 also includes virtual objects 706a (e.g., "Window 1," corresponding to virtual object 706b in the side view of illustration 720). In some embodiments, virtual object 706a may optionally be a user interface of an application containing content (e.g., multiple selectable options), 3D objects (e.g., a virtual clock, a virtual ball, a virtual car, etc.), or any other element not included in the physical environment of the display generation component 120, as displayed by computer system 101. For example, in Figure 7A In this context, virtual object 706a is a user interface for a web browsing application containing website content (such as text, images, videos, hyperlinks, and / or audio content) from a website, or a user interface for an audio playback application including a list of selectable music categories and multiple selectable user interface objects corresponding to multiple music albums. It should be understood that the content discussed above is exemplary, and in some embodiments, additional and / or alternative content and / or user interfaces, such as those described below with reference to method 800, are provided in the three-dimensional environment 702. Additionally, in some embodiments, such as... Figure 7A As shown, virtual object 706a is displayed along with exit option 708 and grab bar 709. In some embodiments, exit option 708 may be selected to initiate a process for stopping the display of virtual object 706a in 3D environment 702. For example, in response to detecting the selection of exit option 708, computer system 101 stops displaying virtual object 706a in 3D environment 702. In some embodiments, as discussed below, grab bar 709 may be selected to initiate a process for moving virtual object 706a within 3D environment 702.
[0239] In some implementations, the virtual object is displayed in the 3D environment 702 with a corresponding orientation relative to the user 726's viewpoint (e.g., before receiving input for interaction with the virtual object in the 3D environment 702, which will be described later). Figure 7AAs shown, the virtual object 706a may optionally have a first orientation in the three-dimensional environment 702 (e.g., the forward surface of the virtual object 706a facing the viewpoint of user 726 is flat relative to the viewpoint of user 726). It should be understood that... Figure 7A The orientation of the objects in this example is merely exemplary, and other orientations are possible.
[0240] In some implementations, computer system 101 facilitates the movement of a virtual object 706a within a three-dimensional environment 702. Specifically, in some implementations, computer system 101 rotates and / or tilts the virtual object 706a (e.g., changes the orientation of the virtual object) in response to user input detected based on the elevation angle of the virtual object 706a relative to the head position of user 726. For example, as Figure 7A As shown, the virtual object 706b has a first elevation angle 712 in the three-dimensional environment 702 relative to a reference ray 710 extending from the center of the user 726's head (e.g., measured between the center of the user 726's head and the center of the virtual object 706b), as illustrated in Figure 720. In some embodiments, the reference ray 710 is parallel to a surface or ground of the three-dimensional environment 702, such as the floor of the physical environment where the computer system 101 is located and the user 726 is positioned. Figure 7A In the example, when the virtual object 706a is displayed in the 3D environment 702, the virtual object 706a has a starting or initial elevation angle of zero degrees (e.g., a first elevation angle 712 parallel to the reference ray 710, as shown in Figure 720). Additionally, in some embodiments, the computer system 101 measures the center of the user's head based on the position of the computer system 101 in the physical environment relative to the user's head in the physical environment. For example, the computer system 101 directly measures the center of the user's head and / or calculates (e.g., estimates) the center of the user's head based on the distance between the user 726 and the computer system 101 in the physical environment (e.g., using sensor 314). Further details regarding determining the elevation angle of the virtual object 706a relative to the user 726's head are provided below with reference to method 800.
[0241] exist Figure 7A In this process, the computer system 101 detects input provided by the hand 703a corresponding to a request to move a virtual object 706a within the three-dimensional environment 702. For example, as... Figure 7AAs shown, computer system 101 detects a hand 703a providing an air gesture, such as an air pinch and drag gesture, in which the user's index finger and thumb touch together, while the user 726's gaze 721 points to a grasp bar 709 displayed along with the virtual object 706a, followed by a rightward movement of the hand 703a while maintaining the pinched hand shape. Alternatively, in some embodiments, computer system 101 detects an air throwing gesture, in which the user's hand 703a simulates throwing / throwing the virtual object 706a in a three-dimensional environment 702. For example, computer system 101 detects the index finger and thumb of hand 703a touching together, while the gaze 721 points to the virtual object 706a, followed by a flicking or throwing motion while maintaining the pinched hand shape.
[0242] In some implementation schemes, such as Figure 7B As shown, in response to detecting by Figure 7A The computer system 101 moves the virtual object 706a in the three-dimensional environment 702 based on the movement of the hand 703a, which provides input. For example, as Figure 7B As shown, computer system 101 moves a virtual object 706a to the right relative to the viewpoint of user 726 in a three-dimensional environment 702. In some embodiments, moving the virtual object 706a in the three-dimensional environment 702 includes rotating the virtual object 706a relative to the viewpoint of user 726. For example, as... Figure 7B As shown, in response to detecting a rightward movement of hand 703b, computer system 101 rotates virtual object 706a clockwise relative to the viewpoint of user 726 within the three-dimensional environment 702. In some embodiments, such as Figure 7B As shown in Figure 720, computer system 101 rotates a virtual object 706a about a rotation axis 713-1 (e.g., a vertical axis) that passes through the center of the user 726's head. In some embodiments, as discussed in more detail below, computer system 101 updates the rotation axis 713-1 based on the elevation angle 712 of the virtual object 706b relative to the user 726's head (e.g., relative to light 710).
[0243] In some implementations, when the virtual object 706a moves horizontally within the three-dimensional environment 702, the computer system 101 changes the orientation of the virtual object 706a within the three-dimensional environment 702. For example, as... Figure 7B As shown, when the virtual object 706a moves to the right in the three-dimensional environment 702 according to the movement of the hand 703a relative to the user 726's viewpoint, the computer system 101 tilts the virtual object 706a, as illustrated by the tilt of the virtual object 706b in Figure 720. Specifically, in Figure 7BIn some implementations, computer system 101 changes the orientation of virtual object 706a so that the forward surface of virtual object 706a continues to face the viewpoint of user 726. In some implementations, such as Figure 7B As shown, computer system 101 tilts the virtual object 706a regardless of the user 726's gaze position 721. For example, as Figure 7B As shown, the computer system 101 tilts the virtual object 706a regardless of whether the gaze 721 is away from the virtual object 706a in the three-dimensional environment 702.
[0244] exist Figure 7B In this process, the computer system 101 detects input provided by the hand 703b corresponding to a request to move a virtual object 706a within the three-dimensional environment 702. For example, as... Figure 7B As shown, computer system 101 detects that hand 703b provides an air gesture, such as an air pinch and drag gesture involving upward movement of hand 703b, as discussed above. In some embodiments, such as Figure 7C As shown, in response to detecting by Figure 7B The computer system 101 moves the virtual object 706a in the three-dimensional environment 702 based on the input provided by the hand 703b. For example, as Figure 7C As shown, computer system 101 moves virtual object 706a upward relative to the viewpoint of user 726 in three-dimensional environment 702.
[0245] Figure 7C 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 7B The computer system 101 shown in Figure 1 and Figure 1 Figure 3 The illustration shows one or more characteristics of the display generating component 120, and in some embodiments, Figures 7A to 7B The computer system 101 and display generation component 120 shown have Figure 7C The computer system 101 and the display generation component 120 shown have one or more characteristics.
[0246] exist Figure 7C 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 5The 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 7B One or more of the characteristics of the image sensor 314 described.
[0247] exist Figure 7C In the example, display generation component 120 is illustrated as a display optionally related to a reference. Figures 7A to 7B 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 7C 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).
[0248] The display generating component 120 has a similar Figure 7C The field of view corresponding to 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 unit 120, indicated by dashed lines in a top view) is also referred to (e.g., as defined herein) as a viewport. Since display generation unit 120 is optionally a head-mounted device, the field of view or viewport of display generation unit 120 may optionally be the same as or similar to the user's field of view.
[0249] In some implementations, computer system 101 refers to... Figures 7A to 7B Respond to the described user input.
[0250] exist Figure 7C In the example, because the user's hand is located within the field of view of the display generating component 120, it is visible in the three-dimensional environment. That is, the user can optionally see any part of their own body within the field of view of the display generating component 120 in the three-dimensional environment. It should be understood that, as Figures 7A to 7BOne or more aspects of this disclosure shown or described with reference to these figures and / or the corresponding methods may optionally be adapted to... Figure 7C The same or similar methods are implemented on computer system 101 and display generation component 120.
[0251] In some implementations, computer system 101 changes the orientation of virtual object 706a in three-dimensional environment 702 based on the elevation angle 712 of virtual object 706a relative to the head of user 726. Specifically, in some implementations, if the elevation angle 712 of virtual object 706a relative to the head of user 726 is outside a first vertical angle range θ (e.g., represented by range 715-1a in Figure 720) (such as the first vertical angle range provided below with reference to method 800), then when virtual object 706a moves vertically in three-dimensional environment 702, computer system 101 changes the orientation of virtual object 706a (e.g., causing virtual object 706a to rotate about a horizontal axis passing through virtual object 706a (e.g., the center of the virtual object)). Figure 7C In the process, when the virtual object 706a moves vertically in the three-dimensional environment 702 according to the movement of the hand 703b, as shown in Figure 720, the computer system 101 updates the elevation angle 712, which is within the first vertical angle range θ discussed above, represented by the range 715-1a. Therefore, as Figure 7C As shown, in some embodiments, when the computer system 101 moves the virtual object 706a vertically in the three-dimensional environment 702 according to the movement of the hand 703b, the computer system 101 abandons changing the orientation of the virtual object 706a in the three-dimensional environment 702. For example, as Figure 7C As shown, when the virtual object 706a moves vertically in the three-dimensional environment 702, the forward surface of the virtual object 706a remains tilted to the left / at a slight angle relative to the user's viewpoint (e.g., as previously shown). Figure 7B (as shown), but not tilted downwards / slightly angled to face the user's viewpoint 726.
[0252] In some implementations, the first vertical angle range θ is optionally asymmetrical relative to the user 726's head (e.g., relative to the reference ray 710 in Figure 720 as discussed above). For example, as Figure 7CAs shown in Figure 720, the first vertical angle range θ is symmetrical about the reference ray 710 (e.g., having the same number of angles above and below the reference ray 710, such as -5 degrees to 5 degrees). In some embodiments, the computer system 101 defines a first vertical angle range α, represented by ranges 715-1b in Figure 720, which is asymmetrical about the reference ray 710 (e.g., having different numbers of angles above and below the reference ray 710, such as -2.5 degrees to 7.5 degrees). In some embodiments, the upper limit of the first vertical angle range α (e.g., angles greater than zero degrees) is greater than the lower limit of the first vertical angle range α, such as... Figure 7C As shown in Figure 720. As discussed similarly above, in some embodiments, after the virtual object 706a moves in the three-dimensional environment 702, the elevation angle 712 of the virtual object is within a first vertical angle range α (e.g., represented by range 715-1b), which causes the computer system 101 to abandon changing the orientation of the virtual object 706a in the three-dimensional environment 702.
[0253] Additionally, as mentioned above, computer system 101 updates the rotation axis 713-1 shown in Figure 720 of the virtual object 706a (e.g., in response to horizontal movement of the virtual object 706a) around itself in the three-dimensional environment 702 based on changes in the elevation angle 712 of the virtual object 706b shown in Figure 720. In some embodiments, computer system 101 updates the rotation axis 713-1 if the elevation angle 712 of the virtual object 706a is outside a first elevation angle range (such as the elevation angle provided in reference method 800 below) relative to the head of user 726. In some embodiments, in Figure 7C In this context, the maximum value within the first elevation angle range is outside the first vertical angle range represented by ranges 715-1a or 715-1b discussed above. Figure 7C In this case, because after the virtual object 706a moves vertically in the three-dimensional environment 702, the updated elevation angle 712 is within the first vertical angle range represented by the range 715-1a or 715-1b, therefore the elevation angle 712 is within the first elevation angle range. Thus, as... Figure 7C As shown, when updating the elevation angle 712 based on the vertical movement of the virtual object 706a in the three-dimensional environment 702, the computer system 101 abandons updating the rotation axis 713-1.
[0254] exist Figure 7C In this process, the computer system 101 detects input provided by the hand 703c corresponding to a request to move a virtual object 706a within the three-dimensional environment 702. For example, as Figure 7CAs shown, computer system 101 detects that hand 703c provides an air gesture, such as an air pinch and drag gesture, as discussed similarly above, including a further upward movement of hand 703c in space when gaze 721 points to the grasp bar 709 displayed together with virtual object 706a. In some embodiments, such as Figure 7D As shown, in response to detecting by Figure 7C The computer system 101 moves the virtual object 706a in the three-dimensional environment 702 based on the input provided by the hand 703c. For example, as Figure 7D As shown, the computer system 101 moves the virtual object 706a further upward relative to the viewpoint of the user 726 in the three-dimensional environment 702.
[0255] In some implementations, as previously discussed above, if the elevation angle 712 of the virtual object 706a is outside the first vertical angle range θ (represented by range 715-1a) (and / or the first vertical angle range α (represented by range 715-1b) in the illustration 720 discussed above, after a vertical movement of the virtual object 706a, the computer system 101 changes the orientation of the virtual object 706a in the three-dimensional environment 702 (e.g., causing the virtual object 706a to rotate about a horizontal axis passing through the virtual object 706a). Figure 7D As shown, when computer system 101 moves the virtual object 706a further upward in the three-dimensional environment 702 relative to the viewpoint of user 726, computer system 101 updates the elevation angle 712 of the virtual object 706a, as shown in Figure 720. In some embodiments, because the updated elevation angle 712 of the virtual object 706a is greater than that of the virtual object 706a, the elevation angle 712 is adjusted accordingly. Figure 7D The first vertical angle range (e.g., outside of this range) represented by ranges 715-1a or 715-1b, as shown in Figure 720, allows the computer system 101 to change the orientation of the virtual object 706a in the three-dimensional environment 702 in response to the upward movement of the hand 703c, as shown by the downward tilt of the virtual object 706b in Figure 720. For example, as... Figure 7D As shown, the forward surface of the virtual object 706a is tilted downwards in the 3D environment 702 to face the viewpoint of the user 726, while still maintaining a slight angle / tilt to the left, as previously... Figure 7CAs shown. In some embodiments, when the orientation of the virtual object 706a in the three-dimensional environment 702 is changed, the computer system 101 gradually changes the orientation as the elevation angle 712 of the virtual object 706b increases beyond the first vertical angle range discussed above, represented by ranges 715-1a or 715-1b. For example, the amount by which the virtual object 706a tilts in the three-dimensional environment 702 (e.g., in degrees) is based on (e.g., equal to or proportional to) the amount by which the elevation angle 712 of the virtual object 706b increases beyond the maximum value of the first vertical angle range θ (e.g., represented by range 715-1a) or α (e.g., represented by range 715-1b) in Figure 720 (e.g., in degrees).
[0256] Additionally, in some embodiments, as previously discussed above, if the elevation angle 712 of the virtual object 706a is outside the first elevation angle range discussed above, the computer system 101 updates the rotation axis 713-1 of the virtual object 706a (e.g., in response to horizontal movement of the virtual object 706a) around itself in the three-dimensional environment 702, as shown in illustration 720. In some embodiments, such as Figure 7D As shown, when the virtual object 706a moves vertically in the three-dimensional environment 702 according to the upward movement of the hand 703c, the elevation angle 712 of the virtual object 706b shown in Figure 720 increases beyond a first elevation angle range (for example, this first elevation angle range is greater than the first vertical angle range represented by ranges 715-1a or 715-1b). Therefore, as Figure 7D As shown, computer system 101 updates the rotation axis to a second rotation axis 713-2 based on the updated elevation angle 712. In some embodiments, such as Figure 7D As shown in Figure 720, due to the increase in the elevation angle 712, the second rotation axis 713-2 tilts upward / becomes slightly angled.
[0257] exist Figure 7D In this process, the computer system 101 detects input provided by the hand 703d corresponding to a request to move a virtual object 706a within the three-dimensional environment 702. For example, as Figure 7D As shown, computer system 101 detects that hand 703d provides an air gesture, such as an air pinch and drag gesture of hand 703d moving to the left when gaze 721 points to the grasp bar 709 displayed together with virtual object 706a. In some embodiments, such as Figure 7E As shown, in response to detecting by Figure 7D The computer system 101 moves the virtual object 706a in the three-dimensional environment 702 based on the input provided by the hand 703d. For example, as Figure 7EAs shown, computer system 101 moves virtual object 706a to the left relative to the viewpoint of user 726 in three-dimensional environment 702, including rotating virtual object 706a about a second rotation axis 713-2 (e.g., counterclockwise).
[0258] In some implementation schemes, such as Figure 7E As shown in Figure 720, moving the virtual object 706a in the three-dimensional environment 702 does not cause the computer system 101 to update the second rotation axis 713-2 because the elevation angle 712 of the virtual object 706b does not change in response to the movement. Therefore, as Figure 7E As shown, computer system 101 abandons changing the orientation of virtual object 706a (e.g., causing virtual object 706a to rotate about a horizontal axis passing through virtual object 706a). For example, as... Figure 7E As shown in Figure 720, when the computer system 101 rotates the virtual object 706b about a second rotation axis 713-2 (e.g., counterclockwise) in the three-dimensional environment 702, the virtual object 706b remains tilted downwards toward the viewpoint of the user 726, as previously... Figure 7D As shown.
[0259] exist Figure 7E In this system, computer system 101 detects changes in the position of user 726's head within the physical environment of computer system 101. For example, as... Figure 7E As shown in Figure 720, computer system 101 detects that the user 726's head is lower than the virtual object 706b in the three-dimensional environment 702 (e.g., in height). In some implementations, such as Figure 7E As shown, the computer system 101 detects changes in the positioning of the user 726's head without detecting any input provided by the hand 703d.
[0260] In some implementation schemes, such as Figure 7F As shown, in response to detecting a change in the position of user 726's head, computer system 101 updates user 726's viewpoint based on the new position of user 726's head in the physical environment. For example, a decrease in the head position of user 726 wearing a head-mounted display corresponds to a decrease in user 726's viewpoint relative to the three-dimensional environment 702. In some embodiments, the update of user 726's viewpoint causes a change in the portion of the three-dimensional environment 702 within user 726's field of view (including the physical environment surrounding display generation component 120) according to the updated viewpoint. In some embodiments, such as Figure 7F As shown, when computer system 101 updates the viewpoint of user 726, the representation of the coffee table 722a, the representation of the sofa 724a, and the virtual object 706a shift upwards in the user 726's field of view (for example, this is due to...). Figure 7E(The reduction in user 726's viewpoint caused by the reduction in user 726's head).
[0261] In some implementations, when computer system 101 updates the viewpoint of user 726 as discussed above, computer system 101 abandons rotating virtual object 706a and / or abandons changing the orientation of virtual object 706a in the three-dimensional environment 702. Specifically, in some implementations, such as Figure 7F As shown in Figure 720, computer system 101 abandons updating the elevation angle 712 and / or the second rotation axis 713-2 of virtual object 706b in response to detecting a change in the positioning of user 726's head. For example, as Figure 7F As shown in Figure 720, (for example, after computer system 101 detects a drop in the head of user 726) the “true” elevation angle 714 of the updated position of virtual object 706b relative to the head of user 726 does not correspond to the current elevation angle 712 of virtual object 706b.
[0262] In some implementations, as discussed below, after detecting a change in the position of the user 726's head, the computer system 101 updates the elevation angle 712 and / or the second rotation axis 713-2 of the virtual object 706b after detecting input corresponding to a request to move the virtual object 706b in the three-dimensional environment 702. For example, in Figure 7F In this process, the computer system 101 detects input provided by the hand 703e corresponding to a request to move the virtual object 706a within the three-dimensional environment 702. For example... Figure 7F As shown, the computer system 101 may optionally detect that the hand 703e provides an air gesture, such as an air pinch and drag gesture of the hand 703e moving to the left when the gaze 721 points to the grab bar 709 displayed together with the virtual object 706a.
[0263] In some implementation schemes, such as Figure 7G As shown, in response to detecting by Figure 7F The computer system 101 moves the virtual object 706a in the three-dimensional environment 702 based on the input provided by the hand 703e. For example, as Figure 7G As shown, computer system 101 moves virtual object 706a to the left relative to the viewpoint of user 726 in three-dimensional environment 702. In some embodiments, as mentioned above, in response to detecting input provided by hand 703e, computer system 101 updates the elevation angle 712 and / or rotation axis of virtual object 706b based on the new positioning of user 726's head, such as... Figure 7G As shown in Figure 720. For example, as... Figure 7GAs shown, when computer system 101 moves virtual object 706a to the left in three-dimensional environment 702, computer system 101 causes virtual object 706b to rotate about a third rotation axis 713-3 (e.g., counterclockwise), which has been updated from the second rotation axis 713-3 based on the updated elevation angle 712 of virtual object 706b. In some embodiments, such as Figure 7G As shown in Figure 720, based on the increase in the elevation angle 712 of the virtual object 706b (e.g., when input from the hand 703e is detected, the descent of the user 726's head corresponds to the increase in the elevation angle 712), the third rotation axis 713-3 is... Figure 7F The second axis of rotation 713-2 is angled upwards (e.g., counterclockwise).
[0264] Additionally, in some implementations, the computer system 101 changes the orientation of the virtual object 706b in the three-dimensional environment 702 based on the updated elevation angle 712, such as... Figure 7G As shown in Figure 720. For example, as... Figure 7G As shown, computer system 101 tilts / slightly angles the virtual object 706a downwards relative to the viewpoint of user 726 in the three-dimensional environment 702, so that the forward surface of the virtual object 706a is oriented toward the viewpoint of user 726. Therefore, as shown in Figure 720, from... Figures 7F to 7G In response to the detection of by Figure 7F The computer system 101 may optionally rotate (e.g., tilt) the virtual object 706b about a vertical axis (e.g., a third rotation axis 713-3) passing through the center of the user 726's head, based on an updated elevation angle 712, and may optionally rotate (e.g., tilt) the virtual object 706b about a horizontal axis passing through the virtual object 706b (e.g., the center of the virtual object).
[0265] Figure 7F1 Examples of the same Figure 7F 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 7F1 The shown and Figures 7A to 7J Elements shown with the same reference numerals have one or more or all of the same characteristics. Figure 7F1 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... Figure 7F and Figures 7A to 7J The computer system 101 shown and Figure 1 and Figure 3 The display shows one or more of the characteristics of the generation component 120, and in some embodiments, Figures 7A to 7J The computer system 101 and display generation component 120 shown have Figure 7F1 One or more of the characteristics of the computer system 101 and the display generation component 120 shown.
[0266] exist Figure 7F1 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 7J One or more of the characteristics of the image sensor 314 described.
[0267] exist Figure 7F1 In the example, display generation component 120 is illustrated as a display optionally related to a reference. Figures 7A to 7J 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 7F1 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).
[0268] The display generating component 120 has a similar Figure 7F1 The content shown corresponds to a field of view (e.g., the field of view captured by external image sensors 314b and 314c and / or visible to the user via display generation unit 120, indicated by dashed lines in a top view). Since display generation unit 120 is optionally a head-mounted device, the field of view of display generation unit 120 may be the same as or similar to the user's field of view.
[0269] exist Figure 7F1In this context, the user is depicted (e.g., using hand 703e) performing an air pinch gesture to provide input to computer system 101, thereby providing user input pointing to content displayed by computer system 101. This description is intended to be exemplary and not restrictive; the user may optionally use different air gestures and / or use reference gestures. Figures 7A to 7J Other forms of input described to provide user input.
[0270] In some implementations, computer system 101 refers to... Figures 7A to 7J Respond to the described user input.
[0271] exist Figure 7F1 In the example, because the user's hand is located within the field of view of the display generating component 120, it is visible in the three-dimensional environment. That is, the user can optionally see any part of their own body within the field of view of the display generating component 120 in the three-dimensional environment. It should be understood that, as Figures 7A to 7J One or more aspects of this disclosure shown or described with reference to these figures and / or the corresponding methods may optionally be adapted to... Figure 7F1 The same or similar methods are implemented on computer system 101 and display generation unit 120.
[0272] exist Figure 7G In this system, computer system 101 detects movement of user 726's viewpoint even when no input (e.g., provided by hand 703e) pointing to a virtual object 706a in the three-dimensional environment 702 is detected. For example, as Figure 7G As shown, computer system 101 detects that the hand 705a holding computer system 101 is moving to the left (e.g., counterclockwise around the body of user 726). In some embodiments, as discussed similarly above, the movement of user 726's viewpoint causes a portion of the three-dimensional environment 702 in user 726's field of view (including the physical environment surrounding display generation component 120) to change according to the movement of the viewpoint. In some embodiments, the input for changing user 726's viewpoint corresponds to the movement of user 726's head in the physical environment (e.g., the movement of a head-mounted display worn by user 726 in the physical environment).
[0273] In some implementation schemes, such as Figure 7H As shown, in response to the detection Figure 7G As the hand 705a moves, the computer system 101 updates the display of the three-dimensional environment 702 relative to the user 726's new viewpoint. For example, as... Figure 7GAs shown, the computer system 101 moves counterclockwise / at an angle around the body of the user 726, such that the computer system 101 faces the forward surface / part of the virtual object 706b in the three-dimensional environment 702, as indicated by Figure 720. In some embodiments, such as Figure 7H As shown and discussed similarly above, in response to detecting movement of the user 726's viewpoint, the computer system 101 abandons rotation and / or alteration of the virtual object 706a's orientation in the three-dimensional environment 702. For example, as Figure 7H As shown in Figure 720, computer system 101 forgoes tilting virtual object 706b relative to a horizontal axis passing through virtual object 706b (e.g., the center of the virtual object), and forgoes tilting virtual object 706b relative to a (e.g., offset) vertical axis (e.g., a third rotation axis 713-3) passing through the center of user 726's head in the three-dimensional environment 702. Specifically, as previously discussed above, computer system 101 may optionally forgo rotating and / or changing the orientation of virtual object 706a in the three-dimensional environment 702 because... Figure 7H In this case, computer system 101 did not detect any input corresponding to the request to move virtual object 706a within the three-dimensional environment 702 (e.g., one of the inputs discussed above).
[0274] exist Figure 7H In this system, computer system 101 detects the position and movement of user 726's viewpoint relative to the three-dimensional environment 702 even when no input pointing to a virtual object 706a in the three-dimensional environment 702 (e.g., provided by hand 703e) is detected. For example, as Figure 7H As shown, the computer system 101 detects that the hand 705b holding the computer system 101 moves to the left, which corresponds to a change in the positioning of the display generating component 120 in the physical environment around the display generating component 120 (e.g., corresponding to the leftward movement of the user 726's body).
[0275] In some implementation schemes, such as Figure 7I As shown, in response to detecting a movement in the location of user 726's viewpoint, computer system 101 updates the portion of the 3D environment 702 within user 726's field of view based on the new location of the viewpoint. For example, as Figure 7I As shown, the virtual object 706a, the representation of the coffee table 722a, and the representation of the sofa 724a are shifted to the right relative to the new viewpoint within the user's field of view. In some implementations, such as Figure 7I As shown, when the display generation component 120 of the computer system 101 shifts to the left in the physical environment, the forward surface of the virtual object 706b visually appears to be slightly angled / tilted to the right from the user 726's new viewpoint (e.g., while remaining tilted downwards), as indicated by Figure 720.
[0276] In some implementations, as discussed similarly above, in response to detecting a change in the position of the user 726's viewpoint relative to the 3D environment 702, the computer system 101 abandons rotating and / or changing the orientation of the virtual object 706a in the 3D environment 702. For example, as Figure 7I As shown in Figure 720, computer system 101 forgoes tilting virtual object 706b relative to a horizontal axis passing through virtual object 706b (e.g., the center of the virtual object), and forgoes tilting virtual object 706b relative to a (e.g., offset) vertical axis (e.g., a third rotation axis 713-3) passing through the center of user 726's head in the three-dimensional environment 702. Specifically, as previously discussed above, computer system 101 may optionally forgo rotating and / or changing the orientation of virtual object 706a in the three-dimensional environment 702 because... Figure 7I In this case, computer system 101 has not yet detected any input corresponding to the request to move virtual object 706a within the three-dimensional environment 702 (e.g., as discussed in more detail below).
[0277] exist Figure 7I In the process, after detecting a change in the user 726's viewpoint, the computer system 101 detects a first input provided by the hand 703f corresponding to a request to move the virtual object 706a within the three-dimensional environment 702. For example, as Figure 7I As shown, computer system 101 detects that hand 703 provides an air gesture, such as an air pinch and drag gesture, in which the user's index finger and thumb touch together, while the user 726's gaze 721 points to the grasp bar 709 displayed along with the virtual object 706a, followed by a leftward movement of hand 703f while maintaining the pinched hand shape. Additionally, in Figure 7I In this process, the computer system detects a second input provided by the hand 707a corresponding to the selection of a virtual object 706a for movement of the virtual object 706a within the three-dimensional environment 702. For example, as... Figure 7I As shown, computer system 101 detects that hand 707a provides an air pinch gesture when the user's gaze 721 is directed towards the grab bar 709 displayed along with the virtual object 706a in the 3D environment 702 (e.g., and before any movement of hand 707a for moving the virtual object 706a in the 3D environment 702 is detected). It should be understood that although in Figure 7I Multiple hands and multiple corresponding inputs are illustrated, but such hands and inputs do not need to be detected concurrently by computer system 101; instead, in some embodiments, computer system 101 responds independently to such hands and / or inputs in response to the independent detection of the illustrated and described hands and / or inputs.
[0278] In some implementation schemes, such as Figure 7J As shown, in response to detecting a first input provided by hand 703f or a second input provided by hand 707a, computer system 101 based on Figure 7I The computer system 101 updates the positioning of the user 726's viewpoint to rotate and / or change the orientation of the virtual object 706a in the three-dimensional environment 702. Specifically, as previously discussed above, the computer system 101 can optionally rotate and / or change the orientation of the virtual object 706a in the three-dimensional environment 702 because the computer system 101 (e.g., in...) rotates and / or changes the orientation of the virtual object 706a in the three-dimensional environment 702. Figure 7I The input for moving the virtual object 706a (e.g., the first input and / or the second input discussed above) is detected. In some implementations, such as Figure 7J As shown in Figure 720, computer system 101 is based on Figure 7I The updated positioning of the user 726's viewpoint causes the virtual object 706b to rotate (e.g., tilt) around a third rotation axis 713-3 in the three-dimensional environment 702. For example, as... Figure 7J As shown, computer system 101 tilts the forward surface of virtual object 706a to the left relative to the viewpoint of user 726, so that virtual object 706a remains oriented towards the viewpoint in the three-dimensional environment 702, as discussed above. Additionally, as discussed above, computer system 101 refrains from tilting the forward surface of virtual object 706a upwards or downwards (e.g., about a horizontal axis passing through virtual object 706a) relative to the viewpoint of user 726, because the above reference... Figure 7I The change in the position of the viewpoint of the user 726 under discussion did not cause a change in the elevation angle (e.g., 712 in Figure 720) relative to the position corresponding to the head of the user 726 (e.g., ray 710 in Figure 720).
[0279] Figures 8A to 8G This is a flowchart illustrating an exemplary method 800 for facilitating the movement of virtual objects in a three-dimensional environment 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 4The display generating component 120 (e.g., a heads-up display, monitor, touchscreen, and / or projector) and one or more cameras (e.g., a camera pointing downwards at the user's hand (e.g., a color sensor, infrared sensor, or other depth-sensing camera) or a camera pointing forward from the user's head). In some embodiments, method 800 is 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 may be combined, and / or the order of some operations may be changed.
[0280] In some implementations, method 800 is used in conjunction with a display generation component (e.g., 120) and one or more input devices (e.g., 314) (such as...). Figure 7A The operation is performed at a computer system (e.g., 101) communicating with the touchpad 730. For example, the computer system is or includes a mobile device (e.g., a tablet, smartphone, media player, or wearable device) or a computer. In some embodiments, the display generating component is a display integrated with the electronic device (optionally a touchscreen display), an external display such as a monitor, projector, television, or a hardware component (optionally integrated or external) for projecting the 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 touchscreens, mice (e.g., external), trackpads (optionally integrated or external), touchpads (optionally integrated or external), remote control devices (e.g., external), another mobile device (e.g., separate from the electronic device), handheld devices (e.g., external), controllers (e.g., external), cameras, depth sensors, eye-tracking devices, and / or motion sensors (e.g., hand-tracking devices or hand motion sensors). In some implementations, the computer system communicates with a hand-tracking device (e.g., one or more cameras, depth sensors, proximity sensors, touch sensors (e.g., touchscreens, touchpads)). In some implementations, the hand-tracking device is a wearable device, such as a smart glove. In some implementations, the hand-tracking device is a handheld input device, such as a remote control or stylus.
[0281] In some implementations, objects (e.g., virtual objects) are displayed in an environment (e.g., a 3D environment) via a display generation component. Figure 7AWhen a virtual object 706a is displayed in a 3D environment 702, as shown, the computer system detects (802a) a first input corresponding to a request to move the object within the environment via one or more input devices, such as... Figure 7AThe input provided by hand 703a for moving virtual object 706a is shown. For example, a three-dimensional environment is generated, displayed, or otherwise made viewable via a computer system (e.g., extended reality (XR) environment, such as virtual reality (VR), mixed reality (MR), or augmented reality (AR) environment). In some embodiments, the physical environment surrounding the display generating component is visible through a transparent portion of the display generating component (e.g., real or real pass-through). For example, a representation of the physical environment is displayed in a three-dimensional environment via the display generating component (e.g., virtual or video pass-through). In some embodiments, the virtual object is generated by the computer system and / or the first virtual object is or includes content, such as a window of a web browsing application displaying content (e.g., text, images, or videos), a window displaying photo or video clips, a media player window for controlling playback of content items on a computer system, contact cards in a contact application displaying contact information (e.g., phone number, email address, and / or birthday), and / or a virtual board game in a game application. In some embodiments, the virtual object is displayed at a first location in the 3D environment, which is located within the user's field of view of the computer system from the user's current viewpoint in the 3D environment. In some embodiments, detecting the first input includes detecting an air pinch gesture performed by the user's hand, such as the user's thumb and forefinger beginning to separate beyond a threshold distance (e.g., 0.1 cm, 0.2 cm, 0.5 cm, 1 cm, 2 cm, or 5 cm) and then coming together with their fingertips touching, detected by one or more input devices (e.g., hand-tracking devices) communicating with the computer system when the user's attention (e.g., including gaze) is directed toward the virtual object. In some embodiments, the computer system detects the first input regardless of the user's position in the 3D environment. In some embodiments, the computer system detects an air pinch gesture toward a selection element (e.g., a gripper or handle element) associated with the virtual object, which can be selected to initiate movement of the virtual object in the 3D environment. In some embodiments, after detecting the air pinch gesture, the computer system detects movement of a portion of the user. For example, a computer system detects the movement of a user's hand in space, such as movement while the hand is in a pinched position (e.g., the tips of the thumb and forefinger remain in contact), or a dragging gesture in the air. In some embodiments, the movement of the user's hand is lateral in space toward a second position in the three-dimensional environment (e.g., in the horizontal direction relative to the user's viewpoint). In some embodiments, detecting the first input includes detecting movement of the user's head that causes the user's viewpoint to move within the three-dimensional environment. For example, a virtual object is viewpoint-locked in the three-dimensional environment, and lateral movement of the user's viewpoint in space (e.g., to the left or right) causes the virtual object to move within the three-dimensional environment, as discussed below.In some implementations, the computer system detects the first input via a hardware input device (e.g., a controller operable with six degrees of freedom of movement, or a touchpad or mouse) that communicates with the computer system. For example, the computer system detects selection input (e.g., a tap, touch, or click) provided by one or more fingers of a user's hand via the input device. In some such implementations, after detecting selection input, the computer system detects movement via the hardware input device, such as movement of the controller in space, movement of the mouse on a surface (e.g., a desktop), or movement of a user's fingers on a touchpad. In some implementations, the lateral movement of an object relative to its three-dimensional environment is relative to gravity (e.g., a vertical vector parallel to gravity and / or perpendicular to the physical floor of the user's physical environment). For example, the lateral movement is horizontal relative to a vertical vector parallel to gravity, and therefore orthogonal to that vertical vector (e.g., or within 0.5, 1, 3, 5, 8, 10, 15, 20, 25, or 30 degrees perpendicular to that vertical vector). In some implementations, the first input does not need to uniquely include the lateral movement of the object. For example, the first input includes the object’s vertical (or having a vertical component, such as diagonal movement) movement relative to gravity, followed by the lateral movement described above, or vice versa, or a combination of vertical and lateral movements occurring concurrently.
[0282] In some implementations, in response to detecting a first input, the computer system bases its response on the first input (such as...). Figure 7B (802b) The object's positioning within the environment is changed by moving the virtual object 706a in the three-dimensional environment 702. In some embodiments, the positioning is changed based on determining that the object has a first elevation angle (e.g., 0 degrees, 1 degree, 2 degrees, 3 degrees, 5 degrees, 10 degrees, 15 degrees, 18 degrees, 20 degrees, 25 degrees, or 30 degrees) relative to a position corresponding to a first part of the user of the computer system (e.g., the position of the user's head in space). Figure 7B The elevation angle 712 in the illustration 720, based on the first input, alters the object's position within the environment by: moving the object (e.g., moving the object in one, two, or three dimensions) by an amount based on one or more parameters of the first input (e.g., direction, distance, and / or speed of the first input); and (e.g., based on the object's changed position) rotating the object around a first axis in the environment (802c), such as a virtual object 706a around such an axis. Figure 7BThe rotation of axis 713-1 in the illustrated figure 720. For example, a computer system moves a virtual object from a first position to a second position in a three-dimensional environment based on movement of the user's hand, movement of the user's viewpoint, and / or movement of a hardware input device (e.g., the object moves laterally relative to gravity in the three-dimensional environment based on lateral movement of the first input, or the object moves laterally and vertically relative to gravity in the three-dimensional environment based on the vertical and lateral components of the movement of the first input (e.g., continuously or concurrently (e.g., diagonally))). In some embodiments, the elevation angle relative to the user's first portion corresponds to the elevation angle relative to the horizontal line of the user's field of view and / or the horizontal line of the user's physical space (e.g., independent of the user's field of view). For example, the elevation angle relative to a first portion of the user is measured relative to a first vector or plane extending from the user's head (e.g., parallel to the ground / surface where the user is located), which is orthogonal to a horizontal axis spanning the user's field of view (e.g., the center of the user's field of view) and / or a plane of the horizontal line of the user's physical space (e.g., or within 1, 2, 3, 4, 5, 8, or 10 degrees orthogonal to the horizontal axis and / or the plane) (e.g., independent of the user's field of view). Additionally or alternatively, in some embodiments, the first vector is parallel to the floor of the physical environment surrounding the user (e.g., the first vector extends laterally (horizontally) in a direction of the object's lateral orientation relative to the user's viewpoint / head, and is independent of the user's viewpoint and / or the vertical and / or lateral orientation of the head). For example, the first vector is determined regardless of the location and / or orientation of the user's attention (e.g., including gaze) in the three-dimensional environment. In some embodiments, the location corresponding to the user's first portion includes the location of the computer system. For example, if the computer system is or includes a head-mounted display as discussed above, the elevation angle relative to the user's head is also the elevation angle relative to the computer system. Therefore, in some embodiments, when determining the elevation angle of an object in the three-dimensional environment relative to a position corresponding to a first part of the user, the computer system evaluates the elevation angle of the object relative to a first vector extending from the user's head (and in some embodiments, the computer system) toward a horizontal line. For example, the elevation angle of the object in the three-dimensional environment is the angle measured between the first vector described above and a second vector extending from the user's head (e.g., the center of the user's head) to the object in the three-dimensional environment (e.g., the center of the object). In some embodiments, when moving a virtual object according to a first input, if the computer system determines that the virtual object has a first elevation angle relative to the user's head position in space (e.g., the angle measured between the first and second vectors described above is a first angle), the computer system rotates the object about a first rotation axis in the three-dimensional environment.For example, the computer system rotates a virtual object such that when the virtual object is moved laterally in a three-dimensional environment by rotating it about a first axis, the forward surface of the virtual object (e.g., the forward surface when the first input is detected) continues to face the user's viewpoint in the user's field of view. In some embodiments, the first axis corresponds to a vertical axis passing through a first part of the user (e.g., the center of that first part). For example, if the virtual object has a first elevation angle relative to the user's head position in space when the first input is detected, the computer system rotates the virtual object about the vertical axis passing through the user's head when the virtual object is moved laterally in the three-dimensional environment. In some embodiments, the direction of rotation of the virtual object is based on the direction of the object's lateral movement in the three-dimensional environment. For example, if the first input causes the computer system to move the virtual object to the right in the user's field of view, the computer system rotates the virtual object clockwise (e.g., radially along a sphere centered on the user's head) about the first axis in the user's field of view in the three-dimensional environment. Similarly, if the first input causes the computer system to move the virtual object to the left in the user's field of view, the computer system may optionally rotate the virtual object counterclockwise about the first axis in the user's field of view in the three-dimensional environment. In some implementations, the amount of rotation (e.g., a rotation angle) of the virtual object about a first axis is based on the distance the virtual object has moved laterally in the three-dimensional environment. For example, if the first input causes the computer system to move the virtual object laterally a first distance in the three-dimensional environment, the computer system rotates the virtual object about the first axis (e.g., clockwise or counterclockwise) by a first angle based on (e.g., equal to or proportional to) the first distance. Similarly, if the first input causes the computer system to move the virtual object laterally a second distance greater than the first distance in the three-dimensional environment, the computer system may optionally rotate the virtual object about the first axis by a second angle greater than the first angle based on the second distance.
[0283] In some implementations, the object is determined to have a second elevation angle (e.g., 15, 20, 25, 30, 40, 45, 60, 75, 80, or 90 degrees) relative to the position corresponding to the first part of the user, which is different from the first elevation angle (e.g., greater than the first elevation angle). Figure 7E The elevation angle 712 in the illustration 720, based on the first input, alters the object's position within the environment by moving the object (e.g., moving the object in one, two, or three dimensions) by an amount based on one or more parameters of the first input (e.g., the direction, distance, and / or speed of the first input), such as... Figure 7E The movement of the virtual object 706a in the three-dimensional environment 702; and (e.g., based on the object's changed positioning) causing the object to rotate (802d) around a second axis in the environment different from the first axis, such as causing the virtual object 706b to rotate around such an axis. Figure 7E The axis 713-2 in the illustration 720 is rotated. For example, as discussed above, the computer system moves a virtual object from a first position to a second position in the three-dimensional environment based on movement of the user's hand, movement of the user's viewpoint, and / or movement of the hardware input device. In some embodiments, when moving the virtual object according to the first input, if the computer system determines that the virtual object has a second elevation angle relative to the position of the user's head in space (e.g., the angle measured between the first and second vectors described above is the second angle), the computer system rotates the object about a second axis of rotation in the three-dimensional environment, as discussed similarly above. In some embodiments, the second axis corresponds to a first vertical axis offset from a second vertical axis passing through a first part of the user (e.g., the center of the first part). For example, the first and second vertical axes intersect at the user's head, and the first vertical axis is offset from the second vertical axis by 1 degree, 5 degrees, 10 degrees, 15 degrees, 20 degrees, 25 degrees, 30 degrees, 40 degrees, 45 degrees, 50 degrees, 60 degrees, 75 degrees, or 90 degrees. Therefore, if the virtual object has a second elevation angle relative to the user's head position in space when the first input is detected, the computer system rotates the virtual object about a second vertical axis passing through the user's head as the virtual object moves laterally in the 3D environment. In some embodiments, as described in more detail below, the amount by which the second vertical axis deviates from the first vertical axis is based on the elevation angle of the object in the 3D environment. In some embodiments, as discussed similarly above, the direction of rotation of the virtual object about the second axis is based on the direction of the object's lateral movement in the 3D environment. Additionally, as discussed similarly above, in some embodiments, the amount of rotation of the virtual object about the second axis (e.g., a rotation angle) is based on the distance the virtual object has moved laterally in the 3D environment. Changing the rotation axis of the object in the 3D environment in response to detecting movement of the object in the 3D environment based on the elevation angle of the object's position relative to a portion of the user's position enables the object to automatically remain visible and / or oriented toward the user's viewpoint in the user's field of view after movement. This eliminates and / or reduces the amount of input required to reorient the object in the user's field of view in the 3D environment, thereby improving user-device interaction.
[0284] In some implementations, the first elevation angle relative to the position corresponding to the user's first part is a first elevation angle relative to a plane parallel to the ground (or other surface) on which the user is positioned (804a) (e.g., as similarly described above with reference to step 802), such as Figure 7AThe reference plane or vector 710 in Figure 720. In some embodiments, the computer system detects the ground (or other surface) on which the user is positioned. For example, the ground is detected using one or more cameras or depth sensors of the computer system. In some embodiments, the computer system estimates the ground (or other surface) on which the user is positioned. For example, the ground is estimated (e.g., calculated) based on gravity.
[0285] In some implementations, the second elevation angle relative to the position corresponding to the user's first part is a second elevation angle relative to the plane (804b) (e.g., as described above with reference to step 802), such as Figure 7D The reference plane or vector 710 in Figure 720. In some embodiments, the plane parallel to the ground is parallel to the horizontal line of the user's field of view (e.g., a horizontal line across the center of the user's field of view) (e.g., or within a threshold amount parallel to that horizontal line, such as 0 degrees, 1 degree, 2 degrees, 5 degrees, 8 degrees, 10 degrees, 15 degrees, 18 degrees, 20 degrees, or 25 degrees). In some embodiments, the horizontal line of the field of view is orthogonal to gravity in the physical environment (e.g., or within a threshold amount orthogonal to gravity, such as 0 degrees, 1 degree, 2 degrees, 5 degrees, 8 degrees, 10 degrees, or 15 degrees). In some embodiments, the horizontal line of the field of view is a horizontal line of the virtual environment (e.g., an immersive environment displayed in a three-dimensional environment) or the physical environment surrounding the display generating component. In response to the detection of an object's movement in a 3D environment based on its elevation angle relative to a plane parallel to the ground, the rotation axis of the object in the 3D environment is changed so that the object can automatically remain visible and / or be oriented toward the user's viewpoint in the user's field of view after the object moves. This eliminates and / or reduces the amount of input required to reorient the object in the user's field of view in the 3D environment, thereby improving user-device interaction.
[0286] In some implementations, rotating the object about a first axis and rotating the object about a second axis causes the object to remain oriented toward the user's viewpoint (806) (e.g., orienting the object toward the user's viewpoint includes orienting the object such that when the object is initially displayed (e.g., and before the first input is detected), the front or side of the object, which is presented to the user by default, is oriented toward the user's viewpoint (e.g., the front or side of the object faces the user's viewpoint or is perpendicular to or orthogonal to the user's viewpoint)). Figure 7B and Figure 7EThe virtual object 706a shown maintains its viewpoint orientation toward the user 726. For example, as the object moves within the 3D environment, the computer system tilts the object away from its default orientation, causing the object's forward surface to continue facing the user's viewpoint. In some embodiments, the object's rotation is based on the object's direction of movement. For example, if the object moves horizontally in the 3D environment, the computer system tilts the object relative to a vertical axis passing through it. In some embodiments, if the object moves vertically in the 3D environment, the computer system tilts the object relative to a horizontal axis passing through it. In some embodiments, the object tilts about its center in the 3D environment. In some embodiments, if the object moves toward or away from the user's viewpoint (e.g., without changing the object's elevation angle), the object does not rotate in the 3D environment. Changing the object's orientation in the 3D environment in response to detecting movement of the object enables the object to automatically remain visible and / or oriented toward the user's viewpoint in the user's field of view after movement. This eliminates and / or reduces the amount of input required to reorient the object to face the user's viewpoint in the user's field of view in the 3D environment, thereby improving user-device interaction.
[0287] In some implementations, in response to detecting a first input (808a), based on determining that the object has a third elevation angle relative to the position corresponding to the first part of the user, which is different from the first and second elevation angles, within the first elevation angle range (e.g., between -30 degrees and 30 degrees, between -25 degrees and 25 degrees, between -20 degrees and 20 degrees, between -15 degrees and 15 degrees, between -10 degrees and 10 degrees, or between -5 degrees and 5 degrees), such as... Figure 7C In the range 715-1 of Figure 720 shown, changing the position of an object within the environment based on a first input includes moving the object by an amount based on one or more parameters of the first input, such as... Figure 7BThe virtual object 706a shown moves within a three-dimensional environment 702; and rotates the object within the environment about a third axis different from the first and second axes (808b). For example, similarly described above with reference to step 802, if the object's elevation angle (including the third elevation angle) is within the range of the first elevation angle described above, the object rotates about the third axis in the three-dimensional environment. In some embodiments, in response to detecting a first input, based on determining that the object has a fourth elevation angle within the first elevation angle range relative to a position corresponding to a first portion of the user, different from the third elevation angle, the computer system changes the object's positioning within the environment based on the first input, including moving the object by an amount based on one or more parameters of the first input and rotating the object about the third axis in the environment. Thus, in some embodiments, if the object's elevation angle is within the first elevation angle range when the first input is detected, the axis of rotation of the object in the three-dimensional environment is the third axis. In some embodiments, the first and second elevation angles described above with reference to step 802 are outside the first elevation angle range. If the elevation angle of the object relative to a portion of the user's position is within a first angular range, then in respon...
Claims
1. A method, the method comprising: At the computer system that communicates with the display generation component and one or more input devices: The virtual object is displayed at a first location within the three-dimensional environment via the display generation component; When the virtual object is displayed at the first location via the display generation component, a first input is detected via the one or more input devices, the first input including a request to move the virtual object from the first location to a second location different from the first location within the three-dimensional environment; In response to receiving the first input, the virtual object is displayed at the second positioning location in the three-dimensional environment via the display generation component; After the termination of the first input is detected: Based on the determination that the second location satisfies one or a first criterion, the virtual object is moved from the second location to a third location within the three-dimensional environment, wherein the third location is different from the first location and the second location, and the one or a first criterion includes a criterion that is satisfied when a corresponding part of the virtual object corresponds to a corresponding location within the three-dimensional environment that exceeds a movement threshold in the three-dimensional environment; as well as If it is determined that the second positioning does not meet one or more of the first criteria, the display of the virtual object at the second positioning location within the three-dimensional environment shall be maintained.
2. The method of claim 1, wherein the virtual object is moved to the second location while the first input is in progress, and the virtual object is moved to the third location in response to the detection of the termination of the first input.
3. The method of claim 1, wherein the display of the virtual object at the second location occurs in response to receiving the first input and after the termination of detecting the first input.
4. The method according to claim 3, further comprising: In response to receiving the first input, after detecting the termination of the first input, and before displaying the virtual object at the second location and before displaying the virtual object at the third location, the virtual object is moved from the fourth location within the three-dimensional environment to the second location using simulated inertia.
5. The method according to claim 1, wherein the third positioning corresponds to a positioning within the three-dimensional environment that coincides with the movement threshold.
6. The method of claim 1, wherein the movement threshold corresponds to the minimum permissible distance between the corresponding portion of the virtual object and the current viewpoint of the user of the computer system in the three-dimensional environment.
7. The method of claim 6, wherein the motion threshold has a corresponding spatial profile of a corresponding part of the user's body relative to the three-dimensional environment based on the computer system.
8. The method of claim 1, wherein the movement threshold corresponds to the maximum permissible distance between the corresponding portion of the virtual object and the current viewpoint of the user of the computer system in the three-dimensional environment.
9. The method of claim 1, wherein the movement threshold corresponds to the floor of the physical environment of the user of the computer system.
10. The method according to claim 1, further comprising: After the termination of the first input is detected: Based on determining that the second positioning satisfies one or more second criteria different from the one or more first criteria, the virtual object is moved from the second positioning to a fourth positioning within the three-dimensional environment, wherein the fourth positioning is different from the first positioning and the second positioning, and the one or more second criteria include criteria satisfied when the corresponding part of the virtual object corresponds to a second corresponding positioning within the three-dimensional environment that exceeds a second movement threshold in the three-dimensional environment that is different from the movement threshold in the three-dimensional environment; as well as If it is determined that the second positioning does not meet the one or more second criteria and does not meet the one or more first criteria, the display of the virtual object at the second positioning in the three-dimensional environment shall be maintained.
11. The method of claim 10, wherein the corresponding portion of the virtual object is different from the second corresponding portion of the virtual object.
12. The method of claim 1, wherein the movement threshold is a continuous threshold corresponding to a plurality of different movement boundaries in the three-dimensional environment.
13. The method of claim 1, wherein the first input includes a first request to move the virtual object beyond a first magnitude of the movement threshold, and a second request to move the virtual object beyond the first magnitude of the movement threshold by a second magnitude, the method further comprising: In response to the first request, the virtual object is moved beyond the movement threshold by a first amount, wherein the first amount of moving the virtual object beyond the movement threshold includes a corresponding first movement for each unit of movement in the first request; and In response to the second request, the virtual object is moved by a second amount less than the first amount beyond the movement threshold, wherein moving the virtual object by the second amount beyond the movement threshold includes moving the virtual object by a corresponding second movement per unit of movement in the second request, which is different from the corresponding first movement per unit of movement.
14. The method of claim 1, wherein the first input includes a first request for moving the virtual object beyond a corresponding movement threshold by a first magnitude, and a second request, different from the first request, for moving the virtual object beyond the corresponding movement threshold by a second magnitude, the method further comprising: Based on the determination that the corresponding movement threshold is the first movement threshold In response to the first request, the virtual object is moved beyond the movement threshold by a first amount, wherein the first amount of moving the virtual object beyond the movement threshold includes a corresponding first movement for each unit of movement in the first request; and In response to the second request, the virtual object is moved by a second amount less than the first amount beyond the movement threshold, wherein moving the virtual object by the second amount beyond the movement threshold includes moving the virtual object by a corresponding second movement of each unit of movement in the second request, different from the corresponding first movement of each unit of movement in the first request; and Based on the determination that the corresponding movement threshold is a second movement threshold different from the first movement threshold: In response to the first request, the virtual object is moved beyond the movement threshold by a third amount, wherein the third amount of moving the virtual object beyond the movement threshold includes a corresponding third movement for each unit movement of the virtual object in the first request; and In response to the second request, the virtual object is moved by a fourth amount less than the third amount beyond the movement threshold, wherein the fourth amount beyond the movement threshold includes a corresponding fourth movement of the virtual object that is different from the corresponding third movement per unit of movement in the second request.
15. The method of claim 1, wherein the movement of the virtual object from the second location to the third location includes displaying an animation of the movement of the virtual object from the second location to the third location.
16. The method of claim 15, wherein the animation displaying the movement of the virtual object from the second location to the third location comprises: Based on the determination that the distance between the second positioning and the movement threshold is a first distance, the animation is displayed with a first amplitude; as well as Based on the determination that the distance between the second positioning and the movement threshold is a second distance different from the first distance, the animation is displayed with a second amplitude different from the first amplitude.
17. The method of claim 1, wherein the movement of the virtual object beyond the movement threshold and the movement of the virtual object from the second location to the third location are based on a first set of one or more simulated physical properties associated with the movement threshold, the method further comprising: When the virtual object is displayed at the first location via the display generation component, a second input different from the first input is detected via the one or more input devices. The second input includes a request to move the virtual object from the first location to a first updated location within the three-dimensional environment that is different from the first location and the second location. In response to receiving the second input, the virtual object is displayed at the first updated location in the three-dimensional environment via the display generation component; as well as After the termination of the second input is detected: Based on determining that the first updated location satisfies one or a second criterion, the virtual object is moved from the first updated location to a second updated location within the three-dimensional environment, wherein the second updated location is different from both the first location and the first updated location, and wherein moving the virtual object to the second updated location is based on a first set of one or more simulated physical properties, the one or a second criterion including a criterion that is satisfied when the corresponding portion of the virtual object corresponds to a corresponding second location within the three-dimensional environment that exceeds a second movement threshold different from the movement threshold in the three-dimensional environment; as well as If the first updated positioning does not meet one or more of the second criteria, the virtual object is maintained at the first updated positioning location within the three-dimensional environment.
18. The method of claim 1, wherein the movement of the virtual object beyond the movement threshold and the movement of the virtual object from the second location to the third location are based on a first set of one or more simulated physical properties associated with the movement threshold, the method further comprising: When the virtual object is displayed at the first location via the display generation component, a second input different from the first input is detected via the one or more input devices. The second input includes a request to move the virtual object from the first location to a first updated location within the three-dimensional environment that is different from the first location and the second location. In response to receiving the second input, the virtual object is displayed at the first updated location in the three-dimensional environment via the display generation component; as well as After the termination of the second input is detected: Based on determining that the first updated location satisfies one or a second criterion, the virtual object is moved from the first updated location to a second updated location within the 3D environment, wherein the second updated location is different from both the first location and the first updated location, and wherein the movement of the virtual object from the first updated location to the second updated location is based on a second set of one or more simulated physical properties different from a first set of one or more simulated physical properties, wherein the one or second criterion includes a criterion that is satisfied when the corresponding portion of the virtual object corresponds to a corresponding second location within the 3D environment that exceeds a second movement threshold different from the movement threshold in the 3D environment; as well as If the first updated positioning does not meet one or more of the second criteria, the virtual object is maintained at the first updated positioning location within the three-dimensional environment.
19. The method according to claim 18, further comprising: When the virtual object is displayed at the first location via the display generation component, a third input different from the first input and the second input is detected via the one or more input devices. The third input includes a request to move the virtual object from the first location to a third updated location within the three-dimensional environment that is different from the first location, the second location, and the first updated location. In response to receiving the third input, the virtual object is displayed at the third updated location within the three-dimensional environment via the display generation component; After the termination of the third input is detected: Based on the determination that the third updated positioning satisfies one or more first criteria and one or more second criteria, the virtual object is moved from the third updated positioning to a fourth updated positioning within the three-dimensional environment, wherein the fourth updated positioning is different from the first positioning and the second updated positioning, and wherein the movement of the virtual object from the third updated positioning to the fourth updated positioning is based on a first set of one or more simulated physical properties and a second set of one or more simulated physical properties. as well as If the location of the third update does not meet one or more of the first criteria and does not meet one or more of the second criteria, the virtual object is maintained at the location of the third update within the three-dimensional environment.
20. The method of claim 1, wherein the movement of the virtual object beyond the movement threshold and the movement of the virtual object from the second location to the third location are based on a first set of one or more simulated physical properties associated with the movement threshold, the method further comprising: When the virtual object is displayed at the first location via the display generation component, a second input different from the first input is detected via the one or more input devices. The second input includes a request to move the virtual object from the first location to a first updated location within the three-dimensional environment that is different from the first location and the second location. In response to receiving the second input, the virtual object is displayed at the first updated location in the three-dimensional environment via the display generation component; After the termination of the second input is detected: Based on determining that the first updated location satisfies one or a second criterion, the virtual object is moved from the first updated location to a second updated location within the three-dimensional environment, wherein moving the virtual object from the first location to the first updated location and moving the virtual object from the first updated location to the second updated location are based on a first set of one or more simulated physical properties, and the one or a second criterion includes a criterion that is satisfied when the corresponding portion of the virtual object corresponds to a corresponding second location within the three-dimensional environment that exceeds a second movement threshold different from the movement threshold in the three-dimensional environment; as well as If it is determined that the first updated positioning does not meet one or more of the second criteria, the display of the virtual object at the first updated positioning in the three-dimensional environment shall be maintained; When the virtual object is displayed at the first location via the display generation component, a third input different from the first input and the second input is detected via the one or more input devices. The third input includes a request to move the virtual object from the first location to a third updated location within the three-dimensional environment that is different from the first location and the first updated location. In response to receiving the third input, the virtual object is displayed at the third updated location within the three-dimensional environment via the display generation component; After the termination of the third input is detected: Based on the determination that the third updated location satisfies one or more third criteria, the virtual object is moved from the third updated location to a fourth updated location within the three-dimensional environment, wherein the movement of the virtual object from the first location to the third updated location and the movement of the virtual object from the third updated location to the fourth updated location are based on a second set of one or more simulated physical properties different from a first set of one or more simulated physical properties, the one or more third criteria including criteria that are satisfied when the corresponding portion of the virtual object corresponds to a corresponding third location within the three-dimensional environment that is different from a third movement threshold in the three-dimensional environment than the movement threshold and the second movement threshold; as well as If the location of the third update does not meet one or more third criteria, the virtual object is maintained at the location of the third update within the three-dimensional environment.
21. The method according to claim 1, wherein: Based on the determination that the user's posture in the computer system is a first posture, the movement threshold corresponds to a first position within the three-dimensional environment; as well as Based on the determination that the user's posture is a second posture different from the first posture, the movement threshold corresponds to a second position in the three-dimensional environment that is different from the first position.
22. The method of claim 1, wherein the movement threshold corresponds to a first permissible distance range relative to the three-dimensional environment in a first direction relative to the three-dimensional environment, the method further comprising: When the virtual object is displayed at the first location via the display generation component, a second input different from the first input is detected via the one or more input devices. The second input includes a request to move the virtual object from the first location to a first updated location different from the first and second locations within the three-dimensional environment, wherein the movement of the virtual object is in a second direction different from the first direction relative to the three-dimensional environment, and the first updated location corresponds to a location within the three-dimensional environment that corresponds to a physical boundary beyond the physical environment of the user of the computer system. as well as In response to receiving the second input, the virtual object is displayed at the first updated location within the three-dimensional environment via the display generation component.
23. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: One or more processors; Memory; as well as One or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for performing any one of the methods according to claims 1 to 22.
24. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions that, when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any one of the methods according to claims 1 to 22.