Computer implementation method for enabling purchase associated with augmented reality environment, computer readable medium, and system for enabling purchase associated with ar device and augmented reality environment

By using the sensors of AR devices and mobile devices to capture user actions in an extended reality environment, and combining the communication between the mobile device and the payment system, the purchase process problem of users when the AR device cannot directly access the payment system is solved, achieving a convenient and secure purchase process.

JP2025016551APending Publication Date: 2025-02-04スーパータブ アーゲー
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Patent Information

Application Number
JP2024186429
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-01-28
Filing Date
2024-10-23
Publication Date
2025-02-04

AI Technical Summary

Technical Problem

In an extended reality environment, it is difficult for the prior art to implement a seamless, secure and user-controlled purchase process when users make micro payments, especially when AR devices and/or AR backends cannot directly access the payment system.

Method used

Through the AR device and/or AR backend, the user's eye tracking, attitude sensors and other sensors are combined with the user's eye tracking, attitude sensors and other sensors, the user's purchase intention and confirmation actions are captured, and the mobile device communicates with the payment system is used to realize the security of the purchase process and user control.

Benefits of technology

A seamless and secure purchase process in an extended real-life environment is realized, and users can easily confirm or cancel purchases, and the multi-factor authentication of mobile devices improves security and avoids direct exposure of payment data.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a method for enabling purchase associated with an augmented reality (AR) environment, a computer readable medium and a system.SOLUTION: A computer implementation method in a system for enabling purchase associated with an augmented reality environment provided by an AR device having a display and a sensor and / or an AR back end includes: visualizing purchase incentive in the augmented reality environment; acquiring selection data showing an item selected for purchase based on a first signal from at least one sensor; acquiring reaction data based on a second signal from at least one sensor; evaluating the reaction data to determine or cancel the purchase; allocating price setting data and payment data to the selected item; and transmitting the price setting data and / or the payment data to a payment system when the purchase is determined.SELECTED DRAWING: Figure 5
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Description

[Technical field]

[0001] explanation The present application is directed to a computer-implemented method, a computer-readable medium, an AR device, and a system for enabling purchasing associated with an augmented reality environment. [Background technology]

[0002] Virtual reality (VR) and augmented reality (AR) have undergone significant development in the last decade. Virtual reality allows users to experience and interact with computer-generated virtual environments that may be similar to the real world or completely different from the real world. A central feature of virtual reality is the induction of a sense of immersion in the user, which may be defined as the user's feeling of being physically present in the virtual environment. In augmented reality, the user's perception of the real world is enhanced by computer-generated virtual content. Thus, both VR and AR provide a virtual environment to the user. However, VR and AR differ in the sense that the virtual environment in VR completely replaces the real world in the user's perception, while the virtual environment in AR usually incorporates elements of the real world as perceived by the user.

[0003] The application areas of virtual reality and augmented reality are numerous and include, for example, entertainment, gaming, business, and education.

[0004] Typically, VR and AR applications require specialized hardware with one or more input and output devices that allow the user to perceive and interact with the virtual environment. The number and type of input and output devices therefore determine the interaction possibilities for the user and are therefore important for immersion.

[0005] In the present description, the term AR device is used for any type of hardware configured to present a virtual environment of an AR application to a user and allow the user to interact with said virtual environment. The virtual environment may be further provided by a back-end component, referred to herein as an AR back-end. For example, the AR back-end may be a server that performs resource-intensive computations and provides results to the AR device. The AR back-end may be integrated into the AR device or may be an external component communicatively coupled to the AR device.

[0006] Typically, AR devices are worn on the user's head (head-mounted device, HMD) and follow the user's head movements. Common forms of head-mounted devices include glasses, goggles, helmets and headsets that completely or partially cover the face. Typically, these AR devices include one or more input devices with at least one sensor (e.g., eye tracker, motion sensor, gyro sensor, inertial measurement unit, front camera, tactile sensor) that allow detection of the movement of the user's head, gaze, hand, finger, arm and / or pointing device. In addition, AR devices typically include one or more output devices (e.g., display, speaker, force feedback actuator) that allow the user to perceive the virtual environment.

[0007] In many AR applications, users are provided with the opportunity to purchase items while in the augmented reality environment. In particular, the augmented reality environment may include a virtual marketplace offering several items for purchase. These items may be of various types. The items may be physical goods and / or services offered within the virtual world, or may be delivered / offered in the real world (e.g., when the augmented reality environment provides a virtual model of a real-world store). A purchase may also relate to a rental of the item.

[0008] Alternatively, the item may be digital content. As used herein, digital content includes, for example, videos, video games, images, non-fungible tokens (NFTs), podcasts, publications, music, and user-specific (or non-specific) digital images displayed within a virtual environment, such as virtual clothing, outerwear, headwear, footwear, and jewelry with or without an associated image or avatar of the user, and any content communicated in digital form. Purchasing digital content may alternatively include gaining access to the digital content from a local or remote content server for a predefined or unlimited period of time.

[0009] It is highly desirable for users of an augmented reality application to make purchases without significantly interrupting the augmented reality experience, in particular for confirming the purchase and / or providing payment data. This aspect is particularly important when items are offered at low prices (e.g., between 0.01 and 1.00 euros). Payments for such purchases are called micropayments. In the case of one-off micropayments, users are usually reluctant to register or enter their payment data, as the effort is not worth it.

[0010] On the other hand, one important aspect is that the user has full control over the purchasing decision in the virtual environment. Moreover, most users would prefer to ensure that their data, especially payment data such as credit card numbers, are kept confidential. In fact, users may not want to provide their payment data to the AR application. In this case, the AR device and / or the AR backend do not have access or do not have full access to the interface of the payment system associated with the user. Summary of the Invention [Problem to be solved by the invention]

[0011] It is therefore an object of the present invention to provide a computer-implemented method and corresponding system for enabling purchases related to an augmented reality environment. Furthermore, it is an object of the present invention to implement the process of purchasing an item in an augmented reality experience in such a way that the user can make the purchase intuitively and quickly. Furthermore, it is an object of the present invention to enable said purchases even when the AR device and / or the AR backend providing the augmented reality environment has no or only limited access to a payment system interface. [Means for solving the problem]

[0012] The object of the present invention is solved by a computer implemented method according to claims 1 and 8, a computer readable medium according to claim 12, an AR device according to claim 13 and a system according to claim 14.

[0013] In particular, the object of the present invention is solved by a computer-implemented method for enabling purchases related to an augmented reality environment, where the augmented reality environment is provided by an AR device and / or an AR backend, the AR device having at least one display and at least one sensor, preferably an eye tracker, a position sensor and / or an inertial measurement unit. The method comprises: - visualizing the purchase incentive in an augmented reality environment, in particular by using a display; - acquiring selection data based on a first signal from the at least one sensor, the selection data being indicative of items selected for purchase, in particular virtual content items and / or real-world items; - acquiring response data based on second signals from at least one sensor, the second signals being obtained continuously during a time interval; - evaluating the response data to confirm or cancel the purchase of the selected item; - assigning pricing and payment data to the selected items, in particular by performing a database lookup; - if the purchase is confirmed, transmitting pricing and / or payment data to a payment system to initiate payment for the selected items. Includes.

[0014] A core aspect of the present invention is that a user can express, confirm or cancel a purchase intention while in the midst of an augmented reality experience. This is achieved by obtaining and processing several signals from at least one sensor of the AR device. Thus, the method allows to select user actions (e.g., gestures and movements) required to select an item for purchase and / or confirm / cancel a purchase that are similar or the same as the actions a user would take to interact with an augmented reality environment.

[0015] A purchasing incentive visualized in the augmented reality environment draws the user's attention to the availability of a particular item for purchase. In the simplest case, the purchasing incentive can be a visualization of the item itself. Alternatively, the purchasing incentive can be a purchasing icon (e.g., a shopping cart symbol displayed near the item) or a dedicated area within the augmented reality environment (e.g., a virtual checkout area).

[0016] According to the method, a user's purchasing intent to purchase an item is obtained and determined in multiple stages.

[0017] In a first stage, selection data indicative of an item selected by a user for potential purchase is obtained. The selection data is based on a first signal from at least one sensor of the AR device. In particular, the first signal may be a sensor signal of an eye tracker of the AR device and may be indicative of a user's gaze to an item in the augmented reality environment.

[0018] In a second stage, response data based on a second signal from at least one sensor is acquired. The second signal is preferably, but not necessarily, obtained continuously during the time interval. For example, the second signal may be acquired from an eye tracker and may indicate that the user continues to gaze at the selected item for a predetermined time. Alternatively, the second signal may be acquired from an inertial measurement unit and may indicate that the user remains in a dedicated area (e.g., a checkout area) for a predetermined time.

[0019] In a third step, the response data is evaluated to confirm or cancel the purchase of the selected item. If a majority of the response data (e.g., 80% or more) meets the desired characteristics, the purchase may be confirmed.

[0020] Next, pricing and payment data are assigned to the selected item. The pricing data may include a price associated with the item. The payment data may include a recipient of the payment and further payment modalities (e.g., payment method). The step of assigning pricing and / or payment data may include performing a database lookup. In particular, it may be necessary to request the actual price of the selected item in a database on a remote server, such as a product database of a merchant offering the selected item.

[0021] If evaluation of the response data leads to confirmation of a purchase, pricing and / or payment data is transmitted to a payment system to initiate payment for the selected items. The payment system may, for example, provide the user with payment via Apple Pay, Google Pay, fiat or cryptocurrency, authorization to pay balances via third parties, application of accrued credits against such balances, or payment via an electronic wallet application activated on an appropriate device, such as the user's associated mobile device.

[0022] Initiation of payment may trigger one or more actions performed by technological systems in the real world, which may arrange for delivery and / or provision of the purchased item.

[0023] In one embodiment, in evaluating the reaction data, the purchase determines that at least a portion of the reaction data is: - a user's gaze to an area within the augmented reality environment, preferably as indicated by an eye tracker sensor signal; - the position of the user in an area within the augmented reality environment, preferably as indicated by sensor signals of a position sensor and / or an inertial measurement unit; and / or - a predetermined number of nods by the user, preferably indicated by an inertial measurement unit sensor signal; It can be determined when

[0024] In particular, if at least a majority (eg, more than 50%, preferably more than 75%) of the response data indicates said event, the purchase may be confirmed.

[0025] In one embodiment, a purchase may be cancelled if at least a portion of the reaction data indicates a predetermined number of head shakes by the user, preferably as indicated by an inertial measurement unit sensor signal.

[0026] The last two embodiments allow users to confirm or cancel purchases intuitively and conveniently. A prerequisite for detecting a user's nod is preferably that the user's head movement is detected within a predetermined range of up and down angles. Similarly, a prerequisite for detecting a user's head shake is preferably that the user's head movement is detected within a predetermined range of left and right angles.

[0027] In a further embodiment, the reaction data may be indicative of a physical gesture of the user to confirm or reject the purchase. The physical gesture may be captured by one or more sensors of the AR device.

[0028] In particular, the physical gesture may be a tap of a finger on a dedicated part of the AR device, such as a touchpad on the exterior of the device, and in particular, two consecutive taps of the finger within a short period of time may be required to confirm the purchase action.

[0029] Other examples of physical gestures include jumping, hand signals, finger snaps, etc. Physical gestures may also be detected by audio and / or video sensors of the AR device.

[0030] In one embodiment, the method comprises: - visualizing a time progression within the augmented reality environment during the time interval; Further includes:

[0031] In one embodiment, the time progression may be visualized by a progress bar, a countdown timer, color coding (eg, from green to orange to red) and / or a clock.

[0032] To perform the visualization of the time progression, in one embodiment, the method includes: - storing a start point of a time interval in response to or triggered by at least one of the first signals; - determining the end of the time interval, preferably such that the difference between the end and the start is equal to a predetermined constant, preferably less than or equal to 5 seconds; It may further include.

[0033] For example, the time interval can be defined by a start time and an end time. The start time can be triggered by a first signal indicating a user's gaze on the purchase indicator. The end time can be determined such that the end time is t seconds later than the start time, where t is any predetermined constant, preferably 5 or less, e.g., 3.

[0034] In one embodiment, to visualize the time progression, the method includes: - displaying a time indicator at a start of a time interval; - updating a time indicator according to the progression of time; - removing the time indicator at the end of the time interval. may include one or more of:

[0035] The display of the time indicator is preferably performed using a display. In order to update the time indicator according to time, the time is preferably obtained by a time unit of the AR device.

[0036] Further embodiments of the method allow a user to consume a purchased item without immediately triggering payment.

[0037] In one embodiment, the payment system may be adapted to effect payment transactions from a user whereby payment is only requested if the total of the item price according to the pricing data and the sum of any outstanding prior debts associated with the user exceeds a threshold amount, for example 5 euros.

[0038] Thus, a user is allowed to consume immediately but pay later. More precisely, a user can accumulate several micropayments and make payment for the corresponding purchase when the total amount of the outstanding debt exceeds a threshold amount. This makes the purchase of items at low prices more attractive for users, since it can improve the effort-profit ratio of the transaction. Moreover, the technological resources required for the payment transaction can be used more efficiently, since not every purchase triggers a payment transaction. Such a payment system is described, for example, in EP Patent No. 2476087.

[0039] In one embodiment, a transaction status indicator is displayed within the augmented reality environment, the transaction status indicator comprising: - pricing data for the selected item, - a threshold amount before the payment system requests payment; - Previous outstanding debts, if any At least one of the following is shown.

[0040] This embodiment provides the user with information that may be useful in making purchasing decisions. In particular, a transaction status indicator may be configured to allow the user to read whether the current purchase will trigger a payment transaction.

[0041] The object of the present invention is further solved by a computer-implemented method, in particular according to any of the methods described above, for enabling purchases related to an augmented reality environment provided by an AR device and / or an AR backend, where the AR device has at least one display and at least one sensor, preferably an eye tracker, a position sensor and / or an inertial measurement unit, the method comprising: - receiving, by the mobile device, a trigger signal, in particular an audio signal, which indicates a user's intention to purchase, - identifying, by the mobile device, at least one item associated with the purchase intention, in particular by sending at least one request to the AR device and / or to the AR backend; - assigning pricing and payment data to the identified items, in particular by performing a database lookup; - transmitting, by the mobile device, pricing and / or payment data to a payment system to initiate payment for the selected items. Includes.

[0042] The mobile device may be, for example, a smartphone or a smart speaker, and in particular may be placed close to the user so as to be able to receive the user's voice commands.

[0043] A key aspect of this embodiment is that the mobile device is used to communicate with the payment system, rather than the AR device or AR backend. In particular, this embodiment relates to situations where the user does not wish to provide payment data to the AR device / AR backend, or the preferred payment system is not supported by the AR device / AR backend, and the user wants to use one of the payment methods (possibly multiple) configured on their mobile device.

[0044] Moreover, this embodiment enables two-factor authentication for purchases associated with an augmented reality environment, where an AR device is required to initiate the purchase and thus serves as a first component of authentication. However, to complete the purchase, an action performed by the user's mobile device is required. Thus, the user's mobile device serves as a second component of authentication. This can improve the security of the purchase for the user. Also, the first authentication can be seen in the authentication process that the user performs to access the virtual reality world and / or is requested when the purchase is initiated. In general, the present invention enables multi-factor authentication for purchases within an augmented reality environment.

[0045] The mobile device may also provide proof of characteristics related to the user and / or user account that are required to complete the purchase process. In particular, the mobile device may provide proof of the user's age, ability to pay (i.e., provision of at least one valid payment method), etc.

[0046] It should be noted that uniquely mapping each device to a user (account) is possible both for AR devices (e.g., using a MAC address) and for mobile devices (e.g., using an IMSI code and / or a MAC address).

[0047] Furthermore, the above-described embodiments allow a user to use a trusted and / or secure communication channel established between the mobile device and the payment system, rather than a potentially untrusted communication channel between the AR device and the payment system. In particular, the mobile device may support communication with the payment system via secure protocols (e.g., SSL, TLS) that are not supported by the AR device. Thus, using the mobile device for communication with the payment system can improve the security of the payment process for the user.

[0048] According to the above-mentioned method, the mobile device receives a trigger signal indicating a user's purchase intent, for example, the trigger signal can be a user's voice command "I would like to purchase this item."

[0049] In a next step, the mobile device identifies at least one item associated with the purchase intent, which may include sending at least one request to the AR device and / or the AR backend.

[0050] If an item associated with the purchase intent is identified, pricing and payment data are assigned to the identified item. The pricing data may include a price associated with the item. The payment data may include a recipient of the payment and further payment modalities (e.g., payment method). The step of assigning pricing and / or payment data may include performing a database lookup. In particular, it may be necessary to request the actual price of the selected item in a database on a remote server, such as a product database of a merchant offering the selected item.

[0051] Finally, the mobile device transmits pricing and / or payment data to a payment system to initiate payment for the selected items.

[0052] In one embodiment, the identification of the at least one item associated with the purchase intent comprises: - sending, by the mobile device, a request to the AR device and / or the AR backend, the request including the identification data and data associated with the purchase intent; - associating, by the AR device and / or the AR backend, the request to an avatar in the augmented reality environment, the avatar being associated with the identification data; - determining, via the AR device and / or the AR backend, at least one item using data associated with the purchase information and at least one characteristic of the avatar; Includes.

[0053] The identification data may be an identifier of the user of the mobile device (e.g., a user account name) and / or an identifier of the mobile device itself (e.g., a MAC address). In particular, the identification data should be suitable for relating the user of the mobile device to a representation of the user (referred to herein as an avatar) within the augmented reality environment.

[0054] From another perspective, the identification data and (characteristics of) the avatar can be seen as components of a two-factor authentication. A purchase initiated by an avatar in an augmented reality environment can only be completed if the identification data is provided by the mobile device. Thus, to complete the purchase, in addition to the purchase intent obtained in the virtual world, the characteristics of the physical object controlled by the user (the mobile device) are required. This can improve the security of the purchase for the user.

[0055] The data associated with the purchase intent may be any data representative of the received trigger signal (eg, the results of voice recognition based on the received voice command).

[0056] In one embodiment, at least one characteristic of the avatar is: - the user's gaze to an area within the augmented reality environment, preferably as indicated by an eye tracker sensor signal; and / or - the position of the user in an area within the augmented reality environment, preferably as indicated by sensor signals of a position sensor and / or an inertial measurement unit; It can correspond to.

[0057] In particular, the avatar's characteristics, in combination with data associated with purchase intent, may enable determining items associated with the user's purchase intent. It should be noted that the trigger signal (i.e., data associated with purchase intent) alone may not be sufficient for this purpose. For example, a user's voice command "buy this item" without contextual information is clearly insufficient to determine the item the user wants to purchase. However, together with the user's gaze (or more specifically, the gaze of the user's avatar) to an item in the augmented reality environment, the item of interest can be identified.

[0058] In one embodiment, the trigger signal is an audio signal and the method further comprises verifying the authenticity of the audio signal, which may prevent unauthorized persons from initiating a purchase via a voice command.

[0059] In one embodiment, the trigger signal is a voice signal that includes a trigger phrase and / or an alias of a mobile device, which may be useful to address a desired mobile device when multiple mobile devices respond to a voice command.

[0060] In one embodiment, the method further includes selecting, by the mobile device, a payment system from the plurality of payment systems, the selection being made according to pricing data and / or payment data, in order to select a payment system that is specifically suited for the current purchase.

[0061] In one embodiment, the method comprises: - transmitting, by the mobile device, descriptive data associated with the identified item to the AR device; - visualizing the explanatory data by means of the AR device, in particular by using a display, - evaluating, by the AR device, the response data based on the third signal from the at least one sensor to confirm or cancel the purchase of the selected item. Further includes:

[0062] According to this embodiment, the user is enabled to verify whether the items identified by the mobile device correspond to the object of his actual purchase intention. The evaluation of the reaction data can be performed, in particular by detecting the user's gaze, nodding, etc., as described above in connection with the method according to claim 1.

[0063] The object of the present invention is further solved by a computer readable medium storing instructions which, when executed by at least one processor, cause the at least one processor to perform the method described above.

[0064] Furthermore, the object of the present invention is solved by an AR device including the computer readable medium as described above.

[0065] The advantages of the above-mentioned computer-readable medium and AR device are similar or identical to those of the above-mentioned method.

[0066] The object of the present invention is further solved by a system configured to carry out any of the above methods.

[0067] In particular, the object is to provide a system for enabling purchases related to an augmented reality environment, comprising: - an AR device having at least one display and at least one sensor, preferably an eye tracker, a position sensor and / or an inertial measurement unit; - AR backend, - At least one payment system This is solved by a system including:

[0068] Here, the augmented reality environment is provided by an AR device and / or an AR backend, and the AR device is configured to visualize the purchase incentive within the augmented reality environment, in particular by using a display. - obtaining selection data based on a first signal from the at least one sensor, the selection data indicative of an item selected for purchase; - acquiring response data based on second signals from the at least one sensor, the second signals being obtained continuously during a time interval; - Evaluating the response data to confirm or cancel the purchase of selected items; - assigning pricing and payment data to selected items, in particular by performing database lookups; - If a purchase is confirmed, transmitting pricing and / or payment data to the payment system to initiate payment for the selected items; The method is configured to perform at least one of the following:

[0069] In one embodiment, the system comprises: - receiving a trigger signal, in particular a voice signal, indicating a user's intent to purchase; - identifying at least one item associated with the purchase intention, in particular by sending at least one request to the AR device and / or the AR backend; - assigning pricing and payment data to the identified items, in particular by performing a database lookup; - Sending pricing and / or payment data to a payment system to initiate payment for the selected items; The present invention further includes a mobile device, in particular a smartphone or a smart speaker, configured to perform at least one of the above.

[0070] The advantages of the system described above are similar or identical to the advantages of the method described above.

[0071] Further embodiments are given by the dependent claims.

[0072] It is expressly pointed out that all aspects described may be combined with each other as appropriate, in particular aspects described with respect to devices and systems are also disclosed with respect to the corresponding methods and vice versa.

[0073] In the following, embodiments of the invention will be described with reference to the drawings. [Brief description of the drawings]

[0074] [Figure 1] A head-mounted AR device is shown. [Diagram 2] 1 shows a virtual clothing store presented in an augmented reality environment. [Diagram 3] 1 is a flow diagram describing a method for enabling purchasing associated with an augmented reality environment. [Figure 4] 1 shows a visualization of time progression. [Diagram 5] 2 illustrates a method for enabling purchases related to an augmented reality environment and a system for implementing the method according to a second embodiment; [Figure 6] 1 illustrates an exemplary virtual image produced by an HMD and visible to a user wearing such an HMD, according to a further aspect of the present disclosure. [Figure 7] 1 illustrates an exemplary virtual image produced by an HMD and visible to a user wearing such an HMD, according to a further aspect of the present disclosure. [Figure 8] 1 illustrates an exemplary virtual image produced by an HMD and visible to a user wearing such an HMD, according to a further aspect of the present disclosure. [Figure 9] 1 illustrates an exemplary virtual image produced by an HMD and visible to a user wearing such an HMD, according to a further aspect of the present disclosure. [Figure 10] 1 illustrates an exemplary virtual image produced by an HMD and visible to a user wearing such an HMD, according to a further aspect of the present disclosure. [Figure 11] 1 illustrates an exemplary virtual image produced by an HMD and visible to a user wearing such an HMD, according to a further aspect of the present disclosure. [Figure 12] 1 illustrates an exemplary virtual image produced by an HMD and visible to a user wearing such an HMD, according to a further aspect of the present disclosure. [Figure 13] 1 illustrates an exemplary virtual image produced by an HMD and visible to a user wearing such an HMD, according to a further aspect of the present disclosure. [Figure 14] 1 illustrates an exemplary virtual image produced by an HMD and visible to a user wearing such an HMD, according to a further aspect of the present disclosure. [Figure 15] 1 illustrates an exemplary virtual image produced by an HMD and visible to a user wearing such an HMD, according to a further aspect of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0075] In the following description, the same reference numerals are used for the same parts and parts having the same effect.

[0076] 1 shows an AR device 110 with its components. The AR device 110 can be mounted on a user's head and includes a display 111, an eye tracker 112, and an inertial measurement unit 113. The eye tracker 112 is configured to provide a sensor signal indicative of the user's line of sight. The inertial measurement unit 113 includes an accelerometer and a gyroscope and is configured to provide a sensor signal indicative of the user's position and / or angular velocity.

[0077] It should be noted that a typical AR device includes various additional internal components (such as a CPU, a storage unit, a network unit, etc.) and sensors, but for simplicity, the AR device 100 of FIG. 1 includes only some of these units.

[0078] Figure 2 illustrates an augmented reality environment provided by the AR device 100 described in relation to Figure 1. This augmented reality environment allows a user to browse a virtual clothing store 200 and view several clothing items that may be available for purchase. In this example, a shirt 210 and pants 211, 212 are hanging on the walls of the virtual clothing store 200. A shopping cart symbol 220 appears beneath the shirt 210, indicating that the shirt 210 is available for purchase.

[0079] A user is allowed to freely browse a virtual clothing store 200 as shown in Figure 2, but the user's current field of view is restricted to field of view 230 (see dashed rectangle in Figure 2) In other words, the user gazes at a shirt 210 and a corresponding shopping cart symbol 220.

[0080] FIG. 3 shows a flow diagram describing a method for enabling the purchase of a shirt 210 from the augmented reality environment described in connection with FIGS.

[0081] At the start step S1, a shopping cart symbol 220 is visualized as a purchase incentive in the augmented reality environment by using the display 111. In this way, the user is informed that the shirt 210 is available for purchase.

[0082] Next, in a first analysis step S2, a first signal 310 of the eye tracker 112 is analyzed by the AR device 110. In this embodiment, the first signal 310 indicates that the user's gaze is fixed on the shirt 210 (see field of view 230 in FIG. 2). This behavior indicates that the user is interested in purchasing the shirt 210. The result of the first analysis step S2 is selection data 315 indicative of the item selected for potential purchase, namely the shirt 210.

[0083] In a subsequent second analysis step S3, a second signal 320 from the eye tracker 112 is analyzed by the AR device 110. The second signal 320 indicates the user's gaze during a time interval of 5 seconds, which is triggered by the event of the user's first fixation on the shirt 210 according to the first signal 310. During the time interval, the display 111 is used to visualize the time progression in the augmented reality environment. This process is described below in relation to FIG. 4. By visualizing the time progression, the user can see how long he or she has to fixate on the shirt 210 to confirm the purchase. As a result, reaction data 325 is obtained. According to this embodiment, the reaction data 325 comprises a snapshot of the user's field of view during the time interval.

[0084] Next, in an evaluation step S4, the reaction data 325 is evaluated by the AR device 110 to confirm or cancel the purchase of the shirt 210. In this embodiment, the purchase is confirmed because a majority of the snapshots from the reaction data 325 include the shirt 210 and there are no other items available for purchase (e.g., pants next to the shirt 210 in FIG. 2). In this context, the term "most" can be defined as 50-100%, preferably 80-100%. Alternatively or additionally, the purchase can be canceled if the reaction data indicates that the user's gaze deviates by at least a predetermined angle from a reference line, which is directed towards the selected item (shirt 210).

[0085] Once it is detected and determined that shirt 210 is to be purchased, in a data collection step S5, AR device 110 obtains further information required for the payment transaction. In particular, the actual price of shirt 210 is determined by sending a request to a product database of the merchant offering shirt 210. The price of shirt 210 is stored as pricing data 330. Additionally, payment data 335 is created indicating the recipient of the payment.

[0086] In data assignment step S6, pricing data 330 and payment data 335 are assigned to shirt 210 to prepare for the purchase transaction.

[0087] In a check step S7, the AR device 110 checks whether the purchase has been confirmed in the evaluation step S4. If the purchase has been confirmed, a payment sending step S8 is performed, otherwise the purchase process is terminated (end step S9). According to the embodiment described above, the purchase has been confirmed and therefore the payment sending step S8 is executed.

[0088] In a payment transmission step S8, pricing data 330 and payment data 335 are transmitted from the AR device 110 to the payment system. Based on the received data, the payment system performs further steps required to process the payment (e.g., charging the credit card).

[0089] Figure 4 shows a visualization of the time progression during the second analysis step S3 from the method described in Figure 3. In this embodiment, the time progression is visualized by a horizontal progress bar 410 displayed at the bottom edge of the user's field of view 230. The progress bar 410 is divided into segments of equal length. The elapsed time is visualized by a black bar, the length of which corresponds to the amount of time that has elapsed since the time interval was triggered. Thus, the progress bar 410 in Figure 4 shows that approximately half of the time has elapsed.

[0090] Additionally, FIG. 4 shows an instruction text field 420 that provides instructions to the user, such as "keep your eyes fixed on the item to confirm your purchase."

[0091] Figure 5 illustrates a method for enabling purchases related to an augmented reality environment as described in relation to Figures 1 to 4 according to a second embodiment. Furthermore, Figure 5 illustrates a system for implementing this method.

[0092] 5 includes an AR device 110 worn on the head of a user 500, and an AR backend 120. The AR device 110 and the AR backend 120 are communicatively coupled to provide an augmented reality environment to the user 500. Further components of the system are a smartphone 130 of the user 500, a product database 150, and a payment system 140. The smartphone 130 is communicatively coupled to the AR backend 120, the product database 150, and the payment system 140. Furthermore, the smartphone 130 is configured to receive voice commands from the user 500.

[0093] It should be noted that in this embodiment, neither the AR device 110 nor the AR backend 120 has direct access to the payment system 140. Thus, the method described below differs from that described in relation to FIG. 3 in that communication with the payment system is performed by the smartphone 130.

[0094] In a trigger step S11, the smartphone 130 receives a voice command from the user 500: "I want to buy this shirt."

[0095] In decision request S12a, smartphone 130 sends a request to AR backend 120 to determine the item that user 500 is attempting to purchase. As part of the request, smartphone 130 sends a voice-processed version of the received voice command and an identifier of smartphone 130.

[0096] Using the received identifier, the AR backend 120 associates the request with the user 500 and an avatar in the augmented reality environment associated with the user 500. Because the avatar is located within the virtual clothing store 200 and the user's gaze is directed toward the shirt 210 (see FIG. 2), the shirt 210 is identified as an object of the user's purchasing intent.

[0097] Thus, in decision response step S12b, data describing shirt 210 is sent from AR backend 120 to smartphone 130.

[0098] Thus, as an intermediate result, smartphone 130 has associated the user's voice command “buy this shirt” with shirt 210 by making a request to AR backend 120 .

[0099] In a lookup request step S13a, smartphone 130 sends a request to product database 150 requesting pricing data 330 and payment data 335 for shirt 210. In a lookup response step S13b, this data is returned.

[0100] Finally, in transaction step S14, pricing data 330 and payment data 335 are transmitted by smartphone 130 to payment system 140. Based on the received data, payment system 140 performs the further steps required to process the payment.

[0101] Those skilled in the art will appreciate that various modifications can be made to the above-described embodiments without departing from the spirit of the present invention.

[0102] Although the invention has been described in relation to an augmented reality system, it will be apparent that the techniques and solutions described above are also applicable to virtual reality systems and settings.

[0103] The embodiment of FIG. 5 can be enhanced by the smartphone identifying an item associated with the user's purchase intent, followed by sending descriptive data about the item to the AR device. The AR device then visualizes the identified items and prompts the user to confirm the purchase of one item. The user's confirmation can be obtained as described in connection with the embodiment of FIG. 3. The AR backend can also return multiple items associated with the user's purchase intent (e.g., in case of an ambiguous request). In this case, a further selection / confirmation step by the user is required and can be implemented similarly.

[0104] 5 may be modified such that the smartphone identifies (at least in part) the item for purchase based on the received trigger signal. In particular, upon receiving the voice signal "I would like to purchase this shirt," the smartphone may detect that the user's purchasing intent relates to a clothing item.

[0105] In another embodiment based on Fig. 5, the trigger signal includes a reference identifier that enables the smartphone to (at least partially) identify the item. In particular, the reference identifier may be a product number and / or may be visualized to the user in the augmented reality environment by using the display of the AR device.

[0106] Moreover, although the above-described embodiment includes only a single payment system, it is clear that the present invention may incorporate multiple payment systems. In this way, various payment methods (e.g., credit card, cryptocurrency) may be provided by various payment systems, one of which the user may select. Alternatively, this decision may also be made by the AR device / AR backend and / or the mobile device, preferably upon each purchase.

[0107] For simplicity, in the above embodiments, no further actions are triggered to prepare for delivery and / or provision of the purchased item. However, in some embodiments, such actions are performed by real-world technology systems and are triggered by initiation of payment. Examples of such actions include: - The retrieval of purchased items, especially by robots in automated warehouses; - the production and / or construction of the purchased items, in particular by means of a manufacturing machine, in particular according to user specifications, - Transfer of (purchased) digital content from the server to the mobile device and / or storage of the digital content on the mobile device.

[0108] Further aspects of the present disclosure are described below with respect to Figures 6-15.

[0109] In accordance with the present disclosure, the method of the present invention begins with a user performing an action indicative of a selection of a real or virtual object within a virtual or augmented reality or holographic environment for a potential purchase or rental transaction. Such indication and selection may be performed, for example, by a user's continuous gaze over a predetermined period of time within the area of ​​the item to be selected, a signal associated with a pointing device, a detected predetermined head movement, hand, finger and / or arm gesture, and / or other. As will be readily appreciated, the HMD described herein may be in a variety of forms, such as, but not limited to, glasses, goggles, a helmet that completely or partially covers the face, or other forms of head gear, and may include appropriate sensors for making and / or detecting the selection, such as, but not limited to, a front-facing camera, motion and / or gyro sensors within the HMD or an external device associated with the HMD for detecting the movement of the wearer's head, hand, finger, arm and / or pointing device, and a camera and / or sensor for detecting the wearer's gaze.

[0110] The potential transaction may be for the purchase or rental for a predetermined period of time of goods and / or services, including, but not limited to, physical items and digital content. As used herein, digital content includes, for example, videos, video games, images, non-fungible tokens (NFTs), podcasts, publications, music, and digital images unique (or non-unique) to a user displayed within a virtual environment, such as virtual clothing, outerwear, headwear, footwear, and jewelry with or without an associated image or avatar of the user, and any content communicated in digital form. Additionally, such a potential transaction may alternatively be for gaining access to digital content from a local or remote content server for a predetermined or unlimited period of time.

[0111] In response to this purchase instruction, the transaction management software module causes the HMD to render an advantageous multi-function virtual tool (referred to herein as a "virtual transaction management widget") viewable by the user. One aspect of the rendered virtual transaction management widget is to preferably show: (a) the price of the selected item; (b) a predefined maximum threshold amount that is available and applies to the deferred payment obligation prior to triggering a payment settlement request; and (c) any prior unsettled payment obligation. The transaction management widget tool may optionally further display an outstanding credit balance, as further described herein.

[0112] After presentation of the transaction management widget to the user, a second action by the user is detected, which action indicates the next stage of the transaction. For example, if an appropriate amount of deferred payment obligation is available and applicable to the purchase, the user's intention to proceed with the purchase may be signaled by detecting a predetermined number of head shakes or nods by the user within a predetermined left-right or up-down angle range over a predetermined period of time. Alternatively, the user's intention to proceed may be signaled by, for example, eye movements toward the edge of the user's field of view (e.g., a corner of the field of view that displays a shopping cart for this purpose) or a virtual icon in the user's field of view, a preset number of blinks within a predetermined period of time, other predetermined head, hand, finger and / or arm gestures, eye movements, or voice commands. Alternatively, such actions and interactions by the user may indicate that a purchase is not intended or that a purchase made immediately before should be canceled (this action may be taken in response to information appearing in or near the transaction management widget that queries whether the purchase is intended to be canceled).

[0113] In the case of a voice command, an audio unit of the HMD or mobile device may be operable to recognize a voice signal including one or more of the trigger phrases (e.g., "LATERPAY this item") and / or aliases of the mobile device. Prior to recognizing any trigger phrase, the audio unit may preferably be operable to authenticate / verify the voice signal as authorized by the user.

[0114] In either case of a completed or cancelled transaction, additional information may preferably appear in or near the transaction management widget to confirm that the transaction has been made or cancelled. If communication with the payment system is not available (e.g., while the user is playing an augmented reality game offline), the transaction management widget may indicate that a deferred payment purchase is pending (perhaps only temporarily, when communication with the payment system is merely delayed or interrupted) until such time that the purchase request is sent and approved by the payment system. Alternatively, for example, in situations where the user is considered to be in a time-sensitive transaction state (e.g., making a purchase in the middle of a "heated battle" in a gaming application), the request may be deferred by the augmented reality system.

[0115] After the transaction is completed, the transaction management widget is preferably updated to show the new balance of the outstanding deferred payment obligation. When the user reaches or exceeds a threshold amount for deferred payment transactions (e.g., a $5.00 threshold for payment transactions), the user may preferably be presented with a transaction management widget indicating that the threshold has been reached and may be given access to the payment system via the transaction management widget for purposes of settling all or a portion of the deferred payment obligation. The threshold may be fixed or may provide the user with some flexibility (e.g., requiring partial settlement when deferred payments total 80% of the threshold, or allowing overspending above the threshold based on the user's payment history).

[0116] The payment system may offer the user multiple payment options for this settlement, including, for example, credit card, Apple Pay, Google Pay, payment by fiat or cryptocurrency, allowing a third party to pay the balance, applying an accrued credit against such balance, or payment via an electronic wallet application activated on a suitable device, such as the user's associated mobile device. Alternatively, if the user is unable to effect the settlement at the time requested, a payment purchase can be made by alternative means (e.g., by allowing a credit balance in the wallet application or a third party to pay the balance). As another alternative, the deferred payment technique can be used secondarily only when payment is not available via the wallet or other payment application.

[0117] Alternatively, the system may allow the threshold amount to be paid or prepaid by a third party (e.g., the user's parent). This feature may provide, for example, an advantageous parental control and / or monitoring mechanism. For example, the parent prepayment may be updated periodically by agreement via the parent's payment instrument (e.g., by periodic credit card recharge instructions from the parent).

[0118] 6-15 show exemplary diagrams of a deferred payment method that may be implemented in the augmented reality system of the present disclosure. FIG. 6 shows an exemplary initial state of a transaction management widget multi-tool generated by a transaction management software module for display within a virtual environment by an HMD worn by a user. In accordance with aspects of the deferred payment method of the present disclosure, a user may advantageously interact with the transaction management widget. In FIG. 6, the transaction management widget indicates that there are no outstanding deferred payments that have not been settled (a balance of $0.00) by not shading any portion of the "gauge graph" and optionally displaying the text "$0.00". The rendered transaction management widget and some of its various exemplary states are described in more detail with respect to an exemplary sequence of transactions by a user shown in FIGS. 7-15.

[0119] FIG. 7 illustrates an exemplary virtual shirt displayed within a virtual environment, for example for use with a user's avatar, regarding which the user may be interested in a potential transaction, e.g., purchase, license, or rental. The user may select the displayed virtual shirt using any of a variety of methods, including, for example, the aforementioned pointing device associated with the HMD; hand, finger, and / or arm gestures; and / or detection of the user's gaze directed toward an object for at least a predetermined period of time. Upon selecting such a shirt for a potential transaction, a transaction management widget is displayed for viewing at the HMD, as shown in FIG. 8. The exemplary transaction management widget displayed in FIG. 8 includes the transaction price of the displayed virtual shirt, i.e., $1.76, a gauge graph indicating that there are no outstanding deferred payments still outstanding ($0.00 balance), and optionally includes instructions for finalizing the transaction regarding the virtual shirt.

[0120] Then, when the user interacts with the transaction management widget to confirm the transaction for the virtual shirt, the display of the transaction management widget is updated as shown in Figure 9 to represent the confirmed deferred payment obligation for the outstanding transaction amount of $1.76 for the virtual shirt. This is done by representing a gauge graph with an exemplary black portion extending clockwise from the leftmost portion to a point that represents $1.76 as a percentage of the total allowed deferred payment obligation of $5.00.

[0121] Detection of user interaction with the transaction management widget by the augmented reality system may be in the form of a sensor associated with the HMD that detects at least one of the following: nodding by the user a predetermined number of times within or outside a predetermined vertical angle range for at least a predetermined period of time, blinking at least a preset number of times within a predetermined period of time, predetermined head movements, hand, finger and / or arm gestures, eye movements, pointing device actions and / or voice commands. The user may cancel or revoke such a potential transaction using other of the above-mentioned exemplary interactions with the transaction management widget that are not used to finalize the transaction.

[0122] As an aid to the user's interaction with the transaction management widget, an additional time indicator may be displayed, preferably in the user's field of view, starting from the beginning of a predefined time interval. The time indicator may indicate the time progression during the time interval, for example by means of a progress bar, a countdown timer, color coding and / or a clock. The updating of the time indicator according to the time progression may preferably be provided by a time unit of the HMD and / or the mobile device, which may also be operable to remove the time indicator at the end of the time interval. The time interval may preferably be set to a predefined constant value, for example 5 seconds.

[0123] After a transaction is completed or alternatively cancelled or voided, the transaction management widget may disappear after an appropriate or preset period of time and reappear when the user indicates an interest in a subsequent potential transaction or an authorized recall of the deferred payment obligation for a previous transaction. In the alternative, the transaction management widget may not disappear but may be relocated and / or reduced in size to an area of ​​the displayed virtual environment to continually display the current balance of the deferred payment obligation.

[0124] FIG. 10 illustrates an exemplary second item, namely, virtual pants, which may be displayed in the virtual environment by the HMD and of which the user may be interested in a second potential transaction, e.g., purchase, license, or rental. The user may select the displayed virtual pants using any of the various methods described above with respect to FIG. 7, including, for example, a pointing device associated with the HMD; hand, finger, and / or arm gestures; and / or detection of the user's gaze directed toward the object for at least a predetermined period of time. Upon selecting the virtual pants for a potential transaction, a transaction management widget is displayed in the virtual environment by the HMD as shown in FIG. 11. The exemplary transaction management widget displayed in FIG. 11 includes a transaction price for the displayed virtual pants, namely, $3.61, with the gauge graph still displaying a balance of $1.76 for the deferred payment obligation. This is done by representing the gauge graph with an exemplary black portion showing such amount as a percentage relative to a maximum allowable total amount of $5.00 for the deferred payment obligation. Also in FIG. 11, the displayed transaction management widget optionally includes instructions for finalizing the transaction for the virtual pants.

[0125] Once the user interacts with the transaction management widget to finalize the transaction for the virtual pants, the display of the transaction management widget is updated as shown in FIG. 12 to display the outstanding transaction total of $5.37, i.e., the deferred payment obligation for the cumulative transaction amount owed for the virtual shirt and virtual pants transactions, with the black arc extending completely across the gauge graph. Thus, as shown, there is a projected overspend of $0.37 over the $5.00 threshold. Because the outstanding transaction total of $5.37 exceeds the maximum allowed deferred payment obligation total of $5.00, the transaction management widget of FIG. 12 further displays "$5.00 Reached" and displays a selectable option of "Pay Now" to facilitate the user's communication with the payment system for settlement. If the user does not select the "Pay Now" option or indicates cancellation of the potential transaction, the transaction for the virtual pants is not completed.

[0126] Further, unless such deferred payment obligations are settled, the transaction management widget and / or the virtual or augmented reality system may preferably provide the user with a visual and / or audio alert indicating that the user will not be granted access to the payment system and will not be able to enter into transactions for other goods, services and digital content, whether via an augmented or virtual reality or holographic platform, operating system or website supported by such payment system, until such payment obligations are settled.

[0127] Referring again to FIG. 12, once the user selects the "Pay Now" selection option, the exemplary transaction management widget is updated to that shown in FIG. 13 to include an exemplary selectable user interaction option or options for payment, e.g., "Apple Pay." Selecting the Apple Pay payment option allows the user to pay the deferred payment obligation of $5.37. It should be appreciated that such payment options may include one or more payment options described above, including payment by credit card, Apple Pay (as shown), Google Pay, fiat or cryptocurrency, allowing a third party to pay the balance, applying accrued credits against such balance, or payment via an electronic wallet application activated on an appropriate device, such as the user's associated mobile device. Once the user pays the $5.37 payment obligation, the transaction management widget may be updated to reflect or confirm such payment, for example, as shown in FIG. 14.

[0128] The use of transaction management widgets rendered by the transaction management software module according to the present disclosure may not only allow a user to quickly execute transactions with deferred payments, but may also reflect, for example, credits or discounts provided to or acquired by the user, by painting the corresponding segments of the gauge graph in a different color, pattern or shading, or highlighting the outline of such segments in a different color, pattern or shading. Similarly, vouchers provided to or acquired by the user, for example, for use in activities within the virtual environment, may be similarly reflected in the gauge graph, with or without an indicator regarding the physical or virtual items or services for which such vouchers may be used. Such vouchers may further reflect earned credits and / or discounts for access to products, video game services, and events, such as, but not limited to, concerts, plays, sporting events, museums, art galleries, or tours of physical or virtual museums or zoos. One particular example includes obtaining such vouchers to use in activities in the virtual environment for earned credits or discounts usable in the real world for products and / or activities, including, for example, receiving services or attending concerts, sporting events, plays, or tours.

[0129] 15 illustrates a transaction management widget that advantageously displays a "gauge graph" (representing a deferred payment obligation of $1.76) including pending deferred payment obligations, indicated by gray arcs extending clockwise from a black arc, for the period it takes for the deferred payment obligation to be accepted for a purchase made offline or for a corresponding confirmed transaction. Although the exemplary transaction management widgets in the drawings are shown in the form of a gauge graph and amounts in US dollars, these may be represented by alternative symbols, including, for example, indicators of other shapes, such as bars, up or down lines, and amounts in other currencies.

[0130] By implementing an advantageous unique virtual transaction management widget multi-function tool and allowing a user to interact with such graphical indicators regarding the selection of real or virtual objects within a virtual or augmented reality environment for potential purchase, rental or access transactions, a transaction system according to the present disclosure advantageously enables rapid transactions, including the confirmation of such transactions having deferred payment obligations with limited user interaction. Such a transaction system and method therefor is particularly advantageous for micropayment transactions within a virtual environment.

[0131] While various aspects of the present disclosure have been shown and described by way of example, it should be understood that the invention described herein is not limited thereto and may be embodied in various other forms as proposed by the present disclosure and set forth within the scope of the following exemplary claims. For example, although the present disclosure describes the inventive method of a trading system for enabling rapid trading with deferred payment obligations and limited user interaction in relation to virtual reality HMDs and systems, such invention may further be implemented in augmented reality or holographic systems, etc. [Explanation of symbols]

[0132] Reference sign 110 AR Device 111 Display 112 Eye Tracker 113 Inertial Measurement Unit 120 AR Backend 130 Smartphone 140 Payment Systems 150 product database 200 Virtual Clothing Store 210 Shirt 211, 212 Pants 220 Shopping Cart Symbol 230 field of view 310 First Signal 315 Selected Data 320 Second Signal 325 Reaction Data 330 Pricing Data 335 Payment Data 410 Progress Bar 420 Command Text Field 500 users S1 Start step S2 First analysis step S3 Second analysis step S4 Evaluation Step S5 Data collection steps S6 Data Allocation Step S7 Check step S8 Payment Submission Step S9 End step S11 Trigger Step S12a Decision Request S12b Decision Response S13a Lookup Request S13b Lookup Response S14 Trading Steps

Claims

1. 1. A computer-implemented method for enabling purchases related to an augmented reality environment provided by an AR device (110) and / or an AR backend (120), the AR device (110) having at least one display (111) and at least one sensor, preferably an eye tracker (112), a position sensor and / or an inertial measurement unit (113), the method comprising: - visualising a purchase incentive (220) within said augmented reality environment, in particular by using said display (111); obtaining selection data (315) based on a first signal (310) from said at least one sensor, said selection data (315) indicating items (210) selected for purchase, in particular virtual content items and / or real-world items; - acquiring response data (325) based on a second signal (320) from said at least one sensor, said second signal (320) being obtained continuously during a time interval; - evaluating said response data (325) to confirm or cancel said purchase of said selected item (210); - assigning pricing data (330) and payment data (335) to said selected items (210), in particular by performing a database lookup; - if said purchase is confirmed, sending pricing data (330) and / or payment data (335) to a payment system (140) to initiate payment for said selected items (210).

4. A computer-implemented method comprising:

2. The purchase is based on at least a portion of the response data (325): - a user's gaze towards an area (230) within said augmented reality environment, preferably as indicated by a sensor signal of said eye tracker (112); the position of the user in an area within the augmented reality environment, preferably as indicated by sensor signals of the position sensor and / or the inertial measurement unit (113), and / or a predetermined number of nods by said user, preferably indicated by a sensor signal of said inertial measurement unit (113); 2. The method of claim 1, wherein the determination is made if the value indicates:

3. 3. The method of claim 1 or 2, characterized in that the purchase is canceled if at least a portion of the reaction data (325) indicates a predetermined number of head shakes by the user, preferably as indicated by a sensor signal of the inertial measurement unit (113).

4. - visualising the time progression in said augmented reality environment during said time interval, in particular by means of a progress bar (410), a countdown timer, colour coding and / or a clock. The method according to any one of claims 1 to 3, in particular claim 2, characterized in that it further comprises:

5. - storing the start of said time intervals in response to or triggered by at least one of said first signals; determining the end of said time interval, preferably such that the difference between said end and said start is equal to a predetermined constant, preferably less than or equal to 5 seconds; The method according to any one of claims 1 to 4, further comprising:

6. Visualizing the time progression includes: - displaying, in particular using said display (111), a time indicator at said start of said time interval; - updating said time indicator according to a time progression preferably provided by a time unit of said AR device (110), - deleting said time indicator at said end of said time interval. The method according to any one of claims 1 to 5, in particular claim 4 or 5, characterized in that it comprises one or more of:

7. The payment system (140) is adapted to effect payment transactions from users, whereby payment is only requested if the total of an item price according to the pricing data (300) and a sum of any outstanding prior debts associated with the user exceeds a threshold amount, preferably A transaction status indicator is displayed within the augmented reality environment, the transaction status indicator comprising: - the pricing data (330) of the selected items (210), - the threshold amount before the payment system (140) requests payment, - Previous outstanding obligations, if any The method according to any one of claims 1 to 6, characterized in that it exhibits at least one of the following:

8. A computer-implemented method, in particular according to any one of claims 1 to 7, for enabling purchases related to an augmented reality environment provided by an AR device (110) and / or an AR backend (120), said AR device (110) having at least one display (111) and at least one sensor, preferably an eye tracker, a position sensor and / or an inertial measurement unit (113), said method comprising: receiving, by a mobile device (130), a trigger signal, in particular an audio signal, which indicates a user's intention to purchase, - identifying, by said mobile device (130), at least one item (210) associated with said purchase intention, in particular by sending at least one request to said AR device (110) and / or to said AR backend (120); - assigning pricing data (330) and payment data (335) to said identified items (210), in particular by performing a database lookup; - transmitting, by said mobile device (130), pricing data (330) and / or payment data (335) to a payment system (140) to initiate payment for said selected items (210); 4. A computer-implemented method comprising:

9. The identification of the at least one item (210) associated with the purchase intent comprises: sending, by said mobile device (130), a request comprising identification data and data related to said purchase intention to said AR device (110) and / or to said AR backend (120); - associating, by the AR device and / or the AR backend, the request with an avatar in the augmented reality environment, the avatar being associated with the identification data; determining, by said AR device (110) and / or said AR backend (120), at least one item (210) using said purchase information and said data related to at least one characteristic of said avatar; The method according to any one of claims 1 to 8, in particular claim 8, characterized in that it comprises

10. The at least one characteristic of the avatar is: - the user's gaze towards an area (230) in said augmented reality environment, preferably as indicated by an eye tracker sensor signal; and / or - the position of the user in an area within said augmented reality environment, preferably as indicated by sensor signals of said position sensor and / or inertial measurement unit (113); The method according to any one of claims 1 to 9, in particular claim 8 or 9, which corresponds to

11. - transmitting, by said mobile device (130), to said AR device (110), description data associated with said identified item (210); - visualising said explanatory data by said AR device (110), in particular by using said display (111); evaluating, by said AR device (110), response data (325) based on a third signal from said at least one sensor to confirm or cancel said purchase of said selected item (210). The method according to any one of claims 1 to 10, in particular any one of claims 8 to 10, further comprising:

12. A computer readable medium storing instructions which, when executed by at least one processor, cause the at least one processor to perform the method of any one of claims 1 to 11.

13. 13. An AR device (110) comprising the computer readable medium of claim 12.

14. 1. A system for enabling purchasing associated with an augmented reality environment, comprising: an AR device (110) having at least one display (111) and at least one sensor, preferably an eye tracker (112), a position sensor and / or an inertial measurement unit (113), - AR backend (120), at least one payment system (140); Including, The augmented reality environment is provided by the AR device (110) and / or the AR backend (120), the AR device (110) being configured to visualize purchase incentives within the augmented reality environment, in particular by using the display (111), and the AR backend (120) being configured to: obtaining selection data (315) based on a first signal (310) from the at least one sensor, the selection data (315) indicating items (210) selected for purchase; acquiring response data (325) based on a second signal (320) from said at least one sensor, said second signal (320) being obtained continuously during a time interval; - evaluating the response data (325) to confirm or cancel the purchase of the selected item (210); - assigning pricing data (330) and payment data (335) to said selected items (210), in particular by performing a database lookup; - if said purchase is confirmed, sending pricing data (330) and / or payment data (335) to a payment system (140) to initiate payment for said selected items (210); The system is configured to perform at least one of the following:

15. receiving a trigger signal, in particular an audio signal, indicating a user's intention to purchase; - identifying at least one item (210) associated with said purchase intention, in particular by sending at least one request to said AR device (110) and / or to said AR backend (120); - assigning pricing data (330) and payment data (335) to said identified items (210), in particular by performing a database lookup; - sending pricing data (330) and / or payment data (335) to a payment system (140) to initiate payment for said selected items (210); The system according to claim 14, further comprising a mobile device (130), in particular a smartphone or a smart speaker, configured to perform at least one of the following:

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