A method for displaying mixed reality content in a three-dimensional environment.
The system addresses inefficiencies in virtual and augmented reality interactions by using advanced interfaces and dynamic visual modifications to enhance user interaction efficiency and conserve power.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- APPLE INC
- Filing Date
- 2024-05-17
- Publication Date
- 2026-06-23
AI Technical Summary
Existing methods for interacting with virtual and augmented reality environments are cumbersome, inefficient, and impose a significant cognitive burden on users, often requiring multiple inputs and providing insufficient feedback, which can waste energy and be error-prone, especially in battery-powered devices.
The system employs a computer system with enhanced interfaces that utilize touchpads, cameras, eye-tracking, and hand-tracking components to facilitate intuitive interaction, reducing the number and complexity of user inputs, and dynamically modify the visual appearance of mixed reality content in three-dimensional environments based on user inputs.
This approach enhances user interaction efficiency, reduces errors, conserves power, and improves the overall user experience by providing improved visual feedback and control options, leading to more efficient device usage and extended battery life.
Smart Images

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Abstract
Description
Technical Field
[0001] (Cross - Reference to Related Applications) This application claims the benefit of U.S. Provisional Patent Application No. 63 / 502,816, filed May 17, 2023, and U.S. Provisional Patent Application No. 63 / 506,081, filed Jun. 3, 2023, the contents of which are hereby incorporated by reference in their entirety for all purposes.
[0002] The present disclosure generally relates to computer systems that provide computer - generated experiences, including, but not limited to, electronic devices that provide virtual and mixed - reality experiences via a display.
Background Art
[0003] The development of computer systems for augmented reality has increased significantly in recent years. Exemplary augmented - reality environments include at least some virtual elements that replace or enhance the physical world. Input devices such as cameras, controllers, joysticks, touch - sensing surfaces, and touch - screen displays for computer systems and other electronic computing devices are used to interact with virtual / augmented - reality environments. Exemplary virtual elements include virtual objects such as digital images, videos, text, icons, and control elements such as buttons and other graphics.
Summary of the Invention
[0004] Some methods and interfaces for interacting with environments that include at least some virtual elements (e.g., applications, augmented reality environments, mixed reality environments, and virtual reality environments) are cumbersome, inefficient, and restrictive. For example, systems that provide insufficient feedback for performing actions associated with virtual objects, systems that require a series of inputs to achieve desired results in augmented reality environments, and systems where manipulating virtual objects is complex and error-prone impose a significant cognitive burden on the user and detract from the virtual / augmented reality experience. In addition, these methods are unnecessarily time-consuming, thereby wasting the energy of the computer system. This latter consideration is particularly important in battery-powered devices.
[0005] Therefore, there is a need for computer systems with improved methods and interfaces to provide users with computer-generated experiences that make interaction with the computer system more efficient and intuitive for the user. Such methods and interfaces can optionally complement or replace conventional methods of providing users with extended reality experiences. Such methods and interfaces reduce the number, extent, and / or types of user input by helping the user understand the connection between the inputs provided and the device response to those inputs, thereby generating a more efficient human-machine interface.
[0006] The above-mentioned drawbacks and other problems associated with the user interface of a computer system are mitigated or eliminated by the disclosed system. In some embodiments, the computer system is a desktop computer with an associated display. In some embodiments, the computer system is a portable device (e.g., a notebook computer, tablet computer, or handheld device). In some embodiments, the computer system is a personal electronic device (e.g., a wearable electronic device such as a wristwatch or a head-mounted device). In some embodiments, the computer system has a touchpad. In some embodiments, the computer system has one or more cameras. In some embodiments, the computer system has (e.g., includes or communicates with) a display generating component (e.g., a display device such as a head-mounted device (HMD), a display, a projector, a touch-sensitive display (also known as a “touchscreen” or “touchscreen display”), or other devices or components that present visual content to the user that is visible on or in the display generating component itself or generated from the display generating component and is 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, the computer system has one or more output devices in addition to the display generation components, and the output devices include one or more tactile output generators and / or one or more audio output devices. In some embodiments, the computer system has a graphical user interface (GUI), one or more processors, memory, and one or more modules, programs, or instruction sets stored in memory for performing multiple functions.In some embodiments, the user interacts with the GUI (and / or computer system) through stylus and / or finger touch and gestures on a touch-sensitive surface, the movement of the user's eyes and hands in space relative to the user's body, and / or audio input when captured by one or more audio input devices. In some embodiments, the functions performed through the interaction optionally include image editing, drawing, presentation, word processing, spreadsheet creation, gameplay, making phone calls, video conferencing, sending emails, instant messaging, training support, digital photography, digital videography, web browsing, digital music playback, note-taking, and / or digital video playback. The executable instructions for performing those functions optionally include temporary computer-readable storage media and / or non-temporary computer-readable storage media, or other computer program products configured to be executed by one or more processors.
[0007] There is a need for electronic devices with improved methods and interfaces for interacting with three-dimensional environments. Such methods and interfaces can complement or replace conventional methods for interacting with three-dimensional environments. Such methods and interfaces reduce the number, degree, and / or type of user input, resulting in a more efficient human-machine interface. In the case of battery-operated computing devices, such methods and interfaces conserve power and increase the interval between battery charges.
[0008] In some embodiments, the computer system modifies the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to a specific type of input according to some embodiments of the present disclosure. In some embodiments, the computer system facilitates the display of immersive MR content in a three-dimensional environment. In some embodiments, the computer system displays content for a specific application in a first operating mode, which includes spatially distributing the content across the available display area of the three-dimensional environment, according to some embodiments of the present disclosure, and displays an option to discontinue displaying the content in the first operating mode.
[0009] It should be noted that the various embodiments described herein can be combined with any other embodiments described herein. The features and advantages described herein are not exhaustive, and many additional features and advantages will become apparent to those skilled in the art, in particular, in light of the drawings, specification and claims. Furthermore, it should be noted that the language used herein has been selected solely for readability and explanatory purposes and not to define or limit the subject matter of the invention. [Brief explanation of the drawing]
[0010] To better understand the various embodiments described, the following “Modes for Carrying Out the Invention” should be referenced in conjunction with the following drawings, and similar reference numbers throughout the following drawings refer to the corresponding parts.
[0011] [Figure 1A] This block diagram shows the operating environment of a computer system for providing an XR experience, according to several embodiments.
[0012] [Figure 1B] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1C] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1D] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1E] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1F] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1G] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1H] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1I] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1J] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1K] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1L] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1M] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1N] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 10] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A. [Figure 1P] This is an example of a computer system for providing an XR experience in the operating environment shown in Figure 1A.
[0013] [Figure 2] Block diagram showing a controller for a computer system configured to manage and adjust the XR experience for a user, according to several embodiments.
[0014] [Figure 3] A block diagram showing a display generation component of a computer system configured to provide visual components of an XR experience to a user, according to some embodiments.
[0015] [Figure 4] A block diagram showing a hand tracking unit of a computer system configured to capture a user's gesture input, according to some embodiments.
[0016] [Figure 5] A block diagram showing an eye tracking unit of a computer system configured to capture a user's gaze input, according to some embodiments.
[0017] [Figure 6] A flowchart showing a grint-assisted gaze tracking pipeline, according to some embodiments.
[0018] [Figure 7A] Examples of a computer system that changes the visual appearance of immersive mixed reality (MR) content within a three-dimensional environment according to individual types of input are shown, according to some embodiments. [Figure 7B] Examples of a computer system that changes the visual appearance of immersive mixed reality (MR) content within a three-dimensional environment according to individual types of input are shown, according to some embodiments. [Figure 7C] Examples of a computer system that changes the visual appearance of immersive mixed reality (MR) content within a three-dimensional environment according to individual types of input are shown, according to some embodiments. [Figure 7D] Examples of a computer system that changes the visual appearance of immersive mixed reality (MR) content within a three-dimensional environment according to individual types of input are shown, according to some embodiments. [Figure 7E]This document presents examples of computer systems that, in several embodiments, modify the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 7F] This document presents examples of computer systems that, in several embodiments, modify the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 7F1] This document presents examples of computer systems that, in several embodiments, modify the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 7G] This document presents examples of computer systems that, in several embodiments, modify the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 7H] This document presents examples of computer systems that, in several embodiments, modify the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 7I] This document presents examples of computer systems that, in several embodiments, modify the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 7J] This document presents examples of computer systems that, in several embodiments, modify the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 7K] This document presents examples of computer systems that, in several embodiments, modify the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 7L] This document presents examples of computer systems that, in several embodiments, modify the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs.
[0019] [Figure 8A]This flowchart shows several embodiments of methods for changing the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 8B] This flowchart shows several embodiments of methods for changing the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 8C] This flowchart shows several embodiments of methods for changing the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 8D] This flowchart shows several embodiments of methods for changing the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 8E] This flowchart shows several embodiments of methods for changing the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 8F] This flowchart shows several embodiments of methods for changing the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. [Figure 8G] This flowchart shows several embodiments of methods for changing the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs.
[0020] [Figure 9A] Examples of computer systems that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment are shown in several embodiments. [Figure 9B] Examples of computer systems that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment are shown in several embodiments. [Figure 9C] Examples of computer systems that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment are shown in several embodiments. [Figure 9C1] Examples of computer systems that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment are shown in several embodiments. [Figure 9D] Examples of computer systems that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment are shown in several embodiments. [Figure 9E] Examples of computer systems that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment are shown in several embodiments. [Figure 9F] Examples of computer systems that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment are shown in several embodiments. [Figure 9G] Examples of computer systems that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment are shown in several embodiments. [Figure 9H] Examples of computer systems that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment are shown in several embodiments. [Figure 9I] Examples of computer systems that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment are shown in several embodiments.
[0021] [Figure 10A] This flowchart shows a method for facilitating the display of immersive mixed reality (MR) content in a three-dimensional environment, according to several embodiments. [Figure 10B] This flowchart shows a method for facilitating the display of immersive mixed reality (MR) content in a three-dimensional environment, according to several embodiments. [Figure 10C] This flowchart shows a method for facilitating the display of immersive mixed reality (MR) content in a three-dimensional environment, according to several embodiments. [Figure 10D] This flowchart shows a method for facilitating the display of immersive mixed reality (MR) content in a three-dimensional environment, according to several embodiments. [Figure 10E] This flowchart shows a method for facilitating the display of immersive mixed reality (MR) content in a three-dimensional environment, according to several embodiments. [Figure 10F] This flowchart shows a method for facilitating the display of immersive mixed reality (MR) content in a three-dimensional environment, according to several embodiments. [Figure 10G] This flowchart shows a method for facilitating the display of immersive mixed reality (MR) content in a three-dimensional environment, according to several embodiments. [Figure 10H] This flowchart shows a method for facilitating the display of immersive mixed reality (MR) content in a three-dimensional environment, according to several embodiments. [Figure 10I] This flowchart shows a method for facilitating the display of immersive mixed reality (MR) content in a three-dimensional environment, according to several embodiments. [Figure 10J] This flowchart shows a method for facilitating the display of immersive mixed reality (MR) content in a three-dimensional environment, according to several embodiments.
[0022] [Figure 11A] The following are examples of computer systems that display content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display content in the first operating mode, according to several embodiments. [Figure 11A1] The following are examples of computer systems that display content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display content in the first operating mode, according to several embodiments. [Figure 11B]The following are examples of computer systems that display content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display content in the first operating mode, according to several embodiments. [Figure 11C] The following are examples of computer systems that display content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display content in the first operating mode, according to several embodiments. [Figure 11D] The following are examples of computer systems that display content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display content in the first operating mode, according to several embodiments. [Figure 11E] The following are examples of computer systems that display content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display content in the first operating mode, according to several embodiments. [Figure 11F] The following are examples of computer systems that display content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display content in the first operating mode, according to several embodiments. [Figure 11G] The following are examples of computer systems that display content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display content in the first operating mode, according to several embodiments.
[0023] [Figure 12A]This flowchart shows a method for displaying content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display the content in the first operating mode, according to several embodiments. [Figure 12B] This flowchart shows a method for displaying content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display the content in the first operating mode, according to several embodiments. [Figure 12C] This flowchart shows a method for displaying content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display the content in the first operating mode, according to several embodiments. [Figure 12D] This flowchart shows a method for displaying content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display the content in the first operating mode, according to several embodiments. [Figure 12E] This flowchart shows a method for displaying content for individual applications in a first operating mode, which includes spatially distributing content across the entire available display area of a three-dimensional environment and ceasing to display the content in the first operating mode, according to several embodiments. [Modes for carrying out the invention]
[0024] This disclosure relates to user interfaces that provide users with Extended Reality (XR) experiences, in several embodiments.
[0025] The systems, methods, and GUIs described herein improve user interface interactions with virtual / augmented reality environments in multiple ways.
[0026] In some embodiments, the computer system displays content from a first application presented according to a first operating mode in a three-dimensional environment, the first operating mode being a mode in which the first application is permitted to display content spatially distributed across the entire available display area of the three-dimensional environment. In some embodiments, while displaying content from the first application presented according to the first operating mode, the computer system detects a first type of first user input. In some embodiments, in response to detecting a first type of first user input, the computer system modifies the visual appearance of the content from the first application in a first manner. In some embodiments, after modifying the visual appearance of the content from the first application in a first manner, the computer system displays content from a second application presented according to a first operating mode in a three-dimensional environment, the first operating mode being a mode in which the second application is permitted to display content spatially distributed across the entire available display area of the three-dimensional environment. In some embodiments, while displaying content from a second application presented according to the first operating mode, the computer system detects a first type of second user input. In some embodiments, upon detecting a second user input of a first type, the computer system modifies the visual appearance of content from a second application in a first manner.
[0027] In some embodiments, the computer system displays a three-dimensional environment containing application content associated with different applications running on an electronic device displayed in a first operating mode. In some embodiments, the content displayed in the first operating mode is restricted to being displayed in one or more application containers spatially distributed throughout the three-dimensional environment, based on previous user input directed to the application containers, independently of any interaction with the corresponding containers. In some embodiments, upon detecting a first input corresponding to a request to display additional content for a separate application, if the request is to display the additional content in a second operating mode different from the first operating mode, the computer system displays the application content for the separate application in the second operating mode within the three-dimensional environment and ceases displaying multiple application containers containing application content from different applications. In some embodiments, if the request is to display additional application content in the first operating mode, the computer system displays multiple application containers and separate objects associated with the separate applications in the three-dimensional environment simultaneously in the first operating mode.
[0028] In some embodiments, the computer system displays the content of a first application within a three-dimensional environment. In some embodiments, while displaying the content of the first application within the three-dimensional environment, the computer system detects a first input corresponding to a request to display a system user interface for controlling one or more functions of the computer system. In some embodiments, in response to detecting the first input, the computer system displays the system user interface within the three-dimensional environment. In some embodiments, according to a determination that the first application is configured to display content in a first operating mode, the first operating mode is a mode in which the first application is permitted to display spatially distributed content through the available display areas of the three-dimensional environment, and the computer system displays a first selectable option within the system user interface that can be selected to discontinue displaying the content of the first application in the first operating mode. In some embodiments, while displaying the system user interface including the first selectable option, the computer system detects a second input via one or more input devices corresponding to a selection of the first selectable option. In some embodiments, in response to detecting the second input, the computer system discontinues displaying the content in the first operating mode.
[0029] Figures 1A–6 provide a description of exemplary computer systems for providing users with XR experiences (as described below with respect to Methods 800, 1000, and / or 1200). Figures 7A–7L show examples of computer systems, according to several embodiments of the present disclosure, that modify the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. Figures 8A–8G are flowcharts of methods, according to several embodiments of the present disclosure, for modifying the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs. The user interfaces in Figures 7A–7L are used to illustrate the processes in Figures 8A–8G. Figures 9A–9I show examples of computer systems, according to several embodiments of the present disclosure, that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment. Figures 10A–10J are flowcharts of methods, according to several embodiments, that facilitate the display of immersive mixed reality (MR) content in a three-dimensional environment. The user interfaces in Figures 9A to 9I are used to illustrate the processes in Figures 10A to 10J. Figures 11A to 11G show examples of computer systems that display content for individual applications in a first operating mode, which includes spatially distributing content across the available display area of a three-dimensional environment and ceasing to display content in the first operating mode, according to several embodiments. Figures 12A to 12E are flowcharts of methods for displaying content for individual applications in a first operating mode, which includes spatially distributing content across the available display area of a three-dimensional environment and ceasing to display content in the first operating mode, according to several embodiments. The user interfaces in Figures 11A to 11G are used to illustrate the processes in Figures 12A to 12E.
[0030] The processes described below enhance the usability of the device and make the user device interface more efficient (for example, by helping the user provide appropriate input and reducing user errors when operating / interacting with the device) through various technologies, including providing the user with improved visual feedback, reducing the number of inputs required to perform actions, providing additional control options without cluttering the user interface with additional displayed controls, performing actions without requiring further user input when a set of conditions is met, improving privacy and / or security, providing a more diverse, detailed, and / or realistic user experience while saving memory space, and / or additional technologies. These technologies also reduce power consumption and improve the battery life of the device by enabling the user to use the device more quickly and efficiently. Saving battery power, and therefore weight, improves the ergonomics of the device. These technologies also enable real-time communication, allow the use of fewer and / or less accurate sensors, resulting in more compact, lighter, and less expensive devices, and enabling the device to be used in a variety of lighting conditions. These technologies reduce energy consumption and thereby reduce the heat emitted by the device, which is especially important for wearable devices that can become uncomfortable for the user to wear if they generate excessive heat, even if the device is well within the operating parameters for its components.
[0031] Furthermore, in any method described herein that is conditional on one or more conditions being met in one or more steps, it should be understood that the method described can be repeated in multiple iterations such that all the conditions that the steps of the method are conditional on are met in different iterations of the method. For example, if a method requires that a first step be performed if a condition is met, and a second step be performed if the condition is not met, a person skilled in the art will understand that the steps described in the claim are repeated in an unspecified order until the conditions are met and then not met. Thus, a method described in one or more steps that depends on one or more conditions being met can be rewritten as a method that is repeated until each of the conditions described in the method is met. However, this is not required for a claim of a system or computer-readable medium that includes instructions that perform a conditional action based on the satisfaction of the corresponding one or more conditions, and thus can determine whether a contingency has been met without explicitly repeating the steps of the method until all the conditions that the steps of the method are conditional on are met. Those skilled in the art will also understand that, as with a method having conditional steps, a system or computer-readable storage medium may repeat the steps of the method as many times as necessary to ensure that all of the conditional steps have been performed.
[0032] In some embodiments, as shown in Figure 1A, the XR experience is provided to the user via an operating environment 100 which includes a computer system 101. The computer system 101 includes a controller 110 (e.g., a processor of a portable electronic device or remote server), display generation components 120 (e.g., a head-mounted device (HMD), a display, 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 tactile output generator 170, and other output devices 180), one or more sensors 190 (e.g., an image sensor, a light sensor, a depth sensor, a tactile sensor, an orientation sensor, a proximity sensor, a temperature sensor, a location sensor, a motion sensor, a velocity sensor, etc.), and optionally one or more peripheral devices 195 (e.g., a home appliance, a wearable device, etc.). In some embodiments, one or more of the input device 125, output device 155, sensor 190, and peripheral device 195 are integrated with the display generation component 120 (for example, within a head-mounted device or handheld device).
[0033] When describing an XR experience, various terms are used to refer individually to several related but distinct environments that the user can perceive and / or interact with (for example, using inputs detected by the computer system 101 that generates the XR experience, causing the computer system generating the XR experience 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.
[0034] Physical Environment: The physical environment refers to the physical world that people can perceive and / or interact with without the help of electronic systems. Examples of physical environments, such as a physical park, include physical objects such as physical trees, physical buildings, and physical people. People can directly perceive and / or interact with the physical environment through their senses of sight, touch, hearing, taste, and smell.
[0035] Extended reality: In contrast, an extended reality (XR) environment refers to a fully or partially simulated environment that people perceive and / or interact with through an electronic system. In XR, a subset of a person's bodily movements or their representation is tracked, and accordingly, one or more properties of one or more virtual objects simulated within the XR environment are adjusted to behave according to at least one law of physics. For example, an XR system may detect a person's head rotation and, accordingly, adjust the graphical content and sound field presented to the person in a similar way to how such views and sounds would change in a physical environment. In some situations (e.g., for reasons of accessibility), adjustments to the properties of one or more virtual objects within the XR environment may be made in response to a representation of physical movement (e.g., a voice command). A person may perceive and / or interact with an XR object using any one of their senses, including sight, sound, touch, taste, and smell. For example, a person can perceive and / or interact with audio objects that create a 3D or spatial audio environment, providing the perception of point audio sources in 3D space. In another example, audio objects may enable audio transparency, selectively incorporating ambient sounds from the physical environment, with or without computer-generated audio. In some XR environments, a person may perceive and / or interact with only audio objects.
[0036] Examples of XR include virtual reality and mixed reality.
[0037] Virtual reality: A virtual reality (VR) environment refers to 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 perceive and / or interact with. For example, computer-generated images of trees, buildings, and avatars representing people are examples of virtual objects. A person can perceive and / or interact with virtual objects in a VR environment through a simulation of their presence within the computer-generated environment and / or through a simulation of a subset of their physical movement within the computer-generated environment.
[0038] Mixed Reality: A mixed reality (MR) environment is a simulated environment designed to incorporate sensory input or its representation from a physical environment, in addition to including computer-generated sensory input (e.g., virtual objects), in contrast to a virtual reality (VR) environment designed to rely entirely on computer-generated sensory input. On a virtual continuum, a mixed reality environment is any location between, but not encompassing, the complete physical environment at one end and the virtual reality environment at the other. In some MR environments, computer-generated sensory input may respond to changes in sensory input from the physical environment. Also, some electronic systems for presenting an MR environment may track location and / or orientation relative to the physical environment to enable virtual objects to interact with real objects (i.e., physical articles or their representations from the physical environment). For example, the system may take movement into account so that a virtual tree appears stationary relative to the physical ground.
[0039] Examples of mixed reality include augmented reality and augmented virtual reality.
[0040] Augmented Reality: An augmented reality (AR) environment refers to a simulated environment in which one or more virtual objects are superimposed on or onto a physical environment. For example, an electronic system for presenting an AR environment may have a transparent or translucent display that allows a person to directly view the physical environment. The system may also be configured to present virtual objects on the transparent or translucent display, thereby allowing a person to use the system to perceive the virtual objects superimposed on the physical environment. Alternatively, the system may have an opaque display and one or more imaging sensors that capture an image or video of the physical environment, which is a representation of the physical environment. The system composites the image or video with the virtual objects and presents the composite on the opaque display. A person uses this system to perceive the virtual objects superimposed on the physical environment by indirectly viewing the physical environment through the image or video of the physical environment. As used herein, a 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, for example, as holograms, into or onto the physical environment, so that a person can use the system to perceive the virtual objects superimposed on the physical environment. An augmented reality environment also refers to a simulated environment in which the representation of the physical environment is transformed by computer-generated sensory information. For example, when providing pass-through video, the system may transform one or more sensor images to plane a selected perspective (e.g., viewpoint) different from the perspective captured by the imaging sensor. As another example, the representation of the physical environment may be transformed by graphically modifying (e.g., enlarging) a portion of it, so that the modified portion is a non-photorealistic altered version of the original captured image. As yet another example, the representation of the physical environment may be transformed by graphically removing or obscuring a portion of it.
[0041] Augmented Virtuality (AV) refers to a simulated environment in which a virtual or computer-generated environment incorporates one or more sensory inputs from a physical environment. These sensory inputs may be representations of one or more characteristics of the physical environment. For example, an AV park might have virtual trees and buildings, but people with faces might be realistically reproduced from images of real people. Another example is that a virtual object might adopt the shape or color of a physical article captured by one or more imaging sensors. A further example is that a virtual object might adopt shadows that correspond to the position of the sun in the physical environment.
[0042] In augmented reality, mixed reality, or virtual reality environments, a view of a three-dimensional environment is visible to the user. Typically, the view of the three-dimensional environment is visible to the user through one or more display-generating components (e.g., a display or a pair of display modules providing stereoscopic content to different eyes of the same user) via a virtual viewport having a viewport boundary that defines the extent of the three-dimensional environment visible to the user through one or more display-generating components. In some embodiments, the area defined by the viewport boundary is smaller than the user's field of view in one or more dimensions (e.g., based on the user's field of view, the size, optical properties, or other physical characteristics of one or more display-generating components, and / or the location 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 field of view in one or more dimensions (e.g., based on the user's field of view, the size, optical properties, or other physical characteristics of one or more display-generating components, and / or the location and / or orientation of one or more display-generating components relative to the user's eyes). Viewports and viewport boundaries typically move as one or more display-generating components move (for example, with the user's head in the case of a head-mounted device, or with the user's hand in the case of a handheld device such as a tablet or smartphone). The user's viewpoint determines which content is visible within the viewport, and the viewpoint generally specifies the location and orientation of the three-dimensional environment, so that as the viewpoint shifts, the view of the three-dimensional environment also shifts within the viewport. In the case of head-mounted devices, the viewpoint is typically based on the location and orientation of the user's head, face, and / or eyes to provide a view of the three-dimensional environment that is perceptually accurate and provides an immersive experience when the user is using the head-mounted device.For handheld or stationary devices, the viewpoint shifts as the handheld or stationary device is moved and / or as the user's position relative to the handheld or stationary device changes (e.g., as the user moves toward or away from the device, above or below the device, to the right of the device, and / or to the left of the device). For devices that include display-generating components with virtual passthrough, the portion of the physical environment visible (e.g., displayed and / or projected) through one or more display-generating components is based on the view of one or more cameras communicating with the display-generating components, which typically moves with the display-generating components (e.g., moves with the user's head in a head-mounted device, or moves with the user's hand in a handheld device such as a tablet or smartphone), because the user's viewpoint moves as the view of one or more cameras moves (and the appearance of one or more virtual objects displayed through one or more display-generating components is updated based on the user's viewpoint (e.g., the displayed position and orientation of the virtual objects are updated based on the user's viewpoint)). In the case of a display generation component with optical passthrough, parts of the physical environment that are visible through one or more display generation components (for example, optically visible through one or more partially or completely transparent parts of the display generation component) are based on the user's field of view through the partially or completely transparent parts of the display generation component (for example, moving with the user's head in the case of a head-mounted device, or moving with the user's hand in the case of a handheld device such as a tablet or smartphone), because the user's viewpoint moves as the user's field of view moves through the partially or completely transparent parts of the display generation component (one or more), and the appearance of one or more virtual objects is updated based on the user's viewpoint.
[0043] In some embodiments, the representation of the physical environment (e.g., displayed via virtual passthrough or optical passthrough) can be partially or completely obscured by the virtual environment. In some embodiments, the amount of the virtual environment displayed (e.g., the amount of the physical environment not displayed) is based on the level of immersion of the virtual environment (e.g., relative to the representation of the physical environment). For example, increasing the immersion level optionally displays more of the virtual environment and replaces and / or obscures more of the physical environment, while decreasing the immersion level optionally displays less of the virtual environment and reveals portions of the physical environment that were not previously displayed and / or obscured. In some embodiments, at a certain level of immersion, one or more first background objects (e.g., in the representation of the physical environment) are visually less emphasized 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 discontinued from being displayed. In some embodiments, the immersion level includes the relevant degree to which the virtual content displayed by the computer system (e.g., a virtual environment and / or virtual content) obscures the background content surrounding / behind the virtual content (e.g., content other than the virtual environment and / or virtual content), and optionally includes the number of items of the background content displayed and / or the visual characteristics of the background content on which it is displayed (e.g., color, contrast, and / or opacity), the angular range of the virtual content displayed through the display-generating components (e.g., 60-degree content displayed at low immersion, 120-degree content displayed at medium immersion, or 180-degree content displayed at high immersion), and / or the percentage of the field of view displayed through the display-generating components consumed by the virtual content (e.g., 33% of the field of view consumed by the virtual content at low immersion, 66% of the field of view consumed by the virtual content at medium immersion, or 100% of the field of view consumed by the virtual content at high immersion). In some embodiments, the background content is included in the background on which the virtual content is displayed (e.g., background content within a representation of a physical environment).In some embodiments, background content includes a user interface (e.g., a user interface generated by a computer system corresponding to the application), virtual objects not associated with or included in the virtual environment and / or virtual content (e.g., files or representations of other users generated by the computer system), and / or real objects (e.g., pass-through objects representing real objects in the physical environment around the user, which are visible so as to be displayed through the display generation components and / or are visible through transparent or translucent components of the display generation components so as not to obscure / hinder their visibility through the display generation components by the computer system). In some embodiments, at low immersion levels (e.g., a first immersion level), the background, virtual and / or real objects are displayed in a non-obscuring manner. For example, a low-immersion virtual environment is optionally displayed simultaneously with the background content, and the background content is optionally displayed with full brightness, color, and / or translucency. In some embodiments, at higher immersion levels (e.g., a second immersion level higher than a first immersion level), backgrounds, virtual and / or real objects are displayed in an obscured manner (e.g., dimmed, blurred, or removed from the display). For example, a separate virtual environment with a high immersion level is displayed without simultaneously displaying background content (e.g., in full-screen or fully immersive mode). As another example, a virtual environment displayed at an intermediate immersion level is displayed simultaneously with background content that is dimmed, blurred, or otherwise de-emphasized. In some embodiments, the visual characteristics of background objects differ among them. 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 not displayed at all.In some embodiments, a null or zero immersion level corresponds to the discontinuation of the display of the virtual environment, and instead, the representation of the physical environment is displayed (optionally together with one or more virtual objects such as applications, windows, or virtual three-dimensional objects) without the representation of the physical environment being obscured by the virtual environment. Adjusting the immersion level using physical input elements provides a quick and efficient way to adjust immersion, improving the usability of the computer system and making the user-device interface more efficient.
[0044] Viewpoint-locked virtual objects: A virtual object is viewpoint-locked when the computer system displays the virtual object in the same location and / or position within the user's view, 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 in the forward direction of the user's head (e.g., the user's viewpoint is at least a portion of the user's field of view when the user is looking straight ahead). Thus, 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) will continue to be displayed in the upper-left corner of the user's viewpoint even if the user's viewpoint changes to a second orientation (e.g., the user's head is facing west). In other words, the location and / or position in which a viewpoint-locked virtual object is displayed from the user's viewpoint is independent of the user's position and / or orientation in the physical environment. In embodiments where the computer system is a head-mounted device, the user's viewpoint is locked to the orientation of the user's head, so that the virtual object is also referred to as a “head-locked virtual object”.
[0045] Environment-Locked Virtual Objects: A virtual object is environment-locked (or "world-locked") when a computer system displays it at a location and / or position in the user's viewpoint that is based on (e.g., selected by reference to and / or fixed to) a location and / or object in a three-dimensional environment (e.g., a physical or virtual environment). As the user's viewpoint shifts, the location and / or object in the environment relative to the user's viewpoint changes, and as a result, the environment-locked virtual object will appear at a different location and / or position in the user's viewpoint. For example, an environment-locked virtual object locked to a tree directly in front of the user will appear centered in the user's viewpoint. If the user's viewpoint shifts to the right (e.g., the user's head is turned to the right) and the tree becomes left-leaning 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 will appear left-leaning in the user's viewpoint. In other words, the location and / or position in which an environment-locked virtual object is displayed in the user's viewpoint depends on the location and / or object's position and / or orientation in the environment to which the virtual object is locked. In some embodiments, the computer system uses a stationary reference frame (e.g., a fixed location in the physical environment and / or a coordinate system fixed to an object) to determine the position in which the environment-locked virtual object is displayed from the user's viewpoint. The environment-locked virtual object can be locked to a stationary part of the environment (e.g., a floor, wall, table, or other stationary object) or to a moving part of the environment (e.g., a vehicle, animal, person, or a representation of a part of the user's body that moves independently of the user's viewpoint, such as the user's hands, wrists, arms, or feet), so that the virtual object moves as the viewpoint or the part of the environment moves in order to maintain a fixed relationship between the virtual object and the part of the environment.
[0046] In some embodiments, an environment-locked or viewpoint-locked virtual object exhibits delayed tracking behavior, reducing or delaying the movement of the environment-locked or viewpoint-locked virtual object in response to the movement of a reference point that the virtual object is following. In some embodiments, when exhibiting delayed tracking behavior, the computer system detects movement of the reference point that the virtual object is following (e.g., a part of the environment, a viewpoint, or a point fixed to the viewpoint, such as a point between 5 and 300 cm from the viewpoint) and intentionally delays the movement of the virtual object. For example, when the reference point (e.g., a part of the environment or viewpoint) moves at a first velocity, the virtual object is moved by the device so as to remain locked to the reference point, but at a second velocity slower than the first velocity (e.g., the virtual object begins to catch up to the reference point until the reference point stops or slows down). In some embodiments, when a virtual object exhibits delayed tracking behavior, the device ignores small amounts of movement of the reference point (e.g., ignoring movement of the reference point that is below a threshold amount, such as movement between 0 and 5 degrees or movement between 0 and 50 cm). For example, when the reference point (e.g., the part of the environment or viewpoint from 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 displayed to maintain a fixed or substantially fixed position relative to a different viewpoint or part of the environment from which the virtual object is locked), and when the reference point (e.g., the part of the environment or viewpoint from 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 displayed to maintain a fixed or substantially fixed position relative to a different viewpoint or part of the environment from which the virtual object is locked), and then decreases as the amount of movement of the reference point increases beyond a threshold (e.g., a "delayed tracking" threshold) as the virtual object is moved by the computer system to maintain a fixed or substantially fixed position relative to the reference point.In some embodiments, a virtual object that maintains a substantially fixed position with respect to a reference point includes the virtual object being displayed within a threshold distance (e.g., 1, 2, 3, 5, 15, 20, 50 cm) of the reference point in one or more dimensions (e.g., above / below, left / right, and / or forward / behind the position of the reference point).
[0047] Hardware: There are many different types of electronic systems that enable a person to perceive 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 positioned over a person's eyes (e.g., contact lenses), headphones / earphones, speaker arrays, input systems (e.g., wearable or handheld controllers with or without haptic feedback), smartphones, tablets, and desktop / laptop computers. A head-mounted system may have one or more speakers and an integrated opaque display. Alternatively, a head-mounted system may be configured to accept an external opaque display (e.g., a smartphone). A head-mounted system may incorporate one or more imaging sensors for capturing images or videos of the physical environment and / or one or more microphones for capturing audio of the physical environment. A head-mounted system may have a transparent or translucent display instead of an opaque display. A transparent or translucent display may have a medium through which light representing an image is directed to a person's eye. The display may utilize digital light projection, OLED, LED, uLED, liquid crystal on silicon, laser scanning light source, or any combination of these technologies. The medium may be an optical waveguide, a holographic medium, an optical coupler, an optical reflector, or any combination thereof. In one embodiment, the transparent or translucent display may be configured to be selectively opaque. The projection-based system may employ retinal projection technology to project a graphical image onto a person's retina. The projection system may also be configured to project virtual objects into the physical environment, for example, as a hologram or onto a physical surface. In some embodiments, the controller 110 is configured to manage and adjust the XR experience for the user.In some embodiments, the controller 110 includes a preferred combination of software, firmware, and / or hardware. The controller 110 is described in more detail below with reference to Figure 2. In some embodiments, the controller 110 is a computing device that is local or remote to the scene 105 (e.g., the physical environment). For example, the controller 110 is a local server located within the scene 105. In another example, the controller 110 is a remote server located outside the scene 105 (e.g., a cloud server, a central server, etc.). In some embodiments, the controller 110 is communicably coupled to a display generation component 120 (e.g., an HMD, display, projector, 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, the controller 110 is contained within a housing (e.g., a physical housing) of one or more of the display generation components 120 (e.g., a portable electronic device including a display and one or more processors), one or more of the input devices 125, one or more of the output devices 155, one or more of the sensors 190, and / or peripheral devices 195, or shares the same physical housing or support structure as one or more of the above.
[0048] In some embodiments, the display generation component 120 is configured to provide the user with an XR experience (e.g., at least the visual components of the XR experience). In some embodiments, the display generation component 120 includes a preferred combination of software, firmware, and / or hardware. The display generation component 120 is described in more detail below with reference to Figure 3. In some embodiments, the functions of the controller 110 are provided by and / or combined with the display generation component 120.
[0049] According to some embodiments, the display generation component 120 provides the user with an XR experience while the user is virtually and / or physically present in the scene 105.
[0050] In some embodiments, the display generation component is mounted on a part of the user's body (e.g., their head or hand). Thus, the display generation component 120 includes one or more XR displays provided for displaying XR content. For example, in various embodiments, the display generation component 120 surrounds the user's field of view. In some embodiments, the display generation component 120 is a handheld device (such as a smartphone or tablet) configured to present XR content, and the user holds the device, which has a display directed towards the user's field of view and a camera directed towards scene 105. In some embodiments, the handheld device is optionally placed in a housing mounted on the user's head. In some embodiments, the handheld device is optionally placed on a support in front of the user (e.g., a tripod). In some embodiments, the display generation component 120 is an XR chamber, housing, or room configured to present XR content when the user is not mounting or holding the display generation component 120. Many user interfaces described with reference to one type of hardware for displaying XR content (e.g., a handheld device or a device on a tripod) can be implemented on another type of hardware for displaying XR content (e.g., an HMD or other wearable computing device). For example, a user interface showing interaction with XR content triggered based on interaction occurring in the space in front of a handheld or tripod-mounted device can be implemented similarly to an HMD where the interaction occurs in the space in front of the HMD and the XR content response is displayed through the HMD. Similarly, a user interface showing interaction with XR content triggered based on the movement of a handheld or tripod-mounted device relative to a physical environment (e.g., Scene 105 or a part of the user's body (e.g., the user's eyes, head, or hands)) can be implemented similarly to an HMD where the movement is triggered by the movement of the HMD relative to a physical environment (e.g., Scene 105 or a part of the user's body (e.g., the user's eyes, head, or hands)).
[0051] While relevant features of the operating environment 100 are shown in Figure 1A, those skilled in the art will understand from this disclosure that various other features have been omitted for brevity so as not to obscure more appropriate embodiments of the exemplary embodiments disclosed herein.
[0052] Figures 1A to 1P illustrate various examples of computer systems used to carry out the method and provide audio, visual, and / or haptic feedback as part of the user interface described herein. In some embodiments, the computer system optionally includes one or more display generating components (e.g., first and second display assemblies 1-120a, 1-120b and / or first and second optical modules 11.1.1-104a and 11.1.1-104b) for displaying to the user of the computer system a representation of virtual elements and / or a physical environment 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 optionally detachably attached to one or more of the optical modules to make the user interface easier to view for users who otherwise correct their vision using glasses or contact lenses. Many of the user interfaces described herein show a single view of the user interface, but the user interface within the HMD may optionally be displayed using two optical modules (e.g., first and second display assemblies 1-120a, 1-120b and / or first and second optical modules 11.1.1-104a and 11.1.1-104b), one for the user's right eye and a different one for the user's left eye, with slightly different images presented to the two different eyes to produce a three-dimensional depth illusion, and the single view of the user interface is typically either the right-eye or left-eye view, and the depth effect is described in text or using other schematic diagrams or views.In some embodiments, the computer system includes one or more external displays (e.g., display assembly 1-108) for displaying status information of the computer system to the user of the computer system (when the computer system is not installed) and / or to other people near the computer system, which is optionally generated based on detected events and / or user input detected by the computer system. In some embodiments, the computer system includes one or more audio output components (e.g., electronic component 1-112) for generating audio feedback, which is optionally generated based on detected events and / or user input detected by the computer system. In some embodiments, the computer system includes one or more input devices for detecting inputs such as one or more sensors (e.g., sensor assembly 1-356 and / or one or more sensors in Figure 1I) for detecting information about the physical environment of a device that can be used (optionally in conjunction with one or more illuminators, such as the illuminator shown in Figure 1I) to generate a digital passthrough image, capture a visual medium (e.g., photograph and / or video) corresponding to a physical environment, or determine the orientation (e.g., position and / or orientation) of physical objects and / or surfaces in the physical environment, so that virtual objects can be positioned based on the detected orientation of 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 for detecting the position and / or movement of a hand (e.g., sensor assembly 1-356 and / or one or more sensors in Figure 1I), which may be used to determine when one or more air gestures were performed (optionally in conjunction with one or more illuminators, such as illuminator 6-124 shown in Figure 1I).In some embodiments, the computer system includes one or more input devices for detecting input, such as one or more sensors for detecting eye movement (e.g., eye-tracking and gaze-tracking sensors in Figure 1I), which may be used (optionally, in conjunction with one or more lights, such as lights 11.3.2-110 in Figure 1O) to determine attention or gaze position and / or gaze movement, which may be used to detect gaze-only input based on gaze movement and / or dwell time. Using the various sensor combinations described above, it is possible to determine the user's facial expressions and / or hand movements for use when generating the user's avatar or representation, such as a personified avatar or representation for use in a real-time communication session, the avatar having facial expressions, hand movements and / or body movements that are based on or similar to the detected facial expressions, hand movements and / or body movements of the user of the device. Gaze and / or attention information is optionally combined with hand tracking information to determine interactions between the user and one or more user interfaces based on direct and / or indirect inputs such as air gestures or inputs using one or more hardware input devices, including 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, twistable, or rotatable first buttons 1-128, buttons 11.1.1-114, and / or dials or buttons 1-328), trackpads, touchscreens, keyboards, mice, and / or other input devices.One or more buttons (for example, the first buttons 1-128, buttons 11.1.1-114, the second button 1-132, and / or the dial or button 1-328) are optionally used to perform system actions such as re-centering content in a three-dimensional environment visible to the device user, displaying a home user interface for launching an application, starting a real-time communication session, or starting to display a virtual three-dimensional background. A knob or digital crown (e.g., a first button 1-128, button 11.1.1-114, and / or dial or button 1-328, which is pressable and twistable or rotatable) is optionally rotatable to adjust parameters of the visual content, such as the level of immersion of the virtual three-dimensional environment (e.g., the extent to which the virtual content occupies the user's viewport into the three-dimensional environment), or other parameters associated with the virtual content displayed via the three-dimensional environment and optical modules (e.g., first and second display assemblies 1-120a, 1-120b, and / or first and second optical modules 11.1.1-104a and 11.1.1-104b).
[0053] Figure 1B shows front, top, and perspective views of an example of a head-mountable display (HMD) device 1-100, which is worn by a user and configured to provide a virtual and augmented / mixed reality (VR / AR) experience. The HMD 1-100 may include a display unit 1-102 or assembly, an electronic strap assembly 1-104 connected to and extending from the display unit 1-102, and a band assembly 1-106 fixed to the electronic strap assembly 1-104 at either end. The electronic strap assembly 1-104 and the band 1-106 may be part of a retaining assembly configured to wrap around the user's head to hold the display unit 1-102 against the user's face.
[0054] 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 over the top of the user's head. The second strap may extend between the first electronic strap 1-105a and the second electronic strap 1-105b of the electronic strap assembly 1-104, as shown in the illustration. The strap assembly 1-104 and the band assembly 1-106 may be part of a fastening 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.
[0055] In at least one example, the fastening mechanism includes a first electronic strap 1-105a, which includes a first proximal end 1-134 coupled to a housing 1-150 of the display unit 1-102, for example, and a first distal end 1-136 opposite the first proximal end 1-134. The fastening mechanism may also include a second electronic strap 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 the second proximal end 1-138. The fastening mechanism may also include a first band 1-116 having a first end 1-142 coupled to a first distal end 1-136 and a second end 1-144 coupled to a second distal end 1-140, and a second band 1-117 extending between the first electronic strap 1-105a and the second electronic strap 1-105b. The straps 1-105a and 1-105b and the band 1-116 may be connected via a connecting mechanism or assembly 1-114. In at least one example, the second band 1-117 includes a first end 1-146 coupled to a first electron strap 1-105a between a first proximal end 1-134 and a first distal end 1-136, and a second end 1-148 coupled to a second electron strap 1-105b between a second proximal end 1-138 and a second distal end 1-140.
[0056] In at least one example, the first and second electronic straps 1-105a-b include plastic, metal, or other structural material that forms the shape of substantially rigid straps 1-105a-b. In at least one example, the first and second bands 1-116, 1-117 are formed from an elastic flexible material, including woven fabric, rubber, etc. The first and second bands 1-116, 1-117 may be flexible to conform to the shape of the user's head when the HMD 1-100 is worn.
[0057] In at least one example, one or more of the first and second electronic straps 1-105a to b may define an internal strap volume and include one or more electronic components disposed within that internal strap volume. In one example, as shown in Figure 1B, the first electronic strap 1-105a may include electronic component 1-112. In one example, electronic component 1-112 may include a speaker. In another example, electronic component 1-112 may include a computing component such as a processor.
[0058] In at least one example, the housing 1-150 defines a first forward-facing opening 1-152. The display assembly 1-108 is positioned to block the first opening 1-152 from view when the HMD 1-100 is assembled, so the forward-facing opening is labeled with a dotted line at 1-152 in Figure 1B. The housing 1-150 may also define a second rearward-facing 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 and a display screen (shown in other figures) disposed within or across the front opening 1-152 to block the front opening 1-152. In at least one example, the display screen of display assembly 1-108 has a curvature configured to follow the curvature of the user's face, as well as the display assembly 1-108 as a whole. The display screen of display assembly 1-108 can be curved to complement the features of the user's face and the overall curvature from one side of the face to the other, for example, from left to right and / or from top to bottom when the display unit 1-102 is pressed.
[0059] In at least one example, the housing 1-150 may define a first aperture 1-126 between a first opening 1-152 and a second opening 1-154, and a second aperture 1-130 between the first opening 1-152 and the second opening 1-154. The HMD 1-100 may also include a first button 1-128 disposed in the first aperture 1-126 and a second button 1-132 disposed in the second aperture 1-130. The first and second buttons 1-128 and 1-132 may be pressable through their respective apertures 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 twistable dial and a pressable button. In at least one example, the first button 1-128 is a pressable and twistable dial button, and the second button 1-132 is a pressable button.
[0060] Figure 1C shows a rear perspective view of HMD1-100. HMD1-100 may include an optical seal 1-110 extending rearward from the housing 1-150 of the display assembly 1-108 and around the outer periphery of the housing 1-150, as shown. The optical seal 1-110 may be configured to extend from the housing 1-150 to the user's face around the user's eyes to block external light from being visible. In one example, HMD1-100 may include first and second display assemblies 1-120a, 1-120b disposed in or within a rearward-facing second opening 1-154 defined by the housing 1-150 and / or disposed within the internal volume of the housing 1-150 and configured to project light through the second opening 1-154. In at least one example, each display assembly 1-120a-b may include respective display screens 1-122a, 1-122b configured to project light backward through a second opening 1-154 toward the user's eyes.
[0061] In at least one example, referring to both Figures 1B and 1C, the display assembly 1-108 may be a forward-facing display assembly including a display screen configured to project light in a first forward direction, and the rear-facing display screens 1-122a-b may be configured to project light in a second rear direction opposite to the first direction. As described above, the light seal 1-110 may be configured to prevent external light from the HMD 1-100, including light projected by the forward-facing display screen of the display assembly 1-108 shown in the front perspective view of Figure 1B, from reaching the user's eyes. In at least one example, the HMD 1-100 may also include a curtain 1-124 that closes a second opening 1-154 between the housing 1-150 and the rear-facing display assemblies 1-120a-b. In at least one example, the curtain 1-124 may be elastic or at least partially elastic.
[0062] Any of the features, components, and / or parts shown in Figures 1B and 1C, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1D to 1F and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1D to 1F, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figures 1B and 1C.
[0063] Figure 1D shows an exploded view of an example of HMD1-200, which includes various parts or components separated according to modularity and the selective coupling of their components. For example, HMD1-200 may include a band 1-216 that can be selectively coupled to first and second electronic straps 1-205a, 1-205b. The first fastening strap 1-205a may include a first electronic component 1-212a, and the second fastening strap 1-205b may include a second electronic component 1-212b. In at least one example, the first and second straps 1-205a and 1-205b may be detachably coupled to a display unit 1-202.
[0064] In addition, the HMD1-200 may include an optical seal 1-210 configured to be detachably coupled to a display unit 1-202. The HMD1-200 may also include a lens 1-218 that can be detachably coupled to the display unit 1-202, for example, on first and second display assemblies including a display screen. The lens 1-218 may include a customized prescription lens configured for vision correction. As stated, each component shown in the exploded view of Figure 1D and described above may be detachably coupled, mounted, remounted, and replaced in order to update or replace parts for different users. For example, bands such as band 1-216, optical seals such as optical seal 1-210, lenses such as lens 1-218, and electronic straps such as straps 1-205a~b may be replaced on a user-by-user basis so that these components are customized to fit and correspond to individual users of the HMD1-200.
[0065] Any of the features, components, and / or parts shown in Figure 1D, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1B, 1C, and 1E-1F and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1B, 1C, and 1E-1F, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1D.
[0066] Figure 1E shows an exploded view of an example of a display unit 1-306 of an HMD. Display unit 1-306 may include a front display assembly 1-308, a frame / housing assembly 1-350, and a curtain assembly 1-324. 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, display unit 1-306 may also include a rear-facing display assembly 1-320, which includes first and second rear-facing display screens 1-322a, 1-322b, disposed between the frame 1-350 and the curtain assembly 1-324.
[0067] In at least one example, the display unit 1-306 may also include a motor assembly 1-362 configured as an adjustment mechanism for adjusting the position of the display screens 1-322a-b of the display assembly 1-320 relative to the frame 1-350. In at least one example, the display assembly 1-320 is mechanically coupled to a motor assembly 1-362 with at least one motor for each display screen 1-322a-b, so that the motors can translate the display screens 1-322a-b to match the interpupillary distance of the user's eyes.
[0068] In at least one example, the display unit 1-306 may include a dial or button 1-328 that is pressable relative to the frame 1-350 and accessible to the user outside the frame 1-350. The button 1-328 may be electronically connected to the motor assembly 1-362 via a controller so that the user can operate the button 1-328 to cause the motors of the motor assembly 1-362 to adjust the position of the display screens 1-322a-b.
[0069] Any of the features, components, and / or parts shown in Figure 1E, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1B, 1D, and 1F and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1B, 1D, and 1F, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1E.
[0070] Figure 1F shows an exploded view of another example of a display unit 1-406 of an HMD device similar to other HMD devices described herein. Display unit 1-406 may include a forward 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-facing display assembly 1-421, and a curtain assembly 1-424. Display unit 1-406 may also include a motor assembly 1-462 for adjusting the positions of the first and second display subassemblies 1-420a, 1-420b of the rear-facing display assembly 1-421, which include the first and second display screens, respectively, for interpupillary adjustment, as described above.
[0071] Various components, systems, and assemblies shown in the exploded view of Figure 1F are described in more detail herein with reference to Figures 1B to 1E and subsequent figures referenced herein. Display units 1-406 shown in Figure 1F may be assembled and integrated with fastening mechanisms shown in Figures 1B to 1E, which include other components such as electronic straps, bands, and optical seals, and connecting assemblies.
[0072] Any of the features, components, and / or parts shown in Figure 1F, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1B to 1E and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1B to 1E, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1F.
[0073] Figure 1G shows a perspective exploded view of a front cover assembly 3-100 of an HMD device described herein, for example, front cover assembly 3-1 of the HMD 3-100 shown in Figure 1G, or any other HMD device illustrated and described herein. The front cover assembly 3-100 shown in Figure 1G may include a transparent or translucent cover 3-102, a shroud 3-104 (or "canopy"), an adhesive layer 3-106, a display assembly 3-108 including a lenticular lens panel or array 3-110, and a structural trim 3-112. The adhesive layer 3-106 can fasten the shroud 3-104 and / or the transparent cover 3-102 to the display assembly 3-108 and / or the trim 3-112. The trim 3-112 can fasten various components of the front cover assembly 3-100 to the frame or chassis of the HMD device.
[0074] In at least one example, as shown in Figure 1G, a display assembly 3-108 including a transparent cover 3-102, a shroud 3-104, and a lenticular lens array 3-110 can be curved to adapt to the curvature of the user's face. The transparent cover 3-102 and shroud 3-104 can be curved in two or three dimensions, for example, curving perpendicularly in the Z direction inside and outside the ZX plane, and curving horizontally in the X direction inside and outside the ZX plane. In at least one example, the display assembly 3-108 may include a display panel having a lenticular lens array 3-110, as well as pixels configured to project light through the shroud 3-104 and the transparent cover 3-102. The display assembly 3-108 can be curved in at least one direction, for example, horizontally, to adapt to the curvature of the user's face from one side (e.g., left side) to the other side (e.g., right side). In at least one example, as shown and described in more detail in subsequent figures, each layer or component of the display assembly 3-108, which may include a lenticular lens array 3-110 and a display layer, can be curved horizontally, similarly or concentrically, to adapt to the curvature of the user's face.
[0075] In at least one example, the shroud 3-104 may include a transparent or translucent material from which the display assembly 3-108 projects light. In one example, the shroud 3-104 may include one or more opaque portions, such as opaque ink-printed portions or other opaque film portions, on the rear surface of the shroud 3-104. The rear surface may be the surface of the shroud 3-104 that faces the user's eyes when the HMD device is worn. In at least one example, the opaque portions may be on the front surface of the shroud 3-104 opposite the rear surface. In at least one example, one or more opaque portions of the shroud 3-104 may include perimeter portions that visually conceal any components around the perimeter of the display screen of the display assembly 3-108. In this way, the opaque portions of the shroud conceal any other components, including electronic components, structural components, etc., of the HMD device that would otherwise be visible through the transparent or translucent cover 3-102 and / or the shroud 3-104.
[0076] In at least one example, the shroud 3-104 can define one or more aperture transparent portions 3-120 through which a sensor can send and receive signals. In one example, portion 3-120 is an aperture through which a sensor can extend or send and receive signals. In one example, portion 3-120 is a transparent portion, or a portion more transparent than the translucent or opaque portion around the shroud, through which the sensor can send and receive signals through the shroud and through the transparent cover 3-102. In one example, the sensor may include a camera, an IR sensor, a LUX sensor, or any other visual or non-visual environment sensor of the HMD device.
[0077] Any of the features, components, and / or parts shown in Figure 1G, including their arrangement and configuration, may be included, individually or in any combination, in any other example of 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, in the example of devices, features, components, and parts shown in Figure 1G.
[0078] Figure 1H shows an exploded view of an example of HMD device 6-100. HMD device 6-100 may include a sensor array or system 6-102 which includes one or more sensors, cameras, projectors, etc., attached to one or more components of HMD 6-100. In at least one example, the sensor system 6-102 may include a bracket 1-338 to which one or more sensors of the sensor system 6-102 can be fixed / attached.
[0079] Figure 1I shows a portion of the HMD device 6-100, including the front transparent cover 6-104 and the sensor system 6-102. The sensor system 6-102 may include multiple different sensors, emitters, and receivers, including a camera, IR sensor, and projector. The transparent cover 6-104 is shown in front of the sensor system 6-102 to show the relative positions of the various sensors and emitters and the orientation of each sensor / emitter in the system 6-102. As used herein, “lateral,” “side,” “lateral,” “horizontal,” and other similar terms refer to orientation or direction as indicated by the X-axis shown in Figure 1J. Terms such as “vertical,” “up,” “down,” and similar terms refer to orientation or direction as indicated by the Z-axis shown in Figure 1J. Terms such as “forward,” “backward,” “front,” “rear,” and similar terms refer to orientation or direction as indicated by the Y-axis shown in Figure 1J.
[0080] In at least one example, a transparent cover 6-104 can define the outer front surface of the HMD device 6-100, and a sensor system 6-102, including various sensors and their components, can be positioned behind the cover 6-104 in the Y-axis / direction. The cover 6-104 may be transparent or translucent to allow both the light detected by the sensor system 6-102 and the light emitted thereby to pass through the cover 6-104.
[0081] As described elsewhere in this specification, the HMD device 6-100 may include one or more controllers, including processors, for electrically coupling the various sensors and emitters of the sensor system 6-102 to one or more motherboards, processing units, and other electronic devices such as display screens. In addition, as will be shown in more detail below with reference to other figures, the various sensors, emitters, and other components of the sensor system 6-102 may be coupled to various structural frame members, brackets, etc. of the HMD device 6-100, which are not shown in Figure 1I. Figure 1I shows components of the sensor system 6-102 that are not attached to and electrically coupled from other components, for the sake of clarity as an example.
[0082] In at least one example, the device may include one or more controllers having processors configured to execute instructions stored on memory components electrically coupled to the processors. The instructions may include, or be executed by, one or more algorithms for self-correcting the angles and positions of various cameras described herein over time with use as the initial position, angle, or orientation of the cameras is impacted or deformed due to an unintended fall event or other event.
[0083] 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 6-106 positioned on either side of the bridge or arch of the HMD device 6-100, such that each of the two cameras 6-102 roughly corresponds to the positions 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 while the HMD 6-100 is in use. In at least one example, the scene cameras are color cameras and provide images and content for MR video passthrough to a display screen facing the user's eyes when the HMD device 6-100 is in use. The scene cameras 6-106 can also be used for environment and object reconstruction.
[0084] In at least one example, the sensor system 6-102 may include a first depth sensor 6-108 that is generally oriented forward in the Y direction. In at least one example, the first depth sensor 6-108 can be used for reconstructing the environment and objects, as well as tracking the user's hands and body. In at least one example, the sensor system 6-102 may include a second depth sensor 6-110 that is centrally positioned along the width of the HMD device 6-100 (for example, along the X axis). For example, the second depth sensor 6-110 can be positioned to align with the central bridge or feature above the user's nose when the HMD 6-100 is worn. In at least one example, the second depth sensor 6-110 can be used for reconstructing the environment and objects, as well as tracking the hands and body. In at least one example, the second depth sensor may include a LIDAR sensor.
[0085] In at least one example, the sensor system 6-102 may include a generally forward-facing depth projector 6-112 to project electromagnetic waves, for example, in the form of a predetermined pattern of light dots, into and within the field of view of the user and / or scene camera 6-106, or into and within the field of view including and beyond the field of view of the user and / or scene camera 6-106. In at least one example, the depth projector may project electromagnetic waves of light in the form of a dot light pattern that is reflected from objects and returned to the aforementioned depth sensors, including depth sensors 6-108, 6-110. In at least one example, the depth projector 6-112 may be used for environment and object reconstruction and hand and body tracking.
[0086] In at least one example, the sensor system 6-102 may include a downward-facing camera 6-114 having a field of view generally directed downward relative to the HMD device 6-100 in the Z-axis. In at least one example, the downward-facing camera 6-114 may be positioned on the left and right sides of the HMD device 6-100 as shown in the figure and may be used for hand and body tracking, headset tracking, and face avatar detection and creation in order to display a user avatar on the forward-facing display screen of the HMD device 6-100 as described elsewhere in this specification. The downward-facing camera 6-114 may be used to capture the facial expressions and movements of the user below the HMD device 6-100, including, for example, the cheeks, mouth, and chin.
[0087] 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 on the left and right sides of the HMD device 6-100 as shown in the figure and may be used for hand and body tracking, headset tracking, and face avatar detection and creation in order to display a user avatar on the forward-facing display screen of the HMD device 6-100 as described elsewhere in this specification. The jaw camera 6-116 may be used to capture the user's facial expressions and movements below the HMD device 6-100, including, for example, the user's jaw, cheeks, mouth, and chin. Regarding hand and body tracking, headset tracking, and face avatar,
[0088] In at least one example, the sensor system 6-102 may include a side camera 6-118. The side camera 6-118 may be oriented to capture left and right side views in the X-axis or direction relative to the HMD device 6-100. In at least one example, the side camera 6-118 may be used for hand and body tracking, headset tracking, and detection and reproduction of a facial avatar.
[0089] In at least one example, the sensor system 6-102 may include multiple eye-tracking and gaze-tracking sensors for determining the user's eye identification information, status, and gaze direction during and / or before use. In at least one example, the eye / gaze-tracking sensor may include nasal eye cameras 6-120 positioned on either side of the user's nose and adjacent to the user's nose when the HMD device 6-100 is worn. The eye / gaze sensor may also include lower eye cameras 6-122 positioned below each user's eye for capturing images of the eye for face avatar detection and creation, gaze tracking, and iris recognition functions.
[0090] In at least one example, the sensor system 6-102 includes an infrared illuminator 6-124 directed outward from the HMD device 6-100, which can illuminate the external environment and any objects within it with IR light for IR detection by one or more IR sensors of the sensor system 6-102. In at least one example, the sensor system 6-102 may include a flicker sensor 6-126 and an ambient light sensor 6-128. In at least one example, the flicker sensor 6-126 may detect the overhead light refresh rate to avoid display flicker. In one example, the infrared illuminator 6-124 may include a light-emitting diode and can be used in low-light environments, in particular, to illuminate the user's hand and other objects with low light for detection by the infrared sensors of the sensor system 6-102.
[0091] In at least one example, multiple sensors, including a scene camera 6-106, a downward-facing camera 6-114, a jaw camera 6-116, a side camera 6-118, a depth projector 6-112, and depth sensors 6-108 and 6-110, can be used in combination with an electrically coupled controller to combine depth data with camera data for hand tracking and sizing, for better hand tracking and object recognition and tracking capabilities of the HMD device 6-100. In at least one example, the downward-facing camera 6-114, jaw camera 6-116, and side camera 6-118 described above and shown in Figure 1I may be wide-angle cameras capable of operating in the visible and infrared spectra. In at least one example, these cameras 6-114, 6-116, and 6-118 may operate with monochrome light detection only to simplify image processing and increase sensitivity.
[0092] Any of the features, components, and / or parts shown in Figure 1I, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1J to 1L and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1J to 1L, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1I.
[0093] Figure 1J shows a downward perspective view of an example of the HMD6-200, including a cover or shroud 6-204 fixed to the frame 6-230. In at least one example, the sensor 6-203 of the sensor system 6-202 may be positioned around the periphery of the HDM6-200 such that the sensor 6-203 is positioned outward around the periphery of the display area or area 6-232 so as not to obstruct the view of the displayed light. In at least one example, the sensor may be positioned behind the shroud 6-204 and aligned with the transparent portion of the shroud to allow the sensor and projector to pass light back and forth through the shroud 6-204. In at least one example, opaque ink or other opaque material or film / layer can be placed on the shroud 6-204 around the display area 6-232 to conceal components of the HMD 6-200 outside the display area 6-232 other than the transparent portion defined by the opaque portion, through which sensors and projectors transmit and receive light and electromagnetic signals during operation. In at least one example, the shroud 6-204 allows light to pass through from the display (e.g., within the display area 6-232) but not radially outward from the display area around the periphery of the display and the shroud 6-204.
[0094] In some examples, the shroud 6-204 includes a transparent portion 6-205 and an opaque portion 6-207, as described above and elsewhere in this specification. In at least one example, the opaque portion 6-207 of the shroud 6-204 can define one or more transparent regions 6-209 from which sensors 6-203 of the sensor system 6-202 can send and receive signals. In the illustrated example, the sensor 6-203 of the sensor system 6-202, which transmits and receives signals through the shroud 6-204, or more specifically through the transparent area 6-209 of (or defined by) the opaque portion 6-207 of the shroud 6-204, may include the same or similar sensors as those shown in the example in Figure 1I, e.g., depth sensors 6-108 and 6-110, depth projector 6-112, first and second scene cameras 6-106, first and second downward-facing cameras 6-114, first and second side cameras 6-118, and first and second infrared illuminators 6-124. These sensors are also shown in the examples in Figures 1K and 1L. Other sensors, sensor types, number of sensors, and their relative positions may be included in one or more other examples of the HMD.
[0095] Any of the features, components, and / or parts shown in Figure 1J, including their arrangement and configuration, may be included, either individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1I and 1K-1L and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1I and 1K-1L, including their arrangement and configuration, may be included, either individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1J.
[0096] Figure 1K shows a partial front view of an example of an HMD device 6-300, including a display 6-334, brackets 6-336 and 6-338, and a frame or housing 6-330. The example shown in Figure 1K does not include a front cover or shroud to show brackets 6-336 and 6-338. For example, the shroud 6-204 shown in Figure 1J includes an opaque portion 6-207 that visually covers / obscures the view of anything outside (e.g., radially / circumferentially outward) of the display / display area 6-334, including sensors 6-303 and brackets 6-338.
[0097] 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 cameras 6-306 have tight 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, e.g., 0.3 degrees or less. To achieve and maintain such tight tolerances, in one example, scene cameras 6-306 can be mounted to bracket 6-338 rather than to the shroud. The bracket may include a cantilever arm to which scene cameras 6-306 and other sensors of sensor system 6-302 can be mounted, such that their position and orientation remain undeformed in the event of a user-induced drop event resulting in any deformation of the other brackets 6-226, housing 6-330, and / or shroud.
[0098] Any of the features, components, and / or parts shown in Figure 1K, including their arrangement and configuration, may be included, either individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1I, 1J, and 1L and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1I-1J and 1L, including their arrangement and configuration, may be included, either individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1K.
[0099] Figure 1L shows a bottom view of an example of the HMD 6-400, including the front display / cover assembly 6-404 and the sensor system 6-402. The sensor system 6-402 may be similar to other sensor systems described above and elsewhere in this specification, including referring to Figures 1I to 1K. In at least one example, the jaw camera 6-416 may be oriented downward to capture an image of the user's lower facial features. In one example, the jaw camera 6-416 may be directly coupled to the frame or housing 6-430, or to one or more internal brackets directly coupled to the illustrated frame or housing 6-430. The frame or housing 6-430 may include one or more apertures / openings 6-415 from which the jaw camera 6-416 can send and receive signals.
[0100] Any of the features, components, and / or parts shown in Figure 1L, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in Figures 1I to 1K and described herein. Similarly, any of the features, components, and / or parts shown and described with reference to Figures 1I to 1K, including their arrangement and configuration, may be included, individually or in any combination, in the examples of devices, features, components, and parts shown in Figure 1L.
[0101] Figure 1M shows a rear perspective view of the interpupillary distance (IPD) adjustment system 11.1.1-102, which includes first and second optical modules 11.1.1-104a-b that are slidably engaged / coupled to the respective guide rods 11.1.1-108a-b and motors 11.1.1-110a-b of the left and right adjustment subsystems 11.1.1-106a-b. The IPD adjustment system 11.1.1-102 may include buttons 11.1.1-114 that are coupled to the bracket 11.1.1-112 and communicate electrically with the motors 11.1.1-110a-b. In at least one example, the buttons 11.1.1-114 can electrically communicate with the first and second motors 11.1.1-110a~b via a processor or other circuit component to activate the first and second motors 11.1.1-110a~b and change the positions of the first and second optical modules 11.1.1-104a~b relative to each other.
[0102] In at least one example, the first and second optical modules 11.1.1-104a~b may include respective display screens configured to project light toward the user's eyes when the HMD 11.1.1-100 is worn. In at least one example, the user can operate (e.g., press and / or rotate) the button 11.1.1-114 to activate the position adjustment of the optical modules 11.1.1-104a~b to match the interpupillary distance of the user's eyes. The optical modules 11.1.1-104a~b may also include one or more cameras or other sensors / sensor systems for imaging and measuring the user's IPD so that the optical modules 11.1.1-104a~b can be adjusted to match the IPD.
[0103] In one example, the user can operate buttons 11.1.1-114 to trigger automatic position adjustment of the first and second optical modules 11.1.1-104a~b. In another example, the user can operate buttons 11.1.1-114 to trigger manual adjustment, for example, by rotating buttons 11.1.1-114 in one or the other direction, so that the optical modules 11.1.1-104a~b move further away or closer until the user visually matches their IPD. In another example, the manual adjustment is communicated electronically via one or more circuits, and power for the movement of the optical modules 11.1.1-104a~b via motors 11.1.1-110a~b is provided by a power supply. In yet another example, the adjustment and movement of the optical modules 11.1.1-104a~b via the operation of buttons 11.1.1-114 is mechanically actuated via the movement of buttons 11.1.1-114.
[0104] Any of the features, components, and / or parts shown in Figure 1M, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, components, and parts shown in any other figures shown and described herein. The same applies to any of the features, components, and / or parts shown in Figure 1M, including their arrangement and configuration, which may be shown and described, individually or in any combination, with reference to any other figures shown and described herein.
[0105] Figure 1N shows a partial front perspective view of the HMD 11.1.2-100, including an outer structural frame 11.1.2-102 and an inner or intermediate structural frame 11.1.2-104 that define the first and second apertures 11.1.2-106a and 11.1.2-106b. Views of apertures 11.1.2-106a-b may be obstructed by one or more other components of the HMD 11.1.2-100 coupled to the inner frame 11.1.2-104 and / or the outer frame 11.1.2-102, as shown in the figure; therefore, apertures 11.1.2-106a-b are shown as dotted lines in Figure 1N. In at least one example, the HMD 11.1.2-100 may include a first mounting bracket 11.1.2-108 coupled to the inner frame 11.1.2-104. In at least one example, the mounting bracket 11.1.2-108 is coupled to the inner frame 11.1.2-104 between the first and second apertures 11.1.2-106a and 11.1.2-106b.
[0106] The mounting bracket 11.1.2-108 may include an intermediate or central portion 11.1.2-109 coupled to the inner frame 11.1.2-104. In some examples, the intermediate or central portion 11.1.2-109 may not be the geometric middle or center of the bracket 11.1.2-108. Rather, the intermediate / central portion 11.1.2-109 may be positioned between a first cantilever extension arm and a second cantilever extension arm extending away from the intermediate portion 11.1.2-109. In at least one example, the mounting bracket 108 includes a first cantilever arm 11.1.2-112 and a second cantilever arm 11.1.2-114 that extend away from the intermediate portion 11.1.2-109 of the mounting bracket 11.1.2-108 coupled to the inner frame 11.1.2-104.
[0107] As shown in Figure 1N, the outer frame 11.1.2-102 may be defined with a curved shape on its underside to accommodate the user's nose when the user wears the HMD 11.1.2-100. The curved shape may be referred to as the nose bridge 11.1.2-111 and may be located in the center of the underside 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 11.1.2-102 between apertures 11.1.2-106a-b, such that the cantilever arms 11.1.2-112, 11.1.2-114 extend downward and laterally outward away from the intermediate portion 11.1.2-109 to complement the shape of the nose bridge 11.1.2-111 of the outer frame 11.1.2-104. In this way, the mounting bracket 11.1.2-108 is configured to accommodate the user's nose as described above. The shape of the nose bridge 11.1.2-111 accommodates the nose in such a way that the nose bridge 11.1.2-111 provides a curvature that curves above, over, and around the nose, along with the user's nose, for comfort and fit.
[0108] The first cantilever arm 11.1.2-112 may extend away from the intermediate portion 11.1.2-109 of the mounting bracket 11.1.2-108 in a first direction, and the second cantilever arm 11.1.2-114 may extend away from the intermediate portion 11.1.2-109 of the mounting bracket 11.1.2-10 in a second direction opposite to the first direction. The first and second cantilever arms 11.1.2-112 and 11.1.2-114 are referred to as "cantilevered" or "cantilevered" arms because each arm 11.1.2-112 and 11.1.2-114 includes a distal free end 11.1.2-116 and 11.1.2-118 that is not fixed to the inner and outer frames 11.1.2-102 and 11.1.2-104, respectively. In this way, arms 11.1.2-112 and 11.1.2-114 are cantilevered from an intermediate section 11.1.2-109 that can be connected to the inner frame 11.1.2-104, with their distal ends 11.1.2-102 and 11.1.2-104 not attached.
[0109] 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 a plurality of sensors 11.1.2-110a~f. Each of the plurality of sensors 11.1.2-110a~f may include various types of sensors, such as cameras and IR sensors. In some examples, one or more of the sensors 11.1.2-110a~f may be used for object recognition in three-dimensional space, such that it is important to maintain the precise relative positions of two or more of the plurality of sensors 11.1.2-110a~f. The cantilevered nature of the mounting bracket 11.1.2-108 can protect the sensors 11.1.2-110a~f from damage and displacement in the event of an accidental drop by the user. Since sensors 11.1.2-110a~f are cantilevered on arms 11.1.2-112 and 11.1.2-114 of mounting bracket 11.1.2-108, stresses and deformations in the inner and / or outer 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 positioning of sensors 11.1.2-110a~f coupled to / mounted on mounting bracket 11.1.2-108.
[0110] Any of the features, components, and / or parts shown in Figure 1N, including their arrangement and configuration, may be included, individually or in any combination, in any other example of devices, features, and components 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, in the examples of devices, features, components, and components shown in Figure 1N.
[0111] Figure 10 shows an example of an optical module 11.3.2-100 for use in electronic devices such as HMDs, including the HDM devices described herein. As shown in one or more other examples described herein, the optical module 11.3.2-100 may be one of two optical modules in an HMD, each optical module being positioned to project light toward the user's eye. In this way, the first optical module can project light toward the user's first eye via a display screen, and the second optical module of the same device can project light toward the user's second eye via another display screen.
[0112] In at least one example, the optical module 11.3.2-100 may include an optical frame or housing 11.3.2-102, which may also be referred to as a barrel or optical module barrel. The optical module 11.3.2-100 may also include a display 11.3.2-104, which includes one or more display screens, coupled to the housing 11.3.2-102. 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, of which the display module 11.3.2-100 is part, is worn in use. In at least one example, the housing 11.3.2-102 may surround the display 11.3.2-104 and provide a coupling mechanism for coupling other components of the optical module described herein.
[0113] 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 so that the cameras 11.3.2-106 are configured to capture one or more images of the user's eyes while in 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 positioned between the display 11.3.2-104 and the cameras 11.3.2-106. The light strip 11.3.2-108 may include multiple lights 11.3.2-110. Multiple 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. Individual lights 11.3.2-110 of the light strip 11.3.2-108 can be spaced apart around the strip 11.3.2-108 and thus can be spaced uniformly or unevenly around the display 11.3.2-104 at various locations on the strip 11.3.2-108 and around the display 11.3.2-104.
[0114] In at least one example, the housing 11.3.2-102 defines a viewing aperture 11.3.2-101 through which the user can see the display 11.3.2-104 when the HMD device is worn. In at least one example, LEDs are configured and positioned to emit light over the user's eyes through the viewing aperture 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 aperture 11.3.2-101.
[0115] As described above, each of the components and features of the optical module 11.3.2-100 shown in Figure 1O can be replicated in another (e.g., a second) optical module arranged with the HMD to interact with the user's other eye (e.g., project light and capture images).
[0116] Any feature, component, and / or part shown in Figure 1O, including their arrangement and configuration, alone or in any combination, may be included in any other example of devices, features, components, and parts shown in Figure 1P or otherwise described herein. Similarly, any feature, component, and / or part illustrated and described with reference to Figure 1P or otherwise described herein, including their arrangement and configuration, alone or in any combination, may be included in the examples of devices, features, components, and parts shown in Figure 1O.
[0117] Figure 1P shows a cross-sectional view of an example of an optical module 11.3.2-200, 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 may be configured to slidably engage with the respective rails or guide rods of the HMD device to allow the optical module 11.3.2-200 to adjust its position relative to the user's eyes to match the user's interpupillary distance (IPD). The housing 11.3.2-202 can slidably engage with the guide rod to fix the optical module 11.3.2-200 in place within the HMD.
[0118] In at least one example, the optical module 11.3.2-200 may also include a lens 11.3.2-216 coupled to the housing 11.3.2-202 and positioned between the display assembly 11.3.2-204 and the user's eyes when the HMD is worn. The lens 11.3.2-216 may be configured to direct light from the display assembly 11.3.2-204 to the user's eyes. In at least one example, the lens 11.3.2-216 may be part of a lens assembly that includes a corrective lens detachably attached to the optical module 11.3.2-200. In at least one example, lens 11.3.2-216 is positioned above light strip 11.3.2-208 and one or more eye-tracking cameras 11.3.2-206, so that the cameras 11.3.2-206 are configured to capture an image of the user's eye through lens 11.3.2-216, and light strip 11.3.2-208 includes a light configured to project light onto the user's eye through lens 11.3.2-216 during use.
[0119] Any of the features, components, and / or parts shown in Figure 1P, including their arrangement and configuration, may be included, individually or in any combination, in any other example of 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, in the examples of devices, features, components, and parts shown in Figure 1P.
[0120] Figure 2 is a block diagram of an example of the controller 110 according to several embodiments. While certain features are shown, those skilled in the art will understand from this disclosure that various other features have been omitted for brevity so as not to obscure more suitable embodiments of the embodiments disclosed herein. Therefore, as a non-limiting example, in some embodiments, the controller 110 includes one or more processing units 202 (e.g., a microprocessor, application-specific integrated circuit (ASIC), field-programmable gate array (FPGA), graphics processing unit (GPU), central processing unit (CPU), processing core, 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 Mobile Communication System (GSM), Code Division Multiple Access (CDMA), Time Division Multiple Access (TDMA), Global Positioning System (GPS), Infrared (IR), Bluetooth, ZiGBEE, 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 and various other components.
[0121] In some embodiments, one or more communication buses 204 include circuits for interconnecting and controlling communication between system components. In some embodiments, one or more I / O devices 206 include at least one of the following: a keyboard, mouse, touchpad, joystick, one or more microphones, one or more speakers, one or more image sensors, one or more displays, etc.
[0122] 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 (DDRRAM), or other random-access solid-state memory devices. In some embodiments, memory 220 includes non-volatile memory such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. Memory 220 optionally includes one or more storage devices located remotely from one or more processing units 202. Memory 220 includes a non-temporary computer-readable storage medium. In some embodiments, memory 220, or the non-temporary computer-readable storage medium of memory 220, stores the following programs, modules, and data structures, or subsets thereof, including an optional operating system 230 and XR experience module 240.
[0123] The operating system 230 handles various basic system services and includes instructions for performing hardware-dependent tasks. In some embodiments, the XR experience module 240 is configured to manage and coordinate one or more XR experiences for one or more users (e.g., a single XR experience for one or more users, or multiple XR experiences for each group of one or more users). To this end, in various embodiments, the XR experience module 240 includes a data acquisition unit 241, a tracking unit 242, a coordination unit 246, and a data transmission unit 248.
[0124] In some embodiments, the data acquisition unit 241 is configured to acquire data (e.g., presentation data, interaction data, sensor data, location data, etc.) from at least the display generation component 120 of Figure 1A, and optionally from one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data acquisition unit 241 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0125] In some embodiments, the tracking unit 242 is configured to map scene 105 and track the position / location of at least the display generation component 120 relative to scene 105 in Figure 1A, 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 tracking unit 242 includes instructions and / or logic for this purpose, as well as heuristics and metadata for this purpose. In some embodiments, the tracking unit 242 includes a hand tracking unit 244 and / or an eye tracking unit 243. In some embodiments, the hand tracking unit 244 is configured to track the position / location of one or more parts of the user's hand, and / or the movement of one or more parts of the user's hand, relative to the display generation component 120 and / or a coordinate system defined relative to the user's hand, relative to scene 105 in Figure 1A. The hand tracking unit 244 is described in more detail below with respect to Figure 4. In some embodiments, the eye-tracking unit 243 is configured to track the position and movement of the user's gaze (or, more broadly, the user's eyes, face, or head) relative to the scene 105 (e.g., the physical environment and / or the user (e.g., the user's hands)) or to XR content displayed via the display generation component 120. The eye-tracking unit 243 is described in more detail below with reference to Figure 5.
[0126] In some embodiments, the adjustment unit 246 is configured to manage and adjust the XR experience presented to the user by the display generation component 120 and optionally by one or more of the output devices 155 and / or peripheral devices 195. For this purpose, in various embodiments, the adjustment unit 246 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0127] In some embodiments, the data transmission unit 248 is configured to transmit data (e.g., presentation data, location data, etc.) to at least the display generation component 120, and optionally to one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data transmission unit 248 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0128] While the data acquisition unit 241, tracking unit 242 (including, for example, eye-tracking unit 243 and hand-tracking unit 244), adjustment unit 246, and data transmission unit 248 are shown as 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, tracking unit 242 (including, for example, eye-tracking unit 243 and hand-tracking unit 244), adjustment unit 246, and data transmission unit 248 may be located in separate computing devices.
[0129] Furthermore, Figure 2 is intended to illustrate the function of various features that may be present in a particular embodiment, in contrast to the structural schematics of the embodiments described herein. As will be recognized by those skilled in the art, the separately shown items can be combined, and some items can be separated. For example, several functional modules shown separately in Figure 2 may be implemented in a single module, and the various functions of a single functional block may be implemented by one or more functional blocks in various embodiments. The actual number of modules, as well as the division of certain functions and how functions are assigned between them, will vary depending on the implementation and, in some embodiments, will partially depend on a particular combination of hardware, software, and / or firmware selected for a particular implementation.
[0130] Figure 3 is a block diagram of an example of a display generation component 120 according to several embodiments. While certain features are shown, those skilled in the art will understand from this disclosure that various other features have been omitted for brevity so as not to obscure more suitable embodiments of the embodiments disclosed herein. For that purpose, in some non-limiting examples, the display generation component 120 (e.g., HMD) may include 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, infrared, Bluetooth, ZiGBEE, and / or similar types of interfaces), one or more programming (e.g., I / O) interfaces 310, one or more XR displays 312, one or more optional in-facing and / or out-facing image sensors 314, memory 320, and one or more communication buses 304 for interconnecting these and various other components.
[0131] In some embodiments, one or more communication buses 304 include circuits for interconnecting and controlling communication between system components. In some embodiments, one or more I / O devices and sensors 306 include at least one of the following: an inertial measuring unit (IMU), an accelerometer, a gyroscope, a thermometer, one or more physiological sensors (e.g., a blood pressure monitor, a heart rate monitor, a blood oxygen sensor, a blood glucose sensor, etc.), one or more microphones, one or more speakers, a haptic engine, one or more depth sensors (e.g., structured light, time of flight, etc.).
[0132] In some embodiments, one or more XR displays 312 are configured to provide the user with an XR experience. In some embodiments, one or more XR displays 312 correspond to holographic, digital light processing (DLP), liquid crystal display (LCD), liquid crystal on silicon (LCoS), organic light-emitting field-effect transistor (OLET), organic light-emitting diode (OLED), surface conduction electron emission display (SED), field emission display (FED), quantum dot light-emitting diode (QD-LED), 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 holographic. For example, a display generation component 120 (e.g., HMD) includes a single XR display. In another example, the display generation component 120 includes an XR display for each of the user's eyes. In some embodiments, one or more XR displays 312 can present MR or VR content.
[0133] 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 hands and optionally a portion of the user's arms (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 a scene that the user might view when a display generation component 120 (e.g., an HMD) is not present (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., complementary metal-oxide-semiconductor (CMOS) image sensors or charge-coupled device (CCD) image sensors), one or more infrared (IR) cameras, one or more event-based cameras, and / or similar.
[0134] Memory 320 includes high-speed random-access memory, such as DRAM, SRAM, DDR RAM, or other random-access solid-state memory devices. In some embodiments, memory 320 includes non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. Memory 320 optionally includes one or more storage devices located remotely from one or more processing units 302. Memory 320 includes a non-temporary computer-readable storage medium. In some embodiments, memory 320, or the non-temporary computer-readable storage medium of memory 320, stores the following programs, modules, and data structures, or subsets thereof, including an optional operating system 330 and XR presentation module 340.
[0135] The operating system 330 includes instructions for handling various basic system services and instructions for performing hardware-dependent tasks. In some embodiments, the XR presentation module 340 is configured to present XR content to the user via one or more XR displays 312. For this purpose, in various embodiments, the XR presentation module 340 includes a data acquisition unit 342, an XR presentation unit 344, an XR map generation unit 346, and a data transmission unit 348.
[0136] In some embodiments, the data acquisition unit 342 is configured to acquire data (e.g., presentation data, interaction data, sensor data, location data, etc.) from at least the controller 110 in Figure 1A. To this end, in various embodiments, the data acquisition unit 342 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0137] In some embodiments, the XR presentation unit 344 is configured to present XR content via one or more XR displays 312. For this purpose, in various embodiments, the XR presentation unit 344 includes instructions and / or logic therefor, as well as heuristics and metadata therefor.
[0138] In some embodiments, the XR map generation unit 346 is configured to generate an XR map (for example, a 3D map of a mixed reality scene or a map of a physical environment in which computer-generated objects can be placed to generate extended reality) based on media content data. For this purpose, in various embodiments, the XR map generation unit 346 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0139] In some embodiments, the data transmission unit 348 is configured to transmit data (e.g., presentation data, location data, etc.) to at least the controller 110 and optionally to one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data transmission unit 348 includes instructions and / or logic for that purpose, as well as heuristics and metadata for that purpose.
[0140] Although the data acquisition unit 342, XR presentation unit 344, XR map generation unit 346, and data transmission unit 348 are shown as residing on a single device (e.g., the display generation component 120 in Figure 1A), it should be understood that in other embodiments, any combination of the data acquisition unit 342, XR presentation unit 344, XR map generation unit 346, and data transmission unit 348 may reside in separate computing devices.
[0141] Furthermore, Figure 3 is intended to illustrate the functionality of various features that may be present in a particular implementation, in contrast to the structural schematics of the embodiments described herein. As will be recognized by those skilled in the art, the separately shown items can be combined, and some items can be separated. For example, several functional modules shown separately in Figure 3 can be realized within a single module, and the various functions of a single functional block can be performed by one or more functional blocks in various embodiments. The actual number of modules, as well as the division of certain functions and how functions are assigned between them, will vary depending on the implementation and, in some embodiments, will partially depend on a particular combination of hardware, software, and / or firmware selected for a particular implementation.
[0142] Figure 4 is a schematic diagram of an exemplary embodiment of the hand tracking device 140. In some embodiments, the hand tracking device 140 (Figure 1A) is controlled by the hand tracking unit 244 (Figure 2) to track the position / location of one or more parts of the user's hand and / or the movement of one or more parts of the user's hand relative to the scene 105 in Figure 1A (e.g., relative to parts of the physical environment surrounding the user, relative to the display generation component 120, or relative to parts of the user (e.g., the user's face, eyes, or head), and / or relative to a coordinate system defined for 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).
[0143] 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) that captures three-dimensional scene information including at least the hand 406 of a human user. The image sensor 404 captures a hand image with sufficient resolution to allow for the distinction of fingers and their respective positions. The image sensor 404 can typically capture images of other parts of the user's body, or images of the entire body, and may have either a zoom function or a dedicated sensor with high magnification to capture an image of the hand at a desired resolution. In some embodiments, the image sensor 404 also captures a 2D color video image 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 that capture the physical environment of the scene 105, or functions as an image sensor that captures the physical environment of the scene 105. In some embodiments, the image sensor 404 is positioned relative to the user or the user's environment such that the field of view of the image sensor or a portion thereof is used to define an interaction space in which hand movements captured by the image sensor are processed as input to the controller 110.
[0144] In some embodiments, the image sensor 404 outputs a sequence of frames containing 3D map data (and possibly color image data) to the controller 110, thereby extracting high-level information from the map data. This high-level information is typically provided to an application running on the controller via an application programming interface (API), which drives the display generation components 120 accordingly. For example, a user can interact with the software running on the controller 110 by moving their hand 406 to change the orientation of their hand.
[0145] In some embodiments, the image sensor 404 projects a spot pattern onto a scene including the hand 406 and captures an image of the projected pattern. In some embodiments, the controller 110 calculates the 3D coordinates of points in the scene (including points on the surface of the user's hand) by triangulation based on the lateral shift of the spot in the pattern. This approach is advantageous in that the user does not need to hold or wear any kind of beacon, sensor, or other marker. This gives the depth coordinates of points in the scene relative to a given reference plane at a specific distance from the image sensor 404. In this disclosure, it is assumed that the image sensor 404 defines an orthogonal set of x, y, and z axes such that the depth coordinates of points in the scene correspond to a z component measured by the image sensor. Alternatively, the image sensor 404 (e.g., a hand tracking device) may use other 3D mapping methods such as stereoscopic imaging or time-of-flight measurement based on one or more cameras or other types of sensors.
[0146] In some embodiments, the hand tracking device 140 captures and processes a time sequence of depth maps containing the user's hand while the user moves their hand (e.g., the entire hand or one or more fingers). Software running on the processor in the image sensor 404 and / or controller 110 processes the 3D map data to extract patch descriptors of the hand within these depth maps. Based on previous training, the software matches these descriptors against patch descriptors stored in the database 408 to estimate the hand pose in each frame. The pose typically includes the 3D location of the user's wrist and fingertips.
[0147] The software can also analyze the trajectory of the hand and / or fingers across multiple frames in a sequence to identify gestures. The posture estimation function described herein may be interleaved with the motion tracking function, so that patch-based posture estimation is performed only once every two (or more) frames, while tracking is used to detect changes in posture that occur over the remaining frames. Posture, motion, and gesture information is provided to an application program running on the controller 110 via the API described above. This program can, for example, move and modify the image presented on the display generation component 120, or perform other functions, depending on the posture and / or gesture information.
[0148] In some embodiments, the gesture includes an air gesture. An air gesture is a gesture detected by the user without (or independently of) touching an input element that is part of a device (e.g., a computer system 101, one or more input devices 125, and / or a hand tracking device 140), and is based on detected movement of a part of the user's body in the air (e.g., head, one or more arms, one or more hands, one or more fingers, and / or one or more legs), 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 of the user's body relative to another part of the user's body (e.g., movement of the user's hand relative to the user's shoulder, movement of one of the user's hands relative to the user's other hand, and / or movement of the user's fingers relative to another finger or part of the user's hand), and / or absolute movement of a part of the user's body (e.g., a tap gesture including movement of the hand in a predetermined posture by a predetermined amount and / or speed, or a shake gesture including a predetermined speed or amount of rotation of a part of the user's body).
[0149] In some embodiments, the input gestures used in the various examples and embodiments described herein include air gestures, as in some embodiments, performed by moving one or more of the user's fingers relative to other fingers or parts of the user's hand for interacting with an XR environment (e.g., a virtual or mixed reality environment). In some embodiments, an air gesture is a gesture detected without the user touching (or independently of) an input element that is part of the device, and is based on detected movement of a part of the user's body in 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 of the user's body 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 the user's other hand relative to one hand, and / or movement of the user's fingers relative to another finger or part of the user's hand), and / or absolute movement of a part of the user's body (e.g., a tap gesture involving movement of the hand in a predetermined pose by a predetermined amount and / or speed, or a shake gesture involving rotation of a part of the user's body by a predetermined speed or amount).
[0150] In some embodiments where the input gesture is an air gesture (i.e., without physical contact with an input device that provides the computer system with information about which user interface element is the target of user input, such as contact with a user interface element displayed on a touchscreen or contact with a mouse or trackpad to move a cursor over a user interface element), the gesture takes into account the user's attention (e.g., gaze) to determine the target of user input (e.g., in the case of direct input, as described below). Thus, in implementations involving air gestures, the input gesture is detected attention (e.g., gaze) to a user interface element in combination (e.g., simultaneously) with the movement of the user's fingers (one or more) and / or hand to perform pinch and / or tap input, as described in more detail below.
[0151] In some embodiments, input gestures directed towards a user interface object are performed directly or indirectly by reference to the user interface object. For example, user input is performed directly towards the user interface object in response to the user performing an input gesture with their hand at a position corresponding to the user interface object's position in a three-dimensional environment (e.g., determined based on the user's current viewpoint). In some embodiments, the input gesture is performed indirectly towards the user interface object according to the user performing the input gesture while the user's hand position is not at a position corresponding to the user interface object's position in a three-dimensional environment, while detecting the user's attention (e.g., gaze) towards the user interface object. For example, in the case of a direct input gesture, the user can direct their input towards the user interface object by initiating the gesture at or near a position corresponding to the user interface object's display position (e.g., within a distance of 0.5 cm, 1 cm, 5 cm, or 0-5 cm from the optional outer edge or optional central portion). In the case of indirect input gestures, the user can direct their input towards the user interface object by paying attention to the user interface object (for example, by gazing at the user interface object), and while paying attention to the options, the user initiates the input gesture (for example, at any position detectable by the computer system) (for example, at a position that does not correspond to the display position of the user interface object).
[0152] In some embodiments, the input gestures (e.g., air gestures) used in the various examples and embodiments described herein include pinch and tap inputs for interacting with virtual or mixed reality environments, as in some embodiments. For example, the pinch and tap inputs described later are performed as air gestures.
[0153] In some embodiments, a 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 that is an air gesture involves moving two or more fingers of a hand to touch each other, i.e., including an optional interruption (e.g., within 0 to 1 second) immediately after the touch. A long pinch gesture that is an air gesture involves moving two or more fingers of a hand to touch each other for at least a threshold time amount (e.g., at least 1 second) before detecting an interruption of contact between them. For example, a long pinch gesture includes the user holding a pinch gesture (e.g., if two or more fingers are in contact), and the long pinch gesture continues until an interruption of contact between the two or more fingers is detected. In some embodiments, a double pinch gesture that is an air gesture includes two (e.g., or more) pinch inputs (e.g., performed with the same hand) that are detected directly and consecutively (e.g., within a predetermined period of time) to each other. For example, the user performs a first pinch input (e.g., a pinch input or a long pinch input), releases the first pinch input (e.g., breaks contact between two or more fingers), and then performs a second pinch input within a predetermined period (e.g., within 1 second or 2 seconds) after releasing the first pinch input.
[0154] In some embodiments, an air gesture, a pinch-and-drag gesture, includes a pinch gesture (e.g., a pinch gesture or a long pinch gesture) performed in relation to (e.g., after) a drag input that changes the user's hand position from a first position (e.g., a drag initiation position) to a second position (e.g., a resistance termination position). In some embodiments, the user maintains the pinch gesture while performing the drag input and releases the pinch gesture (e.g., spreading two or more fingers) to terminate 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 and touches them to each other, and then moves the same hand to a second position in the air with a drag gesture). In some embodiments, the pinch input is performed by the user's first hand and the drag input is performed by the user's second hand (e.g., the user's second hand moves from the first position to the second position in the air while the user continues the pinch input with the user's first hand). In some embodiments, an input gesture that is an air gesture includes an input (e.g., a pinch input and / or a tap input) performed using both of the user's hands. For example, an input gesture includes two (e.g., or more) pinch inputs performed in relation to each other (e.g., simultaneously or within a predetermined period of time). For example, a first pinch gesture (e.g., a pinch input, a long pinch input, or a pinch and drag input) performed using the user's first hand, and a second pinch input performed using the other hand (e.g., a second hand of the user's hands) in relation to performing the pinch input using the first hand.
[0155] In some embodiments, a tap input performed as an air gesture (e.g., directed towards a user interface element) includes the movement of one or more of the user's fingers toward the user interface element, the movement of the user's hand toward the user interface element with the user's fingers (one or more) optionally extended toward the user interface element, a downward movement of the user's fingers (e.g., mimicking a mouse click or a tap on a touchscreen), or other default movements of the user's hand. In some embodiments, a tap input performed as an air gesture is detected based on the movement characteristics of the finger or hand that performs the tap gesture movement away from the user's viewpoint and / or toward the object that is the target of the tap input, followed by the end of the movement. In some embodiments, the end of the movement is detected based on a change in the movement characteristics of the finger or hand that performs the tap gesture (e.g., away from the user's viewpoint and / or the end of the movement toward the object that is the target of the tap input, a reversal of the direction of the finger or hand movement, and / or a reversal of the direction of acceleration of the finger or hand movement).
[0156] In some embodiments, the user's attention is determined to be directed towards a part of the three-dimensional environment based on the detection of a gaze directed towards that part of the three-dimensional environment (optionally, without requiring any other conditions). In some embodiments, for the device to determine that the user's attention is directed towards a part of the three-dimensional environment, the device determines that the user's attention is directed towards a part of the three-dimensional environment based on the detection of a gaze directed towards a part of the three-dimensional environment, subject to one or more additional conditions such as the user's viewpoint being within a distance threshold from the part of the three-dimensional environment, at least for a threshold duration (e.g., dwell time), and / or the gaze being directed towards a part of the three-dimensional environment. If one of the additional conditions is not met, the device determines that the user's attention is not directed towards the part of the three-dimensional environment to which the gaze is directed (e.g., until one or more additional conditions are met).
[0157] In some embodiments, the detection of a ready state configuration of the user or a part of the user is detected by the computer system. The detection of a ready state configuration of the hand is used by the computer system as an indication that the user is likely to 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 ready state of a hand is determined based on whether the hand has a predetermined hand shape (e.g., a pre-pinch shape where the thumb and one or more fingers are extended and spaced apart, ready to perform a pinch or grab gesture, or a pre-tap shape where one or more fingers are extended and the palm is facing away from the user), whether the hand is in a predetermined position relative to the user's viewpoint (e.g., below the user's head, above the user's waist, or extended 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., moved towards the area in front of the user above the user's waist, below the user's head, or away from the user's body or legs). In some embodiments, the ready state is used to determine whether an interactive element of the user interface is responsive to attention (e.g., gaze) input.
[0158] In scenarios where the input is described in reference to an air gesture, similar gestures may also be detected using hardware input devices attached to or held by one or more of the user's hands, in which case the position of the hardware input device in space may be tracked using optical tracking, one or more accelerometers, one or more gyroscopes, one or more magnetometers, and / or one or more inertial measurement units, and it should be understood that the position and / or movement of the hardware input device is used instead of the position and / or movement of one or more hands in the corresponding air gesture(s). User input can be detected using controls included in hardware input devices, such as one or more touch-sensitive input elements, one or more pressure-sensitive input elements, one or more buttons, one or more knobs, one or more dials, one or more joysticks, one or more hand or finger covers capable of detecting the position or change in position of parts of the hands and / or fingers relative to each other, relative to the user's body, and / or the user's physical environment, and / or other hardware input device controls. User input using controls included in hardware input devices is used in place of hand and / or finger gestures such as air taps or air pinches in corresponding air gestures(single or multiple). For example, a selection input described as being performed by an air tap or air pinch input can alternatively be detected by a button press, a tap on a touch-sensitive surface, a press on a pressure-sensitive surface, or other hardware input.As another example, movement inputs described as being performed by air pinch-and-drag (e.g., air drag gesture or air swipe gesture) can be alternatively detected based on interaction with other hardware input controls, such as button presses and holds, touches on touch-sensitive surfaces, presses on pressure-sensitive surfaces, or movement of a hardware input device through space (e.g., along with the hand to which the hardware input device is associated). Similarly, two-handed inputs, including movements of both hands relative to each other, can also be performed using various combinations of inputs detected by air gestures and / or one or more of the aforementioned hardware input devices, using one air gesture and one hardware input device held in the hand not performing the air gesture, two hardware input devices held in separate hands, or two air gestures performed by separate hands.
[0159] In some embodiments, the software may be downloaded electronically to the controller 110, for example, over a network, or instead, it may be provided on a tangible non-temporary medium such as an optical, magnetic, or electronic memory medium. In some embodiments, the database 408 is similarly stored in memory associated with the controller 110. Alternatively or additionally, some or all of the computer's described functions may be performed on dedicated hardware such as a custom or semi-custom integrated circuit or a programmable digital signal processor (DSP). Although the controller 110 is shown in Figure 4, for example, as a separate unit from the image sensor 404, some or all of the controller's processing functions may be associated with the image sensor 404 by a suitable microprocessor and software, or by a dedicated circuit configuration within the housing of the image sensor 404 (e.g., a hand-tracking device), or in other ways. 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 set, handheld device, or head-mounted device), or by any other suitable computerized device such as a game console or media player. The sensing function of the image sensor 404 can also be integrated into a computer or other computerized device controlled by the sensor output.
[0160] Figure 4 further includes schematic diagrams of depth maps 410 captured by image sensor 404 according to several embodiments. The depth map includes a matrix of pixels, each having a depth value, as described above. Pixels 412 corresponding to the hand 406 are segmented in this map from the background and the wrist. The brightness of each pixel in the depth map 410 is inversely proportional to the depth value, i.e., the measured z-distance from image sensor 404, with the gradation becoming richer as the depth increases. Controller 110 processes these depth values to identify and segment image components (i.e., groups of adjacent pixels) that have the characteristics of a human hand. These characteristics may include, for example, the overall size, shape, and frame-to-frame movement of the depth map sequence.
[0161] Figure 4 also schematically shows the hand skeleton 414 that the controller 110 ultimately extracts from the depth map 410 of the hand 406, according to several embodiments. In Figure 4, the hand skeleton 414 is superimposed on the hand background 416, which has been segmented from the original depth map. In some embodiments, the hand (e.g., knuckles, fingertips, center of the palm, end of the hand connected to the wrist), and optionally major feature points on the wrist or arm connected to the hand, are identified and positioned on the hand skeleton 414. In some embodiments, the location and movement of these major feature points across multiple image frames are used by the controller 110 to determine, according to several embodiments, a hand gesture performed by the hand or the current state of the hand.
[0162] Figure 5 shows an exemplary embodiment of the eye-tracking device 130 (Figure 1A). In some embodiments, the eye-tracking device 130 is controlled by an eye-tracking unit 243 (Figure 2) to track the position and movement of the user's gaze relative to the scene 105 or to the XR content displayed via the display generation component 120. In some embodiments, the eye-tracking device 130 is integrated with the display generation component 120. For example, in some embodiments, if the display generation component 120 is a head-mounted device such as a headset, helmet, goggles, or glasses, or a handheld device positioned in a wearable frame, the head-mounted device includes both a component for generating XR content for user viewing and a component for tracking the user's gaze toward the XR content. In some embodiments, the eye-tracking device 130 is separate from the display generation component 120. For example, if the display generation component is a handheld device or an XR chamber, the eye-tracking device 130 is optionally a separate device from the handheld device or XR chamber. In some embodiments, the eye-tracking device 130 is a head-mounted device or part of a head-mounted device. In some embodiments, the head-mounted eye-tracking device 130 is optionally used with a display generation component that is mounted on the head or a display generation component that is not mounted on the head. In some embodiments, the eye-tracking device 130 is not a head-mounted device, but is optionally used in combination with a head-mounted display generation component. In some embodiments, the eye-tracking device 130 is not a head-mounted device, but is optionally part of a non-head-mounted display generation component.
[0163] In some embodiments, the display generation component 120 uses a display mechanism (e.g., left and right near-eye display panels) that displays frames containing left and right images in front of the user's eyes to provide the user with a 3D virtual view. For example, the head-mounted display generation component may include left and right optical lenses (referred to herein as eyepieces) positioned between the display and the user's eyes. In some embodiments, the display generation component may include, or be coupled to, one or more external video cameras that capture video of the user's environment for display. In some embodiments, the head-mounted display generation component may have a transparent or translucent display on which the user can directly view the physical environment and display virtual objects on a transparent or translucent display. In some embodiments, the display generation component projects virtual objects onto the physical environment. The virtual objects are projected, for example, onto a physical surface or as holograms, so that the individual can use the system to observe the virtual objects superimposed on the physical environment. In such cases, separate display panels and image frames for the left and right eyes may not be required.
[0164] As shown in Figure 5, in some embodiments, the eye-tracking device 130 (e.g., gaze tracking device) includes at least one eye-tracking camera (e.g., an infrared (IR) camera or a near-IR (NIR) camera) and an illumination source (e.g., an IR or NIR light source such as an array or ring of LEDs) that emits light (e.g., IR or NIR light) toward the user's eye. The eye-tracking camera may be directed toward the user's eye to receive reflected IR or NIR light from the light source directly from the eye, or alternatively, it may be directed toward a "hot" mirror positioned between the user's eye and a display panel that reflects IR or NIR light from the eye to the eye-tracking camera while allowing visible light to pass through. The eye-tracking device 130 optionally captures images of the user's eye (e.g., as a video stream captured at 60–120 frames per second (fps)), analyzes the images to generate gaze tracking information, and communicates the gaze tracking information to the controller 110. In some embodiments, both of the user's eyes are tracked separately by their respective eye-tracking cameras and illumination sources. In some embodiments, only one of the user's eyes is tracked by a separate eye-tracking camera and light source.
[0165] In some embodiments, the eye-tracking device 130 is calibrated using a device-specific calibration process to determine the parameters of the eye-tracking device for a specific operating environment 100, e.g., the 3D geometric relationships and parameters of the LEDs, camera, hot mirror (if present), eyepiece, and display screen. The device-specific calibration process may be performed at the factory or another facility before delivery of the AR / VR device to the end user. The device-specific calibration process may be an automated calibration process or a manual calibration process. A user-specific calibration process may include estimating the eye parameters of a particular user, e.g., pupil location, central visual location, optical axis, visual axis, interpupillary distance. According to some embodiments, once the device-specific and user-specific parameters for the eye-tracking device 130 are determined, the images captured by the eye-tracking camera can be processed using a Glint-assisted method to determine the user's current visual axis and gaze point relative to the display.
[0166] As shown in Figure 5, the eye-tracking device 130 (e.g., 130A or 130B) includes an eyepiece(s) 520 and an eye-tracking system which includes at least one eye-tracking camera 540 (e.g., an infrared (IR) or near-IR (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 eyes(s) 592. The eye-tracking camera 540 is positioned between the user's eye(s) 592 and the display 510 (e.g., the left or right display panel of a head-mounted display, or the display or projector of a handheld device) and may be directed towards a mirror 550 that transmits visible light while reflecting IR or NIR light from the eye(s) 592 (e.g., as shown at the top of Figure 5), or may be directed towards the user's eye(s) 592 to receive reflected IR or NIR light from the eye(s) 592 (e.g., as shown at the bottom of Figure 5).
[0167] In some embodiments, the controller 110 renders AR or VR frames 562 (e.g., left and right frames for left and right display panels) and provides the frames 562 to the display 510. For various purposes, for example, when processing the frames 562 for display, the controller 110 uses gaze tracking input 542 from the eye-tracking camera 540. The controller 110 optionally uses a glint-assisted method or other appropriate method to estimate the user's gaze point on the display 510 based on the gaze tracking input 542 obtained from the eye-tracking camera 540. The gaze point estimated from the gaze tracking input 542 is optionally used to determine the direction the user is currently looking.
[0168] The following describes, but is not intended to be limiting, several possible use cases of the user's current gaze direction. As an exemplary use case, the controller 110 may render virtual content differently based on the determined user gaze direction. For example, the controller 110 may generate virtual content at a higher resolution in the central visual region determined from the user's current gaze direction than in the peripheral region. As another example, the controller may position or move virtual content within the view based at least partially on the user's current gaze direction. As yet another example, the controller may display specific virtual content within the view based at least partially on the user's current gaze direction. As another exemplary use case in an AR application, the controller 110 may capture the physical environment of the XR experience and orient an external camera 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 viewing on the display 510. In another exemplary use case, the eyepiece 520 may be a focusing lens, and gaze tracking information is used by the controller to adjust the focus of the eyepiece 520 so that the virtual object currently being viewed by the user has appropriate binocular coordination to match the convergence of the user's eye 592. The controller 110 can utilize the gaze tracking information to orient and adjust the focus of the eyepiece 520 so that the nearby object being viewed by the user appears at the correct distance.
[0169] In some embodiments, the eye-tracking device is part of a head-mounted device, which is housed within a wearable housing and includes a display (e.g., display 510), two eyepieces (e.g., one or more eyepieces 520), an eye-tracking camera (e.g., one or more eye-tracking cameras 540), and a light source (e.g., an illumination source 530 (e.g., IR or NIR LEDs)). The light source emits light (e.g., IR or NIR light) towards the user's eye(s) 592. In some embodiments, the light sources may be arranged in a ring or circular pattern around each lens, as shown in Figure 5. In some embodiments, as an example, eight illumination sources 530 (e.g., LEDs) are arranged around each lens 520. However, more or fewer illumination sources 530 may be used, and other arrangements and locations of the illumination sources 530 may be used.
[0170] In some embodiments, the display 510 emits light within the visible light range and does not emit light within the IR or NIR range, thus not introducing noise into the gaze tracking system. Note that the location and angle of the eye-tracking camera(s) 540 are given as examples and are not intended to be limiting. In some embodiments, a single eye-tracking camera 540 is positioned on each side of the user's face. In some embodiments, two or more NIR cameras 540 can be used on each side of the user's face. In some embodiments, a camera 540 with a wider field of view (FOV) and a camera 540 with a narrower FOV may be used on each side of the user's face. In some embodiments, a camera 540 operating at one wavelength (e.g., 850 nm) and a camera 540 operating at a different wavelength (e.g., 940 nm) may be used on each side of the user's face.
[0171] Embodiments of eye-tracking systems, such as those shown in Figure 5, 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.
[0172] Figure 6 shows glint-assisted gaze tracking pipelines according to several embodiments. In some embodiments, the gaze tracking pipeline is implemented by a glint-assisted gaze tracking system (e.g., an eye-tracking device 130 as shown in Figures 1A and 5). The glint-assisted gaze tracking system can maintain a tracking state. Initially, the tracking state is off or "no". When in tracking state, the glint-assisted gaze tracking system tracks the pupil contour and glint in the current frame by using prior information from previous frames when analyzing the current frame. When not in tracking state, the glint-assisted gaze tracking system attempts to detect the pupil and glint in the current frame, and if successful, initializes the tracking state to "yes" and continues in tracking state for the next frame.
[0173] As shown in Figure 6, the eye-tracking camera can capture left and right images of the user's left and right eyes. The captured images are then fed into the gaze tracking pipeline for processing, which is initiated at 610. As indicated by the arrow returning to element 600, the gaze tracking system can continue to capture images of the user's eyes at a rate of, for example, 60 to 120 frames per second. In some embodiments, each set of captured images may be fed into the pipeline for processing. However, in some embodiments, or under some conditions, not all captured frames are processed by the pipeline.
[0174] At 610, if the tracking status is yes for the currently captured image, the method proceeds to element 640. At 610, if the tracking status is no, the image is analyzed to detect the user's pupil and glint in the image, as shown in 620. At 630, if the pupil and glint are successfully detected, the method proceeds to element 640. If they are not successfully detected, the method returns to element 610 and processes the next image of the user's eyes.
[0175] At 640, if proceeding from element 610, the current frame is analyzed to track the pupil and glint based in part on previous information from the previous frame. At 640, if proceeding from element 630, the tracking state is initialized based on the detected pupil and glint in the current frame. The results of processing at element 640 are checked to confirm that the tracking or detection results are reliable. For example, the results may be checked to determine whether a sufficient number of glints for pupil and gaze estimation are successfully tracked or detected in the current frame. At 650, if the results are unreliable, 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 results are reliable, the method proceeds to element 670. At 670, the tracking state is set to yes (if not already yes), and the pupil and glint information is passed to element 680 to estimate the user's gaze point.
[0176] Figure 6 is intended to serve as an example of an eye-tracking technology that may be used in a particular implementation. As will be recognized by those skilled in the art, other eye-tracking technologies that currently exist or may be developed in the future may be used in computer system 101 to provide users with XR experiences in various embodiments, either in place of or in combination with the Glint-assisted eye-tracking technology described herein.
[0177] In some embodiments, the captured portion of the real-world environment 602 is used to provide the user with an XR experience, for example, a mixed reality environment in which one or more virtual objects are superimposed on a representation of the real-world environment 602.
[0178] Accordingly, this description describes several embodiments of three-dimensional environments (e.g., XR environments) that include representations of real-world objects and virtual objects. For example, a three-dimensional environment optionally includes a representation of a table existing in a physical environment, which is captured and displayed within the three-dimensional environment (e.g., actively via a computer system's camera and display, or passively via a computer system's transparent or translucent display). As described above, a three-dimensional environment optionally is a mixed reality system based on a physical environment, in which the three-dimensional environment is 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 selectively display parts and / or objects of the physical environment so that each part and / or object of the physical environment appears to exist in the three-dimensional environment displayed by the computer system. Similarly, the computer system may optionally display virtual objects in a three-dimensional environment so that the virtual objects appear to exist in the real world (e.g., the physical environment) by placing virtual objects in each location within the three-dimensional environment that have corresponding locations in the real world. For example, a computer system may optionally display a vase in such a way that it appears as if a real vase were placed on a table in a physical environment. In some embodiments, individual locations in a three-dimensional environment have corresponding locations in the physical environment.Therefore, when a computer system is described as displaying virtual objects in separate locations relative to physical objects (for example, at or near the location of the user's hand, or on or near a physical table), the computer system displays the virtual objects in specific locations within a three-dimensional environment so that they appear to be at or near physical objects in the physical world (for example, if the virtual object is a real object at that specific location, then the virtual object will be displayed in the location within the three-dimensional environment that corresponds to the location within the physical environment where the virtual object would have been displayed).
[0179] In some embodiments, real-world objects existing in a physical environment displayed within a three-dimensional environment (e.g., real-world objects visible via and / or display-generating components) can interact with virtual objects existing only within the three-dimensional environment. For example, the three-dimensional environment may include a table and a vase placed on 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.
[0180] In a three-dimensional environment (for example, a real environment, a virtual environment, or an environment including a mixture of real and virtual objects), an object may be said to have depth or simulated depth, or an object may be said to be visible, displayed, or positioned at a different depth. In this context, depth refers to dimensions other than height or width. In some embodiments, depth is defined relative to a fixed set of coordinates (for example, a room or object has height, depth, and width defined relative to a fixed set of coordinates). In some embodiments, depth is defined relative to the user's location or viewpoint, in which case the depth dimension varies based on the user's location and / or the location and angle of the user's viewpoint. In some embodiments where depth is defined relative to the user's location positioned with respect to the surface of the environment (e.g., the floor or ground surface of the environment), objects that are away from the user along a line extending parallel to the surface are considered to have a greater depth in the environment, and / or the depth of an object is measured along an axis that extends outward from the user's location and is parallel to the surface of the environment (e.g., depth is defined in a coordinate system of a cylinder or substantially a cylinder, with the user's position at the center of a cylinder extending from the user's head to the user's feet). In some embodiments, depth is defined relative to the user's viewpoint (e.g., a direction relative to a point in space that determines which parts of the environment are visible through a head-mounted device or other display). Objects that are farther away from the user's viewpoint along a line extending parallel to the user's viewpoint are considered to have greater depth in the environment, and / or the depth of an object is measured along an axis extending outward from a line that extends from the user's viewpoint and is parallel to the user's viewpoint (e.g., depth is defined in a spherical or substantially spherical coordinate system with the origin of the viewpoint 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 on which application and / or system content is displayed), where the user interface container has height and / or width, and depth is a dimension orthogonal to the height and / or width of the user interface container. In some embodiments, where depth is defined relative to a user interface container, the height and / or width of the container is typically orthogonal or substantially orthogonal to a line extending from a user-based location (e.g., the user's viewpoint or the user's location) to the user interface container (e.g., the center of the user interface container, or another feature point of the user interface container) when the container is placed in a three-dimensional environment or is first displayed (e.g., consequently, the depth dimension of the container extends outward away from the user or the user's viewpoint). In some embodiments, where depth is defined relative to a user interface container, the depth of an object relative to the user interface container refers to the position of the object along the depth dimension of the user interface container. In some embodiments, multiple different containers may have different depth dimensions (e.g., different depth dimensions extending in different directions from the user or the user's viewpoint and / or away from different starting points). In some embodiments, when depth is defined relative to a user interface container, the direction of the depth dimension remains constant relative to the user interface container when the location of the user interface container, the user, and / or the user's viewpoint changes (e.g., when multiple different viewers are viewing the same container in a three-dimensional environment, such as during a face-to-face collaboration session, and / or when multiple participants are in a real-time communication session with shared virtual content containing the container). In some embodiments, for curved containers (e.g., including containers with curved surfaces or curved content areas), the depth dimension optionally extends within the surface of the curved container.In some contexts, z-separation (e.g., separation of two objects in depth dimensions), z-height (e.g., distance of one object from another object in depth dimensions), z-position (e.g., position of one object in depth dimensions), z-depth (e.g., position of one object in depth dimensions), or simulated z-dimension (e.g., depth used as object dimensions, environment dimensions, orientation in space, and / or orientation in simulated space) are used to refer to the concepts of depth as described above.
[0181] In some embodiments, the user may optionally interact with virtual objects in a three-dimensional environment using one or more hands, as if the virtual objects were real objects in a physical environment. For example, as described above, one or more sensors in the computer system may optionally capture one or more of the user's hands and display a representation of the user's hands in the three-dimensional environment (in a similar manner to, for example, displaying real-world objects in the three-dimensional environment as described above), or, in some embodiments, the user's hands are visible through the display-generating components by the ability to see the physical environment through the user interface, due to the transparency / transparency of some of the display-generating components displaying the user interface, or the projection of the user interface onto a transparent / translucent surface, or the projection of the user interface onto the user's eyes or the user's field of view. Thus, in some embodiments, the user's hands are displayed at separate locations in the three-dimensional environment and are processed as if they were objects in the three-dimensional environment that can interact with virtual objects in the three-dimensional environment as if they were real physical objects in the physical environment. In some embodiments, the computer system may update the display of the user's hands in the three-dimensional environment in conjunction with the movement of the user's hands in the physical environment.
[0182] In some of the embodiments described below, for example, to determine whether a physical object is directly interacting with a virtual object (e.g., whether a hand is touching, grasping, or holding a virtual object, or whether it is within a threshold distance from the virtual object), the computer system may optionally determine the "effective" distance between the physical object in the physical world and the virtual object in the three-dimensional environment. For example, a hand directly interacting with a virtual object may optionally include one or more of the fingers of a hand pressing a virtual button, a user's hand grasping a virtual vase, two fingers of a user's hand pinching / holding an application's user interface together, and other types of interactions described herein. For example, when determining whether a user is interacting with a virtual object and / or how a user is interacting with a virtual object, the computer system may optionally determine the distance between the user's hand and the virtual object. In some embodiments, the computer system determines the distance between the user's hand and the virtual object by determining the distance between the location of the hand in the three-dimensional environment and the location of the virtual object of interest in the three-dimensional environment. For example, one or more of the user's hands are located in a specific position in the physical world, which the computer system optionally captures and displays at a specific corresponding position in a three-dimensional environment (e.g., the position in the three-dimensional environment where the hands are displayed, if the hands are virtual hands rather than physical hands). The position of the hands in the three-dimensional environment is optionally compared to the position of a target virtual object in the three-dimensional environment to determine the distance between the one or more of the user's hands and the virtual object. In some embodiments, the computer system optionally determines the distance between the physical object and the virtual object by comparing the position in the physical world (as opposed to comparing the position in the three-dimensional environment).For example, when determining the distance between one or more of the user's hands and a virtual object, the computer system optionally determines the corresponding location of the virtual object in the physical world (for example, the position in the physical world where the virtual object would be located if it were a physical object rather than a virtual object), and then determines the distance between the corresponding physical position and one or more of the user's hands. In some embodiments, the same technique is optionally used to determine the distance between any physical object and any virtual object. Thus, 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, as described herein, the computer system optionally performs one of the techniques described above to map the location of the physical object to a three-dimensional environment and / or to map the location of the virtual object to a physical environment.
[0183] In some embodiments, the same or similar techniques are used to determine where and what the user's gaze is directed, and / or where and what the physical stylus held by the user is directed. For example, if the user's gaze is directed to a particular position in the physical environment, the computer system optionally determines the corresponding position in the three-dimensional environment (e.g., the virtual position of the gaze), and if a virtual object is located at that corresponding virtual position, the computer system optionally determines that the user's gaze is directed to that virtual object. Similarly, the computer system optionally determines, based on the orientation of the physical stylus, where in the physical environment the stylus is pointing. In some embodiments, based on this determination, the computer system optionally determines the corresponding virtual position in the three-dimensional environment corresponding to the location in the physical environment that the stylus is pointing to, and optionally determines that the stylus is pointing to the corresponding virtual position in the three-dimensional environment.
[0184] Similarly, embodiments described herein may refer to the location of a user (e.g., a user of a computer system) and / or the location of a computer system in a three-dimensional environment. In some embodiments, the user of a computer system is holding, wearing, or otherwise positioned near the computer system. Thus, in some embodiments, the location of the computer system is used as a proxy for the user's location. In some embodiments, the location of the computer system and / or the user in the physical environment corresponds to individual locations in the three-dimensional environment. For example, if a user stands at a location facing an individual part of the physical environment that is visible through a display-generating component, the location of the computer system is the location in the physical environment (and its corresponding location in the three-dimensional environment) where the user will see objects in the physical environment in the same position, orientation, and / or size (e.g., absolutely and / or relative to each other) as the objects are visible through the display-generating component of the computer system in the three-dimensional environment. Similarly, if a virtual object displayed in a three-dimensional environment is a physical object in a physical environment (for example, the physical object is located in the same physical environment location as the one in the three-dimensional environment and has the same size and orientation as the one in the three-dimensional environment), then the computer system and / or user's location is the position from which the user will view the virtual object in the physical environment in the same position, orientation, and / or size (for example, absolutely, and / or relative to each other, and in relation to real-world objects) as it was displayed by the computer system's display generation components in the three-dimensional environment.
[0185] This disclosure describes various input methods for interaction with computer systems. Where one example is provided using one input device or method, and another example is provided using a different input device or method, each example may be compatible with the input device or method described in the other example, and their use should be considered optional. Similarly, various output methods for interaction with computer systems are described. Where one example is provided using one output device or method, and another example is provided using a different output device or method, each example may be compatible with the output device or method described in the other example, and their use should be considered optional. Similarly, various methods for interaction with virtual or mixed reality environments via computer systems are described. Where one example is provided using interaction with a virtual environment, and another example is provided using a mixed reality environment, each example may be compatible with the method described in the other example, and their use should be considered optional. 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 exemplary embodiment.
[0186] User interface and related processes Here, we focus on embodiments of a user interface ("UI") and related processes that may be performed in a computer system such as a portable multifunction device or head-mounted device, which includes display generation components, one or more input devices, and (optionally) one or more cameras.
[0187] Figures 7A to 7L illustrate examples of computer systems that modify the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs, according to several embodiments.
[0188] Figure 7A shows a computer system 101 (e.g., an electronic device) that displays a three-dimensional environment 704 from the user 706's viewpoint (e.g., facing the back wall of the physical environment where the computer system 101 is located, as shown in the overhead view) via a display generation component (e.g., display generation component 120 in Figure 1). In some embodiments, the computer system 101 includes a display generation component (e.g., a touchscreen) and a plurality of image sensors (e.g., image sensor 314 in Figure 3). The image sensors optionally include one or more of the following: a visible light camera, an infrared camera, a depth sensor, or any other sensors that the computer system 101 may use to capture one or more images of the user or a part of the user (e.g., one or more of the user's hands) while the user interacts with the computer system 101. In some embodiments, the user interfaces illustrated and described below may also be implemented on a head-mounted display, which includes a display generating component that displays the user interface or three-dimensional environment to the user, and sensors for detecting the physical environment and / or the movement of the user's hands (e.g., external sensors facing outward from the user), and / or the user's attention (e.g., including gaze) (e.g., internal sensors facing inward toward the user's face).
[0189] As shown in Figure 7A, the computer system 101 captures one or more images of the physical environment 702 (e.g., the operating environment 100) surrounding the computer system 101, including one or more objects in the physical environment surrounding the computer system 101. In some embodiments, the computer system 101 displays a representation of the physical environment 702 in a three-dimensional environment 704, and / or the physical environment 702 is visible via a display generation component 120. For example, the three-dimensional environment 704 includes a table 710a (e.g., corresponding to a table 710b in an overhead view 718) and a portion of the floor in the physical environment 702.
[0190] In Figure 7A, the three-dimensional environment 704 also includes content from a first application, such as a virtual environment 745a and virtual elements (e.g., a virtual palette 742a and a virtual paintbrush 744a). The virtual environment 745a includes one or more characteristics of a virtual environment as described with reference to Methods 800, 1000, and / or 1200.
[0191] As shown in the overhead view 718 of Figure 7A, user 706 is sitting on a sofa 722 in the physical environment 702 while interacting with the computer system 101. In the overhead view 718, table 710b is a real-world object in the physical environment 902 captured by one or more sensors of the computer system 101, and the representation of table 710b is contained in the three-dimensional environment 704 (e.g., photorealistic representation, simplified representation, cartoon, or caricature), or table 710b is visible via passive passthrough through the display generation component 120. Furthermore, in the overhead view 718, corner table 708b from the physical environment 702 is represented as a dashed line because corner table 708b is not visible in the three-dimensional environment 704. In other words, since the content from the first application, such as the virtual environment 745a, replaces the portion of the physical environment 702 that includes the corner table 708b, the portion of the physical environment 702 that includes the corner table 708b is not visible to the user 706.
[0192] In Figure 7A, the computer system 101 displays an immersion level indicator 716. In some embodiments, the immersion level indicator 716 indicates the current immersion level (e.g., out of a maximum number of immersion levels) of the computer system 101 displaying the three-dimensional environment 704 and / or the virtual environment 745a. In some embodiments, the immersion level includes the amount of view of the physical environment obscured (e.g., replaced) by content from a separate application, such as the virtual environment. In some embodiments, the immersion level includes one or more characteristics of immersion as described with reference to Methods 800, 1000, and / or 1200. In Figure 7A, the immersion level indicator 716 indicates partial immersion.
[0193] In Figure 7A, content from a first application is presented according to a first operating mode within a three-dimensional environment 704, the first operating mode being a mode in which the first application (e.g., the active application) is permitted to display content spatially distributed across the available display area of the three-dimensional environment 704 (e.g., a volume or region optionally constrained by a portal or other boundary). In Figure 7A, portal 750a is a portal from which content from the first application (e.g., the virtual environment 745a) is visible. Portal 750a optionally has one or more characteristics of a portal as described with reference to methods 800, 1000, and / or 1200. In some embodiments, content from the first application is visible from the viewpoint of user 706 via portal 750a. As shown in Figure 7A, the first application is presented in the first operating mode. Thus, the content presented by the first application within the three-dimensional environment 704 is located within portal 750a and outside portal 750a. For example, as shown in Figure 7A, the virtual environment 745a and the virtual palette 742a are displayed within the portal 750a. On the other hand, as shown in Figure 7A, the virtual paintbrush 744a is displayed outside the portal 750a in the three-dimensional environment 704.
[0194] In some embodiments, the computer system 101 first displays a portal 750a containing content from a first application having a first animation (e.g., a depth-based animation). Displaying the portal 750a with the first animation optionally includes gradually expanding the portal 750a so that more of the content from the first application is displayed within the portal 750a and / or more of the physical environment 702 is obscured by the content from the first application, and / or moving the portal 750a closer to the user 706's viewpoint. For example, as the portal 750a moves closer to the user 706's viewpoint, optionally increases the percentage of the field of view that is visible through the display generating components 120 occupied by the content from the first application. Thus, from Figure 7A to Figure 7B, the portal 750a moves closer to the user 706's viewpoint, and the portal 750a appears enlarged, with more of the content from the first application, such as more of the virtual environment 745a, now within the portal 750a.
[0195] From Figures 7B to 7C, while interacting with the computer system 101, user 706 moves from couch 722 to a position to the right of couch 722. As shown in Figure 7C, because user 706 has moved to the right relative to the three-dimensional environment 704, the content from the first application (e.g., virtual palette 742 and virtual paintbrush 744a, etc.) and / or physical objects from the three-dimensional environment 704 (e.g., table 710a) appear to be directed to the left of the three-dimensional environment 704, which is visible from user 706's viewpoint. In some embodiments, based on the user moving relative to the three-dimensional environment 704 and / or portal 750a, portal 750a shrinks or appears to be further away from user 706's viewpoint. For example, because the user has moved from the bench 722 in Figure 7B to a different location in Figure 7C within the three-dimensional environment 704, the portal 750a moves away from the user 706's viewpoint in Figure 7C (e.g., retracts) so that a larger portion of the physical environment 702 is visible and not obscured by content from the first application. In some embodiments, the computer system 101 causes the portal 750a to move away from the user 706's viewpoint (e.g., retract) only if the user has moved beyond a threshold distance (e.g., 0.1, 0.5, 1, or 10 m) from the initial location. In Figure 7C, because the portal 750a is reduced and / or retracted from the user 750's viewpoint, less content from the first application (e.g., less virtual environment 745a) is displayed within the portal 750a compared to Figure 7B. In Figure 7C, although the portal 750a is reduced, the virtual environment 745a and virtual palette 742a are still displayed within the portal 750a. On the other hand, as shown in Figure 7C, the virtual paintbrush 744a is displayed outside the portal 750a within the three-dimensional environment 704 (and optionally does not move or change in response to the receding of the portal 750a).
[0196] From Figure 7C to Figure 7D, while interacting with the computer system 101, user 706 returns to the couch 722 (e.g., the same location as in Figure 7B). In Figure 7D, since user 706 is again seated on the couch 722, the appearance and relative position of portal 750a from user 706a's viewpoint are the same as in Figure 7B. Furthermore, the level of immersion in Figure 7D is the same as in Figure 7B. In addition, in Figure 7D, the computer system 101 receives input from hand 703a directed towards a physical button 741, knob, or other rotatable input mechanism (e.g., a pressable and rotatable input mechanism) of the computer system 101. In some embodiments, the amount by which the level of immersion in the three-dimensional environment 704 changes is based on the amount of rotation of the knob or other rotatable input mechanism described above (e.g., equal to or proportional to the amount of rotation). In some embodiments, whether the level of immersion in the three-dimensional environment 704 increases or decreases is based on the direction of rotation of the knob or other rotatable input mechanism described above. For example, if the input detected by the computer system 101 includes rotation of a knob or other rotatable input mechanism in a first direction, the computer system 101 increases the immersion level of the content. In some embodiments, if the input detected by the computer system 101 includes rotation of a knob or other rotatable input mechanism in a second direction opposite to the first direction, the computer system 101 decreases the immersion level of the content. In some embodiments, when pressed, a physical button 741 increases the immersion level of content from a first application, such as a virtual environment 745a.
[0197] In response to receiving input for an increase in the immersion level of the content from the first application in Figure 7D, the computer system 101 increases the immersion level of the content from the first application in Figure 7E (as indicated by the immersion level indicator 716). As the immersion level has increased, as shown in Figure 7E and described in detail with reference to Method 800, the portal 750a expands and / or moves closer to the user 706's viewpoint so that more of the content from the first application (e.g., more of the virtual environment 745a and virtual palette 744a) is displayed within the portal 750a compared to Figure 7D.
[0198] As shown in the overhead view 718, in the immersion level of the virtual environment 745b shown in Figure 7E, the virtual environment 745b optionally extends from portal 750b in the three-dimensional environment 704 (for example, closer to the user 706's viewpoint compared to portal 750b in Figure 7D) to the back wall 714. In Figure 7E, the computer system 101 receives input from hand 703b directed at a physical button 741, knob, or other rotatable input mechanism (for example, a pressable and rotatable input mechanism). In some embodiments, when pressed again, the physical button 741 causes a further increase in the immersion level of the content from the first application.
[0199] In Figure 7E, in response to receiving input to increase the immersion level of the content from the first application to the maximum level, the computer system 101 increases the immersion level of the content from the first application to the maximum immersion limit (e.g., full immersion, as indicated by the immersion level indicator 716) in Figure 7F. In full immersion in Figure 7F, the computer displays the maximum level of the content from the first application (including, for example, the virtual paintbrush 744a) within the portal 750a (and optionally does not change the display of the virtual paintbrush 744a in the three-dimensional environment). As described with reference to Method 800, in some embodiments, the immersion limit of the content from an individual application is defined by the individual application. Thus, in Figure 7F, the first application defines the maximum and / or minimum immersion limits for displaying the content from the first application. As shown in Figure 7F, the increased immersion level of the content from the first application due to the input from Figure 7E exceeds the maximum immersion limit defined by the first application. In Figure 7F, the computer system 101 displays content from the first application at the maximum immersion limit, even though the user input from Figure 7E corresponds to a request to display content from the first application at an increased immersion level that exceeds the maximum immersion limit defined by the first application. In some embodiments, if the user input includes a request to change the immersion level to a separate immersion level outside the first range of immersion levels, as described with reference to Method 800, the computer system 101 displays content from the separate application at a temporary immersion level (as shown by the vertical pattern in Figure 7F, for example, because the increase in immersion level corresponding to the input in Figure 7E exceeds the maximum immersion limit defined by the first application).In some embodiments, when an individual immersion level is outside the range of immersion levels, the computer system 101 displays the content from the individual application with a visual appearance that includes blurring the edges of the content from the individual application, darkening the edges, and / or increasing the transparency of the edges (as shown by the dotted line pattern in Figure 7F, for example, because the increase in the immersion level corresponding to the input in Figure 7E exceeds the maximum immersion limit defined by the first application).
[0200] As shown in the overhead view 718, the table 710b and corner table 708b from the physical environment 702 are represented as dashed lines because, at the full immersion level, the table 710b and corner table 708b are no longer visible in the three-dimensional environment 704. As shown in the overhead view 718, at the immersion level of the content from the first application shown in Figure 7F (e.g., virtual environment 745b), the virtual environment 745b optionally extends from portal 750b (e.g., closer to the user 706's viewpoint compared to portal 750a in Figure 7E) to the back wall 714 in the three-dimensional environment 704. In Figure 7F, the computer system 101 displays the user interface 770a (e.g., user interface A). In some embodiments, the computer system 101, when selected, displays the user interface 770a (e.g., user interface A) of Figure 7F in response to receiving input (e.g., attention and / or input from the hand of user 706) directed to selectable options from a control user interface that causes the computer system 101 to display the user interface 770a in a three-dimensional environment 704. In some embodiments, the user interface 770a includes a first set 772 of options for displaying immersive mixed reality content, such as content from a second application (A2), content from a third application (A3), or content from a fourth application (A4). In some embodiments, the user interface 770a includes a second set of options 774 for displaying a virtual environment (e.g., background 1 (B1), background 2 (B2), or background 3 (B3)). In Figure 7F, the computer system 101 receives input from hand 703c (for example, an air pinch gesture from hand 703c, or an air tapping option A2, while the user's attention is directed to A2 in option 772 of user interface 770a) which corresponds to displaying content from a different application, such as a second application (for example, A2 in option 772 of user interface 770a).
[0201] Figure 7F1 shows a similar and / or identical concept to that shown in Figure 7F (with many of the same reference numerals). Unless otherwise noted below, it should be understood that elements shown in Figure 7F1 that have the same reference numerals as elements shown in Figures 7A-7J have one or more or all of the same characteristics. Figure 7F1 includes a computer system 101 which includes (or is the same as) a display generation component 120. In some embodiments, the computer system 101 and the display generation component 120 each have one or more characteristics of the computer system 101 shown in Figures 7F and 7A-7J and the display generation component 120 shown in Figures 1 and 3, and in some embodiments, the computer system 101 and the display generation component 120 shown in Figures 7A-7J have one or more characteristics of the computer system 101 and the display generation component 120 shown in Figure 7F1.
[0202] In Figure 7F1, the display generation component 120 includes one or more internal image sensors 314a (e.g., the eye-tracking camera 540 described with reference to Figure 5) oriented toward the user's face. In some embodiments, the internal image sensors 314a are used for eye tracking (e.g., detecting the user's gaze). The internal image sensors 314a are optionally positioned on the left and right portions of the display generation component 120 to enable eye tracking of the user's left and right eyes. The display generation component 120 also includes external image sensors 314b and 314c facing outward from the user to detect and / or capture the physical environment and / or the user's hand movements. In some embodiments, the image sensors 314a, 314b, and 314c have one or more of the characteristics of the image sensor 314 described with reference to Figures 7A to 7J.
[0203] In Figure 7F1, the display generation component 120 is shown as displaying content that optionally corresponds to content described as being displayed and / or visible via the display generation component 120 with reference to Figures 7A to 7J. In some embodiments, the content is displayed by a single display included in the display generation component 120 (e.g., display 510 in Figure 5). In some embodiments, the display generation component 120 includes two or more displays (e.g., left and right display panels for the user's left and right eyes, respectively, as described with reference to Figure 5) having displayed outputs that are merged (e.g., by the user's brain) to create a view of the content shown in Figure 7F1.
[0204] The display generation component 120 has a field of view corresponding to the content shown in Figure 7F1 (for example, a field of view captured by external image sensors 314b and 314c and / or visible to the user via the display generation component 120, indicated by a dashed line in the overhead view). Since the display generation component 120 is optionally a head-mounted device, the field of view of the display generation component 120 is optionally the same as or similar to the user's field of view.
[0205] In Figure 7F1, the user is depicted performing an air pinch gesture (e.g., with hand 703e) while the user's attention is directed to option A2 (e.g., indicated by gaze point 760) and providing input to content displayed by computer system 101. Such depictions are intended to be illustrative rather than restrictive, and the user may optionally provide user input using different air gestures and / or other forms of input as described with reference to Figures 7A–7J.
[0206] In some embodiments, the computer system 101 responds to user input as described with reference to Figures 7A to 7J.
[0207] In the example of Figure 7F1, the user's hand is visible in the three-dimensional environment because it is within the field of view of the display generation component 120. That is, the user can optionally view any part of their own body that is within the field of view of the display generation component 120 in the three-dimensional environment. It is understood that one or more or all aspects of the present disclosure shown in or described with reference to Figures 7A to 7J and / or described with reference to the corresponding methods (one or more) are optionally implemented on the computer system 101 and the display generation unit 120 in a manner similar to or similar to that shown in Figure 7F1.
[0208] In response to receiving input to display content from a different application, such as the second application (A2) in Figure 7F, the computer system 101 stops displaying content from the first application and instead displays content from the second application (A2) in Figure 7G. As shown in Figure 7G, the immersion level is the same as in Figures 7B and 7D. As shown in Figure 7G, the computer system 101 presents the second application in the first operating mode, and therefore the content presented by the second application in the three-dimensional environment 704 is located inside and outside the portal 750a. For example, as shown in Figure 7G, the virtual environment 743a and the virtual baseball bat 746a are displayed inside the portal 750a. On the other hand, as shown in Figure 7G, the virtual basketball 748a is displayed outside the portal 750a. The appearance and relative position of the portal 750a from the user 706a's viewpoint are the same as in Figures 7B and 7D. In Figure 7G, the computer system 101 receives input from a hand 703d directed towards a physical button 741, a knob, or another rotatable input mechanism (e.g., a pressable and rotatable input mechanism). In some embodiments, when pressed, the physical button 741 causes an increase in the level of immersion of content from a second application.
[0209] In Figure 7G, in response to receiving input to increase the immersion level of the content from the second application to the maximum level, the computer system 101 increases the immersion level of the content from the second application to the maximum immersion limit (e.g., full immersion as indicated by the immersion level indicator 716) in Figure 7H. As shown in Figure 7H, the increased immersion level of the content from the second application due to the input from Figure 7G exceeds the maximum immersion limit defined by the second application. Therefore, in Figure 7H, the computer system 101 displays the content from the second application at the maximum immersion limit, even though the user input from Figure 7G corresponds to a request to display the content from the second application at an increased immersion level that exceeds the maximum immersion limit defined by the second application. In Figure 7H, the computer system 101 displays the content from the second application at a temporary immersion level (e.g., as indicated by the diagonal pattern in Figure 7H) because the increase in the immersion level corresponding to the input from Figure 7G exceeds the maximum immersion limit defined by the second application. Furthermore, in Figure 7H, the computer system 101 displays the content from the second application with a visual appearance that includes blurring the edges of the content from the second application, darkening the edges, and / or increasing the transparency of the edges (as shown by the dot pattern in Figure 7H), because the increase in the immersion level corresponding to the input in Figure 7G exceeds the maximum immersion limit defined by the second application. The visual appearance of the content from the second application is modified in the same manner as the content from the first application, according to the same type of input. In Figure 7H, the computer system 101 displays the user interface 770a (e.g., user interface A), as described with reference to Figure 7F.In Figure 7H, the computer system 101 receives input from hand 703e (e.g., an air pinch gesture or air tapping option B1 from hand 703e while the user's attention is directed to option 774 B1 of user interface 770a) that corresponds to displaying a virtual environment (e.g., option 774 B1 in user interface 770a).
[0210] In response to receiving input to display background 1 in Figure 7H, the computer system 101 ceases displaying content from the second application and instead displays the virtual environment 760a (background 1) and virtual elements such as the virtual mountain 762a and virtual tree 764a in Figure 7I. As shown in Figure 7I, the immersion level is the same as the immersion level in Figure 7G. As shown in Figure 7I, in some embodiments, unlike content from the first or second application, the virtual content is not displayed outside the portal 750a when displaying the virtual environment 760a and its corresponding virtual elements (e.g., virtual mountain 762a and virtual tree 764a). In some embodiments, the virtual environment 760a is presented in a different operating mode (e.g., a second operating mode) than the first operating mode. According to the different operating mode (e.g., a second operating mode), the content associated with the virtual environment 760a is optionally restricted to being displayed in locations within the portal. In Figure 7I, the computer system 101 receives input from a hand 703f directed towards a physical button 741, a knob, or another rotatable input mechanism (e.g., a pressable and rotatable input mechanism). In some embodiments, when pressed, the physical button 741 increases the immersion level of the virtual environment 760a (e.g., optionally to the maximum level).
[0211] In Figure 7I, upon receiving input to increase the immersion level of the virtual environment 760a to the maximum level, the computer system 101 increases the immersion level of the virtual environment 760a to the maximum level (e.g., full immersion as indicated by the immersion level indicator 716) in Figure 7J. As shown in the overhead view 718, the table 710b and corner table 708b from the physical environment 702 are represented as dashed lines because, in full immersion, the table 710b and corner table 708b are no longer visible in the three-dimensional environment 704. Furthermore, as shown in the overhead view 718 of Figure 7J, at the immersion level of the virtual environment 760a displayed in Figure 7J, the virtual environment 760b optionally extends from portal 750b (e.g., closer to the user 706's viewpoint compared to portal 750b in Figure 7I) to the back wall 714 in the three-dimensional environment 704. As shown in Figure 7J, the content of the virtual environment 760a in full immersion mode is displayed differently from the content of the first and / or second application in full immersion mode described above (e.g., immersive mixed reality (MR) content). In Figure 7J, even in full immersion mode, all virtual content corresponding to the virtual environment 760a is displayed within the portal 750a. In Figure 7J, the computer system 101 optionally receives user input corresponding to a request to stop displaying the virtual environment 760a and / or the portal 750a.
[0212] In Figures 7J to 7K, the computer system 101 gradually discontinues the display of the virtual environment 760a and / or portal 750a in response to receiving user input corresponding to a request to discontinue the display of the virtual environment 760a and / or portal 750a. As shown in Figure 7K and as described with reference to Method 800, the computer system 101 discontinues the display of portal 750a having a second animation (not depth-based) by gradually fading out portal 750a and / or virtual environment 760a until portal 750b and / or virtual environment 760a are no longer visible (for example, without receding portal 750a from the user 706's viewpoint). Thus, in Figure 7K, the computer system 101 gradually discontinues the display of portal 750a and / or virtual environment 760a so that the virtual mountain 762a and virtual tree 764a from Figure 7J are no longer visible. Figure 7K shows a gradual fade of the virtual environment 760a, in which the computer system 101 completely stops displaying certain virtual content and / or reduces the visual prominence of the certain virtual content (e.g., making it more blurred, darker, and / or more transparent).
[0213] From Figure 7K to Figure 7L, the computer system 101 completely stops displaying portal 750a and virtual environment 760a. Thus, the three-dimensional environment 704 includes table 710a, corner table 708a, and a portion of the floor within the physical environment 702. As shown in the overhead view 718 of Figure 7L, table 710a and corner table 708a are real-world objects within the physical environment 702, as described above in Figure 7A.
[0214] Figures 8A to 8G are flowcharts illustrating exemplary methods 800 for modifying the visual appearance of immersive mixed reality (MR) content in a three-dimensional environment according to different types of inputs, according to several embodiments. In some embodiments, method 800 is performed on a computer system (e.g., computer system 101 in Figure 1, such as a tablet, smartphone, wearable computer, or head-mounted device) that includes a display generating component (e.g., display generating component 120 in Figures 1, 3, and 4) (e.g., a head-up display, display, touchscreen, and / or projector) and one or more cameras (e.g., a camera pointing downward from the user's hand (e.g., a color sensor, infrared sensor, and other depth-sensing camera) or a camera pointing forward from the user's head). In some embodiments, method 800 is managed by instructions stored in a non-temporary computer-readable storage medium and executed by one or more processors of the computer system, such as one or more processors 202 in the computer system 101 (e.g., control unit 110 in Figure 1A). Some operations of method 800 are combined in an optional manner, and / or the order of some operations is changed in an optional manner.
[0215] In some embodiments, Method 800 is performed in a computer system, such as the computer system 101 in Figure 1, which communicates with a display generation component and one or more input devices. For example, a mobile device (e.g., a tablet, smartphone, media player, or wearable device), or a computer or other computer system. In some embodiments, the display generation component is a display integrated with the computer system (optionally a touchscreen display), an external display such as a monitor, projector, or television, or a hardware component (optionally integrated or external) for projecting a user interface or making a user interface visible to one or more users. In some embodiments, one or more input devices include a computer system or component capable of receiving user input (e.g., capturing user input and / or detecting user input) and transmitting information associated with the user input to the computer system. 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 computer system), handheld devices (e.g., external), controllers (e.g., external), cameras, depth sensors, eye-tracking devices, and / or motion sensors (e.g., hand-tracking devices, hand movement sensors). In some embodiments, the computer system communicates with the hand-tracking device (e.g., one or more cameras, depth sensors, proximity sensors, touch sensors (touchscreen, trackpad)). In some embodiments, the hand-tracking device is a wearable device such as a smart glove. In some embodiments, the hand-tracking device is a handheld input device such as a remote control or stylus.
[0216] In some embodiments, the computer system displays content from a first application presented in a three-dimensional environment according to a first operating mode, such as displaying content from a first application according to a first operating mode in Figure 7C (802a), the first operating mode being a mode in which a first application (e.g., an active application) is permitted to display content spatially distributed across the available display area of the three-dimensional environment (e.g., a volume or region optionally constrained by a portal or other boundary). For example, the three-dimensional environment is generated, displayed, or otherwise made visible by the computer system (e.g., an Extended Reality (XR) environment such as a Virtual Reality (VR) environment, a Mixed Reality (MR) environment, or an Augmented Reality (AR) environment). In some embodiments, the physical environment surrounding the display generation component is visible through the transparent portion of the display generation component (e.g., true or actual pass-through). In some embodiments, the three-dimensional environment has one or more characteristics of the environment described with reference to Methods 1000 and / or 1200. In some embodiments, content spatially distributed across the available display area includes one of the following: a window of a web browsing application displaying content (e.g., text, images, or video); a window displaying a photograph or video clip; a media player window for controlling the playback of content items on a computer system; a contact card in a contacts application displaying contact information (e.g., phone number, email address, and / or birthday); and / or a virtual board game in a games application. In some embodiments, a portal or other boundary (e.g., on which content is displayed) has one or more characteristics of the object described with reference to Methods 1000 and / or 1200. In some embodiments, a portal or other boundary is a portal to content associated with and / or provided by a first application (e.g., a portal to a simulated and / or virtual environment described herein).This makes the content visible to the user through the portal. In some embodiments, when the first application is presented in a first operating mode, the content presented by the first application in the three-dimensional environment can be located inside and / or outside the portal. Thus, in some embodiments, the computer system displays the content presented by the first application both inside and outside the portal. For example, if the first application includes a media player application, some of the content provided by the media player application (e.g., images, videos (e.g., movies, TV episodes, and / or other video clips), text, and / or three-dimensional objects (e.g., shapes, models, and / or other renderings)) can be displayed (and / or overlaid) within the virtual portal or boundary associated with the media player application, while other parts of the content provided by the media player application can be displayed in locations outside the virtual portal or boundary from the user's perspective (e.g., next to the virtual portal or boundary, in front of the virtual portal or boundary, and / or behind the virtual portal or boundary). In some embodiments, when the first application is presented in a different operating mode (e.g., a second operating mode), the content presented by the first application in the three-dimensional environment is restricted to appearing in locations within the portal. In some embodiments, even in the first operating mode, some or all of the content presented by the first application is located within the portal or its boundaries.
[0217] In some embodiments, while displaying content from a first application presented according to a first operating mode, the computer system detects a first type of first user input via one or more input devices, such as input from the hand 703a in Figure 7D (802b). In some embodiments, detecting a first type of first user input involves interaction with one or more user interface elements in a three-dimensional environment. In some embodiments, the first user input includes the selection of one or more selectable options and / or user interface objects, such as options to increase the level of immersion, options to decrease the level of immersion, and / or options to recenter the content in the three-dimensional environment. For example, the computer system detects an air pinch gesture (e.g., the index finger and thumb of the user's hand touching together) directed towards one or more selectable options and / or user interface objects in the three-dimensional environment (e.g., while the user's attention is directed towards the selectable option or user interface object). In some embodiments, the computer system detects a first user input (e.g., a button press on a controller) via a hardware input device (e.g., a controller) that communicates with the computer system. In some embodiments, the first user input has one or more characteristics of the inputs described with reference to Method 1000 and / or 1200. In some embodiments, the first user input of the first type corresponds to a user moving to content from a separate application, as described with reference to step 806, a request to change the level of immersion, as described with reference to step 808, and / or a request for re-centering, as described with reference to step 810.
[0218] In some embodiments, upon detecting a first user input of a first type, the computer system modifies the visual appearance of content from the first application in a first manner, such as increasing the immersion level of content from the first application (e.g., the virtual environment 745a in Figure 7E) (e.g., corresponding to the first user input of a first type) (802c). In some embodiments, if the first application is a media playback application and the first user input includes a request to change the immersion level, the computer system modifies the amount of content corresponding to the media playback application displayed inside and outside the portal. For example, if the first input includes a request to raise (e.g., or lower) the immersion level, the amount of content corresponding to the media playback application displayed inside the portal and / or the amount of content displayed outside the portal are optionally increased (e.g., or decreased). In some embodiments, if all content presented by the first application is displayed inside the portal based on a first operating mode, the computer system modifies the amount of content corresponding to the media playback application displayed inside the portal in accordance with the request to change the immersion level. In some embodiments, when content from a first application (e.g., a virtual environment) is displayed according to a second operating mode (e.g., no content is displayed outside the portal), the computer system modifies the amount of the virtual environment that occupies or is displayed within the portal. For example, if the first input includes a request to increase (e.g., or decrease) the immersion level, the virtual environment is optionally displayed within the portal at the (e.g., or decreased) immersion level. In some embodiments, the size of the portal increases or decreases as the immersion level increases or decreases.In some embodiments, the immersion level includes an associated degree to which the virtual environment or other virtual content obscures the surrounding / behind background content (e.g., a three-dimensional environment including a physical environment), optionally including the number of items of background content displayed and the visual characteristics of the background content (e.g., color, contrast, and / or opacity), and / or the angular range of content displayed via the display generation component (e.g., 60-degree content displayed at low immersion, 120-degree content displayed at medium immersion, and / or 180-degree content displayed at high immersion), and / or the percentage of the field of view displayed via the display generation occupied by the virtual environment or other virtual content (e.g., 33% of the field of view occupied by the virtual environment at low immersion, 66% of the field of view occupied by the virtual environment at medium immersion, and / or 100% of the field of view occupied by the virtual environment at high immersion). In some embodiments, at a first (e.g., high) immersion level, the background, virtual and / or real objects are displayed in an obscured manner. For example, content presented by an individual application in a first operating mode with a high level of immersion is displayed without simultaneously displaying background content (e.g., in full-screen or fully immersive mode). In some embodiments, in a second (e.g., lower) level of immersion, backgrounds, virtual and / or real objects are displayed obscured (e.g., dimmed, blurred, and / or removed from the display). For example, content presented by an individual application in a first operating mode with a low level of immersion is optionally displayed simultaneously with background content that is optionally displayed with full brightness, color, and / or semi-transparency. As another example, a virtual environment or content presented by an individual application in a first operating mode displayed at an intermediate level of immersion is optionally displayed simultaneously with background content that is dimmed, blurred, or otherwise unhighlighted. In some embodiments, the visual characteristics of background objects differ among background objects.For example, at a certain level of immersion, one or more first background objects may be visually less emphasized than one or more second background objects (e.g., dimmed, blurred, and / or made more transparent), and one or more third background objects may be removed from view altogether.
[0219] In some embodiments, after modifying the visual appearance of content from a first application in a first manner, the computer system displays the content from the second application presented in a first operating mode within a three-dimensional environment (802d), such as displaying the content from the second application in a first operating mode within a three-dimensional environment via a display generation component, including displaying the content from the second application in a first operating mode within a three-dimensional environment (802d), the first operating mode being a mode in which the second application (e.g., an active application and / or different from the first application) is permitted to display content spatially distributed across an available display area in a three-dimensional environment (e.g., a volume or region optionally constrained by a portal or other boundary). In some embodiments, the second application includes one or more characteristics of the first application. In some embodiments, the second application is different from the first application.
[0220] In some embodiments, while displaying content from a second application presented according to a first operating mode, the computer system detects a second user input of a first type, such as an input from hand 703d in Figure 7G (802e), via one or more input devices. In some embodiments, the second user input has one or more characteristics of the inputs described with reference to Methods 1000 and / or 1200. In some embodiments, the second user input of a first type is the same as and / or has one or more characteristics of the first user input of a first type.
[0221] In some embodiments, upon detecting a second user input of a first type, the computer system modifies the visual appearance of content from the second application in a first manner, such as increasing the immersion level of content from the second application (e.g., virtual environment 746a) in Figure 7H (e.g., corresponding to a second user input of a first type) (802f). In some embodiments, if the second application is a game application and the second user input includes a request to change the immersion level, the computer system modifies the amount of content corresponding to the game displayed inside and outside the portal in the same manner as and / or in the same way as the modification of the amount of content corresponding to a media playback application. The amount of content corresponding to the game displayed inside the portal and the amount of content displayed outside the portal are optionally increased (e.g., decreased) in the same manner as and / or in the same way as the immersion level corresponding to a media playback application is adjusted. In some embodiments, if all content presented by the second application is displayed within the portal or boundary based on a first operating mode, the computer system modifies the amount of content corresponding to the game application displayed within the portal or boundary in accordance with the request to change the immersion level. In some embodiments, the computer system does not change the visual appearance of the first and / or second application in the first manner before receiving the first or second user input. Changing the visual appearance of an application based on the type of input allows different applications to be adjusted in the same manner according to the type of input, without the user input having to do so, ensuring consistent interaction between the user and different applications, which reduces errors in the interaction and thereby improves user-device interaction.
[0222] In some embodiments, while displaying content from a first application presented according to a first operating mode, the computer system detects a third user input of a second type, distinct from the first type, via one or more input devices, such as an input corresponding to the movement of user 706 in Figure 7C (804a). In some embodiments, the third user input has one or more characteristics of the inputs described with reference to methods 1000 and / or 1200. For example, the first user input of the second type corresponds to the user's movement over content from the first application in a three-dimensional environment.
[0223] In some embodiments, upon detecting a third user input of a second type, the computer system modifies the visual appearance of the content from the first application in a second manner different from the first manner (804b), for example, modifying the visual appearance of the content from the first application in a second manner includes shrinking the portal 750a. In some embodiments, when the computer system modifies the visual appearance of the content from the first application in a second manner, the portal or boundary shrinks or appears further away from the user's viewpoint, as will be further described with respect to step 806.
[0224] In some embodiments, after modifying the visual appearance of the content from the first application in a second manner, the computer system displays the content from the second application presented according to the first operating mode (for example, as described above with respect to step (singular or plural) 802) via a display generation component, such as optionally displaying the content from the first application according to the first operating mode of Figure 7C (804c).
[0225] In some embodiments, while displaying content from a second application presented according to a first operating mode, the computer system detects a second type of fourth user input via one or more input devices, such as an input corresponding to the movement of user 706 in Figure 7C (804d). In some embodiments, the fourth user input has one or more characteristics of the inputs described with reference to methods 1000 and / or 1200. In some embodiments, the second type of fourth user input is the same as and / or has one or more characteristics of the second type of third user input.
[0226] In some embodiments, upon detecting a fourth user input of a second type, the computer system modifies the visual appearance of the content from the second application in a second manner (804e), for example, optionally modifying the visual appearance of the content from the second application in a second manner includes shrinking the portal 750a. In some embodiments, when the computer system modifies the visual appearance of the content from the second application in a second manner, the portal or boundary shrinks or appears to move further away from the user's viewpoint, as will be further described with respect to step 806. In some embodiments, the computer system does not modify the visual appearance of the first and / or second applications in a second manner before receiving a third or fourth user input. Modifying the visual appearance of an application based on the type of input allows different applications to be adjusted in the same manner according to the type of input, without the user input having to do so, ensuring consistent interaction between the user and different applications, which reduces errors in interaction and thereby improves user-device interaction.
[0227] In some embodiments, detecting a first user input of a first type (and / or a second user input of a first type) via one or more input devices includes detecting a shift in the user's viewpoint (e.g., a change in the user's head position and / or orientation) relative to the three-dimensional environment (806). For example, the computer system detects that a user holding and / or wearing an electronic device gets up from a seated position and / or walks around the physical environment of the three-dimensional environment. In some embodiments, detecting the movement of an electronic device is performed via one or more sensors of the electronic device (e.g., individually or in combination), such as a visible light sensor (e.g., a camera), a depth sensor (e.g., a time-of-flight sensor), a gyroscope, an accelerometer. In some embodiments, based on the user's movement relative to the three-dimensional environment, a portal or boundary shrinks or appears to be further away from the user's viewpoint. For example, if the user moves from a first location in a three-dimensional environment to a second location different from the first location, the boundary moves away from the user's second location (e.g., recedes) so that the physical environment surrounding the second location is visible. In some embodiments, a larger change in viewpoint movement results in the boundary moving further away from the user's viewpoint (e.g., receding) so that a larger portion of the physical environment is visible and not obscured (e.g., background, virtual, and / or real objects from the three-dimensional environment are displayed with full brightness, color, and / or opacity). In some embodiments, as the boundary shrinks and recedes from the user's viewpoint, less of the content from individual applications (e.g., the first or second application) is displayed within the boundary compared to outside the boundary. In some embodiments, if the viewpoint moves to a third location further away from the user's original location, the boundary is shifted again and / or further (e.g., recedes) based on the third location.In some embodiments, when the user moves to the right relative to the three-dimensional environment, virtual content (e.g., content from a first application) and / or physical objects from the three-dimensional environment appear to the left of the three-dimensional environment from the user's viewpoint. In some embodiments, when the user moves to the left relative to the three-dimensional environment, virtual content (e.g., content from a first application) and / or physical objects from the three-dimensional environment appear to the right of the three-dimensional environment from the user's viewpoint. By changing the visual appearance of an application based on detecting the user's viewpoint shift relative to the three-dimensional environment, different applications can also be aligned in the same manner according to the user's viewpoint shift without requiring user input to do so, ensuring consistency in the interaction between the user and different applications, thereby reducing errors in the interaction and improving user-device interaction.
[0228] In some embodiments, detecting a first user input of a first type (and / or a second user input of a first type) via one or more input devices includes detecting input such as input from hand 703a in Figure 7D (808) in response to a request to change the level of immersion of content from a first application (and / or a second application) in a three-dimensional environment (as described in more detail with reference to Method 1000, for example). For example, the computer system increases or decreases the level of immersion of content from individual applications in response to a request to change the level of immersion. In some embodiments, as similarly described above, increasing the level of immersion increases the proportion of the visible field of view through the display-generating components occupied by each three-dimensional environment or content from individual applications. For example, as the level of immersion of the three-dimensional environment increases, portions of the three-dimensional environment (including the physical environment surrounding the display-generating components) within the user's field of view become obscured (e.g., no longer displayed / not visible). In some embodiments, the maximum level of immersion includes displaying content from a first application in full immersion (e.g., 360-degree content is displayed). Additionally, in some embodiments, a decrease in the immersion level reduces the proportion of the field of view that is visible through display-generating components occupied by a three-dimensional environment or content from a separate application. For example, the portion of the three-dimensional environment (including the physical environment surrounding the display-generating components) within the user's field of view is not obscured (e.g., displayed / visible) when the immersion level of the three-dimensional environment decreases. In some embodiments, the minimum immersion level includes displaying content from a first application with partial immersion (e.g., less than 15, 30, or 360 degrees of the displayed content). By changing the visual appearance of an application based on a request to change the immersion level, different applications can be adjusted in the same manner according to a request to change the immersion level without requiring user input, ensuring consistency in the interaction between the user and different applications, reducing interaction errors, and thereby improving the interaction between the user and the device.
[0229] In some embodiments, a first user input of type 1 is directed to a mechanical input element, such as a physical button 741 in Figure 7D (810), which is configured to communicate with a computer system and change the level of immersion of content from a first application in a three-dimensional environment. In some embodiments, a first user input of type 1 for changing the level of immersion of content from a first application includes the operation of a rotary element, such as a mechanical or virtual dial, which is in or communicates with the computer system. In some embodiments, the magnitude and / or direction of the change in the level of immersion corresponds to the magnitude and / or direction of rotation of the rotary element. In some embodiments, a first user input of type 1 includes the operation of a displayed control element for selecting a selectable option displayed in a three-dimensional environment and / or changing the level of immersion of content from a first application. In some embodiments, a first user input of type 1 includes a predetermined gesture (e.g., an air gesture) which is recognized as a request to change the level of immersion of content from a first application. For example, a first user input of a first type includes the user's hand in a computer system performing a pinch air gesture in which the index finger and thumb of the user's hand come into contact together, while the user's attention is optionally directed to a selectable option for changing (e.g., increasing or decreasing) the level of immersion. In some embodiments, the control element is a slider bar in which the user's fingers can come into contact with the slider bar to manually adjust the level of immersion. In another example, attention directed to the slider bar and an air tap in space, followed by a movement of the user's hand, optionally triggers an adjustment of the slider bar for immersion. In yet another example, attention directed to the slider bar and an air pinch gesture performed by the user's hand, followed by a movement of the hand while maintaining the air pinch hand shape, optionally triggers an adjustment of the slider bar for immersion. By adjusting the level of immersion using a mechanical input element, a quick and efficient method of immersion adjustment is provided that improves the usability of the computer system and makes the user device interface more efficient.
[0230] In some embodiments, detecting a first user input of a first type (and / or a second user input of a first type) via one or more input devices includes detecting inputs corresponding to requests to position (e.g., recenter) multiple virtual objects (e.g., including content from a first and / or second application) in a three-dimensional environment relative to the viewpoint of a user of the computer system, such as positioning a virtual palette 742 and a virtual paintbrush 744a relative to the viewpoint of user 706 in Figure 7D, depending on the optional detection of inputs corresponding to repositioning the virtual objects in Figure 7C (812). The inputs correspond to requests to update the spatial arrangement of multiple virtual objects relative to the user's current viewpoint to satisfy a set of one or more criteria specifying a range of distances or orientations of the multiple virtual objects relative to the user's current viewpoint, such as a “recenter again” input. For example, the input optionally includes, while attention is focused on individual virtual objects or positions in an environment that does not contain virtual content, detecting a part of the user's body in contact with a surface (e.g., a touch-sensitive surface) detected by and / or communicating with the computer system; detecting air gestures (e.g., air pinch gestures involving the user's fingers touching, air swipe gestures involving the movement of the user's fingers(s) and / or hand(s), air dépinch gestures of the user's fingers (e.g., movement of the user's fingers(s) and / or fingertips away from each other), air fists involving the curling of the user's fingers(s), and / or air pointing gestures involving finger pointing); the activation of physical and / or virtual buttons, and / or the movement and / or selection of selectable options (e.g., buttons) detected by a second computer system such as a stylus or other pointing device.Additionally or alternatively, multiple objects are repositioned if a virtual object(s) presents and / or presents an obvious spatial collision beyond a threshold time amount (e.g., 0.001, 0.1, 0.1, 1, 10, 100, 500, 1000, or 10000 seconds) (e.g., if the first and second virtual objects occupy an overlapping portion of the three-dimensional environment), and / or if the defined behavior of the virtual object is to actively position itself relative to the user's current viewpoint (e.g., defined by the application developer of the content contained in the virtual object, requiring the virtual object to conform to the current user's viewpoint, and actively positioning itself to avoid obvious collisions with other physical and / or virtual objects and / or to improve the visibility of the content). The input optionally responds to automatic positioning requests, such as automatic positioning when one or more first and / or second virtual objects are first displayed and / or when the user first begins to view the three-dimensional environment through the display-generating components. In some embodiments, an input corresponding to a request to place one or more virtual objects is an input that places the virtual objects to satisfy one or more placement criteria, or includes such an input. In some embodiments, one or more orientation criteria include criteria that are met when the interacting portion of a virtual object is oriented toward the user's viewpoint, the virtual object does not obstruct the view of other virtual objects from the user's viewpoint, the virtual object is within a threshold distance from the user's viewpoint (e.g., 10, 20, 30, 40, 50, 100, 200, 300, 400, 500, 1000, or 2000 centimeters), the virtual object is within a threshold angle (e.g., 1, 3, 5, 10, 15, 30, 45, 60, 75, or 85 degrees) with respect to a vector extending from the user's viewpoint (e.g., the center of the user's eyes parallel to the physical ground), and / or the virtual objects are within a threshold distance from each other (e.g., 1, 5, 10, 20, 30, 40, 50, 100, 200, 300, 400, 500, 1000, or 2000 centimeters).In some embodiments, the input does not specify or define how the virtual object is moved and / or reoriented, other than initiating such movement and / or reorientation. In some embodiments, the input includes manually moving the virtual object in a three-dimensional environment. By changing the visual appearance of an application based on a request to recenter the virtual content, different applications can be aligned in the same manner according to a request to recenter the virtual content without requiring user input, ensuring consistent interaction between the user and different applications, reducing interaction errors, and improving user-device interaction.
[0231] In some embodiments, modifying the visual appearance of content from a first application (and / or a second application) in a first manner includes modifying the visual appearance of content from a first application (e.g., immersion level, brightness, transparency, size, color, and / or location) as defined by the operating system of the computer system, for example, modifying the immersion level of content from a first application in a manner defined by the operating system of computer system 101 in Figure 7D (and optionally, not defined by the first or second application) (814). In some embodiments, the visual appearance of content from individual applications is modified in response to user input (e.g., a first user input of a first type and / or a second user input of a first type), and the user input does not define or otherwise indicate how to modify the visual appearance of content from individual applications. By automatically adjusting the visual appearance of content from individual applications as defined by the operating system of the computer system, the number of inputs required to set the visual appearance of content from individual applications is reduced, thereby improving user-device interaction.
[0232] In some embodiments, the computer system displays a first virtual environment, such as the virtual environment 760a in Figure 7I (816a), via a display generation component. In some embodiments, the first virtual environment represents a simulated physical space. Some examples of the first virtual environment include a lake environment, a mountain environment, a sunset scene, a sunrise scene, a night environment, a grassland environment, and / or a concert scene. In some embodiments, the first virtual environment is based on an actual physical location, such as a museum and / or an aquarium. In some embodiments, the first virtual environment is a location designed by an artist. Thus, displaying the first virtual environment optionally provides the user with a virtual experience as if they were physically located in the first virtual environment. In some embodiments, the first virtual environment functions as a three-dimensional background while simultaneously displaying media content (e.g., movies or television programs), displaying application user interfaces (e.g., photo applications or messaging applications), and / or presenting or participating in real-time communication sessions. In some embodiments, the first virtual environment has one or more characteristics of the environments described with reference to Method 1000 and / or 1200.
[0233] In some embodiments, while displaying the first virtual environment, the computer system detects a first type of third user input via one or more input devices, such as input from hand 703f in Figure 7I (816b). In some embodiments, the third user input has one or more characteristics of the inputs described with reference to Method 1000 and / or 1200. In some embodiments, the first type of third user input corresponds to the user moving in the three-dimensional environment, as described with reference to step 806, a request to change the level of immersion, as described with reference to step 808, and / or a request for re-centering, as described with reference to step 810. In some embodiments, the first type of third user input has one or more characteristics of the first type of first user input and / or the first type of second user input.
[0234] In some embodiments, in response to detecting a third user input of a first type, the computer system modifies the visual appearance of the first virtual environment in a first manner, such as increasing the immersion level of the virtual environment 760a in Figure 7J (816c). In some embodiments, if the first virtual environment is displayed within a portal (e.g., no part of the first virtual environment is displayed outside the portal), the computer system occupies the portal or changes the amount of the virtual environment displayed within the portal. For example, if the third input of a first type includes a request to increase (e.g., or decrease) the immersion level, the virtual environment is optionally displayed within the portal at the (e.g., or decreased) immersion level. In some embodiments, the size of the portal increases or decreases as the immersion level increases or decreases. For example, if the third input of a first type includes the user moving relative to a three-dimensional environment, the portal or boundary shrinks, recedes, or appears further away from the user's viewpoint. For example, if a third input of type 1 includes a recentering request, the computer system optionally moves the first virtual environment and / or the corresponding virtual object so that the first virtual environment and / or the corresponding virtual object appear centered relative to the user's viewpoint. By changing the visual appearance of the virtual environment based on the input type, it becomes possible to adjust different virtual environments in the same way depending on the input type without requiring user input, thereby ensuring consistent interaction between the user and different applications, reducing interaction errors, and thereby improving user-device interaction.
[0235] In some embodiments, detecting a first user input of a first type via one or more input devices includes detecting input such as input from hand 703b in Figure 7E, which corresponds to a request from a first application (and / or a second application) to change the level of immersion of the content to individual immersion levels (e.g., as described with respect to step 808) (818a).
[0236] In some embodiments, in response to a first user input of a first type (818b), a first application (and / or a second application) defines the immersion limit of content from the first application (and / or the second application) as a first range of immersion levels, and according to the determination that an individual immersion level is outside the first range of immersion levels, the computer system displays content from the first application (and / or the second application) at a first immersion level within the first range of immersion levels via a display generation component, such as displaying content from the first application at the maximum immersion level in Figures 7F and 7F1 (818c), where the first immersion level is different from the individual immersion levels. In some embodiments, the immersion limit of content from an individual application (e.g., a first range of immersion levels or a second range of immersion levels, as described later) is not defined by user input (e.g., a first user input of a first type). In some embodiments, a first range of immersion levels defined by an individual application defines a first maximum immersion level and / or a first minimum immersion level for content from the individual application. In some embodiments, if user input corresponds to changing content from an individual application to an individual immersion level exceeding the first maximum immersion level, the computer system displays the content from the individual application at the first maximum immersion level, even though the user input requests that the content from the individual application be displayed at the individual immersion level. In some embodiments, if user input corresponds to changing content from an individual application to an individual immersion level below a first minimum immersion level, the computer system displays the content from the individual application at the first minimum immersion level, even though the user input requests that the content from the individual application be displayed at the individual immersion level.In some embodiments, the first maximum immersion level of the first range of immersion levels includes 30%, 50%, 75%, or 100% of the field of view occupied by content from the individual application or other virtual content. In some embodiments, the first minimum immersion level of the first range of immersion levels includes 1%, 5%, 10%, or 30% of the field of view occupied by content from the individual application or other virtual content. In some embodiments, if user input corresponds to changing the content from the individual application to an individual immersion level below the first minimum immersion level, the computer system stops displaying the content from the individual application. Conversely, in some embodiments, if user input corresponds to changing the content from the individual application to an individual immersion level above the first maximum immersion level, the computer system maintains the display of the content from the individual application at the first maximum immersion level.
[0237] In some embodiments, in response to a first user input of a first type (818b), a first application (and / or a second application) defines the immersion limits of content from the first application (and / or the second application) as a second range of immersion levels distinct from a first range of immersion levels, and according to the determination that an individual immersion level is within the second range of immersion levels, the computer system displays content from the first application (and / or the second application) at the individual immersion level via a display generation component (818d), for example, optionally, if an individual immersion level is within the range of immersion levels, it displays content from the first application at the individual immersion level in Figures 7F and 7F1. In some embodiments, the second range of immersion levels defined by the individual application defines a second maximum immersion level and / or a second minimum immersion level of content from the individual application. In some embodiments, if user input corresponds to changing content from an individual application to an individual immersion level that is less than a second maximum immersion level but greater than a second minimum immersion level, the computer system displays the content from the individual application at the individual immersion level. In some embodiments, the second maximum immersion level of the second range of immersion levels includes 30%, 50%, 75%, or 100% of the field of view occupied by the content from the individual application or other virtual content. In some embodiments, the second minimum immersion level of the second range of immersion levels includes 1%, 5%, 10%, or 30% of the field of view occupied by the content from the individual application or other virtual content. In some embodiments, different applications define their own (optionally different) ranges of individual immersion levels, including minimum and maximum immersion levels. For example, both the first and second applications optionally define the immersion limits of content from either the first or second application as a first range of immersion levels.For example, the first application optionally defines the immersion limit of its content as a first range of immersion levels, and the second application optionally defines the immersion limit of its content as a second range of immersion levels. Automatically adjusting the visual appearance (e.g., immersion level) of content from individual applications, as defined by each individual application, reduces the number of inputs required to set the visual appearance of content from individual applications, thereby improving user-device interaction.
[0238] In some embodiments, a first application defines the immersion limits of content from the first application (and / or a second application) as a first range of immersion levels, and in response to a first user input of a first type, which determines that an individual immersion level is outside the first range of immersion levels, the computer system provides feedback that the individual immersion level is outside the first range of immersion levels, for example, by blurring the edges of portal 750a in Figure 7F (e.g., haptic, audio, and / or visual feedback) (820). In some embodiments, if user input (e.g., a first user input of a first type or a second user input of a first type) corresponds to changing content from an individual application to an individual immersion level that exceeds a first maximum immersion level within a first range of immersion levels, the computer system displays a visual indication as described with respect to step(s) 822 and / or outputs an audio indication that the individual immersion level is outside the first range of immersion levels (e.g., above the first maximum immersion level). In some embodiments, if user input (e.g., a first user input of a first type or a second user input of a first type) corresponds to changing content from an individual application to an individual immersion level that falls below a first minimum immersion level within a first range of immersion levels, the computer system displays a visual indication as described with respect to step(s) 822 and / or outputs an audio indication that the individual immersion level is outside the first range of immersion levels (e.g., below the first minimum immersion level). Displaying information when a request to change the immersion level falls outside the range of immersion levels provides feedback when a request for an individual immersion level is outside the maximum or minimum immersion limit, preventing future incorrect user input for changing the immersion level and thereby improving user-device interaction.
[0239] In some embodiments, the computer system, while detecting a first user input of a first type, but before detecting the end of the first user input of a first type (and / or a second user input of a first type), displays a visual indication including that an individual immersion level is outside a first range of immersion levels (822a), and displays content from a first application (and / or a second application) in a first visual appearance, such as displaying a first visual appearance (e.g., a temporary immersion level) in Figures 7F and 7F1 (822b). In some embodiments, if the first user input of a first type includes a request to change the immersion level to an individual immersion level outside a first range of immersion levels, as described with respect to step 820, the computer system displays content from the individual application at a temporary immersion level different from the first immersion level in the first range of immersion levels. In some embodiments, when an individual immersion level is outside a first range of immersion levels, the computer system displays content from the individual application having a first visual appearance, which includes blurring, darkening, and / or increasing the transparency of the edges of the content from the individual application constrained by a boundary (e.g., a portal). In some embodiments, the blurring, darkening, and / or increasing the transparency of the edges of the content from the individual application increases as the input controlling the individual immersion level corresponds to an immersion level even lower than a first minimum immersion level or even further beyond a first maximum level. In some embodiments, the first visual appearance is maintained until the end of a first input of a first type. While the first visual appearance is maintained, a first input of a first type includes an air pinch gesture, where the thumb and index finger of a hand are in contact with each other (e.g., a pinch hand shape) or the user's hand is air-tapping a selectable option for changing the immersion level of content from the individual application.In some embodiments, the blurring, darkening, and / or transparency of the edges of content from a separate application constrained by a boundary (e.g., a portal) increases as the first type of first user input progresses (e.g., as the size of the first type of first user input increases or as the end of the first type of first user input approaches), and optionally, the blurring, darkening, and / or transparency of the edges of the content increases less with respect to the size of the first type of first user input as the size of the first type of first user input exceeds (and / or becomes larger than) the immersion limit.
[0240] In some embodiments, upon detecting the end of a first user input of a first type (and / or a second user input of a first type), the computer system displays content from the first application (and / or the second application) in a second visual appearance that differs from the first visual appearance at a first level of immersion, such as optionally displaying a second visual appearance in Figure 7F after detecting the end of input from hand 703b in Figure 7E (822c). In some embodiments, the computer system displays an animation (e.g., a stepwise animation) of the transition between the display of the individual application from the first visual appearance to the second visual appearance. In some embodiments, after blurring and / or vignetting the boundaries and edges of the content displayed from the individual application, the computer displays the content from the individual application in a first level of immersion within the range of the first level of immersion and / or in a second visual appearance (e.g., the edges of the content from the individual application are brighter, less blurred, and / or less transparent). In some embodiments, the termination of a first type of input includes the thumb and index finger of the hand no longer touching each other (e.g., no longer being in a pinch-hand shape). In some embodiments, the termination of a first type of input includes the user's hand no longer directly interacting with selectable options for changing the level of immersion of content from an individual application. Blurring or blurring the edges of content from an individual application provides visual feedback that the request for an individual level of immersion is outside the maximum or minimum immersion limits, preventing future erroneous user input to change the level of immersion and thereby improving user-device interaction.
[0241] In some embodiments, displaying content from a first application (and / or a second application) via a display generation component includes displaying content from the first application (and / or a second application) at a first level of immersion and a first visual appearance, for example, displaying content from the first application at the level of immersion shown in Figure 7D (for example, a first amount, a first brightness, a first transparency, a first size, and / or a first color of content from separate applications displayed inside the portal versus outside the portal) (824a).
[0242] In some embodiments, while displaying content from a first application (and / or a second application) with a first level of immersion and a first visual appearance, the computer system detects first user input of a first type via one or more input devices, including input from hand 703b in Figure 7E, which responds to a request to change the level of immersion of the content from the first application (and / or a second application) (for example, as described with respect to step 808) (824b).
[0243] In some embodiments, in response to a first user input of a first type, the computer system displays content from a first application (and / or a second application) via a display generation component with a second immersion level different from a first immersion level, and a second visual appearance different from the first visual appearance, such as the visual appearances of Figures 7F and 7F1 (e.g., a second amount, second brightness, second transparency, second size, and / or second color of content from separate applications displayed inside the portal versus outside the portal) (824c), and changing the visual appearance of content from the first application (and / or a second application) from the first visual appearance to the second visual appearance includes displaying an animation of the area occupied by content from the first application within the available display area, the animation being defined by the operating system of the computer system (e.g., optionally, not defined by the first or second application). In some embodiments, as the level of immersion increases or decreases from a first level of immersion to a second level of immersion, the portal increases or decreases in size (e.g., enlarges or shrinks) as defined by the operating system of the computer system. For example, as the level of immersion increases, the portal optionally moves closer to the viewpoint, and as the level of immersion decreases, the portal optionally moves further away from the user's viewpoint (e.g., recedes). The direction in which the portal moves or changes in size optionally corresponds to the direction of change in the level of immersion (e.g., an increase in immersion corresponds to an increase in portal size, and a decrease in immersion corresponds to a decrease in portal size). In some embodiments, the visual appearance of content from an individual application is modified in response to user input (e.g., a first user input of a first type or a second user input of a first type), and the user input does not define or otherwise indicate how the visual appearance of content from an individual application is modified.When changing the visual appearance of content according to the operating system of a computer system, automatically animating the boundaries that constrain content from individual applications (e.g., zooming in or out) provides consistency when animating boundaries for different applications and their respective content, because the animation is defined by the operating system, thereby reducing errors in interaction with the computer system.
[0244] In some embodiments, the first user input of the first input includes an input for displaying a system user interface overlaid on content from the first application (and / or a second application), and changing the visual appearance of the content from the first application (and / or a second application) includes reducing the visual fidelity of the content from the first application, such as optionally reducing the visual fidelity of the virtual environment 745a in Figures 7F and 7F1 when displaying the user interface 770a (826 (and / or a second application)). In some embodiments, the system user interface includes one or more controls for displaying applications available on the computer system (e.g., displaying application icons for applications available on the computer system), one or more controls for changing the immersion level of content from each application, one or more controls for adjusting system settings of the computer system (e.g., wireless network settings, privacy settings, and / or notification settings), and / or one or more selectable options for displaying and / or sharing different corresponding virtual environments. Reducing the visual fidelity of content from individual applications may optionally include displaying content from a first application with increased blurring, increased transparency, reduced resolution, reduced brightness, reduced size, and / or in different colors. Reducing the visual fidelity of content from each application reduces the consumption of computing resources by the computer system when displaying the system user interface, provides visual feedback indicating that the system user interface is the target of interaction, and thereby reduces errors in interaction with the computer system.In some embodiments, a first user input of a first type optionally includes an input that modifies one or more properties of the boundary around the available display area of content from a first application (e.g., the portal described above in step (singular or plural) 802), such as an input that resizes the portal 750b in Figure 7B, and modifies one or more properties of the boundary around the available display area defined by the operating system of the computer system (and optionally, not defined by the first or second application) (828). In some embodiments, the properties of the portal are modified in response to several different user inputs (e.g., an input for resizing the portal, an input for optionally changing the immersion beyond the immersion limit, and / or an input for moving the portal). In some embodiments, user input indicates the direction and / or magnitude of changes in the portal's properties, while the operating system (and optionally, not the first or second application) optionally defines or otherwise indicates how those properties change in response to user input (e.g., defining minimum or maximum operating system limits for the size of the portal, or defining minimum or maximum operating system limits for the opacity or translucency of the portal's edges, as described with reference to step (singular or plural) 822). In some embodiments, the operating system of the computer system defines the size of the boundary or portal (e.g., minimum or maximum size) and / or the transparency of the boundary or portal. Automatically adjusting the portal's properties as defined by the operating system of the computer system provides consistency when adjusting the portal's properties when displaying different applications, which reduces errors in interaction with the computer system and thereby improves user-device interaction.
[0245] In some embodiments, displaying content from a first application (and / or a second application) via a display generation component includes (830a) displaying content from the first application within a boundary, such as portal 750a of FIG. 7D, around an available display area of the three-dimensional environment (e.g., the volume or region in which content from the first application is displayed is optionally constrained by a portal or other boundary).
[0246] In some embodiments, before displaying content from a first application, the computer system receives (830b), via one or more input devices, a third user input corresponding to a request to display content from the first application (and / or a second application), such as an input to display content from the first application before displaying content from the first application of FIG. 7A. In some embodiments, the third user input has one or more characteristics of the input, the first type of first user input, and / or the first type of second user input described with reference to methods 1000 and / or 1200. In some embodiments, the third user input includes a selection of selectable options displayed within the three-dimensional environment and / or an operation of displayed control elements for displaying content from the first application. For example, the third user input optionally includes the user's hand of a computer system that performs a pinch gesture in which the user's index finger and thumb come into contact while the user's attention is directed to selectable options for displaying content from the first application. In another example, the third user input optionally includes the user's index finger that air taps selectable options for displaying content from the first application.
[0247] In some embodiments, in response to a third user input, the computer system displays a boundary around the available display area of a three-dimensional environment and content from a first application (and / or a second application) within that boundary using a first animation (e.g., depth-based animation) (830c), for example, displaying a portal 750a using the animations shown in Figures 7A and 7B. In some embodiments, in response to receiving a third user input, the computer system displays a boundary (e.g., a portal) containing content from a first application having a first animation. In some embodiments, displaying the boundary with a first animation includes gradually expanding the portal / boundary and / or moving the portal / boundary closer to the user's viewpoint so that more of the content from the first application is displayed within the portal and / or more of the physical environment is obscured by the content from the first application and / or other virtual content. In some embodiments, moving the boundary closer to the viewpoint has one or more properties that increase the level of immersion, as described with reference to steps (single or multiple) 802 and 808. For example, as the boundary approaches the user's viewpoint, the proportion of the visible field of view increases through the display-generating components occupied by content and / or other virtual content from the first application. In some embodiments, the boundary around the available display area of the three-dimensional environment is not displayed along with the first animation before receiving a third user input.
[0248] In some embodiments, while displaying content from a first application within the periphery of the available display area of a three-dimensional environment, the computer system receives a fourth user input (830d) in response to a request to stop displaying content from the first application, such as optionally receiving an input to stop displaying the virtual environment 860a in Figure 7J via one or more input devices. In some embodiments, the fourth user input has one or more characteristics of the inputs described with reference to Methods 1000 and / or 1200. In some embodiments, the fourth user input has one or more characteristics of the third user input described above. In some embodiments, the fourth user input in response to a request to stop displaying content from the first application includes a user input directed to a selectable option that, when selected, causes an electronic device to display content from a second application different from the first application and to stop displaying content from the first application. In some embodiments, the fourth user input in response to a request to stop displaying content from the first application includes a user input directed to a user interface and / or selectable option outside of the displayed content from the first application.
[0249] In some embodiments, in response to a fourth user input, the computer system discontinues displaying the boundary around the available display area of the three-dimensional environment and the content from the first application within the boundary with a second animation different from the first animation, such as discontinuing the display of portal 750a in Figure 7L (830e). In some embodiments, the second animation is a depth-based animation. For example, discontinuing the display of a boundary containing content (e.g., a portal) with a second animation optionally includes gradually shrinking the portal and / or moving the boundary away from the user's viewpoint so that less of the content from the first application is displayed within the portal and / or more of the physical environment is visible until the display of the portal and / or content is discontinued. In some embodiments, moving the boundary further away from the viewpoint (e.g., moving the portal backward) has one or more properties that reduce the level of immersion, as described with reference to steps (single or multiple) 802 and 808. For example, a boundary that moves further away from the user's viewpoint reduces the percentage of the field of view that is visible through display-generating components occupied by content from the first application and / or other virtual content. In some embodiments, the second animation is not depth-based animation. For example, discontinuing the display of a boundary (e.g., a portal) containing content from the first application in the second animation optionally includes gradually fading out the boundary and / or content from the first application until the boundary and / or content from the first application are no longer visible (e.g., without moving the boundary back from the user's viewpoint). In some embodiments, the computer system does not use the second animation to discontinue displaying the boundary around the available display area of the three-dimensional environment before receiving a fourth user input.Using a first animation, a boundary that restricts the display of content from a first application is displayed, but aborting the second animation display of the boundary using a second animation provides visual feedback regarding whether the current state includes starting the display of content from an individual application or includes aborting the display of content from an individual application, which reduces errors in interaction with the computer system and thereby improves the user-device interaction.
[0250] It should be understood that the specific order described for the operations in method 800 is merely exemplary and is not intended to indicate that the described order is the only order in which the operations can be performed. Those skilled in the art will recognize various ways to reorder the operations described herein.
[0251] Figures 9A-9I illustrate examples of computer systems that facilitate the display of immersive mixed reality (MR) content within a three-dimensional environment, according to some embodiments.
[0252] Figure 9A shows a computer system 101 (e.g., an electronic device) that displays a three-dimensional environment 902 from the viewpoint of a user 926 (for example, facing the back wall of the physical environment in which the computer system 101 is located, as shown in the overhead view) via a display generation component (e.g., display generation component 120 in Figure 1). In some embodiments, the computer system 101 includes a display generation component (e.g., a touchscreen) and a plurality of image sensors (e.g., image sensor 314 in Figure 3). The image sensors optionally include one or more of the following: a visible light camera, an infrared camera, a depth sensor, or any other sensors that the computer system 101 may use to capture one or more images of the user or a part of the user (e.g., one or more of the user's hands) while the user interacts with the computer system 101. In some embodiments, the user interfaces illustrated and described below may also be implemented on a head-mounted display, which includes a display generating component that displays the user interface or three-dimensional environment to the user, and sensors for detecting the physical environment and / or the movement of the user's hands (e.g., external sensors facing outward from the user), and / or the user's attention (e.g., including gaze) (e.g., internal sensors facing inward toward the user's face).
[0253] As shown in Figure 9A, the computer system 101 captures one or more images of the physical environment surrounding the computer system 101 (e.g., the operating environment 100), including one or more objects in the physical environment surrounding the computer system 101. In some embodiments, the computer system 101 displays a representation of the physical environment within a three-dimensional environment 902. For example, the three-dimensional environment 902 optionally includes a coffee table representation 922a (e.g., corresponding to an overhead view representation 922b), which is a representation of a physical coffee table within the physical environment.
[0254] In Figure 9A, the three-dimensional environment 902 also includes virtual objects 906a (e.g., “Window 1” corresponding to the overhead view virtual object 906b) and 908a (e.g., “Window 2” corresponding to the overhead view virtual object 908b). In some embodiments, virtual objects 906a and 908a are optionally one or more user interfaces of an application that includes content (e.g., multiple selectable options), three-dimensional objects (e.g., a virtual clock, a virtual ball, a virtual car, etc.), or any other elements displayed by the computer system 101 that are not included in the physical environment of the display generation component 120. In Figure 9A, virtual object 906a is optionally a user interface of a web browsing application. For example, as shown in Figure 9A, virtual object 906a includes content such as text, images, videos, hyperlinks, and / or audio content from the website “www.URL1.com” (e.g., “Website Content”). Additionally, in Figure 9A, the virtual object 908a is optionally a user interface for an audio playback application. For example, as shown in Figure 9A, the virtual object 908a includes a list of selectable music categories 910 and multiple selectable user interface objects corresponding to multiple music albums. For example, the list of selectable music categories 910 can be selected to display albums, songs, and / or artists alphabetically, a first user interface object (e.g., corresponding to "Album A") can be selected to cause the computer system 101 to display one or more songs belonging to "Album A", and a second user interface object (e.g., corresponding to "Album B") can be selected to cause the computer system 101 to display one or more songs belonging to "Album B".
[0255] In some embodiments, in Figure 9A, the content displayed by and / or within the virtual objects 906a and 908a is displayed in a first operating mode. For example, the content of the virtual objects 906a and 908a described above is presented in a windowed mode within the three-dimensional environment 902 such that the content (e.g., website content and / or music content) is restricted to being displayed within the boundaries (e.g., boundaries) of the virtual objects 906a and 908a (for example, the content is not displayed in locations within the three-dimensional environment 902 outside the locations of windows 1 and 2 (e.g., in front, behind, or adjacent)). Thus, the portals of the virtual objects 906a and 908a as defined herein are restricted by the physical boundaries of the virtual objects 906a and 908a within the three-dimensional environment 902 while the content of the virtual objects 906a and 908a is displayed in the first operating mode described above. Additional details regarding the display of content in the first operating mode in the three-dimensional environment 902 are provided below with reference to Method 1000.
[0256] In Figure 9A, the computer system 101 detects input provided by hand 903a in response to a request to display system controls for the three-dimensional environment 902. For example, as shown in Figure 9A, the computer system 101 detects hand 903a providing an air gesture, such as an air pinch gesture in which the index finger and thumb of the user's hand come into contact together, while the user's gaze 921 is directed towards a predetermined portion of the three-dimensional environment 902. As an example, in Figure 9A, the predetermined portion of the three-dimensional environment 902 is a portion or region of the three-dimensional environment 902 where system controls are displayed, such as the upper right edge of the three-dimensional environment 902 within the user's field of view.
[0257] In some embodiments, as shown in Figure 9B, in response to detecting input provided by hand 903a in Figure 9A, the computer system 101 displays a toolbar 912 containing a plurality of system controls 913 for the three-dimensional environment 902. For example, the plurality of system controls 913 include one or more options for controlling the brightness of the display of the three-dimensional environment 902, controlling the volume of audio content output within the three-dimensional environment 902, and / or triggering the display of the computer system 101's home screen user interface and / or application library. In some embodiments, as similarly described above, the computer system 101 displays the toolbar 912 in a default portion of the three-dimensional environment 902. While the default portion is shown as the upper right edge of the three-dimensional environment 902, it should be understood that the default portion is alternatively other portions of the three-dimensional environment 902, such as the upper center, lower center, and / or upper left edge of the three-dimensional environment 902.
[0258] In some embodiments, as shown in Figure 9B, when the computer system 101 displays a toolbar 912 containing a plurality of system controls 913, the computer system 101 changes the focus of the content of virtual objects 906a and 908a in the three-dimensional environment 902. For example, as shown in Figure 9B, the computer system 101 dims, fades, blurs, and / or darkens the display of the user interface of virtual objects 906a and 908a to direct the user 926's attention to the plurality of system controls 913 in the three-dimensional environment 902. As will be described in more detail herein, since the content of virtual objects 906a and 908a is displayed in a first operating mode (e.g., window mode) when the plurality of system controls 913 are displayed in the three-dimensional environment 902, the computer system 101 optionally changes the focus of the content in a first manner (e.g., by applying a first amount of dimming, fading, blurring, and / or darkening).
[0259] In Figure 9B, the computer system 101 detects an input corresponding to a request to display a virtual environment within a three-dimensional environment 902. For example, as shown in Figure 9A, the computer system 101 detects a selection of a physical button 941 or knob or other rotatable input mechanism (e.g., a pressable and rotatable input mechanism) of the computer system 101 provided by hand 903b. In some embodiments, the selection of the physical button 941 includes pressing the physical button 941 one or more times. In some embodiments, the selection of the physical button 941 includes pressing and holding the physical button 941. In some embodiments, the selection of the physical button 941 includes rotating / swiping the physical button 941. In some embodiments, the manner of interaction with the physical button 941 (e.g., the number of presses, the duration of pressing and holding, or the amount of rotation) determines the level of immersion of the displayed virtual environment, which controls the amount (e.g., percentage) of the three-dimensional environment 902 in the user's field of view that is obscured by the virtual environment relative to the user's viewpoint.
[0260] In some embodiments, in response to detecting a selection of a physical button 941 provided by hand 903b in Figure 9B, the computer system 101 displays a virtual environment 928 within the three-dimensional environment 902, as shown in Figure 9C. In some embodiments, displaying the virtual environment 928 includes gradually bringing the virtual environment 928 into the three-dimensional environment 902 based on the immersion level selected by the input in Figure 9A (optionally displaying its animation). For example, the immersion level of the virtual environment 928 is increased from no immersion (e.g., no virtual environment 928 in Figure 13A), as shown in Figure 9C, thereby causing the virtual environment 928 to occupy a portion of the three-dimensional environment 902 from the user 926's viewpoint. As shown in the overhead view of Figure 9C, the virtual environment 928 optionally occupies a portion of the three-dimensional environment 902 that includes a representation of the back wall of the physical environment from the user 926's viewpoint.
[0261] In some embodiments, the virtual environment 928 is a system environment selected for display by the user 926. For example, as shown in Figure 9C, the virtual environment 928 corresponds to a beach environment at sunset. In some embodiments, the beach environment shown in Figure 9C is selected for display by the user 926 before the virtual environment 928 is displayed. For example, the beach environment is selected from a library of virtual environments before an input is detected to display the multiple system controls 913 in Figure 9B. Thus, in Figure 9C, the virtual environment 928 is displayed within the three-dimensional environment 902 without any input being detected to select the virtual environment 928 for display.
[0262] In some embodiments, as shown in Figure 9C, when the computer system 101 displays the virtual environment 928 within the three-dimensional environment 902, the computer system 101 maintains the display of virtual objects 906a and 908a within the three-dimensional environment 902. For example, as shown in Figure 9C, the contents of virtual objects 906a and 908a are displayed simultaneously with the virtual environment 928 within the three-dimensional environment 902. In some embodiments, virtual objects 906a and 908a remain displayed within the three-dimensional environment 902 when the virtual environment 928 is displayed, because the contents of virtual objects 906a and 908a are displayed in the first operating mode described above. For example, displaying the user interfaces of virtual objects 906a and 908a in windowed mode is compatible with the display of the virtual environment 928 within the three-dimensional environment 902.
[0263] In some embodiments, as discussed herein, the computer system 101 provides the display of immersive MR content within a three-dimensional environment 902. As described above, virtual objects 906a and 908a optionally display content in a first operating mode (e.g., window mode) within the three-dimensional environment 902. In some embodiments, the immersive MR content is displayed within the three-dimensional environment 902 in a second operating mode different from the first operating mode, as will be discussed in more detail below. In Figu...
Claims
1. It is a method, In a computer system that communicates with a display generation component and one or more input devices, Displaying content from a first application presented in accordance with a first operating mode, which is a first operating mode in a three-dimensional environment, wherein the first operating mode is a mode in which a first application is permitted to display content that is spatially distributed across the entire available display area of the three-dimensional environment, via the display generation component; While displaying the content from the first application presented according to the first operating mode, detecting a first user input of a first type via one or more input devices, In response to detecting the first type of first user input, the visual appearance of the content from the first application is changed in a first manner, After modifying the visual appearance of the content from the first application in the first manner, the display generation component displays the content from the second application presented according to the first operating mode in the three-dimensional environment, the first operating mode being a mode in which the second application is permitted to display content that is spatially distributed across the entire available display area of the three-dimensional environment. While displaying the content from the second application presented according to the first operating mode, detecting a second user input of the first type via one or more input devices, A method comprising: detecting the detection of the second user input of the first type, and modifying the visual appearance of the content from the second application in the first manner.
2. While displaying the content from the first application presented according to the first operating mode, detecting a third user input of a second type different from the first type via one or more input devices, In response to detecting the third user input of the second type, the visual appearance of the content from the first application is changed in a second manner different from the first manner, After modifying the visual appearance of the content from the first application in the second manner, the content from the second application presented according to the first operating mode is displayed via the display generation component. While displaying the content from the second application presented according to the first operating mode, the system detects the second type of fourth user input via one or more input devices, In response to detecting the second type of the fourth user input, the visual appearance of the content from the second application is changed in the second manner, The method according to claim 1, further comprising:
3. The method according to claim 1 or 2, wherein detecting the first type of first user input via one or more input devices includes detecting a shift in the user's viewpoint of the computer system relative to the three-dimensional environment.
4. The method according to any one of claims 1 to 3, wherein detecting the first user input of the first type via one or more input devices includes detecting input corresponding to a request from the first application in the three-dimensional environment to change the level of immersion of the content.
5. The method according to claim 4, wherein the first type of first user input is directed to a mechanical input element configured to communicate with the computer system and modify the level of immersion of the content from the first application in the three-dimensional environment.
6. The method according to any one of claims 1 to 5, wherein detecting the first user input of the first type via one or more input devices includes detecting input corresponding to a request to position a plurality of virtual objects in the three-dimensional environment relative to the viewpoint of a user of the computer system.
7. The method according to any one of claims 1 to 6, wherein changing the visual appearance of the content from the first application in a first manner includes changing the visual appearance of the content from the first application in a manner defined by the operating system of the computer system.
8. The first virtual environment is displayed via the aforementioned display generation component, While the first virtual environment is being displayed, a third user input of the first type is detected via one or more input devices. In response to detecting the third user input of the first type, the first method is used to change the visual appearance of the first virtual environment, The method according to any one of claims 1 to 7, further comprising:
9. Detecting the first type of first user input via one or more input devices includes detecting input corresponding to a request from the first application to change the immersion level of the content to an individual immersion level, and the method, in response to the first type of first user input, The first application defines the immersion limit of the content from the first application as a first range of immersion levels, and, in accordance with the determination that the individual immersion level is outside the first range of immersion levels, the display generation component displays the content from the first application at a first immersion level that is within the first range of immersion levels, and the first immersion level is different from the individual immersion level. The method according to any one of claims 1 to 8, further comprising: the first application defining the immersion limit of the content from the first application as a second range of immersion levels different from the first range of immersion levels, and displaying the content from the first application at the individual immersion levels via the display generation component in accordance with the determination that the individual immersion levels are within the second range of immersion levels.
10. In response to the first type of first user input, The first application defines the immersion limit of the content from the first application as a first range of immersion levels, and provides feedback that the individual immersion level is outside the first range of immersion levels, in accordance with the determination that the individual immersion level is outside the first range of immersion levels. The method according to claim 9, further comprising:
11. Displaying the visual indication that the individual immersion level is outside the first range of immersion levels via the display generation component is: While detecting the first type of first user input, but before detecting the end of the first type of first user input, the content from the first application is displayed in a first visual appearance via the display generation component. The method according to claim 10, comprising: detecting the termination of the first type of first user input, and then displaying the content from the first application at a first level of immersion via the display generation component.
12. Displaying the content from the first application via the display generation component includes displaying the content from the first application with a first level of immersion and a first visual appearance, and the method is While displaying the content from the first application at a first level of immersion and a first visual appearance, the system detects first type of first user input via one or more input devices, including input corresponding to a request from the first application to change the level of immersion of the content. The present invention further includes, in response to the first type of first user input, displaying the content from the first application via the display generation component at a second level of immersion different from the first level of immersion and a second visual appearance different from the first visual appearance, The method according to any one of claims 1 to 11, wherein changing the visual appearance of the content from the first application from the first visual appearance to the second visual appearance includes displaying an animation of the area occupied by the content from the first application within the available display area, the animation being defined by the operating system of the computer system.
13. The method according to any one of claims 1 to 12, wherein the first user input of the first input includes an input for displaying a system user interface overlaid on the content from the first application, and changing the visual appearance of the content from the first application includes reducing the visual fidelity of the content from the first application.
14. The method according to any one of claims 1 to 13, wherein the first type of the first user input includes an input for modifying one or more properties of the boundary around the available display area for the content from the first application, and in response to the first type of the first user input, the one or more properties of the boundary around the available display area are modified as defined by the operating system of the computer system in accordance with the first type of the first user input.
15. Displaying the content from the first application via the display generation component includes displaying the content from the first application within the boundary surrounding the available display area of the three-dimensional environment, and the method is Before displaying the content from the first application, the system receives a third user input via one or more input devices that corresponds to a request to display the content from the first application, In response to the third user input, the first animation is used to display the boundary around the available display area of the three-dimensional environment and the content from the first application within the boundary. While displaying the content from the first application within the boundaries surrounding the available display area of the three-dimensional environment, receiving a fourth user input via one or more input devices in response to a request to stop displaying the content from the first application, The method according to any one of claims 1 to 14, further comprising, in response to the fourth user input, discontinuing the display of the boundary around the available display area of the three-dimensional environment and the content from the first application within the boundary using a second animation different from the first animation.
16. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A system comprising one or more programs, wherein the one or more programs are stored in the memory and are configured to be executed by the one or more processors, and the one or more programs are The display generation component displays content from the first application presented according to a first operating mode in a three-dimensional environment, the first operating mode being a mode in which the first application is permitted to display content spatially distributed across the entire available display area of the three-dimensional environment. While displaying the content from the first application presented according to the first operating mode, a first user input of a first type is detected via one or more input devices. In response to detecting the first type of first user input, the visual appearance of the content from the first application is changed in a first manner. After modifying the visual appearance of the content from the first application in the first manner, the display generation component displays the content from the second application presented according to the first operating mode in the three-dimensional environment, the first operating mode being a mode in which the second application is permitted to display content that is spatially distributed across the entire available display area of the three-dimensional environment. While displaying the content from the second application presented according to the first operating mode, the system detects the first type of second user input via one or more input devices. A computer system including instructions for changing the visual appearance of the content from the second application in a first manner in response to the detection of the second user input of the first type.
17. A non-temporary computer-readable storage medium for storing one or more programs, wherein the one or more programs include instructions, and when the instructions are executed by one or more processors of a computer system communicating with a display generation component and one or more input devices, the computer system Displaying content from a first application presented in accordance with a first operating mode, which is a first operating mode in a three-dimensional environment, wherein the first operating mode is a mode in which a first application is permitted to display content that is spatially distributed across the entire available display area of the three-dimensional environment, via the display generation component; While displaying the content from the first application presented according to the first operating mode, detecting a first user input of a first type via one or more input devices, In response to detecting the first type of first user input, the visual appearance of the content from the first application is changed in a first manner, After modifying the visual appearance of the content from the first application in the first manner, the display generation component displays the content from the second application presented according to the first operating mode in the three-dimensional environment, the first operating mode being a mode in which the second application is permitted to display content that is spatially distributed across the entire available display area of the three-dimensional environment. While displaying the content from the second application presented according to the first operating mode, detecting a second user input of the first type via one or more input devices, A non-temporary computer-readable storage medium that causes a method to be performed which includes, in response to detecting the second user input of the first type, the visual appearance of the content from the second application in the first manner.
18. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and Means for displaying content from a first application presented in accordance with a first operating mode, which is a first operating mode in a three-dimensional environment, wherein the first operating mode is a mode in which a first application is permitted to display content spatially distributed across the entire available display area of the three-dimensional environment, via the display generation component; Means for detecting a first type of first user input via one or more input devices while displaying the content from the first application presented according to the first operating mode, Means for changing the visual appearance of the content from the first application in a first manner in response to the detection of the first type of first user input, After modifying the visual appearance of the content from the first application in the first manner, means for displaying content from the second application presented according to the first operating mode in the three-dimensional environment, wherein the first operating mode is a mode in which the second application is permitted to display content that is spatially distributed across the entire available display area of the three-dimensional environment, via the display generation component, Means for detecting a second user input of the first type via one or more input devices while displaying the content from the second application presented according to the first operating mode, A computer system comprising: means for changing the visual appearance of the content from the second application in a first manner in response to the detection of the second user input of the first type.
19. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A computer system comprising 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, and the one or more programs include instructions for performing the method according to any one of claims 1 to 15.
20. A non-temporary computer-readable storage medium for storing one or more programs, wherein the one or more programs, when executed by one or more processors of a computer system communicating with a display generation component and one or more input devices, include instructions causing the computer system to perform the method according to any one of claims 1 to 15.
21. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A computer system comprising means for performing the method described in any one of claims 1 to 15.
22. It is a method, In a computer system that communicates with a display generation component and one or more input devices, While the three-dimensional environment is visible through the display generation component, a first operating mode is performed through the display generation component. The content of the application displayed in the first operating mode is restricted to being displayed in one or more application containers. The application container displays multiple application containers, including application content from different applications displayed in a first operating mode, spatially distributed throughout the three-dimensional environment, based on previous user input directed to the application container, independently of interaction with the corresponding application. While displaying the plurality of application containers in the first operating mode, a first input is detected via one or more input devices that corresponds to a request to display additional application content for individual applications, In response to detecting the first input, and in accordance with the determination that the request is to display the additional application content in a second operating mode that is not limited to the content of the individual applications being displayed within one or more application containers, The application content of the individual application in the second operating mode is displayed, which is spatially distributed throughout the three-dimensional environment via the display generation component and can be repositioned throughout the three-dimensional environment based on input directed to the individual application. A method comprising discontinuing the display of the plurality of application containers containing the application content from the different applications.
23. The method according to claim 22, wherein, in response to detecting the first input, the request is to display the additional application content in a first operating mode in which the content of the individual applications is restricted to being displayed in one or more application containers, the display generation component maintains the display of the plurality of application containers from the different applications displayed in the first operating mode, while displaying individual objects associated with the individual applications in the three-dimensional environment.
24. In response to detecting the first input, and in accordance with the determination that the request is to display the additional application content in the second operating mode, while displaying the application content for the individual application in the second operating mode, In accordance with the determination that a portion of the physical environment of the display generation component is not obstructed by the application content, the portion of the physical environment of the display generation component is visible to the user's viewpoint. The method according to claim 22 or 23.
25. The method according to any one of claims 22 to 24, wherein displaying the content of an application displayed in the first operating mode, which is restricted to being displayed in one or more application containers, includes restricting the display of the content to one or more default locations in the three-dimensional environment.
26. In response to detecting the first input, and in accordance with the determination that the request is to display the additional application content in the second operating mode, the application content of the individual applications spatially distributed throughout the three-dimensional environment is to be displayed in the second operating mode. Displaying at least a first portion of the application content within an individual object occupying a first location in the three-dimensional environment, This includes displaying a second portion of the application content in a second location different from the first location, which is outside the individual objects in the three-dimensional environment, The method according to claim 25.
27. The request, in response to the detection of the first input, is to display the additional application content in the second operating mode, and while the application content of the individual applications spatially distributed throughout the three-dimensional environment is displayed in the second operating mode, the application content occupies the entire field of view of the user from the user's perspective of the computer system in the three-dimensional environment. The method according to claim 25 or 26.
28. Displaying the application content for the individual application in the second operating mode, which is spatially distributed throughout the three-dimensional environment, includes displaying at least a first portion of the application content within an individual object occupying a first location within the three-dimensional environment, and displaying a first virtual object associated with the application content within the individual object, wherein the method is Displaying the application content of the individual applications spatially distributed throughout the three-dimensional environment in the second operating mode, detecting when an individual event occurs, In response to detecting the aforementioned individual event, The method according to any one of claims 25 to 27, further comprising displaying the first virtual object associated with the application content at the first location, which is a second location outside the individual objects in the three-dimensional environment, via the display generation component.
29. The application content for the individual application is displayed in the second operating mode at a first level of immersion in response to the detection of the first input, and the method is While displaying the application content of the individual applications spatially distributed throughout the three-dimensional environment in the second operating mode, a second input is detected via one or more input devices, including the operation of one or more system controls of the computer system in response to a request to change the level of immersion of the application content of the individual applications. In response to detecting the second input, The method according to any one of claims 22 to 28, further comprising displaying the application content of the individual application in the three-dimensional environment at a second level of immersion different from the first level of immersion, in accordance with the second input, via the display generation component.
30. The first part of the user of the computer system is positioned within the three-dimensional environment with respect to the user's viewpoint and is visible within the three-dimensional environment when the second input is detected, and the method is In response to detecting the second input, The method according to claim 29, further comprising applying a visual effect to the first part of the user such that, in accordance with the determination that displaying the application content at the second level of immersion causes the level of immersion of the application content to exceed a threshold level of immersion, the first part of the user is displayed in the three-dimensional environment with respect to the user's viewpoint as a separate virtual representation different from the representation of the first part of the user.
31. The first part of the user of the computer system is positioned within the three-dimensional environment relative to the user's viewpoint when the second input is detected, and the method is In response to detecting the second input, The method according to claim 29, further comprising applying a visual effect to the first part of the user that causes the first part of the user to be displayed simultaneously with individual virtual objects in the three-dimensional environment, in accordance with the determination that displaying the application content at the second level of immersion causes the level of immersion of the application content to exceed a threshold level of immersion, wherein the individual virtual objects are displayed based on the position of the first part of the user relative to the user's viewpoint.
32. While displaying the plurality of application containers in the first operating mode, and before receiving the input corresponding to the request to display additional application content for the individual applications, a second input corresponding to a request to display a virtual environment, which is a virtual environment, in the three-dimensional environment, via one or more input devices, is detected in the three-dimensional environment, wherein the virtual environment is the operating system virtual environment of the computer system. In response to detecting the second input, To display the virtual environment within the three-dimensional environment while maintaining the display of the plurality of application containers in the first operating mode within the three-dimensional environment via the display generation component, The method according to any one of claims 22 to 31, further comprising:
33. Prior to detecting the first input, the three-dimensional environment further includes a virtual environment, and the method, in response to detecting the first input, determines that the request is to display the additional application content in a second operating mode, which is not limited to the content of the individual applications being displayed within one or more application containers. The method according to any one of claims 22 to 32, further comprising discontinuing the display of the virtual environment within the three-dimensional environment.
34. In response to detecting the first input, and in accordance with the determination that the request is to display the additional application content in the second operating mode, the display of the virtual environment in the three-dimensional environment is discontinued. The method according to claim 33, comprising transitioning from displaying the virtual environment within the three-dimensional environment to displaying the application content for the individual application within the three-dimensional environment by reducing the visual prominence of the virtual environment and simultaneously increasing the visual prominence of the application content.
35. In response to detecting the first input, and in accordance with the determination that the request is to display the additional application content in the second operating mode, the display of the virtual environment in the three-dimensional environment is discontinued. The method according to claim 33, comprising a transition from displaying the virtual environment within the three-dimensional environment to displaying the application content for the individual application within the three-dimensional environment, by reducing the visual prominence of the virtual environment while increasing the amount of application content displayed.
36. The method of claim 35, wherein the transition from displaying the virtual environment within the three-dimensional environment to displaying the application content for the individual application within the three-dimensional environment is based on one or more colors associated with the application content.
37. The method according to claim 35 or 36, wherein the transition from displaying the virtual environment within the three-dimensional environment to displaying the application content of the individual application within the three-dimensional environment is based on the visual appearance of the application content of the individual application.
38. While the virtual environment is being displayed in the three-dimensional environment before detecting the first input, a portion of the physical environment of the display generation component is at least partially obscured by the virtual environment from the viewpoint of the user of the computer system, and the method The method according to any one of claims 33 to 37, further comprising increasing the translucency of the virtual environment in the three-dimensional environment so as to increase, at least partially, the visibility of the physical environment in the three-dimensional environment with respect to the user's viewpoint, during a transition from displaying the virtual environment in the three-dimensional environment to displaying the application content from the individual application in the three-dimensional environment.
39. While the plurality of application containers are displayed in a first visual appearance in the first operating mode, or while the application content of the individual applications is displayed in a second visual appearance in the second operating mode, individual events corresponding to requests to display one or more system objects in the three-dimensional environment are detected via one or more input devices. In response to detecting the aforementioned individual event, When the aforementioned individual event is detected, according to the determination that the plurality of application containers are displayed in the three-dimensional environment in the first operating mode, The display generation component provides a third visual appearance different from the first visual appearance, wherein the third visual appearance displays one or more system objects in the three-dimensional environment while the plurality of application containers are displayed in the third visual appearance, which is different from the first visual appearance in the first method. When the aforementioned individual event is detected, according to the determination that the application content of the individual application is displayed in the second operating mode within the three-dimensional environment, A fourth visual appearance distinct from the second visual appearance, wherein the fourth visual appearance displays one or more system objects in the three-dimensional environment while the application content of the individual application is displayed in the fourth visual appearance, which is different from the second visual appearance in a second method distinct from the first method. The method according to any one of claims 22 to 38, further comprising:
40. In the second operating mode, the application content of the individual application is displayed at least partially on an individual object in the three-dimensional environment, and the individual object has one or more characteristics determined by the computer system. The method according to any one of claims 22 to 39.
41. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A system comprising one or more programs, wherein the one or more programs are stored in the memory and are configured to be executed by the one or more processors, and the one or more programs are While the three-dimensional environment is visible through the display generation component, a first operating mode is performed through the display generation component. The content of the application displayed in the first operating mode is restricted to being displayed in one or more application containers. The application container displays multiple application containers, including application content from different applications displayed in a first operating mode, spatially distributed throughout the three-dimensional environment, based on previous user input directed to the application container, independently of interaction with the corresponding application. While displaying the plurality of application containers in the first operating mode, a first input is detected via one or more input devices that corresponds to a request to display additional application content for individual applications. In response to detecting the first input, and in accordance with the determination that the request is to display the additional application content in a second operating mode that is not limited to the content of the individual applications being displayed within one or more application containers, The application content of the individual application in the second operating mode is displayed, which is spatially distributed throughout the three-dimensional environment via the display generation component and can be repositioned throughout the three-dimensional environment based on input directed to the individual application. A computer system including an instruction to cease displaying the plurality of application containers containing the application content from the different applications.
42. A non-temporary computer-readable storage medium for storing one or more programs, wherein the one or more programs include instructions, and when the instructions are executed by one or more processors of a computer system communicating with a display generation component and one or more input devices, the computer system While the three-dimensional environment is visible through the display generation component, a first operating mode is performed through the display generation component. The content of the application displayed in the first operating mode is restricted to being displayed in one or more application containers. The application container displays multiple application containers, including application content from different applications displayed in a first operating mode, spatially distributed throughout the three-dimensional environment, based on previous user input directed to the application container, independently of interaction with the corresponding application. While displaying the plurality of application containers in the first operating mode, a first input is detected via one or more input devices that corresponds to a request to display additional application content for individual applications, In response to detecting the first input, and in accordance with the determination that the request is to display the additional application content in a second operating mode that is not limited to the content of the individual applications being displayed within one or more application containers, The application content of the individual application in the second operating mode is displayed, which is spatially distributed throughout the three-dimensional environment via the display generation component and can be repositioned throughout the three-dimensional environment based on input directed to the individual application. A non-temporary computer-readable storage medium that causes a method to be performed that includes ceasing the display of the plurality of application containers containing the application content from the different applications.
43. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and While the three-dimensional environment is visible through the display generation component, a first operating mode is performed through the display generation component. The content of the application displayed in the first operating mode is restricted to being displayed in one or more application containers. The application container includes means for displaying a plurality of application containers, which include application content from different applications displayed in a first operating mode, spatially distributed throughout the three-dimensional environment, based on previous user input directed to the application container, independently of interaction with the corresponding application. While displaying the plurality of application containers in the first operating mode, means for detecting a first input via one or more input devices that corresponds to a request to display additional application content for individual applications, In response to detecting the first input, and in accordance with the determination that the request is to display the additional application content in a second operating mode that is not limited to the content of the individual applications being displayed within one or more application containers, The application content of the individual application in the second operating mode is displayed, which is spatially distributed throughout the three-dimensional environment via the display generation component and can be repositioned throughout the three-dimensional environment based on input directed to the individual application. A computer system comprising means for ceasing the display of the plurality of application containers, which include the application content from the different applications.
44. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A computer system comprising 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, and the one or more programs include instructions for performing the method according to any one of claims 22 to 40.
45. A non-temporary computer-readable storage medium for storing one or more programs, wherein the one or more programs, when executed by one or more processors of a computer system communicating with a display generation component and one or more input devices, include instructions causing the computer system to perform the method according to any one of claims 22 to 40.
46. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A computer system comprising means for carrying out the method described in any one of claims 22 to 40.
47. It is a method, In a computer system that communicates with a display generation component and one or more input devices, A system user interface for controlling one or more functions of the computer system via one or more input devices while displaying the content of a first application in a three-dimensional environment via the display generation component, wherein the system user interface is the user interface of the computer system's operating system, and the system user interface detects a first input corresponding to a request to display the system user interface, Displaying the system user interface in the three-dimensional environment via the display generation component in response to detecting the first input includes, according to the determination that the first application is configured to display content in a first operating mode, which is a mode in which the first application is permitted to display content spatially distributed across the entire available display area of the three-dimensional environment, displaying a first selectable option in the system user interface that can be selected to discontinue displaying the content of the first application in the first operating mode, While the system user interface including the first selectable option is displayed, a second input corresponding to the selection of the first selectable option is detected via one or more input devices, A method comprising: detecting the second input and ceasing to display the content in the first operating mode.
48. In response to detecting the first input, and in accordance with the determination that the first application is not configured to display content in the first operating mode, the display of the first selectable option in the system user interface is removed. The method according to claim 47, further comprising:
49. The method according to claim 47 or 48, wherein displaying the content of the first application in the first operating mode includes preventing the simultaneous display of content of other applications in the three-dimensional environment while the first application is displaying content in the first operating mode.
50. The method according to any one of claims 47 to 49, wherein discontinuing the display of the content in the first operating mode includes discontinuing the display of the content of the first application in the three-dimensional environment.
51. The method according to any one of claims 47 to 49, wherein ceasing to display the content in the first operating mode includes displaying the content of the first application in a second operating mode different from the first operating mode, the second operating mode being a mode in which the content of the first application is limited to being displayed in one or more application containers.
52. The method according to claim 51, wherein displaying the content of the first application in the second operating mode includes displaying a second selectable option that can be selected for displaying the content of the first application in the first operating mode.
53. The method according to any one of claims 47 to 52, wherein when the first input is detected, the content of the first application is displayed in a first visual appearance, and while the system user interface is being displayed, the visual appearance of the content of the first application is changed from the first visual appearance to a second visual appearance different from the first visual appearance.
54. Changing the visual appearance of the content of the first application from a first visual appearance to a second visual appearance includes changing the visual appearance of the content of the first application by a first amount, and the method is In response to detecting the second input, the content of the first application is displayed in a second operating mode, which is a second operating mode in which the content of the first application is restricted to being displayed in one or more application containers, in a third visual appearance. While displaying the content of the first application in the second operating mode, a third input corresponding to a request to display the system user interface is detected, The method according to claim 53, further comprising displaying the system user interface in the three-dimensional environment in response to receiving the third input, wherein displaying the system user interface includes changing the visual appearance of the content of the first application from the third visual appearance to a fourth visual appearance different from the third visual appearance, and changing the visual appearance of the content of the first application from the third visual appearance to the fourth visual appearance includes changing the visual appearance of the content of the first application by a second amount greater than the first amount.
55. Before displaying the content of the first application within the three-dimensional environment in the first operating mode, display one or more user interfaces of one or more applications in a second operating mode within the three-dimensional environment, which is different from the first operating mode, and in which the second operating mode is restricted to displaying the content of the first application within one or more application containers. While displaying one or more user interfaces of one or more applications in the second operating mode, a third input is received via one or more input devices corresponding to a request to display the content of the first application in the three-dimensional environment in the first operating mode; Upon receiving the third input, Displaying the content of the first application within the three-dimensional environment in the first operating mode, To stop displaying the one or more user interfaces of the one or more applications in the three-dimensional environment, In response to receiving the second input, the user interfaces of one or more applications within the three-dimensional environment are redisplayed, The method according to any one of claims 47 to 54, further comprising:
56. The method according to claim 55, wherein when the third input is received, the one or more user interfaces are displayed in a first spatial arrangement, and redisplaying the one or more user interfaces in the three-dimensional environment includes redisplaying the one or more user interfaces in the first spatial arrangement.
57. The method according to claim 56, wherein the first spatial arrangement includes the spatial arrangement of one or more user interfaces relative to each other.
58. The method according to claim 56 or 57, wherein the first spatial arrangement includes the spatial arrangement of one or more user interfaces with respect to the three-dimensional environment.
59. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A system comprising one or more programs, wherein the one or more programs are stored in the memory and are configured to be executed by the one or more processors, and the one or more programs are A system user interface for controlling one or more functions of the computer system via one or more input devices while displaying the content of a first application in a three-dimensional environment via the display generation component, wherein the system user interface detects a first input corresponding to a request to display the system user interface, which is the user interface of the computer system's operating system. In response to detecting the first input, displaying the system user interface in the three-dimensional environment via the display generation component includes, according to the determination that the first application is configured to display content in a first operating mode, which is a mode in which the first application is permitted to display content spatially distributed across the entire available display area of the three-dimensional environment, displaying a first selectable option in the system user interface that can be selected to discontinue displaying the content of the first application in the first operating mode, While the system user interface including the first selectable option is displayed, a second input corresponding to the selection of the first selectable option is detected via one or more input devices. A computer system including an instruction to stop displaying the content in the first operating mode in response to detecting the second input.
60. A non-temporary computer-readable storage medium for storing one or more programs, wherein the one or more programs include instructions, and when the instructions are executed by one or more processors of a computer system communicating with a display generation component and one or more input devices, the computer system A system user interface for controlling one or more functions of the computer system via one or more input devices while displaying the content of a first application in a three-dimensional environment via the display generation component, wherein the system user interface is the user interface of the computer system's operating system, and the system user interface detects a first input corresponding to a request to display the system user interface, Displaying the system user interface in the three-dimensional environment via the display generation component in response to detecting the first input includes, according to the determination that the first application is configured to display content in a first operating mode, which is a mode in which the first application is permitted to display content spatially distributed across the entire available display area of the three-dimensional environment, displaying a first selectable option in the system user interface that can be selected to discontinue displaying the content of the first application in the first operating mode, While the system user interface including the first selectable option is displayed, a second input corresponding to the selection of the first selectable option is detected via one or more input devices, A non-temporary computer-readable storage medium that causes a method to be performed that includes stopping the display of the content in the first operating mode in response to the detection of the second input.
61. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A system user interface for controlling one or more functions of the computer system via one or more input devices while displaying the content of a first application in a three-dimensional environment via the display generation component, wherein the system user interface is the user interface of the computer system's operating system, and includes means for detecting a first input corresponding to a request to display the system user interface, Display means, in response to detecting the first input, to display the system user interface in the three-dimensional environment via the display generation component, including, according to the determination that the first application is configured to display content in a first operating mode, which is a mode in which the first application is permitted to display content spatially distributed across the entire available display area of the three-dimensional environment, to display a first selectable option in the system user interface that can be selected to discontinue displaying the content of the first application in the first operating mode; Means for detecting a second input corresponding to the selection of the first selectable option via one or more input devices while the system user interface including the first selectable option is displayed, A computer system comprising means for ceasing to display the content in the first operating mode in response to detecting the second input.
62. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A computer system comprising 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, and the one or more programs include instructions for performing the method according to any one of claims 47 to 58.
63. A non-temporary computer-readable storage medium for storing one or more programs, wherein the one or more programs, when executed by one or more processors of a computer system communicating with a display generation component and one or more input devices, include instructions causing the computer system to perform the method according to any one of claims 47 to 58.
64. A computer system that communicates with a display generation component and one or more input devices, wherein the computer system is One or more processors, Memory and A computer system comprising means for carrying out the method described in any one of claims 47 to 58.