How to improve user environment awareness

Improved interfaces with touch-sensitive displays, eye-tracking, and tactile output generators enhance XR interaction efficiency and reduce cognitive burden, addressing inefficiencies in existing AR/VR systems by minimizing inputs and conserving power.

JP7863257B2Active Publication Date: 2026-05-20APPLE INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
APPLE INC
Filing Date
2023-09-23
Publication Date
2026-05-20

AI Technical Summary

Technical Problem

Existing methods for interacting with augmented and virtual reality environments are cumbersome, inefficient, and impose a significant cognitive burden on users, requiring multiple inputs and lacking sufficient feedback, which wastes energy and time.

Method used

Implementing computer systems with improved interfaces that utilize touch-sensitive displays, eye-tracking, hand-tracking, and tactile output generators to reduce the number and complexity of user inputs, providing intuitive interaction and efficient feedback, such as displaying areas of high potential for interaction and reducing visual prominence of virtual content.

Benefits of technology

Enhances user interaction efficiency, reduces errors, conserves power, and extends battery life by minimizing unnecessary inputs, while providing a more immersive and intuitive XR experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

In some embodiments, the computer system displays virtual content indicating areas of high interaction potential and displays the immersive virtual content. In some embodiments, the computer system reduces the visual salience of the immersive virtual content and displays areas of high interaction potential. In some embodiments, the computer system generates alerts associated with physical objects in the user's environment. In some embodiments, the computer system alters the visual salience of people in the three-dimensional environment based on one or more attention-related factors.
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Description

Technical Field

[0001] (Cross - reference to Related Applications) This application claims priority to U.S. Provisional Patent Application No. 63 / 376,961, filed on September 23, 2022, and U.S. Provisional Patent Application No. 63 / 506,095, filed on June 4, 2023, the contents of which are hereby incorporated by reference in their entirety for all purposes.

[0002] This relates generally, but not limited to, computer systems that provide computer - generated experiences, including electronic devices that provide virtual reality and mixed reality experiences via a display.

Background Art

[0003] The development of computer systems for augmented reality has advanced 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 - sensitive 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 head-mounted device). In some embodiments, the computer system has a touchpad. In some embodiments, the computer system has one or more cameras. In some embodiments, the computer system has a touch-sensitive display (also known as a “touchscreen” or “touchscreen display”). In some embodiments, the computer system has one or more eye-tracking components. In some embodiments, the computer system has one or more hand-tracking components. In some embodiments, the computer system has one or more output devices in addition to display-generating components, 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 voice input captured by one or more audio input devices.In some embodiments, the functions performed through interaction optionally include image editing, drawing, presentation, word processing, spreadsheet creation, 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 reside in a primary computer-readable storage medium and / or a non-primary computer-readable storage medium, or in 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 content in a three-dimensional environment. Such methods and interfaces can complement or replace conventional methods for interacting with content in a three-dimensional environment. 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 extend the interval between battery charges.

[0008] In some embodiments, the computer system displays virtual content indicating areas of high potential for interaction and displays immersive virtual content. In some embodiments, the computer system stops displaying immersive virtual content and displays areas of high potential for interaction. In some embodiments, the computer system generates alerts based on attention for physical objects obscured by virtual content. In some embodiments, the computer system reduces the visual prominence of virtual content to people in the physical environment based on attention.

[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] An example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1J] An example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1K] An example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1L] An example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1M] An example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1N] An example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 10] An example of a computer system for providing an XR experience in the operating environment of FIG. 1A. [Figure 1P] An example of a computer system for providing an XR experience in the operating environment of FIG. 1A.

[0013] [Figure 2] A block diagram showing a controller of a computer system configured to manage and adjust an XR experience for a user, according to some 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 user gesture inputs, according to some embodiments.

[0016] [Figure 5] This is a block diagram showing an eye-tracking unit for a computer system configured to capture user eye-gaze input, according to several embodiments.

[0017] [Figure 6] This is a flowchart showing a Glint-assisted eye-tracking pipeline according to several embodiments.

[0018] [Figure 7A] Examples of computer systems that display virtual content indicating areas with a high potential for interaction, and that display immersive virtual content, are shown according to several embodiments. [Figure 7A1] Examples of computer systems that display virtual content indicating areas with a high potential for interaction, and that display immersive virtual content, are shown according to several embodiments. [Figure 7B] Examples of computer systems that display virtual content indicating areas with a high potential for interaction, and that display immersive virtual content, are shown according to several embodiments. [Figure 7B1] Examples of computer systems that display virtual content indicating areas with a high potential for interaction, and that display immersive virtual content, are shown according to several embodiments. [Figure 7B2] Examples of computer systems that display virtual content indicating areas with a high potential for interaction, and that display immersive virtual content, are shown according to several embodiments. [Figure 7C] Examples of computer systems that display virtual content indicating areas with a high potential for interaction, and that display immersive virtual content, are shown according to several embodiments. [Figure 7D] Examples of computer systems that display virtual content indicating areas with a high potential for interaction, and that display immersive virtual content, are shown according to several embodiments.

[0019] [Figure 8A]This flowchart illustrates an exemplary method for displaying immersive virtual content, including virtual content that indicates areas with a high potential for interaction, according to several embodiments. [Figure 8B] This flowchart illustrates an exemplary method for displaying immersive virtual content, including virtual content that indicates areas with a high potential for interaction, according to several embodiments. [Figure 8C] This flowchart illustrates an exemplary method for displaying immersive virtual content, including virtual content that indicates areas with a high potential for interaction, according to several embodiments. [Figure 8D] This flowchart illustrates an exemplary method for displaying immersive virtual content, including virtual content that indicates areas with a high potential for interaction, according to several embodiments. [Figure 8E] This flowchart illustrates an exemplary method for displaying immersive virtual content, including virtual content that indicates areas with a high potential for interaction, according to several embodiments. [Figure 8F] This flowchart illustrates an exemplary method for displaying immersive virtual content, including virtual content that indicates areas with a high potential for interaction, according to several embodiments.

[0020] [Figure 9A] Examples of computer systems that reduce the visual prominence of immersive virtual content and display areas of high potential for interaction are presented, according to several embodiments. [Figure 9B] Examples of computer systems that reduce the visual prominence of immersive virtual content and display areas of high potential for interaction are presented, according to several embodiments. [Figure 9C] Examples of computer systems that reduce the visual prominence of immersive virtual content and display areas of high potential for interaction are presented, according to several embodiments. [Figure 9D]Examples of computer systems that reduce the visual prominence of immersive virtual content and display areas of high potential for interaction are presented, according to several embodiments. [Figure 9D1] Examples of computer systems that reduce the visual prominence of immersive virtual content and display areas of high potential for interaction are presented, according to several embodiments. [Figure 9E] Examples of computer systems that reduce the visual prominence of immersive virtual content and display areas of high potential for interaction are presented, according to several embodiments.

[0021] [Figure 10A] This flowchart shows several embodiments of methods for reducing the visual prominence of immersive virtual content and displaying areas with a high potential for interaction. [Figure 10B] This flowchart shows several embodiments of methods for reducing the visual prominence of immersive virtual content and displaying areas with a high potential for interaction. [Figure 10C] This flowchart shows several embodiments of methods for reducing the visual prominence of immersive virtual content and displaying areas with a high potential for interaction. [Figure 10D] This flowchart shows several embodiments of methods for reducing the visual prominence of immersive virtual content and displaying areas with a high potential for interaction. [Figure 10E] This flowchart shows several embodiments of methods for reducing the visual prominence of immersive virtual content and displaying areas with a high potential for interaction. [Figure 10F] This flowchart shows several embodiments of methods for reducing the visual prominence of immersive virtual content and displaying areas with a high potential for interaction. [Figure 10G] This flowchart shows several embodiments of methods for reducing the visual prominence of immersive virtual content and displaying areas with a high potential for interaction.

[0022] [Figure 11A] The following are examples of computer systems that generate alerts associated with physical objects in the user's environment, according to several embodiments. [Figure 11B] The following are examples of computer systems that generate alerts associated with physical objects in the user's environment, according to several embodiments. [Figure 11C] The following are examples of computer systems that generate alerts associated with physical objects in the user's environment, according to several embodiments. [Figure 11C1] The following are examples of computer systems that generate alerts associated with physical objects in the user's environment, according to several embodiments. [Figure 11D] The following are examples of computer systems that generate alerts associated with physical objects in the user's environment, according to several embodiments. [Figure 11E] The following are examples of computer systems that generate alerts associated with physical objects in the user's environment, according to several embodiments.

[0023] [Figure 12A] This flowchart shows how to generate alerts associated with physical objects in a user's environment, according to several embodiments. [Figure 12B] This flowchart shows how to generate alerts associated with physical objects in a user's environment, according to several embodiments. [Figure 12C] This flowchart shows how to generate alerts associated with physical objects in a user's environment, according to several embodiments. [Figure 12D] This flowchart shows how to generate alerts associated with physical objects in a user's environment, according to several embodiments.

[0024] [Figure 13A] Examples of computer systems that modify people's visual prominence in a three-dimensional environment based on one or more attention-related factors are presented in several embodiments. [Figure 13B] Examples of computer systems that modify people's visual prominence in a three-dimensional environment based on one or more attention-related factors are presented in several embodiments. [Figure 13C] Examples of computer systems that modify people's visual prominence in a three-dimensional environment based on one or more attention-related factors are presented in several embodiments. [Figure 13D] Examples of computer systems that modify people's visual prominence in a three-dimensional environment based on one or more attention-related factors are presented in several embodiments. [Figure 13E] Examples of computer systems that modify people's visual prominence in a three-dimensional environment based on one or more attention-related factors are presented in several embodiments. [Figure 13F] Examples of computer systems that modify people's visual prominence in a three-dimensional environment based on one or more attention-related factors are presented in several embodiments. [Figure 13G] Examples of computer systems that modify people's visual prominence in a three-dimensional environment based on one or more attention-related factors are presented in several embodiments. [Figure 13G1] Examples of computer systems that modify people's visual prominence in a three-dimensional environment based on one or more attention-related factors are presented in several embodiments. [Figure 13H] Examples of computer systems that modify people's visual prominence in a three-dimensional environment based on one or more attention-related factors are presented in several embodiments.

[0025] [Figure 14A] This flowchart shows a method, according to several embodiments, for altering people's visual splendor in a three-dimensional environment based on one or more attention-related factors. [Figure 14B]This flowchart shows a method, according to several embodiments, for altering people's visual splendor in a three-dimensional environment based on one or more attention-related factors. [Figure 14C] This flowchart shows a method, according to several embodiments, for altering people's visual splendor in a three-dimensional environment based on one or more attention-related factors. [Figure 14D] This flowchart shows a method, according to several embodiments, for altering people's visual splendor in a three-dimensional environment based on one or more attention-related factors. [Figure 14E] This flowchart shows a method, according to several embodiments, for altering people's visual splendor in a three-dimensional environment based on one or more attention-related factors. [Figure 14F] This flowchart shows a method, according to several embodiments, for altering people's visual splendor in a three-dimensional environment based on one or more attention-related factors. [Figure 14G] This flowchart shows a method, according to several embodiments, for altering people's visual splendor in a three-dimensional environment based on one or more attention-related factors. [Figure 14H] This flowchart shows a method, according to several embodiments, for altering people's visual splendor in a three-dimensional environment based on one or more attention-related factors. [Modes for carrying out the invention]

[0026] This disclosure relates to user interfaces that provide a computer-generated (CGR) experience to a user, in several embodiments.

[0027] The systems, methods, and GUIs described herein facilitate interaction between electronic devices and objects in a three-dimensional environment and provide improved methods for manipulating objects.

[0028] In some embodiments, the computer system detects input in response to a request to display virtual content at an immersion level exceeding an immersion threshold level. In some embodiments, the computer system displays visual indications corresponding to areas where interaction with the virtual content is likely. In some embodiments, the input includes the computer system moving the user into an area of ​​the user's physical environment corresponding to the visual indication. In some embodiments, the computer system maintains the display of a portion of the representation of the user's environment while displaying the virtual content at an immersion level higher than the immersion threshold level.

[0029] In some embodiments, the computer system detects inputs that correspond to a request to reduce the visual prominence of virtual content. In some embodiments, the inputs include the computer system moving the user out of a region of the user's physical environment in which the computer system anticipates a possible interaction with the virtual content. In some embodiments, reducing visual prominence includes stopping the display of the virtual content.

[0030] In some embodiments, the computer system displays virtual content that obscures physical objects in the user's physical environment. In some embodiments, based on a determination that a physical object is likely to conflict with the user's range of movement, the computer system generates an alert indicating the presence of the physical object. In some embodiments, based on the user's attention directed to the alert, the computer system reduces, maintains, or increases the prominence of the alert.

[0031] In some embodiments, the computer system displays virtual content that obscures a person within the physical environment of the computer system. In some embodiments, the computer system breaks through the virtual content, enabling the person's visibility through the virtual content. In some embodiments, the computer system modifies the person's visibility through the virtual content based on the attention of the user and / or the person.

[0032] Figures 1A to 6 provide a description of exemplary computer systems for providing users with an XR experience (as described below with respect to methods 800, 1000, 1200, and 1400). Figures 7A to 7D show examples of computer systems, according to several embodiments, that display virtual content indicating areas of high potential for interaction and display immersive virtual content. Figures 8A to 8F are flowcharts of exemplary methods, according to several embodiments, for displaying virtual content indicating areas of high potential for interaction and displaying immersive virtual content. The processes in Figures 8A to 8F are illustrated using the user interfaces of Figures 7A to 7D. Figures 9A to 9E show examples of computer systems, according to several embodiments, that reduce the visual splendor of immersive virtual content and display areas of high potential for interaction. Figures 10A to 10G are flowcharts of methods, according to several embodiments, for reducing the visual splendor of immersive virtual content and displaying areas of high potential for interaction. The processes in Figures 10A to 10G are illustrated using the user interfaces of Figures 9A to 9E. Figures 11A to 11E illustrate exemplary techniques for generating alerts associated with physical objects in a user's environment, according to several embodiments. Figures 12A to 12D are flowcharts illustrating methods for generating alerts associated with physical objects in a user's environment, according to various embodiments. The processes in Figures 12A to 12D are illustrated using the user interfaces of Figures 11A to 11E. Figures 13A to 13H illustrate exemplary techniques for altering the visual splendor of people in a three-dimensional environment based on one or more attention-related factors, according to several embodiments. Figures 14A to 14H are flowcharts illustrating methods for altering the visual splendor of people in a three-dimensional environment based on one or more attention-related factors, according to various embodiments. The processes in Figures 14A to 14H are illustrated using the user interfaces of Figures 13A to 13H.

[0033] 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 cheaper 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.

[0034] 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 a specific 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 for performing a conditional operation 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.

[0035] 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).

[0036] 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.

[0037] 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.

[0038] 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 electronic systems. 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., voice commands). A person may perceive and / or interact with XR objects using any one of their senses, including sight, sound, touch, taste, and smell. For example, a person may 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 audio objects only.

[0039] Examples of XR include virtual reality and mixed reality.

[0040] 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.

[0041] 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.

[0042] Examples of mixed reality include extended reality and augmented virtual reality.

[0043] Extended 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. Extended reality environments also refer to simulated environments in which representations of the physical environment are 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 a further example, the representation of the physical environment may be altered by graphically removing or obscuring parts of it.

[0044] 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.

[0045] 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 moves and / or as the user's position relative to the handheld or stationary device changes (for example, 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). In 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 moves as the user's viewpoint moves as the field of 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) and therefore 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), communicating with the display-generating components. Based on the field of view of one or more cameras. In the case of a display-generating component with optical passthrough, parts of the physical environment that are visible through one or more display-generating components (e.g., optically visible through one or more partially or completely transparent parts of the display-generating component) are based on the user's field of view through the partially or completely transparent parts of the display-generating component (e.g., 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-generating component (one or more), and the appearance of one or more virtual objects is updated based on the user's viewpoint.

[0046] In some embodiments, a representation of the physical environment (e.g., displayed via virtual or optical passthrough) can be partially or completely obscured by the virtual environment. In some embodiments, the amount of virtual environment displayed (e.g., the amount of physical environment not displayed) is based on the 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 virtual environment and replaces and / or obscures more of the physical environment, while decreasing the immersion level optionally displays less 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 a representation of the physical environment) are visually less emphasized (e.g., dimmed, blurred, and / or displayed with increased transparency) than one or more second background objects, 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-generating components and / or are visible through transparent or translucent components of the display-generating components so as not to obscure / hinder their visibility through the display-generating 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.

[0047] 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 moves, 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."

[0048] 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.

[0049] 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).

[0050] 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 above 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 sounds 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.

[0051] 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.

[0052] 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.

[0053] 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) may 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 may 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)) may 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)).

[0054] 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.

[0055] 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. Eye-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).

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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) positioned 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.

[0062] In at least one example, the housing 1-150 may define a first opening 1-126 between a first opening 1-152 and a second opening 1-154, and a second opening 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 opening 1-126 and a second button 1-132 disposed in the second opening 1-130. The first and second buttons 1-128 and 1-132 may be pressable through their respective openings 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] In at least one example, the shroud 3-104 may 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 surrounding 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 for the HMD device.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] 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,

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 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.

[0102] 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 openings / applications 6-415 through which the jaw camera 6-416 can send and receive signals.

[0103] 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.

[0104] 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, 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.

[0105] 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.

[0106] 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.

[0107] 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.

[0108] 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 openings 11.1.2-106a and 11.1.2-106b. The views of the openings 11.1.2-106a and 11.1.2-106a and 11.1.2-106b 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, the openings 11.1.2-106a and 11.1.2-106b are indicated by 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 openings 11.1.2-106a and 11.1.2-106b.

[0109] 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.

[0110] 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 openings 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.

[0111] 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.

[0112] 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.

[0113] 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.

[0114] 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.

[0115] 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.

[0116] 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.

[0117] 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.

[0118] 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).

[0119] Any of the features, components, and / or parts shown in Figure 1O, including their arrangement and configuration, either individually 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 of the features, components, and / or parts illustrated and described with reference to Figure 1P or otherwise described herein, including their arrangement and configuration, either individually or in any combination, may be included in the examples of devices, features, components, and parts shown in Figure 1O.

[0120] 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.

[0121] 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.

[0122] 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.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] The operating system 230 includes instructions for handling various basic system services and 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.

[0127] 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.

[0128] 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.

[0129] 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.

[0130] 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.

[0131] 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.

[0132] 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 can be realized within a single module, and the various functions of a single functional block can be realized 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.

[0133] 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.

[0134] 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.).

[0135] 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.

[0136] 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 would view if a display generation component 120 (e.g., an HMD) were 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.

[0137] 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.

[0138] 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.

[0139] 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.

[0140] 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.

[0141] 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.

[0142] 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.

[0143] 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.

[0144] 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.

[0145] 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 a 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 a part of the physical environment surrounding the user, relative to the display generation component 120, or relative to a part 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).

[0146] 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.

[0147] 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.

[0148] 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.

[0149] 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.

[0150] 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.

[0151] 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).

[0152] 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).

[0153] 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 the detected attention (e.g., gaze) to the 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.

[0154] 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) to 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).

[0155] 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.

[0156] 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.

[0157] 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.

[0158] 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).

[0159] 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, with one or more additional conditions such as the gaze being directed towards the part of the three-dimensional environment for at least a threshold duration (e.g., dwell time) while the user's viewpoint is within a distance threshold from the part of the three-dimensional environment, 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).

[0160] In some embodiments, the detection of a ready state configuration of a user or part of a user is detected by the computer system. The detection of a ready state configuration of a 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.

[0161] 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, a movement input described as being performed by air pinch and drag can alternatively be detected based on interaction with hardware input controls such as button press and hold, touch on a touch-sensitive surface, or press on a pressure-sensitive surface, or based on hardware input that follows the movement of other hardware input devices in space (e.g., accompanying 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.

[0162] 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 implemented in 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.

[0163] 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 darker 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.

[0164] 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.

[0165] 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 relative to 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.

[0166] 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.

[0167] 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 eyes (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.

[0168] 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.

[0169] 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).

[0170] In some embodiments, the controller 110 renders AR or VR frames 562 (e.g., left and right frames of 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 viewpoint on the display 510 based on the gaze tracking input 542 obtained from the eye-tracking camera 540. The viewpoint estimated from the gaze tracking input 542 is optionally used to determine the direction the user is currently looking.

[0171] 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's 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 the controller uses eye-tracking information 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 use the eye-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.

[0172] 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 illuminator 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 circle around each lens, as shown in Figure 5. In some embodiments, as an example, eight illuminators 530 (e.g., LEDs) are arranged around each lens 520. However, more or fewer illuminators 530 may be used, and other arrangements and locations of the illuminators 530 may be used.

[0173] 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 eye-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.

[0174] 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.

[0175] Figure 6 shows glint-assisted eye-tracking pipelines according to several embodiments. In some embodiments, the eye-tracking pipeline is implemented by a glint-assisted eye-tracking system (e.g., an eye-tracking device 130 as shown in Figures 1A and 5). The glint-assisted eye-tracking system can maintain a tracking state. Initially, the tracking state is off or "no". When in tracking state, the glint-assisted eye-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 eye-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.

[0176] 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 eye-tracking pipeline for processing, which begins at 610. As indicated by the arrow returning to element 600, the eye-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.

[0177] 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.

[0178] At 640, if the process proceeds 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 the process proceeds from element 630, the tracking state is initialized based on the detected pupil and glint in the current frame. The results of the processing at element 640 are checked to ensure 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 eyes. 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.

[0179] 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.

[0180] 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.

[0181] 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).

[0182] 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.

[0183] 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 further 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 further away from the user's viewpoint along a line extending parallel to the user's viewpoint are considered to have greater depth in the environment, and / or the depth of an object is measured along an axis extending outward from a line 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.

[0184] 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.

[0185] 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.

[0186] 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.

[0187] 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 in 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.

[0188] 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. User interface and related processes

[0189] 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 comprises display generation components, one or more input devices, and (optionally) one or more cameras.

[0190] Figures 7A to 7D show examples of computer systems that display virtual content indicating areas of high potential for interaction and immersive virtual content, according to several embodiments.

[0191] Figure 7A shows a computer system 101 that displays a three-dimensional environment 702 from the viewpoint of a user 701 shown in an overhead view (for example, facing the back wall of the physical environment in which the computer system 101 is located) via a display generation component (for example, display generation component 120 in Figure 1). As described above with reference to Figures 1 to 6, the computer system 101 optionally includes a display generation component (for example, a touchscreen) and a plurality of image sensors (for example, the 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 (for example, 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 (e.g., external sensors facing outward from the user) and / or the user's hand movements, which are interpreted by a computer system as gestures such as air gestures.

[0192] As shown in Figure 7A, 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 in a three-dimensional environment 702, or a portion of the physical environment is visible through the display generation component 120 of the computer system 101. For example, the three-dimensional environment 702 includes portions of the left and right walls, ceiling, and floor in the user 701's physical environment, and also includes physical object 706, which is a physical block, and physical object 710, which is a table.

[0193] In Figure 7A, the three-dimensional environment 702 includes virtual content such as virtual content 708A, virtual content 708B, and virtual content 704. Such virtual content is optionally any element displayed by the computer system 101 that is not included in the physical environment of the computer system 101.

[0194] In some embodiments, the virtual content 704 is displayed superimposed on a part of the physical environment (e.g., an outline). In some embodiments, the virtual content 704 corresponds to a region of the three-dimensional environment 702 where the computer system 101 anticipates possible user interactions when displaying the virtual environment or other virtual content associated with the virtual content 708A, as described later. For example, the virtual content 704 and / or a part of the physical environment optionally correspond to the user's "viewpoint." For example, the computer system 101 optionally anticipates that when displaying the virtual environment or other virtual content associated with the virtual content 708A, the user is likely to be standing (e.g., standing) within a region of the physical environment where the virtual content 704 is located. In some embodiments, the virtual content 708 optionally corresponds to a representation of the virtual environment (e.g., an immersive visual experience, and / or an application that provides an immersive visual experience). In some embodiments, the computer system 101, upon detecting input including a request to display such virtual content, as further described with reference to Figure 7B, begins displaying the virtual content at an immersion level above an immersion threshold. The level of immersion is described in more detail with reference to Method 800. Thus, the virtual content 704 is, optionally, a visual indication to the user 701 of a specific part of the physical environment that the user is likely to perceive while the computer system 101 is displaying the virtual environment associated with the virtual content 708A or other virtual content. For example, if there is a physical object such as a physical object 706 that guarantees the user's attention, the virtual content 704 directs the user's focus to the physical object 706. For example, as shown in Figure 7C, while the computer system 101 is displaying the virtual content associated with the virtual content 708A, there is a risk that the user may collide with the physical object 706. Thus, in some embodiments, the virtual content 704 enhances the user's perception of the relationships between physical spaces before interacting with such virtual content.

[0195] In some embodiments, virtual content 704 is displayed without displaying virtual content 708A and / or virtual content 708B. In some embodiments, virtual content 708A and / or 708B are displayed without displaying virtual content 704. In some embodiments, the visual appearance of virtual content 704, 708A, and 708B differs from that shown in Figure 7A. For example, individual virtual contents may optionally be displayed with different boundaries, lighting effects, colors, saturation, hue, brightness, animation, shape, and / or position than those shown. In some embodiments, virtual content 708B corresponds to a simulated shadow cast by virtual content 708A in response to one or more simulated light sources that are positioned above virtual content 708A but are optionally not visible. For example, a first simulated light source positioned perpendicular to the floor of the physical environment and above virtual content 708A optionally casts a virtual shadow (e.g., virtual content 708B) centered below virtual content 708A (e.g., on virtual content 704). In some embodiments, simulated light sources are displayed and / or positioned at different positions and / or angles relative to the virtual content 708A, thereby displaying additional virtual shadows of various shapes, positions, and / or intensities in addition to, or instead of (e.g., on, the virtual content 704) the virtual content 708B. Additionally or alternatively, one or more simulated light sources may, additionally, display the virtual content 708A with a specular illumination effect, simulating the visual effect of real-world light shining on at least a semi-reflective surface, so that bright areas or spots are displayed on the virtual content 708A, and suggesting the position of the light sources directed towards the virtual content 708A.

[0196] Figure 7A1 shows a perspective view of the physical environment of user 701, corresponding to the user 701's position in Figure 7A. For example, user 701 is positioned outside the area of ​​their physical environment corresponding to content 704 (e.g., the area indicated by the dashed line in Figure 7A1). Figure 7B shows modifications to environment 702 in response to input from user 701. As shown in Figure 7B, the input includes user 701 moving to a location within environment 702 within the area corresponding to virtual content 704, as shown in the overhead view of environment 702. User 701 moving from outside the area corresponding to virtual content 704 to inside the area corresponding to virtual content 704 is also shown in Figures 7A1 through 7B2, where user 701 is shown as having moved within the area of ​​the physical environment corresponding to content 704 (e.g., the area indicated by the dashed line in Figure 7B2). In some embodiments, feedback and / or prompts are displayed in response to such input. For example, virtual content 712 (e.g., a confirmation prompt) is optionally displayed to ensure that the user desires to display the virtual content at an immersion level higher than the immersion threshold level. In response to input corresponding to a request to display the virtual content at an immersion level higher than the immersion threshold, the computer system 101 optionally displays the virtual content 712 associated with displaying the virtual content at an immersion level higher than the immersion threshold. For example, the virtual content 712 optionally includes information associated with the virtual content to be displayed at an immersion level higher than the immersion threshold. Each piece of information optionally notifies the user of the computer system 101 that the virtual content is to be displayed (e.g., "The virtual environment is loading"). In some embodiments, each piece of information includes a name associated with the virtual content (e.g., the name of the application providing the virtual content to be displayed at the immersion level, and / or the name of the immersive visual experience, such as a beach, a forest, and / or a campsite). Each piece of information optionally also includes a prompt to confirm that the user is aware of their physical environment.For example, each piece of information optionally includes selectable option 712-1, which is selectable to confirm the user's intention to display virtual content at an immersive level (e.g., using mouse and cursor clicks, attention and air gestures, activation of physical and / or virtual buttons, and / or another preferred selective input directed to the selectable option). In some embodiments, each piece of information optionally includes selectable option 712-2, which provides confirmation of user intent as described above and is further selectable to postpone the display of at least a portion of each piece of information 712 in response to a later received request to display virtual content at an immersive level. For example, after receiving a selection of selectable option 712-2, the computer system 101 optionally becomes aware that the user does not want to see virtual content 712 and / or selectable options 712-1 and 712-2 in the future. Thus, later, the computer system 101 detects input corresponding to a request to load virtual content at an immersive level, postpones the display of such virtual content partially or entirely as described above, and optionally proceeds to display the virtual content at an immersive level. Therefore, the virtual content 712 helps the computer system 101 and user 701 to confirm their intention to display the virtual content and to reduce the need to continue displaying the virtual content 712 at their discretion.

[0197] As described with reference to Method 800, in some embodiments, as part of the input, the computer system 101 detects that the location of a particular part of user 701 corresponds to a particular part of the physical environment, which is referred herein to as the viewing area (for example, an area of ​​virtual content 704). In some embodiments, the computer system 101 is optionally ignorant of which particular part of the user corresponds to the viewing area. For example, a first input, including the movement of the user's feet into the area, and a second input, including the movement of the user's hands into the area, are optionally treated similarly or identically, and the virtual content 712 is optionally displayed in response to the first and / or second inputs. In some embodiments, the computer system 101 detects the input according to the movement of one or more expected parts of the user moving into the area. For example, the computer system 101 optionally displays the virtual content 712 in response to detecting that both of the user's feet have entered the area, but not in response to one foot entering the area, and / or the user's hands entering the area. Therefore, as shown in Figure 7B, the computer system 101 displays the virtual content 712 in response to the user's feet entering a separate area of ​​the physical environment corresponding to the virtual content 704.

[0198] In some embodiments, additional virtual content associated with the virtual content 704 is displayed in response to input. For example, the computer system 101 optionally displays one or more selectable options, such as grabber 714-1, grabber 714-2, and / or grabber 714-3. In some embodiments, the computer system 101 detects input directed towards grabber 714-1, grabber 714-2, and / or grabber 714-3 associated with the virtual content 704 and modifies one or more dimensions of the virtual content 704. For example, the computer system 101 optionally detects user attention (e.g., gaze) directed towards individual selectable options 714 simultaneously with detection of an air gesture of hand 703A. For example, the air gesture is optionally an air pinch gesture involving contact between the index finger and thumb of hand 703A. In some embodiments, the input includes the movement of hand 703A while the air pinch gesture is maintained. For example, while the air pinch gesture is maintained, the computer system 101 detects the hand movement and modifies one or more dimensions of the virtual content 704 according to that movement. For example, as indicated by note 715B, the computer system 101 detects the hand 703A movement while the air pinch gesture is maintained and scales (e.g., stretches) the virtual content 704 based on the hand 703A's movement away from the user 701, and / or scales (e.g., shrinks) the virtual content 704 based on the hand 703A's movement toward the user 701, moving parallel to a first dimension (e.g., depth) of the virtual content 704.

[0199] In some embodiments, the computer system 101 scales the virtual content 704 by the amount of scaling in the first direction, based on the magnitude of the component of hand 703A movement parallel to the first direction, while ignoring hand movement in a second direction different from the first direction. For example, as described with reference to grabber 714-1, the computer system 101 optionally detects hand 703A moving away from the user to the left while maintaining an air pinch gesture and while the user's attention is directed to grabber 714-1, and omits consideration of the magnitude of the leftward movement, instead scaling the virtual content 704 based only on the magnitude of the component of movement toward or away from the user 701 (e.g., parallel to the depth of the virtual content 704). Similarly, with reference to grabber 714-3, the computer system 101 optionally scales the virtual content 704 according to the magnitude of the leftward and / or rightward movement of hand 703A, and omits consideration of the magnitude of movement toward and / or away from the user 701. In some embodiments, the computer system 101 scales the virtual content 704 along multiple dimensions according to movement in multiple directions. For example, referring to grabber 714-2, the computer system 101 optionally scales the virtual content 704 according to the magnitude of movement of the hand 703A toward the user 701, toward the user, to the left of the user, and / or to the right of the user, in order to scale the width and / or length of the virtual content 704. In some embodiments, the magnitude of the user's movement scales the virtual content 704 equally in multiple directions. For example, moving the hand 703A forward by a movement of a first magnitude in a first direction optionally scales the virtual content 704 equally by a first amount along the first and second dimensions (e.g., its depth and width). Similarly, moving the hand 703A to the right by a first magnitude of movement optionally scales the virtual content 704 by a first amount along the first and second dimensions.

[0200] In some embodiments, the computer system 101 optionally refrains from displaying the virtual content 712 according to one or more criteria, as further described with reference to Method 800. For example, the computer system 101 optionally recognizes that it has recently received input from user 701 requesting the display of the virtual content at an immersion level higher than the immersion threshold, and therefore refrains from displaying the virtual content 712. Such a scenario is beneficial when, optionally, the user temporarily or accidentally moves outside the boundary of the virtual content 704 and thereby re-enters the boundary, and the computer system 101 optionally refrains from redundantly prompting the user to confirm their intention to display the virtual content at an immersion level. In some embodiments, the virtual content 712 is displayed with individual opacity and / or other visual characteristics (e.g., brightness, color, border, and / or visual effects) to prevent the user from accidentally overlooking the virtual content 712. For example, the virtual content 712 is optionally completely opaque and optionally displayed with a colored border.

[0201] In some embodiments, depending on the selection of selectable options 712-1 and / or 712-2, the computer system 101 initiates a process for evaluating the user's physical environment. The evaluation optionally includes scanning the physical environment. In some embodiments, the evaluation begins before the selection of selectable options 712-1 and / or 712-2, such as in response to input for displaying virtual content at an immersion level higher than the immersion threshold, in response to the device being powered on, and / or in response to other user interactions with the computer system 101. In some embodiments, the computer system 101 displays a representation of the scan, such as a grid pattern superimposed on the object of the scan. In some embodiments, the scan includes a viewable region and / or region of the user's physical environment bounded by the virtual content 704. In some embodiments, the computer system does not begin displaying the virtual content at an immersion level until such a scan is complete. In some embodiments, the scan includes most or all of the user's physical environment in front of the user's viewpoint and a portion of the environment behind the user's viewpoint. In some embodiments, scanning includes one or more parts of the physical environment corresponding to the viewing area corresponding to the virtual content 704 (e.g., distinct areas of the physical environment in which the user is likely to interact) and / or one or more parts of the physical environment outside the viewing area. In some embodiments, the computer system 101 optionally detects the selection of selectable options 712-1 and / or 712-2, and in response to such selection, begins displaying the virtual content at an immersion level higher than the immersion threshold and / or stops displaying the virtual content 712, as will be described in more detail below.

[0202] Figure 7B1 shows a concept similar to and / or the same as the concept shown in Figure 7B (which has many of the same reference numerals). Unless otherwise noted below, it is understood that the elements shown in Figure 7B1 that have the same reference numerals as the elements shown in Figures 7A to 7D have one or more of the same characteristics. Figure 7B1 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 of the characteristics of the computer system 101 shown in Figures 7A to 7D and the display generation component 120 shown in Figures 1 and 3, respectively, and in some embodiments, the computer system 101 and the display generation component 120 shown in Figures 7A to 7D each have one or more of the characteristics of the computer system 101 and the display generation component 120 shown in Figure 7B1.

[0203] In Figure 7B1, the display generation component 120 includes one or more internal image sensors 314a (e.g., eye-tracking cameras 540 described below 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 in 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 7D.

[0204] In Figure 7B1, the display generation component 120 is shown to display content that optionally corresponds to the content described as being displayed and / or visible via the display generation component 120 with reference to Figures 7A to 7D. 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 display outputs that are merged (e.g., by the user's brain) to create a view of the content shown in Figure 7B1.

[0205] The display generation component 120 has a field of view corresponding to the content shown in Figure 7B1 (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 dashed lines 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.

[0206] In Figure 7B1, the user is shown performing an air pinch gesture (e.g., using hand 703A) to provide input to the computer system 101 in order to provide user input directed to content displayed by the computer system 101. Such depictions are intended to be illustrative rather than restrictive. The user may optionally provide user input using different air gestures and / or other forms of input, as described with reference to Figures 7A–7D.

[0207] In some embodiments, the computer system 101 responds to user input as described with reference to Figures 7A to 7D.

[0208] In the example of Figure 7B1, the user's hand is within the field of view of the display generation component 120, so the user's hand is visible in the three-dimensional environment. 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 Figures 7A to 7D, or described by reference to Figures 7A to 7D, and / or described by corresponding methods (one or more) may be 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 7B1.

[0209] Figure 7C shows the display of virtual content at an immersion level higher than the immersion threshold level, depending on the input selection option 712-1 in Figure 7B. The virtual content 704 is scaled according to the care, selection, and requirements for scaling the virtual content 704, as described in Figure 7B. Therefore, the illustrated virtual content 704 is relatively larger than that shown in Figure 7B.

[0210] As described herein, displaying virtual content at an immersive level optionally includes any preferred method of displaying virtual content that was not displayed before an input requesting the display was received (e.g., to replace at least a portion of the visibility of the physical environment in a three-dimensional environment 702), and / or optionally includes modifying the visual properties(s) of the virtual content, as further described with reference to Method 800. For example, virtual content 716 optionally corresponds to an immersive visual experience. Such an immersive visual experience optionally includes a displayed representation of a simulated real-world scene, such as a previously recorded video of a campsite. In some embodiments, the immersive visual experience optionally includes a depiction of a virtual environment (e.g., a simulated physical space) all or almost entirely. For example, virtual content 716, as shown in Figure 7C, shows a virtual sky that is part of a virtual environment on a virtual beach. The virtual content 716 optionally includes further virtual content such as user interfaces for applications associated with the computer system 101, virtual avatars of users of other computer systems, virtual avatars not corresponding to users (e.g., non-user characters), virtual objects, and other suitable virtual content. In some embodiments, the display of the virtual content is gradual. For example, the computer system 101 optionally begins displaying the virtual content 716 starting from a specific portion of the user's field of view (e.g., the right, left, top, center, bottom, portions corresponding to previous locations of other virtual content such as the virtual content 708A in Figure 7A, and / or a combination of one or more such portions). For example, the computer system 101 optionally begins displaying the virtual content 716 in the upper region of the user's field of view, and optionally continues displaying portions of the virtual content 716 toward another specific portion of the user's field of view (e.g., the lower region) so that the amount of virtual content 716 shown in Figure 7C becomes gradually apparent in the three-dimensional environment 702. Alternatively, the virtual content 716 may optionally be displayed to begin on the right side of the user's field of view and end towards the left side of the user's field of view, or vice versa.Therefore, in some embodiments, displaying virtual content at an immersion level higher than the immersion level optionally includes displaying virtual content that was not displayed when an input requesting the display of virtual content was received.

[0211] As described above, in some embodiments, displaying virtual content at an immersion level exceeding the immersion threshold optionally includes modifying the visual properties of the virtual content. For example, the computer system 101 optionally applies one or more visual effects to one or more individual parts(s) of the virtual content 716, such as blurring, feathering, and / or color space modification (e.g., slightly lower brightness and / or saturation than the final brightness and / or saturation of the individual content). Each of the one or more parts optionally includes the most recently displayed part of the virtual content 716. For example, while the virtual content 716 is loaded from the upper region of the user's field of view toward the lower region of the user's field of view, the bottom individual part of the virtual content is optionally blurred and / or feathered to enhance visual focus and reduce the sudden loading of such content. In some embodiments, after each additional part of the virtual content 716 has been displayed at an immersion level exceeding the immersion threshold, the computer system 101 modifies the display of each previously displayed part of the virtual content. For example, a first distinct portion that was previously at the "bottom" of the virtual content 716 is no longer at the bottom as the display of a second distinct portion of the virtual content below the first distinct portion progresses, and therefore the computer system 101 modifies the first distinct portion to cease displaying the visual effect. For example, the first distinct portion is optionally displayed with saturation, level of translucency, and / or other visual effects. In some embodiments, the computer system 101 optionally displays the first portion of the virtual content 716 simultaneously or nearly simultaneously, rather than gradually displaying it along one or more directions (e.g., left to right, top to bottom, or any combination thereof). For example, the computer system 101 optionally fades in the entire first portion of the virtual content 716 (e.g., by increasing its opacity). In some embodiments, the fading includes a blooming visual effect.The blooming visual effect optionally includes increasing the opacity of the central portion of the first portion of the virtual content 716 at a rate greater than the increase in opacity of the distal portion of the first portion of the virtual content 716.

[0212] In some embodiments, the computer system 101 displays virtual content at an immersion level greater than the immersion threshold while at least temporarily displaying a portion of a distinct area of ​​the user's physical environment. For example, the computer system 101 may optionally display a first portion of virtual content 716 so that the first portion occupies a large portion of the user's field of view, but will not display the second portion of the virtual content at an immersion level greater than the immersion threshold for a period of time (e.g., 0.01, 0.05, 0.1, 0.5, 1, 5, 10, 15, 25, 50, 100, or 500 seconds) and / or until the user provides explicit input (e.g., activation of a physical or virtual button, input including a voice command, and / or an air gesture such as a downward swipe of the user's hand towards the bottom of the user's field of view) to begin displaying the second portion at an immersion level greater than the immersion threshold. In some embodiments, the second portion includes a distinct area corresponding to the virtual content 704. The second portion of the virtual content is not displayed at an immersion level exceeding the immersion threshold, but the user optionally has visibility of physical objects in the user's physical environment, such as physical object 706, potential contours such as floor bulges and / or curbs, and / or other elements of the user's environment. Such a visual configuration allows the user to study the details of their physical environment, clear areas of possible interaction with obstacles, and / or move to individual parts of areas so that their movement and interaction with the physical environment (e.g., around the user's floor) are not hindered, or at least become known to the user. Thus, in some embodiments, the computer system optionally stores a representation of the user's physical environment in which the user anticipates possible interactions, thereby improving user awareness of their surroundings and reducing the likelihood of encountering spatial conflicts and / or collisions while the user is moving and interacting with the virtual content.

[0213] In some embodiments, in response to displaying virtual content 716 at an immersion level greater than the immersion threshold, the computer system 101 modifies and / or stops displaying virtual content 704. For example, before displaying virtual content at an immersion level higher than the immersion threshold, the computer system 101 optionally displays virtual content 704 as at least partially transparent rings or rectangles superimposed on the floor surrounding the user. When displaying virtual content at an immersion level greater than the immersion threshold, the computer system 101 optionally stops displaying the transparent rings and / or rectangles and replaces the virtual content with second virtual content. In some embodiments, the computer system 101 optionally does not stop displaying virtual content 704, but instead modifies the display of virtual content 704. The modified version of virtual content 704 optionally has one or more characteristics of the display of the second virtual content, although it is understood that the two embodiments are similar but optionally different. In some embodiments, the second virtual content is displayed with animation. For example, the second virtual content optionally includes one or more simulated light sources that illuminate a representation of the user's floor. In some embodiments, the one or more simulated light sources include one or more concentric rings of such light emanating from the user's current position (e.g., from the user's feet). For example, the simulated light optionally starts from a point corresponding to an individual part of the user, such as the user's feet, and spreads outward over time toward the outer portion of the viewing area corresponding to the virtual content 704. In some embodiments, the rings optionally include a representation of a line emanating from the user and spreading across the floor. In some embodiments, the second virtual content optionally includes pulsation of the simulated light across the entire viewing area corresponding to the virtual content 704. For example, the pulsation optionally includes rhythmic brightening and dimming of the viewing area. In some embodiments, the second virtual content corresponds to a larger or smaller area of ​​the representation of the user's physical environment compared to the virtual content 704 shown in Figure 7B.

[0214] In some embodiments, the display of the second virtual content and / or modification of the virtual content 704 (e.g., effects applied to the virtual content and the area corresponding to the viewing area) occurs simultaneously while the second (e.g., lower) portion of the virtual content 716 is not displayed at an immersion level higher than the immersion threshold, and the first portion of the virtual content 716 is displayed at an immersion level higher than the threshold. For example, the computer system optionally displays simulated light spreading across the floor of the user's environment while the lower part of the virtual content 716 is not displayed. In some embodiments, if the second virtual content is displayed with animation, the computer system 101 stops displaying the animation after a threshold period (e.g., 0.01, 0.05, 0.1, 0.5, 1, 5, 10, 15, 25, 50, 100, or 500 seconds). In some embodiments, after the threshold period, the computer system 101 displays a static visual indication, such as a ring marking the boundary of the user's viewing area.

[0215] Figure 7D illustrates the replacement of a representation of the user's physical environment corresponding to the viewing area with virtual content. For example, a first portion of the virtual content 716 is displayed for a period of time (e.g., 0.01, 0.05, 0.1, 0.5, 1, 5, 10, 15, 25, 50, 100, or 500 seconds), and a second portion of the virtual content 716 is not displayed for that period, after which the computer system 101 begins to display the second portion of the virtual content 716. In some embodiments, the display of the second portion of the virtual content 716 has one or more characteristics of the display of the virtual content described with reference to the start of the display of the virtual content in Figure 7C (e.g., the start of the display of the first portion of the virtual content 716). For example, if the computer system 101 starts displaying virtual content 716 from the upper region of the user's viewpoint, after allowing the user to view the viewing area for a period of time, the computer system continues to display the second portion of the virtual content 716 at an immersion level above the immersion threshold, starting from the upper region of the second portion and progressing downward toward the floor of the environment until the second portion is fully displayed. Thus, giving the user the opportunity to observe the viewing area and potentially clear the viewing area of ​​objects, the computer system 101 optionally continues to display a fully immersive visual experience. For example, the second portion of the virtual content 716 optionally includes the floor of the virtual environment, such as beach sand or ocean water. In some embodiments, replacing the user's representation of the environment with virtual content includes obscuring physical objects in the environment. For example, in Figure 7D, the physical object 706 is no longer visible because the virtual content 716 is displayed at an immersion level higher than the immersion threshold level. Therefore, the physical object 706 still occupies physical space within the user's environment but no longer prevents viewing the virtual content 716. In some embodiments, the computer system 101 also optionally stops displaying the virtual content 704 while replacing the viewing area with a second portion of the virtual content 716.In some embodiments, the display of a first portion of virtual content and / or the replacement of a second portion of virtual content includes a fade-in of the first and / or second portion (e.g., a gradual increase in opacity), and in the case of a fade-in of the second portion, also includes a simultaneous fade-out of the virtual content 704 shown in Figure 7C (e.g., a gradual decrease in opacity). For example, the computer system 101 optionally increases the opacity of the second portion of virtual content 716 at a first rate and / or decreases the opacity of virtual content 704 at a second rate (optionally the same as or different from the first rate). In some embodiments, if virtual content not included in virtual content 716 is displayed in the user's viewing area, the computer system also optionally replaces the display of virtual content not included in virtual content 716 with individual virtual content within virtual content 716. For example, a virtual window corresponding to an application user interface is optionally displayed in the user's viewing area before the computer system 101 begins displaying the second portion of virtual content 716. However, in response to the commencement of displaying the second portion of the virtual content 716, the computer system 101 optionally stops and / or fades out the display of the virtual window, in addition to replacing the representation of the user's environment (e.g., the viewing area).

[0216] Figures 8A to 8F are flowcharts illustrating exemplary methods for displaying virtual content having a visual splendor level greater than a visual splendor threshold level, 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, projector, etc.) and one or more cameras (e.g., a camera pointing downwards 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 stored in a non-temporary computer-readable storage medium and executed by instructions executed by one or more processors of the computer system, such as one or more processors 202 of the computer system 101 (e.g., control unit 110 in Figure 1A). Some operations of Method 800 are optionally combined, and / or the order of some operations is optionally changed.

[0217] In some embodiments, Method 800 is performed in a computer system such as the computer system 101 shown in Figure 7A, which communicates with one or more input devices and display generation components such as the display generation component 120 shown in Figure 7A. For example, these may be mobile devices (e.g., tablets, smartphones, media players, or wearable devices), or computers or other electronic devices. In some embodiments, the display generation component is an external display such as a display integrated with an electronic device (optionally a touchscreen display), a monitor, projector, television, or hardware component (optionally integrated or external) for projecting a user interface or making the user interface visible to one or more users. In some embodiments, the one or more input devices include electronic devices or components that can receive user input (e.g., capture user input and / or detect user input) and transmit 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.

[0218] In some embodiments, the computer system detects a first input (802a) in response to a request to display virtual content, such as the movement of user 701 from one shown in Figure 7B and Figure 7B1 to one shown in Figure 7C, for displaying virtual content 716, such as the location of user 701, which visually replaces a portion of the representation of the physical environment in which the user of the computer system is located while using the computer system, such as the location of user 701 (802a). For example, while optionally displaying a virtual reality (VR) or mixed reality (XR) environment (for example, in some embodiments, the first three-dimensional environment is a virtual reality (VR) environment, a mixed reality (MR) environment, or an augmented reality (XR) environment such as an augmented reality (AR) environment) including a visual representation of an immersive visual experience (e.g., a virtual environment) as described with reference to Method 1000 (e.g., icons and / or shapes displayed on the physical floor), the computer system optionally detects the movement of user of the computer system and / or the user's viewpoint to a position in the physical environment corresponding to the visual representation (e.g., into it). In some embodiments, a request to display virtual content includes the activation of physical and / or virtual buttons. In some embodiments, a request to display virtual content includes detecting the user's attention and / or gestures and / or posture of individual parts of the user (e.g., the user's hands and / or fingers). In some embodiments, the first input includes a request to view an immersive virtual experience (e.g., a virtual environment), such as a mixed reality environment, which consists primarily of virtual content. In some embodiments, the virtual content and / or virtual environment is a simulated three-dimensional environment displayed in a three-dimensional environment, optionally in place of a representation of the physical environment (e.g., fully immersive), or optionally simultaneously with a representation of the physical environment (e.g., partially immersive). Some examples of virtual environments include lake environments, mountain environments, sunset scenes, sunrise scenes, nighttime environments, grassland environments, and / or concert scenes. In some embodiments, the virtual environment is based on an actual physical location, such as a museum and / or aquarium. In some embodiments, the virtual environment is a location designed by an artist.Therefore, displaying a virtual environment within a three-dimensional environment optionally provides the user with a virtual experience as if they were physically located within the virtual environment. In some embodiments, the first input is a tap or hand air gesture in space, such as air pointing or air pinching, on an icon or other selectable option within an augmented reality (AR) or virtual reality (VR) environment for initiating and / or displaying the virtual environment, or an input using an interface controller within an AR or VR environment for providing input for selecting an icon or other selectable option for initiating and / or displaying a virtual environment, such as the first virtual environment described later. In some embodiments, the first input 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 touch together while the user's attention is directed to the icon or selectable option. In some embodiments, the first input is attention-only and / or gaze-only input (e.g., no input from one or more parts of the user other than the part providing the attention input).

[0219] In some embodiments, in response to detecting a first input via one or more input devices, and in accordance with the determination that the first input corresponds to a request to display virtual content at an immersion level higher than an immersion threshold (802b) (e.g., 10, 30, 50, or 75% immersion), the computer system displays a visual indication via a display generation component, such as virtual content 704 shown in Figure 7C, which corresponds to a specific area of ​​the physical environment in which the user of the computer system is likely to interact while displaying the virtual content at an immersion level higher than the immersion threshold (802c), and the representation of the specific area of ​​the physical environment is visible via a display generation component, such as a portion of the environment 702 shown in Figure 7C. For example, the computer system optionally detects a request to display virtual content such as XR and / or VR augmentations of the user's current environment. In some embodiments, the computer system determines that it is not currently displaying virtual content, or is displaying a first amount of virtual content (e.g., system user interface elements such as date, time, and computer system status(s)), and that the first input corresponds to a request to begin displaying second virtual content. In some embodiments, the first input includes a request to view an immersive XR or VR environment such that the amount of virtual content visible to and / or presented to the user of the computer system increases in response to the first input. In some embodiments, the computer system determines that the first input includes a request to display virtual content such that the requested virtual content consumes more than a threshold amount of the user's field of view (e.g., 0.1, 1, 3, 5, 10, 15, 30, 45, 90, or 120 degrees) while the user's orientation to the three-dimensional environment is changing. In some embodiments, the computer system displays the virtual content at an opacity level above an opacity threshold (e.g., 0.01, 0.1, 1, 3, 5, 10, 50, or 90% opacity).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. 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-generating components and / or are visible through transparent or translucent components of the display-generating components so as not to obscure / hinder their visibility through the display-generating 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, optionally, a separate virtual environment with a high immersion level may be 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 may optionally be displayed simultaneously with dimmed, blurred, or otherwise de-emphasized background content. 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 may optionally be 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 may be discontinued. Where used herein, the visual splendor of virtual content means, optionally, the display of one or more portions of virtual content in one or more visual properties such that the virtual content is optionally distinct and / or visible in three dimensions as perceived by a user of a computer system. In some embodiments, the visual splendor of virtual content has one or more properties described in relation to displaying the virtual content at immersion levels above and / or below an immersion threshold. For example, a computer system optionally displays individual virtual content in one or more visual properties having respective values, such as virtual content displayed at certain opacity and / or brightness levels. The opacity levels are, for example, optionally, 0% opacity (e.g., corresponding to invisible and / or completely translucent virtual content), 100% opacity (e.g., corresponding to completely visible and / or non-translucent virtual content), and / or other respective percentages of opacity corresponding to a discrete and / or continuous range of opacity levels from 0% to 100%.Decreasing the visual splendor of a portion of virtual content optionally includes, for example, reducing the opacity of one or more portions of the virtual content to 0% opacity or to an opacity value lower than the current opacity value. Increasing the visual splendor of a portion of virtual content optionally includes, for example, increasing the opacity of one or more portions of the virtual content to 100% opacity or to an opacity value higher than the current opacity value. Similarly, decreasing the visual splendor of virtual content optionally includes reducing the luminance level of one or more portions of the virtual content (towards a visual appearance that is completely dimmed, for example, to 0% luminance level or to another luminance value lower than the current luminance level), and increasing the visual splendor of virtual content optionally includes increasing the luminance level (towards a visual appearance that is completely brightened, for example, to 100% luminance level or to another luminance value higher than the current luminance level). It is understood that additional or alternative visual properties may be optionally included in the modification of visual saturation (e.g., saturation, where increasing saturation increases visual saturation and decreasing saturation decreases it; blur radius, where increasing blur radius decreases visual saturation and decreasing blur radius increases it; contrast, where increasing contrast value increases visual saturation and decreasing contrast value decreases it). Modifying the visual saturation of an object may include modifying several different visual properties (e.g., opacity, brightness, saturation, blur radius, and / or contrast). Furthermore, when the visual saturation of a first object is increased relative to the visual saturation of a second object, the modification of visual saturation may be produced by increasing the visual saturation of the first object or decreasing the visual saturation of the second object, increasing the visual saturation of both objects while increasing the visual saturation of the first object more than the second object, or decreasing the visual saturation of both objects without decreasing the visual saturation of the first object more than the second object. It is also understood that the foregoing description of modification of visual saturation applies to the embodiments described herein.

[0220] In some embodiments, while displaying virtual content such as virtual content 716 shown in Figure 7C, or an immersive virtual scene that optionally obscures background content (e.g., a representation of the user's real-world environment, such as environment 702 shown in Figure 7C), the computer system optionally displays geometric indications of areas where interaction may occur, such as virtual content 704 shown in Figure 7C. In some embodiments, the visual indications are circles, rectangles, and / or ellipses superimposed on distinct areas of the user's physical environment (e.g., the floor, and / or areas on the floor). The visual indications are optionally presented to the user to indicate areas (e.g., distinct areas) in which the user is likely to interact (e.g., move around), and thus indicate where potential spatial collisions between the user and real-world objects lie. In some embodiments, the visual indications indicate boundaries of distinct areas of the physical environment (e.g., boundaries displayed superimposed on representations of distinct areas of the physical environment), such as distinct areas of environment 702 corresponding to virtual content 704 as shown in Figure 7C. In some embodiments, a distinct region of the physical environment is larger or smaller than the corresponding visual indication that corresponds to that distinct region of the physical environment. For example, the visual indication is optionally a geometric shape superimposed on a portion of the representation of the real-world floor, while the distinct region of the physical environment is optionally a region of the floor and / or a region of the floor visible from the user's current viewpoint, such as the floor of environment 702 as shown in Figure 7C. In some embodiments, a prompt to clear a physical object from a distinct region of the physical environment is displayed simultaneously with a visual indication, such as virtual content 712 as shown in Figures 7B and 7B1.

[0221] In some embodiments, the computer system displays virtual content (802d) via a display generation component at an immersion level exceeding an immersion threshold, such as virtual content 716 shown in Figure 7C, which includes displaying visual indications corresponding to individual regions of the physical environment that the user of the computer system is likely to interact with while viewing the virtual content at an immersion level exceeding an immersion threshold, and then replacing at least a portion of the representation of the individual regions of the physical environment with the virtual content, for example, replacing the representation of the physical environment with virtual content 716 as shown in Figure 7D. For example, a first three-dimensional environment corresponds to a mixed reality environment that includes an immersive virtual experience that optionally includes one or more regions of the virtual content. One or more regions of the virtual content may optionally include, for example, 90% of the mixed reality environment, and one or more regions that do not include the virtual content may include the remaining 10% of the mixed reality environment. In some embodiments, the immersive virtual experience includes a virtual environment that completely or almost completely occupies the user's field of view of the computer system. In some embodiments, virtual content contained within a virtual environment completely occupies the user's field of view, while the user changes their physical position and / or orientation to the immersive virtual environment so that the user remains surrounded by the virtual content. For example, the computer system may optionally display visual indications, such as circular or rectangular shapes, superimposed on individual areas of the user's physical environment (e.g., the floor), to indicate areas where the computer system anticipates possible interactions with the virtual content, and / or areas where the user is optionally permitted to move while remaining in the immersive experience, and / or areas where the computer system may optionally permit the initiation of one or more functions. In some embodiments, the visual indications are initially displayed relative to the user and the first three-dimensional environment (e.g., centered on the user's position and / or feet). In some embodiments, the visual indications are static. In some embodiments, the visual indications are animated over a period of time or continue to be animated.In some embodiments, the visual indication is partially transparent so that the ground or floor of a virtual or real world is at least partially visible through the visual indication. In some embodiments, at least a portion of the visual indication includes a representation(s) of a physical environment. In some embodiments, the visual indication is offset from the ground or floor so that it appears to be suspended in mid-air or has a certain height (e.g., 1, 3, 5, 10, 100, or 1000 cm) relative to the ground. In some embodiments, the visual indication remains visible while a separate area of ​​the three-dimensional environment is visible from the user's viewpoint. In some embodiments, the computer system stops displaying the visual indication after a threshold time amount (e.g., 0.01, 0.1, 0.25, 0.5, 1, 2.5, 5, or 10 seconds) and displays virtual content in the separate area. In some embodiments, the computer system does not display the visual indication if the first input corresponds to a request to display virtual content in a first three-dimensional environment at an immersion level below an immersion threshold. Temporarily displaying visual indications corresponding to specific areas of the environment enhances user safety by directing the user toward those specific areas in their physical environment and preventing potential collisions with physical objects within those areas.

[0222] In some embodiments, displaying visual indications via a display-generating component that correspond to specific areas of the physical environment that a user of the computer system is likely to interact with while viewing virtual content at an immersion level exceeding an immersion threshold, such as a viewing area corresponding to virtual content 704 shown in Figure 7C (for example, as described with respect to step (singular or plural) 802), includes (804a) that, according to a determination that the user is located at a first location in the physical environment (804b), the visual indication corresponding to the specific area is a first visual indication (804c) corresponding to a first area of ​​the physical environment, such as the location of virtual content 704 shown in Figure 7D. For example, the computer system optionally determines the user's position relative to the physical environment, such that the position of specific parts of the user (e.g., the user's head, the user's feet, and / or the user's torso) corresponds to a first location in the physical environment. In some embodiments, the computer system determines that the user's first location corresponds to a specific area of ​​the physical environment, which is referred to herein as a “physical viewing area”. For example, the computer system optionally determines that the user's first location intersects with and / or is within the physical field of view. In some embodiments, the visual indication referred herein as the “field of view” has one or more characteristics as described in step (singular or plural) 812. In some embodiments, the first region of the physical environment is defined with respect to a portion of the user’s viewpoint. For example, the computer system optionally determines that the first region of the physical environment corresponds to a portion of the user’s field of view extending from the physical floor to the physical ceiling or sky (e.g., 5%, 10%, 15%, 20%, 25%, 30%, 35%, or 40%). In some embodiments, the region of the physical environment corresponds to a portion of the physical floor (e.g., 5%, 10%, 15%, 20%, 25%, 30%, 35%, or 40%) with respect to the user’s viewpoint (e.g., centered on the user’s physical location, such as the user’s feet).In some embodiments, the region is an area of ​​the physical environment that is visible from the user's viewpoint (0.01, 0.05, 0.1, 0.5, 1, 5, 10 m). 2 ) corresponds to. In some embodiments, the first region of the physical environment has a world-locked location.

[0223] In some embodiments, the computer system replacing a portion of the representation of a particular area of ​​the physical environment with virtual content (804d) includes replacing at least a portion of the representation of a first area of ​​the physical environment with virtual content such as the virtual content 716 shown in Figure 7D. For example, the computer system optionally stops at least partially or completely from displaying the aforementioned physical viewing area and / or starts displaying virtual content that is greater than the immersion threshold, as described with respect to step(s) 802. In some embodiments, the physical viewing area is potentially visible (e.g., through passive visual passage such as a sheet of transparent material), but the display of virtual content obscures the visibility of the representation of the particular area. For example, when a user moves to a first position in the physical environment (e.g., enters a viewing zone), the physical viewing area first consumes the lower area of ​​the user's field of view, optionally, while the virtual content is visible.

[0224] In some embodiments, according to the determination (804e) that the user is in a second location in a physical environment different from the first location, the visual indication corresponding to a distinct area is a second visual indication corresponding to a second area of ​​the physical environment different from the first area of ​​the physical environment, such as the virtual content 704 shown in Figure 7C displayed at the second location as illustrated (804f). For example, the visual indication is optionally displayed at a position in the XR or VR environment different from the first position, which optionally corresponds to a distinct part of the user. In some embodiments, the computer system displays the visual indication in a distinct area of ​​the physical environment corresponding to a distinct part of the user.

[0225] In some embodiments, a computer system replacing a portion of the representation of a particular area of ​​a physical environment with virtual content includes replacing at least a portion of the representation of a second area of ​​the physical environment with virtual content such as virtual content 716 replacing a physical object 706 as shown in Figure 7D (804g) (for example, identical or similar to what is described with respect to replacing a first area of ​​a physical environment with virtual content). Replacing a portion of the representation of a particular area of ​​a physical environment with virtual content based on the determination that the user is located at a particular location within the physical environment provides a consistent visual experience despite variations in the user's particular location, thereby reducing the likelihood of the user inadvertently interacting with the virtual content and / or reducing the need for input to reorient the virtual content to the particular location.

[0226] In some embodiments, visual indications corresponding to specific areas of the physical environment with which a user of the computer system is likely to interact are displayed in relation to the floor of the physical environment, such as virtual content 704 as shown in Figure 7C (806). For example, the visible area (e.g., visual indication) optionally corresponds to a portion of the floor of the user's physical environment so that the user is visually guided toward the floor of the physical environment. In some embodiments, the portion of the floor is optionally a circular, rectangular, or other shaped area of ​​the floor of the physical environment centered on the user's feet. Displaying visible indications associated with specific areas of the physical environment provides information about potential spatial collisions with the physical environment while simultaneously viewing virtual content, and thus improves user safety.

[0227] In some embodiments, the visual indication has a first shape, and the visual indication is at least partially translucent, such as virtual content 704 as shown in Figure 7C (808). For example, the visual indication is optionally a ring-shaped graphic superimposed on a representation of the user's physical floor, optionally indicating the boundary of a viewing zone, and / or optionally displayed with individual levels of translucency (e.g., 5%, 10%, 15%, 20%, 25%, 35%, 45%, 60%, or 75% translucency). In some embodiments, the visual indication has one or more properties as described in Method 1000. Displaying a visual indication with partial translucency reduces the visual obstruction of the representation of the physical environment and thus reduces the likelihood of the user unintentionally colliding with parts of the physical environment.

[0228] In some embodiments, the first shape is elliptical and has a first distinct diameter, and the visual indication includes a plurality of shapes, including the first shape and a second shape other than the first shape, the second shape having a second diameter different from the first diameter, such as the elliptical version of the virtual content 704 shown in Figure 7C (810). In some embodiments, the visual indication includes a plurality of concentric shapes (e.g., rings). In some embodiments, the plurality of shapes are centered on the user's individual position. In some embodiments, the plurality of shapes are animated as described in step (singular or plural) 812. For example, the plurality of concentric shapes optionally originate from the user's individual position. Displaying a visual indication with a plurality of shapes draws the user's attention toward a specific area of ​​the physical environment and thus reduces the likelihood of the user unintentionally colliding with a part of the physical environment.

[0229] In some embodiments, displaying visual indications corresponding to specific areas of the physical environment in which a user of a computer system is likely to interact via a display generation component includes displaying an animation of the boundary of a visual indication, such as an animation of the virtual content 704 shown in Figure 7C, which expands from a first position, such as the position of the virtual content 704 shown in Figure 7C, in a three-dimensional environment corresponding to a specific part of the user, to a second position different from the first position in the three-dimensional environment (812). In some embodiments, a visibility zone (e.g., a visual indication corresponding to a specific area of ​​the physical environment of possible user interactions) has one or more characteristics of the animation as described in step (one or more) 802. For example, in response to a first input corresponding to a request to display virtual content such as virtual content 716 shown in Figure 7C at an immersion level greater than the immersion threshold, the computer system optionally first displays a visual indication having a first shape boundary and a first size, such as a first boundary and a first size (e.g., a relatively small circle centered on the user and / or the user's feet) of virtual content 704 shown in Figure 7C, and the visual indication optionally expands over time to a second shape boundary (optionally similar to the first shape) having a relatively larger size (e.g., a relatively large circle), such as a second size of virtual content 704 shown in Figure 7C. In some embodiments, the animation includes continuing to expand the boundary toward the outer edge of the user's viewpoint or a maximum size defined by the computer system. In some embodiments, the animation additionally includes visual effects such as luminescence, blurring, changes in translucency, lighting effects described in step(s)814, and / or changes in brightness. In some embodiments, the boundaries of the visual indication are continuously animated (e.g., enlarged) until they reach the outer edge of the user's viewpoint and / or the maximum size, such as the animation of virtual content 704 as shown in Figure 7C.Displaying visual indications along with animations draws the user's attention to specific areas of the physical environment, thus reducing the likelihood of the user unintentionally colliding with parts of the physical environment.

[0230] In some embodiments, the animation includes visual effects applied to the surfaces of individual areas of the physical environment that the user of the computer system is likely to interact with, such as visual effects applied to virtual content 704 as shown in Figure 7C (814). For example, the visual effects optionally have one or more properties as described in step (single or multiple) 812, such as simulated lighting effects optionally applied to the surfaces of representations of the physical viewing area (e.g., the floor, the surfaces of individual objects positioned on the floor, and / or physical walls). In some embodiments, the simulated lighting effects are based on one or more virtual light sources positioned and directed toward each position in the physical environment. For example, individual virtual light sources are optionally visible or invisible and are oriented perpendicular to the surfaces of representations of the physical viewing area. Including visual effects applied to the surfaces of individual areas of the physical environment draws the user's attention to the respective objects contained within the individual areas and the contours of the individual areas, thereby improving user safety.

[0231] In some embodiments, while animating the boundaries of a visual indication corresponding to a specific area of ​​the physical environment via a display generation component, the computer system stops animating the boundaries of the visual indication, such as stopping the animation of virtual content 704 as shown in Figure 7C, upon determination that the visual indication has been animated for a period longer than a threshold time (e.g., 0.01, 0.05, 0.1, 0.5, 1, 5, 10, 15, 30, or 60 seconds) (816). For example, the animation may optionally stop gradually or abruptly after the visual indication has been animated for more than the threshold time. In some embodiments, the visual indication continues to be displayed with a default appearance (e.g., including one or more characteristics of the visual effect of the animation as described in step (single or multiple) 812) after the threshold time has elapsed. In some embodiments, the visual indication continues to be displayed with a visual appearance that matches the appearance of the visual effect at the time the animation stopped, even after the animation has stopped. Stopping the animation visually guides the user away from individual areas of the physical environment, thereby improving focus on the displayed virtual content and optionally indicates that certain inputs that did not optionally initiate the execution of a function(s) while the animation was optionally in progress are capable of optionally initiating the execution of that function(s).

[0232] In some embodiments, displaying virtual content at an immersion level higher than the immersion threshold via a display generation component includes replacing a second representation of a second distinct region of the representation of the physical environment corresponding to the upper region of the user's viewpoint with a first portion of virtual content, such as virtual content 716 as shown in Figure 7C to virtual content (818b) as shown in Figure 7D (818a). For example, the second distinct region of the representation of the physical environment optionally includes a portion of the upper region of the user's field of view (e.g., 0.1, 1, 3, 5, 10, 15, 30, 45, 90, or 120 degrees). In some embodiments, replacing the second representation of the second distinct region includes reducing the visual prominence of the second representation of the second distinct region (e.g., stopping the display and / or increasing the individual translucency). In some embodiments, the remaining (e.g., unreplaced) portion of the representation of the physical environment is maintained while the replacement is taking place. For example, the replacement optionally includes an animation that gradually reduces the individual visual striance of the second individual region in a first direction (e.g., downward from the top of the user's field of view to the bottom of the user's field of view) while maintaining the individual visual striance of the rest of the representation of the physical environment. Additionally or alternatively, the visual striance of the first virtual content is optionally increased while the replacement is taking place. For example, the animation includes gradually increasing the visual striance of the virtual content that replaces the second representation of the second individual region.

[0233] In some embodiments, after replacing the second representation of the second individual region, the computer system replaces the third representation of the third individual region of the representation of the physical environment, corresponding to the lower region of the user's viewpoint, which is lower than the upper region of the user's viewpoint, with a second portion of virtual content, such as the virtual content 716 shown in Figures 7C-7D (818c). For example, the replacement of the third representation of the third individual region of the representation of the physical environment is initiated according to a determination that one or more criteria are met, including a criterion that is met when a threshold time amount (0.01, 0.05, 0.1, 0.5, 1, 5, 10, or 15 seconds) has elapsed since the replacement of the second representation of the second individual region began or completed. In some embodiments, one or more criteria are met when user input is received that includes a request to stop displaying the third individual region (e.g., input including the activation of a physical button, the selection of an selectable affordance to stop displaying the third individual region, and / or motion detected within the individual region of the physical environment). In some embodiments, the substitution of a third representation of a third distinct region has one or more characteristics of the substitution of a second representation of a second distinct region. Additionally or alternatively, the visual splendor of the first virtual content is optionally increased while the substitution is taking place. For example, animation includes gradually increasing the visual splendor of the virtual content that replaces the second representation of the third distinct region. In some embodiments, the animation described herein includes animation that sequentially replaces representations of the physical environment from the upper part of the user's field of view to the lower part of the user's field of view. Sequentially replacing distinct regions of representations of the physical environment with distinct virtual content visually guides the user's attention toward the lower region of the user's viewpoint, thereby reducing the possibility of spatial collision between the user of the computer system and physical objects visible within the lower region of the user's viewpoint.

[0234] In some embodiments, in response to detecting a first input via one or more input devices, and in accordance with a determination that one or more criteria are met, including criteria that are met when the first input corresponds to a request to display virtual content at an immersion level higher than the immersion threshold, the computer system displays, via a display generation component, individual virtual content indicating that the virtual content will be displayed at an immersion level higher than the immersion threshold, such as the virtual content 712 shown in Figures 7B and 7B1 (820). For example, the computer system optionally displays a virtual object containing individual virtual content (e.g., text and / or graphical icons) indicating that immersive virtual content is being loaded. In some embodiments, the individual virtual content displays a description of the virtual content. In some embodiments, the individual virtual content includes one or more selectable options associated with the display of the virtual object and / or its individual virtual content, which are described in more detail below. In some embodiments, the individual virtual content is displayed when one or more criteria are met, as described in step (one or more) 824. Displaying separate virtual content that indicates the virtual content will be displayed at an immersion level higher than the immersion threshold reduces the likelihood of the user accidentally initiating the display of virtual content, thereby reducing the processing required to initiate such an erroneous display and preventing the need for input to dismiss the virtual content.

[0235] In some embodiments, one or more criteria are met independently of the number of times the virtual content has been displayed at an immersion level above the immersion threshold, such as the number of times the virtual content 716 shown in Figure 7C has been displayed (822). For example, the virtual object described in step(s) 820 is optionally displayed each time in response to a first input, regardless of the previous history of interactions associated with the virtual content (e.g., the number of times an input similar to the first input has been received, and / or the number of times virtual content or other virtual content at an immersion level higher than the immersion threshold has been displayed). In some embodiments, as described in step(s) 820, the virtual object includes one or more selectable options (e.g., including “Confirm” and / or “Don’t Show Again”). In some embodiments, in response to detecting an input that selects a particular affordance contained in a particular virtual content, the computer system begins displaying the virtual content (e.g., the immersive visual experience described in step(s) 802). In some embodiments, one or more criteria include a criterion that is met if the user has not previously selected a specific affordance (e.g., “never show again”) contained within the specific virtual content (e.g., as described with respect to step (singular or plural) 824, the computer system optionally refrains from displaying a virtual object (e.g., specific virtual content indicating that the virtual content will be displayed at an immersion level higher than the immersion threshold)). Displaying specific virtual content regardless of how many times the virtual content has been displayed ensures that the user has a consistent expectation of what will be displayed in response to the first input, thereby reducing the likelihood that the user will inadvertently direct the input to the virtual content.

[0236] In some embodiments, in response to detecting a first input via one or more input devices and in accordance with a determination that one or more criteria are not met (for example, as described in step(s) 822), the computer system refrains from displaying individual virtual content via a display generation component, such as the aforementioned display of virtual content 716 shown in Figure 7C (824). For example, one or more criteria include criteria that are not met when the user has recently interacted with individual virtual content (e.g., individual virtual objects) as described in step(s) 820. In some embodiments, one or more criteria include criteria that are not met based on the relevance of the interaction as described in step(s) 826. For example, the computer system optionally refrains from displaying individual virtual content, such as virtual objects and / or virtual content, if one or more criteria are not met. As another example, the computer system optionally refrains from displaying individual virtual content if it determines that the user has recently provided input requesting the display of virtual content at an immersion level higher than an immersion threshold level. Skipping the display of individual virtual content reduces the user input required to stop the display of individual virtual content.

[0237] In some embodiments, one or more criteria are met based on the relevance of the user's previous interaction with the virtual content (826). For example, the computer system may optionally, if the computer system detects that the user has recently interacted with the virtual content, such as a request to display the virtual content 712 as shown in Figures 7B and 7B1 (e.g., initiating the loading of the virtual content, rejecting the virtual content, and / or moving individual virtual content to and from the virtual content), the computer system 101 may refrain from displaying the virtual content 712 as shown in Figures 7B and 7B1, or the individual virtual content as shown in Figure 7A. In some embodiments, one or more criteria are met when the user has recently interacted with virtual content, such as the virtual content 716 shown in Figure 7C, displayed at an immersion level greater than the immersion threshold, similar to or the same as described in step (single or multiple) 802. In some embodiments, one or more criteria include a criterion that is met if the user has not provided such a recent interaction within a threshold time amount (e.g., 0.05, 0.1, 0.5, 1, 5, 10, 50, 100, or 500 hours) since receiving a first input, such as a threshold time amount for detecting the user 701's movement to a position as shown in Figures 7B and 7B1. By including criteria that are met based on the recency of previous interactions between the computer system user and virtual content, the display of redundant, separate virtual content that the user may not want to see is reduced.

[0238] In some embodiments, one or more criteria are met based on the timeliness of detecting previously received individual inputs via one or more input devices in response to a request to display individual virtual content at an immersion level greater than the immersion threshold in an individual area of ​​the physical environment, such as the timeliness of detecting input from hand 703A directed to selectable option 712-1 (828). For example, as described in steps (singular or plural) 824-826. In some embodiments, the previously received individual input is the same as the first input described with respect to step (singular or plural) 802. In some embodiments, the previously received individual input is a different input, such as an input to display recently displayed virtual content (e.g., an immersive visual experience (single or plural) described in step (single or plural) 802). In some embodiments, the timeliness of detecting individual input is based at least in part on the individual physical environment in which the user was when the individual input was detected. For example, one or more criteria optionally include criteria that are met when the individual input is received while the user is in an individual physical environment (e.g., a room) which is the same as the current physical environment (e.g., the same room). In some embodiments, one or more criteria are not met when a separate input is received that is different from the user's current physical environment, such as a second room different from the first room, when the user was in a different, separate physical environment, such as a first room. In some embodiments, one or more criteria are met when the current physical environment is more similar to the separate physical environment in which the user was when the separate input was received than a threshold amount (e.g., 5%, 10%, 15%, 25%, 35%, 50%, 65%, 75%, or 90%). For example, the current physical environment is optionally the first room, and the separate physical environment is optionally an entrance / exit connected to the first room and a second, different room. Including criteria that are met based on relevance to detecting a separate input corresponding to a previously received request to display separate virtual content reduces the display of redundant separate virtual content due to the relevance of the user who provided such separate input while in a similar physical environment.

[0239] In some embodiments, replacing at least a portion of the representation of a particular area of ​​the physical environment, such as a physical object 706, with virtual content after displaying visual indications corresponding to particular areas of the physical environment that a user of the computer system is likely to interact with, includes maintaining the display of at least a portion of the representation of a particular area of ​​the physical environment, such as the virtual content 716 shown in Figure 7D (830). For example, the computer system optionally maintains the visibility of at least a portion of the physical viewing area and optionally replaces different portions of the physical viewing area with virtual content (e.g., part of an immersive visual experience) similar to those described in step (one or more) 802. In some embodiments, the representation of physical objects within the physical viewing area remains partially or fully visible as part of the maintenance and replacement of particular portions of the physical viewing area with virtual content. For example, the computer system optionally replaces the representation of the physical world from the top of the user's field of view to the bottom of the user's field of view, optionally partially intersecting with a physical object (e.g., a toy, blocks, a sofa, and / or a table), such that the top of the physical object is replaced with virtual content while the bottom of the representation of the physical object remains visible. In some embodiments, the representation of the physical viewing area is maintained, but the visual stellarity is reduced (e.g., with increased translucency) because the virtual content that begins to replace the representation of the physical viewing area is displayed with reduced visual stellarity (e.g., with a relatively increased amount of translucency), at least in part. In some embodiments, individual portions of the representation of the physical viewing area (e.g., representation of physical objects) are displayed with reduced stellarity, while the rest of the physical viewing area is replaced with virtual content. Thus, the computer system optionally preserves the visibility of one or more portions of the user's physical environment for at least a portion of the time. In some embodiments, the preservation of at least a portion of the representation of the physical environment is discontinued when one or more criteria are met, as further described in step(s) 830.In some embodiments, the computer system detects the presence of physical objects within a physical viewing area and refrains from replacing individual portions of the representation of the physical objects and / or the representation of the physical environment with virtual content. In some embodiments, if the computer system does not detect physical objects within an individual portion of the physical viewing area, the computer system replaces the representation of that individual portion of the physical viewing area with virtual content. In some embodiments, the representation of a first individual area containing physical objects is maintained, while the representation of a second individual area is replaced with virtual content. Replacing the representation of the physical environment with virtual content while maintaining at least partially the representation of the representation of the physical environment visually emphasizes the presence of physical objects in the user's environment, thereby reducing potential physical collisions with such physical objects.

[0240] In some embodiments, while maintaining the display of at least a portion of the representation of a particular area of ​​the physical environment, such as the portion of the environment 702 not consumed by the virtual content 716 as shown in Figure 7C, the computer system replaces at least a portion of the representation of the particular area of ​​the physical environment with virtual content of an immersion level exceeding the immersion threshold, as shown by replacement with virtual content 716 as shown in Figure 7D (832). For example, while maintaining the display of a portion of the physical view area, the computer system optionally begins to replace the remaining portion of the physical view area with virtual content of an immersion level exceeding the immersion threshold, according to a determination that one or more criteria are met, including a criterion that is met when at least a portion of the physical view area remains visible for more than a threshold amount of time, while maintaining the display of a portion of the physical view area. In some embodiments, the replacement includes displaying an animation of virtual content having one or more characteristics of the animations described in steps (single or multiple) 812 and (single or multiple) 818. Replacing at least a portion of the representation of a particular area of ​​the physical environment after the representation has been visible for more than a threshold time improves the user's orientation of the physical world to the virtual content, thereby reducing the input that would manually cause such replacement and orientation by the user and reducing the likelihood of a collision between the user and the physical environment.

[0241] In some embodiments, the representation of individual regions of the physical environment includes portions of the physical environment corresponding to the lower region of the user's viewpoint of the computer system, such as portions of the environment 702 that are not consumed by virtual content 716 as shown in Figure 7C (834). For example, as described in steps 802 and / or 828. For example, the region of the user's viewpoint corresponding to the physical viewing area is optionally visible for at least a certain period of time while maintaining the display of at least a portion of the physical viewing area as described in step 828. In some embodiments, the lower region corresponds to any individual point in the physical environment below a threshold height (e.g., 0.01, 0.025, 0.05, 0.25, 0.5, 1, 2.5, or 5 m). Additionally or alternatively, the lower region optionally corresponds to a portion of the user's field of view (e.g., 0.1, 1, 3, 5, 10, 15, 30, 45, 90, or 120 degrees of the lower portion of the user's field of view). In some embodiments, the extent to which a representation of a particular region of the physical environment consumes the user's field of view is variable based on the orientation of a second part of the user's body (e.g., the head) to the physical environment. For example, the computer system optionally displays a representation of a particular region of the physical environment holistically (e.g., without displaying immersive virtual content, or without displaying a minimal amount of immersive virtual content) while the second part of the user's body is oriented toward the boundary of the physical viewing area (e.g., the floor). In response to optionally detecting that a second portion of the portion moves to a second orientation (for example, corresponding to a field of view that includes a portion of a distinct area of ​​the physical environment replaced by immersive visual content), the computer system optionally simultaneously displays at least a portion of the representation of the immersive virtual content and / or the physical environment, along with the remaining portion of the physical viewing area not consumed by the virtual content, according to the boundaries of the virtual content displayed at an immersion level higher than the immersion threshold.Maintaining the display of the lower region representing the user's physical environment in a computer system, where the user is likely to move, sit, and / or stand, while displaying virtual content with an immersion level greater than the immersion threshold, improves the user's awareness of their physical surroundings, thereby reducing the likelihood of physical collisions with the environment and reducing the need to stop displaying virtual content in the lower region to achieve such awareness.

[0242] In some embodiments, upon detection of a first input via one or more input devices, the computer system displays, via a display generation component, selectable options that can be selected to skip displaying a visual indication in response to a future input that corresponds to a request to display virtual content at an immersion level greater than the immersion threshold, such as selectable option 712-2 shown in Figure 7D (836). For example, as described with respect to step (single or multiple) 822, the computer system optionally displays multiple selectable options to indicate the user's intention to skip displaying virtual content, such as a visual indication, in the future. The computer system optionally displays selectable options for skipping displaying a visual indication in response to a first input, and optionally detects an input to select a selectable affordance. In some embodiments, upon detection of a second input corresponding to a second request to display virtual content at an immersion level greater than the immersion threshold, and in accordance with a determination that one or more criteria are met, including criteria that were met when the user of the computer system previously selected a selectable option, the computer system skips displaying a visual indication (e.g., a geometric shape). In some embodiments, the display of a visual indication is not postponed, but modified instead. For example, the visual indication may optionally be displayed in a modified appearance (e.g., increased translucency, added blur effect, and / or decreased brightness) in response to a second input if one or more criteria are met. By presenting selectable options and then postponing the display of the visual indication, the need for future input to discontinue the display of the visual indication is reduced.

[0243] In some embodiments, upon detection of a first input via one or more input devices, the computer system displays a second visual indication, distinct from the first visual indication, via a display generation component, indicating that a process has been initiated to determine one or more characteristics of the user's physical environment, including individual areas of the physical environment, such as an indication for determining the characteristics of the environment 702 as shown in Figure 7D (838). For example, the computer system optionally displays a progress indicator to communicate that the computer system is evaluating the physical environment. In some embodiments, the progress indicator is a graphical icon (e.g., a ring that gradually darkens and / or fills in) that is modified as the evaluation progresses. In some embodiments, the progress indicator includes a grid superimposed on a representation of the physical environment following the contours of the physical environment (e.g., objects, floors, and / or walls). In some embodiments, the second visual indication is displayed concurrently with the visual indication described in step (singular or plural) 802. In some embodiments, the second visual indication is displayed until the evaluation of the physical environment is complete. Upon completion of the evaluation, the display of the second visual indication is stopped and the display of the first visual indication is started. In some embodiments, one or more characteristics of the physical environment, such as the area of ​​the floor in the physical environment, the presence of objects in the physical environment, the location of walls in the physical environment, and / or the contours of surfaces in the physical environment. Displaying an indication of the user's assessment of the physical environment indicates that the computer system has not yet responded to some user input(s), thereby reducing erroneous user input(s).

[0244] In some embodiments, while displaying a visual indication via a display generation component, the computer system displays, via the display generation component, selectable options, such as selectable option 1714-1 shown in FIGS. 7B and 7B1, that are selectable to modify the visual indication (840a). For example, the selection option is optionally a shape that is selectable to scale the visual indication in one or more directions.

[0245] In some embodiments, while displaying selectable options via a display generation component, the computer system receives, via one or more input devices, a second user input that includes a selection of a selectable option and a request to move the selectable option, such as an input from hand 703A shown in FIGS. 7B and 7B1 (840b). For example, the computer system optionally detects an air pinch gesture (e.g., the convergence and maintenance of contact of the user's index finger and thumb) performed by a first part of the user (e.g., a hand) while the user's attention is directed to the selectable option and the movement of the first part of the user. The second user input optionally corresponds to a selection and movement performed by a pointing device (e.g., a mouse, stylus, and / or glove) or another air gesture (e.g., a scaling of the visual indication in accordance with a movement of the hand until a similar compression of the hand is detected while attention is directed to the selectable option).

[0246] In some embodiments, upon receiving a second user input, the computer system modifies the visual indication according to the movement of the selectable option, as shown by the virtual content 704 shown in Figures 7B and 7B1 compared to that shown in Figure 7C (840c). For example, the computer system optionally detects leftward and upward movements of an air pinch gesture while the user's attention is directed to a selectable option superimposed on the upper left corner of the visual indication (e.g., having a semi-rectangular shape or another shape), optionally enlarges the visual indication, and optionally moves the selectable option according to the movement (e.g., away from the user to the left or in another direction). In some embodiments, the visual indication is scaled along one or more dimensions according to the movement. In some embodiments, the visual indication is scaled equally in all directions according to the movement. Presenting selectable options for modifying visual indications allows users of a computer system to reduce visual conflicts between visual indications and individual content, such as representations of virtual content and / or the physical environment, and indicates areas where physical interaction may occur to the computer system so that it can determine how the computer system presents virtual content and, accordingly, modify the visual prominence of the virtual content and / or representations of the user's physical environment.

[0247] In some embodiments, visual indications corresponding to specific areas of the physical environment that a user of the computer system is likely to interact with are displayed after detecting one or more characteristics of the user's physical environment, such as environment 702, including specific areas of the physical environment such as virtual content 704 shown in Figure 7C (e.g., size, shape, and / or location of one or more physical objects) (842). For example, as described with reference to step(s) 836. In some embodiments, the process is started and / or completed before receiving a first input requesting the display of virtual content at an immersion level greater than an immersion threshold. For example, the computer system optionally starts and / or completes the process in response to detecting that a user has entered a (optionally new) physical environment (e.g., a room or other physical space). In some embodiments, the process is started and / or completed in response to a first input. In some embodiments, the process includes determining one or more characteristics of the physical environment or a portion of the physical environment. For example, the computer system optionally determines one or more characteristics of a first portion of the physical environment, which optionally includes the portion of the physical environment in front of the user's current viewpoint and optionally includes the portion behind the user's current viewpoint (e.g., 0.01, 0.05, 0.1, 0.5, 1, 5, 10, 15, 25, 50, or 100 m behind the user), but does not include the entirety of the physical environment behind the user's current viewpoint. In some embodiments, the process is initiated as described in the embodiments described above and continues simultaneously while the user is viewing virtual content at an immersion level above the immersion threshold. Displaying visual indications after the computer system has initiated the process of determining the characteristics(s) of the physical environment ensures that the computer system is aware of the physical environment, thereby allowing visual indications to be displayed in specific regions of the physical environment corresponding to areas of possible interaction, thereby improving the user's perception of the physical environment.

[0248] It should be understood that the specific order in which the operations in method 800 are described is merely exemplary and does not 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.

[0249] Figures 9A - 9E illustrate examples of computer systems that, according to some embodiments, reduce the visual salience of immersive virtual content and display areas with a high likelihood of interaction.

[0250] Figure 9A shows the reduction of visual salience of virtual content according to an embodiment of the present disclosure. Figure 9A shows a computer system 101 that displays a three - dimensional environment 902 from the perspective of a user 901 shown in an overhead view (e.g., facing the rear wall of the physical environment in which the computer system 101 is located) via a display generation component (e.g., the display generation component 120 of FIG. 1). As described above with reference to FIGS. 1 - 6, the computer system 101 optionally includes a display generation component (e.g., a touch screen) and a plurality of image sensors (e.g., the image sensors 314 of FIG. 3). The image sensors optionally include a visible - light camera, an infrared camera, a depth sensor, or one or more of any other sensors that the computer system 101 could use to capture one or more images of the user or a part of the user (e.g., one or more hands of the user) while the user interacts with the computer system 101. In some embodiments, the user interfaces illustrated and described below can also be implemented on a head - mounted display that includes a display generation component for displaying the user interface or the three - dimensional environment to the user, sensors (e.g., external sensors facing outward from the user) for detecting physical environment and / or movement of the user's hand, such as movement interpreted as a gesture like an air gesture by the computer system, and / or sensors for detecting the user's line of sight (e.g., internal sensors facing inward towards the user's face).

[0251] 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 in a three-dimensional environment 902, or a portion of the physical environment is visible through the display generation component 120 of the computer system 101. For example, the three-dimensional environment 902 includes portions of the left and right walls, ceiling, and floor in the user 901's physical environment.

[0252] In Figure 9A, the three-dimensional environment 902 also includes virtual content such as virtual content 904. The virtual content 916 optionally has one or more characteristics described in relation to the virtual content 904, and optionally has one or more characteristics of the virtual environment and / or immersive visual experience described with reference to Figures 7A to 7D. In some embodiments, the virtual content 916 corresponds to the virtual environment and has one or more characteristics of the virtual environment described with reference to Figures 7A to 7D. In some embodiments, the virtual content 904 is not yet shown or is displayed at a semi-transparent level so that the virtual content 904 is not visible.

[0253] In some embodiments, as described with reference to Method 800 and Figures 7A-7D, while displaying virtual content 916 at an immersion level higher than the immersion threshold, the user of the computer system 101 optionally provides input to stop displaying the virtual content at an immersion level higher than the immersion threshold. For example, while displaying an immersive visual experience as shown in Figure 7D, the computer system 101 optionally detects input including modification of the user's viewpoint, such as the user moving toward and / or through the boundary of the viewing area associated with the virtual content 904 (e.g., corresponding to the virtual content 704 and viewing area as described with reference to Figures 7A-7D). In some embodiments, the individual positions optionally correspond to individual locations within the viewing area, such as the center of the viewing area, the boundary of the viewing area, and / or the corners of the viewing area, as described with reference to Figures 7A-7D. In some embodiments, the individual positions have world-locked locations such that the individual positions correspond to individual physical locations within the physical environment. In some embodiments, individual positions correspond to the boundaries of the viewing area.

[0254] In some embodiments, in response to movement away from an individual position and / or in accordance with a determination that the user's modified viewpoint does not correspond to an individual position, the computer system 101 initiates a reduction in the visual splendor of at least a portion of the virtual content 916. For example, while displaying an immersive visual experience (e.g., virtual content 916 optionally corresponding to virtual scenes of a campsite, a ranch, and / or a lake), in response to input including movement of user 901 to a second physical location outside the viewing area (corresponding to 904), the computer system 101 initiates a reduction in the visual splendor of such an immersive visual experience. The reduction in visual splendor optionally includes any preferred mode of modifying the visual appearance and / or display of the virtual content 916, as will be described in more detail below. In some embodiments, the reduction includes stopping the display of a portion of the virtual content 916. In some embodiments, the reduction includes modifying the translucency of a portion of the virtual content 916. Additional or alternative details relating to the reduction in the visual splendor of the virtual content 916 are described with reference to Method 1000.

[0255] Figure 9A illustrates the modification of the visual splendor of virtual content 916 according to an example of the present disclosure. For example, user 901 moves away from the viewing area corresponding to virtual content 904, which can be seen in an overhead view and is not displayed by computer system 101. In some embodiments, virtual content 904 is not displayed until the current viewpoint corresponds to a second location outside a distinct area of ​​the physical environment corresponding to virtual content 904 (e.g., outside the viewing area). For example, while the user's position is within the viewing area, computer system 101 optionally refrains from displaying virtual content 904, and upon determination that the user's viewpoint has shifted to a second location outside the viewing area, computer system 101 optionally begins displaying virtual content 904 (e.g., corresponding to virtual content 704). In some embodiments, computer system 101 determines that the user has moved to a second location within the viewing area corresponding to virtual content 904 and refrains from reducing the visual splendor of the virtual content. For example, the computer system 101 optionally detects that the user has moved to a location within the viewing area so that the user's feet remain within the viewing area, and maintains the display of the virtual content 916 accordingly.

[0256] In some embodiments, the virtual content 904 corresponds to a world-locked location. For example, even if the user's viewpoint shifts to an orientation and / or location inside and / or outside the boundaries of the virtual content 904, the computer system 101 maintains an understanding of the shape and / or orientation of the virtual content 904 relative to the user's physical environment. Thus, from the user's viewpoint, the virtual content 904 optionally has a fixed position within the environment 902, similar to a physical object such as a rug placed on the floor of the environment 902.

[0257] In some embodiments, in response to an input to initiate a reduction in the visual splendor of the virtual content 916, the computer system 101 initiates a reduction in the visual splendor of at least a portion of the virtual content 916. For example, the computer system 101 optionally detects an input including the movement of user 901 outside the viewing area, and in response, the computer system 101 optionally modifies and / or stops the display of a portion of the virtual content 916. In some embodiments, the virtual content 916 includes one or more virtual objects (e.g., virtual windows including one or more user interfaces for each application such as a communication application, a media playback application, and / or a mapping application), one or more representations of the virtual objects (e.g., virtual pillars, virtual cars, and / or virtual trees), and / or immersive visual experiences (e.g., immersive visual scenes such as an immersive beach, a forest...

Claims

1. In a computer system that communicates with a display generation component and one or more input devices, While displaying a first virtual content that obscures a first portion of the physical environment via the display generation component, a first person located in the first portion of the physical environment is detected via one or more input devices. In response to the detection of the first person in the first part of the physical environment, The visual prominence of the first person to the first virtual content is increased according to the determination that the first person satisfies one or more criteria, the one or more criteria indicating that the computer system has detected that the attention of the first person is directed toward the user of the computer system, In accordance with the determination that the first person does not meet one or more of the criteria, the increase in the visual prominence of the first person with respect to the first virtual content is withheld. Methods that include...

2. Increasing the visual prominence of the first person with respect to the first virtual content includes increasing the visual prominence of the first person up to a first visual prominence with respect to the first virtual content, and the method is The method according to claim 1, further comprising increasing the visual prominence of the first person to the first virtual content to a second visual prominence to the first virtual content in response to the detection of the first person in the first portion of the physical environment and before the first person satisfies one or more of the criteria, wherein the second visual prominence is less than the first visual prominence.

3. The method according to claim 1, wherein the one or more criteria include criteria that are satisfied when the computer system detects that the gaze of the first person is directed toward the user of the computer system.

4. The method according to claim 1, wherein the one or more criteria include criteria that are satisfied when the computer system detects a statement by the first person that satisfies one or more second criteria.

5. The method according to claim 1, wherein the one or more criteria include criteria that are satisfied when the computer system detects individual parts of the first person's body that satisfy one or more second criteria.

6. The method according to claim 5, wherein the criterion is satisfied when the computer system detects a distance from the user of the computer system of the individual part of the body of the first person that is less than a threshold distance.

7. The method according to claim 5, wherein the criterion is satisfied when the computer system detects the orientation of the individual part of the body of the first person relative to the user of the computer system that is within threshold orientation.

8. While the first virtual content is being displayed via the display generation component, individual persons located in specific parts of the physical environment obscured by the first virtual content are detected via one or more input devices. In response to detecting the individual person in the individual part of the physical environment, and in accordance with the determination that the individual person meets one or more of the criteria, In accordance with the determination that the first setting of the computer system has a first value, the visual prominence of the individual person with respect to the first virtual content is increased. In accordance with the determination that the first setting of the computer system has a second value different from the first value, the increase in the visual prominence of the individual person with respect to the first virtual content is withheld. The method according to claim 1, further comprising:

9. To display a control user interface for the computer system via the display generation component, including selectable options that can be selected to set the first value or the second value for the first setting, The method according to claim 8, further comprising:

10. The method according to claim 1, wherein increasing the visual prominence of the first person relative to the first virtual content includes modifying the visual appearance of individual parts of the first virtual content, wherein the shape of the individual parts of the first virtual content is asymmetrical along at least one axis.

11. Increasing the visual prominence of the first person relative to the first virtual content includes modifying the visual appearance of individual parts of the first virtual content, and the method is While the first person satisfies one or more of the criteria, and while the first person has the increased visual splendor for the first virtual content, While the individual portion of the first virtual content is a first individual portion of the first virtual content corresponding to a first location of the first person relative to the first virtual content, the movement of the first person from the first location relative to the first virtual content to a second location different from the first location relative to the first virtual content is detected via one or more input devices, The method according to claim 1, further comprising: detecting the movement of the first person from the first location to the second location to the first virtual content, and modifying the visual appearance of a second separate portion of the first virtual content corresponding to the second location of the first person to the first virtual content.

12. To increase the visual prominence of the first person relative to the first virtual content, To increase the visual prominence of the first person relative to the first virtual content to the first visual prominence relative to the first virtual content, The method according to claim 1, comprising increasing the visual prominentness of the first person with respect to the first virtual content to the first visual prominentness, and then gradually decreasing the visual prominentness of the first person with respect to the first virtual content from the first visual prominentness to the second visual prominentness with respect to the first virtual content.

13. While the visual prominence of the first person with respect to the first virtual content is the second visual prominence with respect to the first virtual content, the attention of the user of the computer system directed towards the first person is detected via one or more input devices. The system further includes detecting the attention of the user of the computer system directed towards the first person, and increasing the visual prominence of the first person to the first virtual content to a third visual prominence of the first virtual content, wherein the third visual prominence is greater than the second visual prominence. The method according to claim 12.

14. The method according to claim 12, wherein one or more of the above criteria are satisfied based on the fact that the level of attention detected by the computer system is greater than a threshold level of attention.

15. Increasing the visual prominence of the first person with respect to the first virtual content includes increasing the visual prominence of the first person with respect to the first virtual content to a first visual prominence with respect to the first virtual content, and the method is While the first virtual content is being displayed via the display generation component, individual persons located in specific parts of the physical environment obscured by the first virtual content are detected via one or more input devices. The method according to claim 1, further comprising: detecting the individual person in the individual part of the physical environment and determining that the individual person does not meet one or more of the criteria, increasing the visual prominence of the individual person to the first virtual content to a second visual prominence to the first virtual content that is lower than the first visual prominence to the first virtual content.

16. Increasing the visual prominence of the first person with respect to the first virtual content includes increasing the visual prominence of the first person with respect to the first virtual content to a first visual prominence with respect to the first virtual content, and the method is While the first person has the first visual prominence with respect to the first virtual content, the computer system detects input from the user via one or more input devices. The method according to claim 1, further comprising: while detecting the input from the user of the computer system, reducing the visual prominence of the first person to the first virtual content according to a determination that the input from the user of the computer system satisfies one or more second criteria.

17. The method according to claim 16, wherein the one or more second criteria include criteria that are satisfied when the input from the user includes input for moving the first virtual content.

18. The method according to claim 16, wherein the one or more second criteria include criteria that are satisfied when the input from the user includes input for scrolling the first virtual content.

19. The method according to claim 16, wherein the one or more second criteria include criteria that are satisfied when the input from the user includes an input that interacts with one or more controls associated with the first virtual content.

20. The method according to claim 16, wherein the one or more second criteria include a criterion that is met when the input from the user includes a part of the user's body in a separate posture.

21. The first virtual content is visible simultaneously with individual parts of the environment via the display generation component, and the method is While the individual parts of the environment are visible to the environment with a first visual prominence, the attention of the user of the computer system directed towards the first person is detected via one or more input devices. The method according to claim 1, further comprising: detecting the user's attention directed towards the first person, increasing the visual prominence of the individual part of the environment to a second visual prominence of the environment.

22. 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 21.

23. A non-temporary computer-readable storage medium 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 non-temporary computer-readable storage medium causes the computer system to execute the method according to any one of claims 1 to 21.