Gesture-based tablet input remaps pen control across multiple displays, making screen selection and mode switching more intuitive.
Independently actuated floor tiles and sensors enable natural user movement while synchronizing VR or AR content with real-time inputs.
Visual deformation of virtual menu objects simulates fingertip contact in head-mounted displays, enabling more natural selection without buttons.
A central server formats and controls terminal-specific playlists, improving ad relevance on low-storage, low-processor product terminals.
Gaze-point framing in an XR display improves real-scene shot selection and clarity while avoiding power-hungry preview image streaming.
Gaze and hand tracking recenter virtual objects and adjust visual prominence to cut input burden, selection errors, and power use.
Dynamic cone apertures and movement scaling improve 3D virtual object selection precision while reducing fatigue in VR, AR, and MR use.
Virtual screen content is placed by environment layout and placement tags, enabling mobile multi-screen work without physical monitors.
Tracks gaze modes, transitions, and viewed regions to capture correct work attention cues and improve skill transfer accuracy.
Eye tracking splits central and peripheral display areas to apply different duty ratios and frequencies, reducing motion blur and dizziness.
Spatial animation and audio feedback respond to user-to-user interaction in 3D environments, cutting input burden, errors, and power use.
A supplementary processor buffers high-rate biopotential signals so the primary processor can sleep, cutting interrupts, lag, jitter, and power use.
Object recognition launches a shared editing interface from sensor data, enabling remote collaboration while enforcing privacy and copyright rules.
Camera-based gesture verification confirms a user is physically in the room before an online meeting can start, blocking unauthorized access.
Noisy human actions are converted into belief updates and constrained robot motions to match preferences while maintaining force, speed, and proximity limits.
Multiple haptics data types are split into separate tracks with metadata, enabling selective decoding by device capability and user preference.
Expected gaze targets from displayed visual elements are compared with measured pupil gaze to correct tracker drift without user prompts.
An intermediate pre-grasp state lets a virtual hand approach and grip objects smoothly without the latency and abrupt motion that break VR immersion.
Orientation and gaze sensing assign companion-device touch input to either the XR device or the touch device for more precise interaction.
Connection-aware mode sharing lets wearable electronics send selectable function views to an external display without exposing full device complexity.
Pose data mapping enables real-time gesture control of virtual objects and streamed XR applications without adding complex interfaces to lightweight devices.
Detailed AR interaction tracking and user profiling help creators tailor content and target audiences without unmanageable analysis overhead.
Variable extrinsic calibration from dual MEMS sensing signals maintains tracking accuracy when the tracker and target move relative to each other.
Biasing structures, conductive pads, and high-dielectric materials let a computing case button detect taps, swipes, touch, and force while blocking ingress.
Riemannian EEG decoding turns SSVEP and cognition signals into wheelchair and smart-device commands for more independent mobility.
Head-worn AR links opted-in users in approved shared spaces, then guides them to neutral meeting points with minimal device interaction.
Three face-oriented light sensors use ambient light reflection to track eye direction with lower power and less bulk than image or IR-based setups.
An ML model maps spoken commands to audio device actions without user-specific pre-training, simplifying control of headphones and speakers.
Natural language queries trigger participant-aware video overlays using context and periodic processing to cut extra input and power use.
Eye-tracked key selection in a 3D keyboard uses gaze intent criteria to reduce input steps, errors, and power use in AR and VR text entry.
Eye tracking and vector-based pointer positioning simplify 3D object selection by avoiding manual coordinate input and image processing.
Directional bioimpedance and phase comparison reduce muscle activity errors in portable total body water measurement.
Stored keyboard-mouse to touch mappings let a display control touch devices directly, improving mobile game operation without a PC.
Relative position sensing between wearable devices maintains VR and AR hand tracking when hands leave the HMD view or hold objects.
By combining head pose and gaze signals, this case enables natural glancing beyond screen bounds for more comfortable in-game viewing.
Head-locking keeps legal notices or ads within the user's audio or view field, preserving immersive spatial audio in AR and VR.
Task items are split across multiple devices so users can unlock one behavior wallpaper together, cutting wait time and boosting interaction.
A fingernail-mounted vibration generator alters touch perception without modifying the object, enabling tactile AR across many surfaces.
Directional IoT control uses AoA-based device detection and phased power levels to avoid manual pairing while limiting battery drain.
Eye-tracked variable focus lenses on both sides of an AR waveguide correct refractive errors and ambient-light aberrations for clearer viewing.
Gaze tracking and autofocus let an intraocular microdisplay mimic eye movement and accommodation without a transcutaneous tether.
Matches VR and AR coordinate systems through cloud synchronization to present real-time shared interactions across different spaces.
Combines a sensor-rich VR headset with app-based fitness tracking and remote control to make walking workouts more immersive and accessible.
Zoned pressure bladders, EMS, and magnetic feedback recreate nuanced G-force and muscle strain sensations without large centrifuge systems.
Camera-based body posture recognition reshapes wearable visual objects for more intuitive interaction while limiting complexity and energy use.
Automatic text detection and audio playback in 3D XR views reduce input burden and improve accessibility for impaired users.
Fingertip-linked UI elements and thumb tap gestures let HMD users interact naturally in XR without relying on touchscreens.
Wireless ranging and sensor-detected intent gestures let users point at and control nearby objects without physical activation or contact.
Movement-triggered scaling, clipping, and cropping keep 3D content views aligned and prevent unintended object appearances after device motion.
A segmented artificial fingernail uses a touchscreen terminal member and electronic display to improve data entry while avoiding polish waste.