3D System UI Rotation Around Grasped Points in XR
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Solution Overview
Problem
Interacting with virtual objects, such as system user interfaces (UIs), in conventional XR environments is complex due to fixed screen distances, limited haptic feedback, and difficulty in providing inputs, leading to unsatisfactory user experiences.
Innovation Solution
An interaction facilitation system that tracks user positions and gestures to rotate and switch input modes of the system UI based on distance, rendering it as a 3D or multi-screen display, and modifying its appearance to enhance interaction and control.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If the screen is fixed at a defined distance in the XR environment, then the system UI structure is simple, but the user interaction becomes difficult and fine-grained operations are hard to perform
Solution Approach 1:
The system dynamically adjusts the screen distance from the user based on interaction requirements. The screen transitions from a fixed position to a dynamically adjustable position, allowing it to move closer when fine-grained interactions are needed and farther when overview is sufficient. This resolves the contradiction by making the screen position adaptive rather than static.
Solution Approach 2:
The system introduces an additional degree of freedom by allowing the screen to move along the depth axis (z-direction) in addition to its fixed position. This dimensional change enables the screen to adjust its distance from the user, providing better interaction capability without complicating the overall system architecture.
2Area of stationary object
If the screen size is made small to fit the XR environment, then the system UI occupies less space, but the content becomes unclear and visibility decreases
Solution Approach 1:
The screen size is made dynamic rather than static. When the screen moves closer to the user, its effective viewing size increases, improving visibility. When moved farther, it maintains a compact form. This dynamic sizing resolves the contradiction between occupying space and maintaining visibility.
Solution Approach 2:
The system changes the screen's physical parameters (distance from user, effective size) based on interaction context. By adjusting these parameters dynamically, the screen can provide high visibility when needed while maintaining a space-efficient form when not in active use.
3Device complexity
If conventional interaction methods are used in XR environment, then the system requires fewer input mechanisms, but the user experience becomes unsatisfactory and complex tasks become difficult
Solution Approach 1:
The screen itself becomes an intermediary that facilitates interaction. By moving the screen to appropriate distances and positions, it mediates between the user and the content, enabling natural hand interactions and improving ease of operation without requiring complex additional input devices.
Solution Approach 2:
The system replaces complex mechanical interaction mechanisms with a simpler approach: dynamically adjusting screen position and size. This substitution maintains low device complexity while significantly improving user experience through more natural and intuitive interactions.
Data Source
AI summary
A computer implemented method for facilitating system user interface (UI) interactions in an artificial reality (XR) environment is provided. The method includes rendering the system UI in the XR environment as a 3D virtual element. The method further includes tracking a position of a hand of a user and a pre-defined stable point on the user. The method further includes identifying, based on the tracking, that the hand has grasped a portion of the system UI and, in response, rotating the position of the system UI around the grasped portion of the system UI such that a line, between the stable point and the surface of the system UI, is moved, to be perpendicular or at a predefined angle from perpendicular to the surface of the system UI, as the user moves the system UI via the grasped portion.


