3D System UI Placement Using Torso and Head Pose

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Solution Overview

Problem

Existing methods for interacting with system user interfaces in augmented and virtual reality environments are cumbersome, inefficient, and place a significant cognitive burden on users, often requiring extensive input and providing insufficient feedback, leading to energy waste, particularly in battery-operated devices.

Innovation Solution

The implementation of attention-based methods using hand and body orientation, gaze tracking, and gesture recognition to invoke and interact with user interfaces, reducing the need for explicit inputs and enhancing feedback, thereby streamlining interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional input methods are used to interact with system user interfaces in augmented/virtual reality environments, then the system can process user inputs, but the interaction becomes cumbersome and creates significant cognitive burden on users

Engineering Contradiction:
Improveease of interactionVSAvoidcomplexity of input methods
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent replaces traditional mechanical input devices (controllers, joysticks, keyboards) with direct body movement tracking and gesture recognition systems. The system captures natural human movements through sensors and cameras, translating them directly into interface interactions without requiring users to learn complex control schemes, thereby reducing cognitive burden while maintaining system functionality

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The system enables users to interact with interfaces using their natural body movements and gestures without requiring external controllers or complex input mechanisms. The interface adapts to user actions automatically, allowing users to navigate and manipulate virtual elements through intuitive physical movements, making the system serve the user's natural behavior rather than requiring the user to adapt to the system

Inventive Principle:
Principle #25Self-service

2Loss of time

If extensive input methods are required to invoke system user interfaces, then the system can ensure precise user intent, but the interaction takes longer than necessary and wastes energy

Engineering Contradiction:
Improvetime for interactionVSAvoidenergy consumption
Core Design Contradiction:
Loss of timeVSUse of energy by moving object

Solution Approach 1:

The system continuously tracks user body movements, hand gestures, and gaze direction in real-time, maintaining readiness to interpret and respond to interactions without requiring explicit activation commands. This preliminary tracking allows the system to detect and respond to user intentions as they naturally occur, eliminating delays associated with traditional input sequences while reducing energy consumption by processing only relevant movement data

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements streamlined interaction pathways that allow users to perform common tasks with minimal input gestures. By recognizing patterns in natural body movements and predicting user intent, the system enables users to skip intermediate steps and directly accomplish tasks, significantly reducing interaction time and the energy required to process extended input sequences

Inventive Principle:
Principle #21Skipping (Rushing through)

3Adaptability or versatility

If traditional user interface methods are used in three-dimensional environments, then the system can maintain compatibility with conventional interfaces, but the interaction lacks intuitiveness and requires significant user input

Engineering Contradiction:
Improveadaptability to interaction methodsVSAvoidintuitiveness of interaction
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent extends traditional two-dimensional interface concepts into three-dimensional space, allowing users to interact with virtual interfaces using natural hand gestures and body movements in volumetric space. This spatial extension maintains compatibility with conventional interface logic while adding intuitive 3D interaction capabilities, enabling users to manipulate interface elements as if they were physical objects in the environment

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The system implements a unified interaction framework that supports multiple input modalities including body movements, hand gestures, gaze tracking, and voice commands within a single interface paradigm. This multi-functional approach allows the system to adapt to different user preferences and task requirements while maintaining consistent interaction principles, enhancing both versatility and intuitiveness without requiring separate control systems for each input type

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS20250355535A1Devices, Methods, and Graphical User Interfaces for Interacting with System User Interfaces within Three-Dimensional Environments
Publication Date: 2025.11.20 APPLE INC
  • US20250355535A1 patent drawing
  • US20250355535A1 patent drawing
  • US20250355535A1 patent drawing

AI summary

While a view of an environment is visible, a computer system detects an input corresponding to a request to display a system user interface, and in response: in accordance with a determination that the input corresponding to the request to display a system user interface is detected while respective criteria are met, the computer system displays the system user interface in the environment at a first location that is based on a pose of a respective portion of a torso of a user; and in accordance with a determination that the input corresponding to the request to display a system user interface is detected while the respective criteria are not met, the computer system displays the system user interface in the environment at a second location that is based on a pose of a respective portion of a head of the user.