3D User Interface Head Orientation Navigation

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Solution Overview

Problem

Conventional two-dimensional user interfaces are inadequate for three-dimensional virtual reality computing environments, as users struggle to intuitively interact with new technologies that differ significantly from their familiar two-dimensional experiences.

Innovation Solution

A three-dimensional user interface system that allows users to navigate and interact with virtual environments using head orientation and gesture inputs, enabling windows to be placed anywhere within a 360-degree space, with features like eye tracking and wearable devices for intuitive navigation and manipulation of application windows.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a two-dimensional user interface is used in a three-dimensional virtual reality environment, then the interface is familiar to users from traditional computing, but the interface becomes inadequate for intuitive interaction with three-dimensional virtual environments

Engineering Contradiction:
Improveadaptability to three-dimensional virtual reality environmentVSAvoidintuitive interaction capability
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent transitions from traditional two-dimensional user interfaces to a three-dimensional user interface where windows and application elements are positioned in three-dimensional space. Users can navigate this space using head orientation and gesture inputs, allowing windows to be placed anywhere within a 360-degree virtual environment rather than constrained to a flat screen layout.

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

2Ease of operation

If head orientation and gesture inputs are implemented for navigation, then intuitive interaction is improved, but device complexity increases

Engineering Contradiction:
Improveintuitive interaction capabilityVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system utilizes the user's own body movements and gestures as input mechanisms. Head orientation naturally directs the view in the virtual environment, and hand gestures directly manipulate windows and interface elements. This self-service approach leverages the user's existing motor skills rather than requiring learning specialized control schemes, reducing the effective complexity from the user's perspective.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If windows are placed anywhere in three-dimensional space, then user experience and immersion are enhanced, but navigation and manipulation difficulty increases

Engineering Contradiction:
Improvewindow positioning flexibilityVSAvoidnavigation difficulty
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system provides continuous visual feedback as users navigate the three-dimensional space. Head orientation immediately updates the view direction, and gesture inputs provide real-time manipulation feedback for window positioning and resizing. This immediate feedback loop helps users understand their spatial orientation and the effects of their actions, reducing navigation difficulty despite the increased freedom of window placement.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10955987B2Three-dimensional user interface
Publication Date: 2021.03.23 META PLATFORMS INC
  • US10955987B2 patent drawing
  • US10955987B2 patent drawing
  • US10955987B2 patent drawing

AI summary

Systems, methods, and non-transitory computer-readable media can present a first view of a three-dimensional user interface to a user, the first view representing a first portion of a three-dimensional space of the three-dimensional user interface. A first user input is received to modify the first view. The first view is modified based on the first user input to present a second view of the three-dimensional user interface, the second view representing a second portion of the three-dimensional space different from the first portion. The first portion comprises a first application window, and the second portion does not include the first application window.