Adaptable Personal UI in VR for View Obstruction

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Solution Overview

Problem

In virtual reality (VR) environments, user interfaces (UIs) often obstruct the user's view, and hiding them results in loss of functionality, posing a challenge in maintaining access to UI while navigating different VR experiences.

Innovation Solution

Adapting the UI to the context of the VR environment by adjusting its form factor and pose to minimize obstruction and maintain functionality across various VR experiences, allowing it to be portable, personal, and customizable.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the UI is displayed in the VR environment, then the user can access UI functionalities, but the UI obstructs the user's view of the VR environment

Engineering Contradiction:
ImproveUI accessibilityVSAvoidview obstruction
Core Design Contradiction:
Ease of operationVSObject-affected harmful factors

Solution Approach 1:

The UI dynamically adjusts its form factor and pose based on the detected VR context and user preferences. The system transitions between different UI configurations (e.g., full-screen, overlay, sidebar) depending on the application being used and the user's interaction patterns, allowing the UI to adapt its visibility and layout in real-time to balance accessibility with view obstruction.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The UI implements context-specific display regions within the VR environment. Different portions of the UI are positioned in different spatial locations based on their importance and the current VR context, allowing critical information to remain visible while less important elements are placed in peripheral or collapsible areas to minimize overall obstruction.

Inventive Principle:
Principle #3Local quality

2Object-affected harmful factors

If the UI is hidden from view, then the user's view of the VR environment is unobstructed, but the user loses UI functionality

Engineering Contradiction:
Improveview obstructionVSAvoidUI accessibility
Core Design Contradiction:
Object-affected harmful factorsVSEase of operation

Solution Approach 1:

The system pre-configures multiple UI form factors and poses that are ready to be activated based on detected context changes. When the system detects a change in VR context (such as switching applications or detecting user gestures), it automatically transitions to the appropriate pre-prepared UI configuration, ensuring functionality remains accessible without requiring manual intervention from the user.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The UI system continuously monitors user interactions and VR context changes, using this feedback to automatically adjust its visibility and configuration. The system detects when the user needs UI functionality (through gestures, voice commands, or application context) and automatically restores or adjusts the UI accordingly, creating a responsive loop that balances view clarity with functional accessibility.

Inventive Principle:
Principle #23Feedback

3Ease of operation

If the UI has a uniform appearance across different VR settings, then the UI is consistent and easy to understand, but it may obstruct the user's view in certain VR settings

Engineering Contradiction:
ImproveUI consistencyVSAvoidview obstruction
Core Design Contradiction:
Ease of operationVSObject-affected harmful factors

Solution Approach 1:

The UI systematically varies its display parameters (form factor, pose, size, position) based on the detected VR context and application type. The system maintains core functional elements for consistency while adjusting non-essential parameters to suit different VR environments, allowing the UI to remain recognizable and usable across diverse settings without causing excessive obstruction in any single context.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The UI is designed as a multi-functional system that can operate in multiple configurations within the same VR environment. The same UI framework serves different purposes by adapting its form factor and pose based on the application being used, allowing a single UI system to provide consistent functionality across diverse VR settings while minimizing context-specific obstruction issues.

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

Data Source

PatentUS11556169B2Adaptable personal user interfaces in cross-application virtual reality settings
Publication Date: 2023.01.17 META PLATFORMS TECHNOLOGIES LLC
  • US11556169B2 patent drawing
  • US11556169B2 patent drawing
  • US11556169B2 patent drawing

AI summary

In one embodiment, a method includes rendering, for one or more displays of a VR display device, a first output image of a VR environment. The VR environment includes a personal UI associated with a first user. The personal UI has a first form factor and a first pose with respect to the first user, is a virtual object comprising one or more 2D virtual displays, and is operable to execute a plurality of applications. The method includes determining whether to adapt the personal UI based on a detected change in a context of the first user with respect to the VR environment. The method includes rendering a second output image of the VR environment, where the personal UI is adapted to have a second form factor and a second pose with respect to the first user responsive to determining to adapt the personal UI based on the detected change in the context of the first user.