Eye-Mounted Display System for AR Interaction
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Solution Overview
Problem
Current AR/VR technologies face limitations in user interaction, with hand-gestures and controllers being obtrusive, hard to learn, and not accessible to those with limited arm or hand mobility, and virtual environments often have constrained viewable areas, making it inefficient to activate, select, and dismiss virtual objects.
Innovation Solution
An eye-mounted display system that uses eye movements to interact with virtual objects, featuring a contact lens with embedded sensors and a miniature projector to provide a 360-degree virtual canvas, allowing users to control and navigate virtual scenes with intuitive eye movements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If hand-gestures and controllers are used for interaction, then the virtual environment can be controlled, but the interaction becomes obtrusive, hard to learn, and inaccessible to those with limited arm or hand mobility
Solution Approach 1:
The patent replaces mechanical hand-gesture systems and physical controllers with an eye-tracking system that uses ocular movements to control virtual objects. Eye movements are detected by sensors and converted into control signals, eliminating the need for complex hand motions or physical devices while improving accessibility and ease of operation.
Solution Approach 2:
The patent introduces an eye-tracking system as an intermediary between the user and the virtual environment. The system captures eye movements through sensors, processes them through algorithms, and translates them into meaningful control actions, serving as a natural and intuitive mediator that bridges user intent and virtual object manipulation.
2Area of stationary object
If the viewable area in AR/VR is constrained to a portion of the user's field of view, then the device can be compact, but the ability to provide diverse content and information is significantly limited
Solution Approach 1:
The patent extends the virtual interaction space beyond the limited field of view by allowing virtual objects to be positioned and accessed in the periphery and beyond. The eye-tracking system enables users to select and interact with objects located outside the central display area, effectively adding spatial dimensions to the user interface and greatly expanding the diversity of content that can be presented.
3Quantity of substance
If more content and information are provided to the user, then the virtual environment becomes more rich and dynamic, but the user becomes overloaded and the interaction becomes more burdensome
Solution Approach 1:
The patent organizes the abundant virtual content into distinct, manageable objects that can be independently selected and interacted with. Each virtual object represents a discrete unit of information or function, allowing users to access specific content without being overwhelmed by the total quantity. The eye-tracking system enables selective attention to individual objects, segmenting the user's cognitive load while maintaining access to diverse content.
Data Source
AI summary
The present disclosure relates generally to eye-tracking systems and methods that provide a user the ability to efficiently activate the system and select and dismiss virtual objects within an augmented reality (“AR”) and/or virtual reality (“VR”) environment. A user may activate the user interface by glancing beyond an activation threshold positioned close enough to the edge of the field of view to reliably infer an intent to activate the virtual controls. Subsequently, the user interacts with virtual tools, first virtual “peek” windows and secondary virtual windows to obtain content or virtual control across a variety of granular levels. Subsequently, the user may glance away at virtual content or to other predefined areas within their eye's range of motion to dismiss the tool and/or deactivate the system.


