Eye Tracking Object Selection in Artificial Reality
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Traditional artificial reality systems rely on handheld peripherals for user input, which can disconnect users from their environment and hinder immersive experiences.
Innovation Solution
The implementation of eye-tracking technology to identify objects within a user's field of view and present relevant interaction commands, allowing users to interact with virtual and real-world objects using gaze and voice or gestures.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If traditional handheld peripherals are used for user input, then input functionality is provided, but user immersion and connection to environment deteriorate
Solution Approach 1:
The patent replaces mechanical handheld peripherals with an optical-based eye-tracking system. The eye-tracking subsystem uses optical sensors to detect eye movements and gaze direction, converting mechanical eye movements into digital input signals without requiring external handheld devices. This substitution eliminates the need for physical peripherals while maintaining input functionality, thereby improving user immersion and connection to the environment.
Solution Approach 2:
The system uses the user's own eyes as the input device, eliminating the need for separate peripherals. The eye-tracking system captures gaze data directly from the user's natural eye movements, allowing the user to interact with the artificial reality environment through their own physiological actions rather than requiring external tools. This self-service approach enhances immersion by making the interaction more intuitive and less intrusive.
2Adaptability or versatility
If all object interaction commands are presented to the user, then complete control is provided, but information overload and user confusion increase
Solution Approach 1:
The system applies local quality by filtering and presenting only the subset of commands that are relevant to the specific object currently identified by the user's gaze. Instead of presenting all possible commands uniformly, the system tailors the command set to the local context of the viewed object, providing appropriate controls for that specific object type while filtering out irrelevant options. This reduces information overload while maintaining adaptability to different objects.
Solution Approach 2:
The system uses real-time feedback from the eye-tracking system to dynamically adjust which commands are presented. As the user's gaze moves between different objects, the system continuously updates the available command set based on the currently focused object, providing feedback-loop-based adaptation. This ensures that users receive appropriate command information without being overwhelmed by irrelevant options.
3Ease of operation
If eye-tracking system is implemented, then user immersion is improved, but system complexity and processing requirements increase
Solution Approach 1:
The eye-tracking subsystem serves multiple functions within the artificial reality system: it provides gaze-based object selection, enables natural interaction gestures, and offers input alternatives for users with different abilities. By making the eye-tracking system multi-functional, the patent justifies the added complexity through versatile utility, improving interaction efficiency while the system handles various interaction scenarios through a single integrated mechanism.
Data Source
AI summary
The disclosed computer-implemented method may include: identifying, using an eye-tracking system, an object within a scene viewed by a user; identifying, within a database of object interaction commands, a subset of commands that apply to the object viewed by the user; and presenting, to the user, the subset of commands that apply to the object. Various other methods, systems, devices, and computer-readable media are also disclosed.


