Eye-Wearable Interface for Socially Acceptable AR Control

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Solution Overview

Problem

Current user interfaces for head-mounted displays, particularly in augmented reality, fail to provide actionable options for users to interact with real, virtual, or augmented data in a socially acceptable and efficient manner, often requiring users to divert attention from their environment to perform computing commands.

Innovation Solution

A software-controlled user interface for eye-wearable devices that uses angular accuracy and time averaging tradeoffs, allowing users to interact with virtual or augmented content through eye gaze direction or fingertip detection, enabling intuitive selection and activation of symbols on a virtual rotating wheel or cylinder, which can be scaled for various applications.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If users interact with augmented reality data using traditional mobile devices, then computing commands can be executed, but users must divert attention from their physical environment which causes social friction and is inappropriate in many situations

Engineering Contradiction:
Improveusability of computing commandsVSAvoidsocial friction and inappropriateness
Core Design Contradiction:
Ease of operationVSObject-affected harmful factors

Solution Approach 1:

The patent replaces manual mechanical interaction (handheld device operation) with oculomotor control (eye gaze tracking). The eye-tracking system detects pupil position and gaze direction to identify selected targets, while a separate button press confirms the command, eliminating the need for manual device manipulation and allowing discreet interaction in social situations.

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

Solution Approach 2:

The patent introduces an intermediary display showing target symbols and status information that mediates between the user's gaze and the system's response. This display acts as a buffer, allowing the user to select targets through gaze without directly manipulating the device, thereby maintaining social appropriateness while enabling computing commands.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If eye gaze tracking is used to control head-mounted displays, then users can interact with augmented data discreetly, but angular accuracy versus time averaging tradeoffs reduce detection precision

Engineering Contradiction:
Improvediscreet control capabilityVSAvoideye gaze detection accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The system performs preliminary action by continuously tracking pupil position and pre-identifying potential target selections before final confirmation is needed. This allows the system to anticipate user intent and prepare possible actions, improving response time and accuracy by having information ready before the user commits to a selection.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements feedback by displaying target symbols and system status on a visible display that responds to eye gaze movements. This feedback loop allows the user to verify target selection in real-time and adjust gaze accordingly, improving measurement precision through continuous verification and correction of gaze-based selections.

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If a virtual interface with multiple symbols is displayed, then users can access a wide range of commands, but the interface complexity increases requiring extensive user training

Engineering Contradiction:
Improverange of accessible commandsVSAvoidinterface complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the command interface into discrete target symbols displayed on a virtual display. Each symbol represents a specific command or function, and the system presents only relevant symbols based on context. This segmentation allows users to access a wide range of commands through simple gaze selection without being overwhelmed by interface complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent uses a virtual display that copies or represents the interface on a screen visible to the user's eye tracker. This virtual copy allows the system to present multiple commands simultaneously in a structured format, enabling users to access diverse functions without increasing physical interface complexity, as all controls are represented digitally rather than physically.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS9977496B2Eye-wearable device user interface and augmented reality method
Publication Date: 2018.05.22 SNAP INC
  • US9977496B2 patent drawing
  • US9977496B2 patent drawing
  • US9977496B2 patent drawing

AI summary

A software controlled user interface and method for a head-mountable device equipped with at least one display or connectivity to at least one touch pad. The method can scale between displaying a small to large number of different eye gaze target symbols at any given time, yet still transmit a large array of different symbols to outside devices. At least part of the method may be implemented by way of a virtual window onto the surface of a virtual cylinder, with touchpad or eye gaze sensitive symbols that can be rotated by touchpad touch or eye gaze thus bringing various groups of symbols into view, and then selected. Specific examples of use of this interface and method on a head-mountable device are disclosed, along with various operation examples including transmitting data including text, functionality in virtual or augmented reality, control of robotic devices and control of remote vehicles.