Eyelid Motion Interaction for Extended Reality Object Selection

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Solution Overview

Problem

XR systems face challenges in detecting user gaze and field of view, making it difficult to determine which object the user desires to interact with, and current interaction methods like hand gestures or joysticks are cumbersome.

Innovation Solution

Systems and methods for detecting eyelid motion to regenerate XR environments with modified detail levels and perform actions based on eyelid motion identifiers, combined with gaze shift indicators and voice commands for enhanced interaction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If hand gestures or joystick are used for navigation, then user can interact with XR environment, but operation becomes cumbersome and user experience deteriorates

Engineering Contradiction:
Improveinteraction convenienceVSAvoidinput device requirement
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent replaces mechanical input devices (hand gestures, joysticks) with an optical/biological detection system that monitors eyelid motion and gaze direction. This substitution eliminates the need for external input devices while enabling more natural and convenient interaction through involuntary or minimal eye movements.

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

Solution Approach 2:

The system utilizes the user's own physiological signals (eyelid motion, gaze direction) as the input mechanism. The user's natural eye movements serve as the control interface, eliminating the need for separate control devices and making the interaction more intuitive and convenient.

Inventive Principle:
Principle #25Self-service

2Measurement precision

If pupil dilation and constriction are monitored to determine gaze, then field of view can be detected, but reliability deteriorates due to lack of user control over pupil

Engineering Contradiction:
Improvegaze detection accuracyVSAvoidgaze monitoring reliability
Core Design Contradiction:
Measurement precisionVSReliability

Solution Approach 1:

The patent introduces eyelid motion as an intermediary signal between the user's intent and the system's gaze detection. Instead of directly monitoring the uncontrollable pupil, the system detects eyelid movements (blinking, closing) that are more reliably controllable by the user and correlate with gaze direction and focus intent.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If multiple objects are in user's field of view, then environment complexity increases, but determining which object user desires to interact with becomes difficult

Engineering Contradiction:
Improveenvironment richnessVSAvoidobject selection difficulty
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

The patent applies local quality by associating different eyelid motion patterns with different objects in the field of view. Each object can be selected through a specific eyelid motion (e.g., number of blinks, duration of eye closure), allowing the user to interact with specific objects even when multiple objects are present, thereby maintaining environment richness while solving the selection difficulty.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS12373029B2Methods and systems of extended reality environment interaction based on eye motions
Publication Date: 2025.07.29 ADEIA GUIDES INC
  • US12373029B2 patent drawing
  • US12373029B2 patent drawing
  • US12373029B2 patent drawing

AI summary

Systems and methods are described for extended reality environment interaction. An extended reality environment including an object is generated for display, and a table of eyelid motion identifiers and corresponding actions performable on the object in the extended reality environment is stored in memory. An eyelid motion is detected by using a sensor, and the detected eyelid motion is matched to one of the stored eyelid motion identifiers. An updated version of the extended reality environment, based on the action that corresponds to the matched eyelid motion, is generated for display, in response to matching the detected eyelid motion to one of the stored eyelid motion identifiers.