Gaze-Controlled User Interface Immersion for AR/VR Interaction

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Solution Overview

Problem

Existing methods for interacting with augmented and virtual reality environments are cumbersome, inefficient, and place a significant cognitive burden on users, requiring multiple inputs and leading to errors and energy waste.

Innovation Solution

The system adjusts and controls the level of immersion in user interfaces based on user gaze, allows independent control of immersion levels for different interfaces, resumes previous immersion levels upon request, and enables visibility of the physical environment through the interface, reducing the need for additional user input.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional input methods are used for augmented reality environments, then user interaction can be achieved, but the interaction becomes cumbersome and requires multiple inputs

Engineering Contradiction:
Improveuser interaction efficiencyVSAvoidnumber of inputs required
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system automatically detects user gaze direction and interprets it as selection intent, allowing the interface to self-adjust without requiring explicit user inputs. The computer system monitors eye movements and autonomously determines which virtual object the user intends to interact with, eliminating the need for manual selection commands.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent replaces traditional mechanical input methods (buttons, joysticks, touch gestures) with a physiological-based input method using eye tracking. Instead of requiring physical manipulation of input devices, the system captures eye movement data and translates it directly into interaction commands, substituting mechanical interaction with optical detection.

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

2Reliability

If multiple input steps are required for virtual object manipulation, then precise control can be achieved, but the process becomes time-consuming and increases cognitive burden

Engineering Contradiction:
Improvecontrol precisionVSAvoidinteraction time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary detection of user intent through eye gaze monitoring before actual interaction is required. By continuously tracking eye movements and predicting intended targets in advance, the system prepares the interaction state beforehand, so when the user does interact, the action can be executed immediately without requiring multiple confirmation steps.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system provides visual feedback by highlighting or emphasizing the virtual object that the user is currently gazing at, allowing the user to confirm their intended target without additional inputs. This feedback mechanism ensures control precision by making the system's interpretation of user intent visible, while simultaneously reducing interaction time by eliminating verification steps.

Inventive Principle:
Principle #23Feedback

3Loss of information

If detailed feedback is provided for virtual object manipulation, then user understanding can be improved, but the interface complexity increases

Engineering Contradiction:
Improveuser feedback sufficiencyVSAvoidinterface complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The system applies feedback selectively and locally rather than globally. Instead of providing comprehensive interface feedback for all elements, the system focuses feedback only on the specific virtual object that the user is gazing at, such as highlighting that single object or displaying its properties. This localized feedback approach maintains sufficient user understanding while minimizing overall interface complexity.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20250306727A1Methods for adjusting and/or controlling immersion associated with user interfaces
Publication Date: 2025.10.02 APPLE INC
  • US20250306727A1 patent drawing
  • US20250306727A1 patent drawing
  • US20250306727A1 patent drawing

AI summary

In some embodiments, an electronic device emphasizes and/or deemphasizes user interfaces based on the gaze of a user. In some embodiments, an electronic device defines levels of immersion for different user interfaces independently of one another. In some embodiments, an electronic device resumes display of a user interface at a previously-displayed level of immersion after (e.g., temporarily) reducing the level of immersion associated with the user interface. In some embodiments, an electronic device allows objects, people, and/or portions of an environment to be visible through a user interface displayed by the electronic device. In some embodiments, an electronic device reduces the level of immersion associated with a user interface based on characteristics of the electronic device and/or physical environment of the electronic device.