Gaze-Triggered Playback Controls With Adaptive Visual Prominence

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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, often requiring multiple inputs and providing insufficient feedback, leading to errors and energy waste, particularly in battery-operated devices.

Innovation Solution

Computer systems that utilize gaze and gesture inputs to efficiently display controls, initially in a reduced-prominence state and transition to a more prominent state upon user intent, reducing the need for additional inputs and enhancing user interaction efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional input methods are used for interacting with virtual reality environments, then users can control virtual objects, but the interaction becomes cumbersome and requires multiple inputs increasing cognitive burden

Engineering Contradiction:
Improveease of interactionVSAvoidcomplexity of interaction sequence
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent replaces conventional mechanical input methods (buttons, knobs, sequential clicks) with gaze-based interaction. Users control virtual objects by looking at them rather than performing complex hand gestures or button sequences, significantly simplifying the interaction mechanism while maintaining control capability.

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

Solution Approach 2:

The system automatically detects user intent through gaze tracking and presents appropriate controls without requiring users to manually search for or activate multiple interface elements. The control system serves itself by anticipating user needs based on eye movement, eliminating the need for complex user-initiated interaction sequences.

Inventive Principle:
Principle #25Self-service

2Speed

If controls are displayed prominently immediately, then users can access controls quickly, but this increases visual distraction and reduces immersion in the virtual environment

Engineering Contradiction:
Improvespeed of control accessVSAvoidvisual distraction
Core Design Contradiction:
SpeedVSObject-affected harmful factors

Solution Approach 1:

The control interface dynamically adjusts its prominence based on user gaze detection. Controls start in a low-prominence state that becomes more visible only when the user gazes at the virtual object, creating an adaptive interface that balances accessibility with visual comfort and immersion.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system performs preliminary gaze detection before presenting controls fully. By detecting initial gaze direction and intent, the system prepares to present controls in an optimized manner, ensuring they appear only when the user is ready and interested, thereby minimizing visual distraction.

Inventive Principle:
Principle #10Preliminary action

3Object-affected harmful factors

If the system waits for explicit user input before displaying controls, then visual distraction is reduced, but interaction time increases and energy is wasted

Engineering Contradiction:
Improvevisual distractionVSAvoidinteraction time
Core Design Contradiction:
Object-affected harmful factorsVSLoss of time

Solution Approach 1:

The system performs preliminary gaze detection and intent analysis before controls are fully displayed. By detecting sustained gaze patterns, the system determines when a user is ready for interaction and proactively presents controls, eliminating unnecessary waiting time while maintaining low visual distraction during the detection phase.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system continuously monitors gaze feedback and adjusts control visibility in real-time. When gaze indicates interest or intent, the system provides feedback by gradually increasing control prominence, creating a responsive interaction loop that minimizes both distraction and waiting time.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12524142B2Devices, methods, and graphical user interfaces for displaying sets of controls in response to gaze and/or gesture inputs
Publication Date: 2026.01.13 APPLE INC
  • US12524142B2 patent drawing
  • US12524142B2 patent drawing
  • US12524142B2 patent drawing

AI summary

In some embodiments, a computer system enables a user to invoke display of transport controls (and/or other controls associated with controlling playback of content) using gaze inputs, gesture inputs, or a combination of these. In some embodiments, in response to detecting a first user input, the computer system displays a first set of controls in a reduced-prominence state (e.g., in a manner that is not unduly distracting to the user), and in response to detecting a second user input, the computer system displays a second set of controls in an increased-prominence state (e.g., in a more visually prominent state). The second set of controls optionally includes more controls than the first set of controls.