Head-Wearable XR Gaze Interaction for Clutter-Free Object Selection

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Solution Overview

Problem

XR elements can clutter a user's field-of-view, causing disorientation and distraction, and existing XR headsets lack effective methods for subtle interaction with real-world objects and XR elements without interfering with the surrounding environment.

Innovation Solution

A head-wearable device with displays and imaging devices that detect user eye movements to present and replace XR augments based on gaze focus, allowing for object-specific actions through a series of XR elements that appear and disappear dynamically in response to gaze movements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If XR elements are displayed to provide information and interaction opportunities, then user interaction capability is improved, but field-of-view clutter increases causing disorientation and distraction

Engineering Contradiction:
Improveinteraction capabilityVSAvoidfield-of-view clutter
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The XR element presentation is segmented into multiple discrete augments distributed across the field-of-view, each associated with specific real-world objects. This segmentation allows information to be delivered without creating a single large cluttered overlay, maintaining situational awareness while providing interaction opportunities.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system introduces XR augments as intermediary elements between the user and the real-world objects. These augments serve as information carriers and interaction triggers without blocking the view of the actual objects, acting as a mediator that enriches the experience without causing harmful clutter.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Loss of information

If XR augments are displayed to indicate interaction opportunities, then user awareness of interactive objects is improved, but distraction and disorientation increase

Engineering Contradiction:
Improveawareness of interactive objectsVSAvoiddistraction
Core Design Contradiction:
Loss of informationVSObject-affected harmful factors

Solution Approach 1:

XR augments are strategically placed at specific locations in the field-of-view corresponding to the positions of detectable real-world objects. Each augment has localized properties (such as different colors, shapes, or icons) that provide information about the associated object without creating widespread visual distraction across the entire field-of-view.

Inventive Principle:
Principle #3Local quality

3Measurement precision

If eye movement detection is used to select XR elements, then interaction precision is improved, but device complexity increases

Engineering Contradiction:
Improveselection precisionVSAvoideye tracking system
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system uses the user's natural eye movements as the selection mechanism, allowing the user to interact with XR elements without additional physical input devices. The eye-tracking system passively monitors natural gaze patterns to determine selection intent, making the interaction intuitive and reducing the need for separate control mechanisms.

Inventive Principle:
Principle #25Self-service

4Loss of information

If multiple XR augments are presented simultaneously, then information availability is improved, but user cognitive load increases

Engineering Contradiction:
Improveinformation availabilityVSAvoidcognitive load
Core Design Contradiction:
Loss of informationVSEase of operation

Solution Approach 1:

Information is segmented into multiple discrete XR augments, each providing specific details about particular real-world objects. This segmentation allows comprehensive information to be distributed across the field-of-view rather than concentrated in a single overwhelming display, reducing cognitive load while maintaining information availability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically updates and replaces XR augments based on user eye movements and interaction context. Rather than presenting all information simultaneously, the system periodically brings different information into focus as the user's gaze shifts, making information consumption more manageable and reducing cognitive overload.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS20250306378A1Head-wearable device for presenting and interacting with extended reality augments, and systems and methods of use thereof
Publication Date: 2025.10.02 META PLATFORMS TECHNOLOGIES LLC
  • US20250306378A1 patent drawing
  • US20250306378A1 patent drawing
  • US20250306378A1 patent drawing

AI summary

A head-wearable device comprising one or more displays and one or more programs. The one or more programs include instructions for, in response to a detection of an object within a field-of-view of the user, presenting a first XR augment overlaid over a first portion of the field-of-view of the user that is associated with the object. The one or more programs further include instructions for, in accordance with a determination that a first user eye movement is focused on the first XR augment for a first predetermined time, replacing the first XR augment with a second XR augment. The one or more programs further include instructions for, in accordance with a determination that a second user eye movement is focused outside a perimeter of the second XR augment for a second predetermined time, replacing the second XR augment with a third XR element.