Mixed Reality Hand Tracking Visual Cues

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional augmented-reality systems are inadequate in receiving user input directed at virtual objects, such as virtual tablets or touch screens, and lack functionality to guide users in accurately targeting input locations, leading to poor interactive experiences.

Innovation Solution

The system detects the position of a user's hand relative to interactive virtual objects and displays visual cues to indicate when the hand is within target and input thresholds, allowing for intuitive and accurate input reception, including gestures like tapping, swiping, and zooming, by projecting target and input visual cues on the virtual objects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional augmented-reality systems are used to display virtual objects, then the user can view virtual and real objects simultaneously, but the system lacks functionality to guide users in accurately targeting input locations on virtual displays

Engineering Contradiction:
Improveuser input accuracyVSAvoidinput guidance functionality
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent introduces visual cues as an intermediary element between the user's hand and the virtual display. These cues (such as highlighted regions or indicators) serve as a mediator that guides the user's attention and hand movement to the correct input location on the virtual tablet, resolving the targeting accuracy problem without requiring complex hardware modifications

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system provides visual feedback by displaying cues that indicate whether the user's hand is within the correct input region. This feedback mechanism allows the user to adjust their hand position in real-time based on the visual information provided, improving input accuracy through iterative correction

Inventive Principle:
Principle #23Feedback

2Measurement precision

If the system displays visual cues to guide hand targeting, then input accuracy improves, but the processing requirements and battery consumption increase

Engineering Contradiction:
Improvehand position detection accuracyVSAvoidbattery consumption
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The system applies partial action by only processing and displaying visual cues when the user's hand is within a certain proximity threshold to the virtual display. This selective processing reduces the overall computational load and energy consumption while maintaining high measurement precision when actually needed for input

Inventive Principle:
Principle #16Partial or excessive action

3Reliability

If the system continuously monitors hand position to provide real-time guidance, then input reception accuracy improves, but the system complexity and processing load increase

Engineering Contradiction:
Improveinput reception reliabilityVSAvoidcontinuous monitoring system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

Instead of truly continuous monitoring, the system uses periodic sampling of hand position at defined intervals and triggers visual cues based on threshold-based events. This periodic approach maintains reliable input detection while reducing the processing load compared to truly continuous real-time monitoring

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS10445935B2Using tracking to simulate direct tablet interaction in mixed reality
Publication Date: 2019.10.15 MICROSOFT TECHNOLOGY LICENSING LLC
  • US10445935B2 patent drawing
  • US10445935B2 patent drawing
  • US10445935B2 patent drawing

AI summary

Optimizations are provided for facilitating interactions with virtual objects included within an augmented-reality scene. Initially, an augmented-reality scene is rendered for a user. Within that scene, an interactive virtual object of an application is rendered. Then, the position of the user's actual hand is determined relative to the interactive virtual object. When the user's actual hand is within a target threshold distance to the interactive virtual object, then a target visual cue is projected onto the interactive virtual object. When the user's actual hand is within an input threshold distance to the interactive virtual object, then an input visual cue is projected onto the interactive virtual object. Once the user's hand is within the input threshold distance to the interactive virtual object, then input may be provided to the application via the interactive object.