Slippage-Resistant Gaze Tracking UI for AR/VR

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Solution Overview

Problem

Gaze tracking accuracy in augmented and virtual reality environments is affected by slippage or repositioning of head-mounted devices, leading to inaccuracies in user interactions, particularly when relying on eye tracking methods that require recalibration.

Innovation Solution

Implementing a system that uses gaze trajectory matching with dynamic UI elements, allowing for selection based on movement patterns rather than absolute gaze positions, which adjusts calibration to account for slippage and maintains accuracy without the need for frequent recalibration.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If gaze tracking is used for user interaction in AR/VR environments, then interaction convenience is improved, but accuracy deteriorates due to HMD slippage and repositioning

Engineering Contradiction:
Improveinteraction convenienceVSAvoidgaze tracking accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The system dynamically adjusts the UI element arrangement based on detected gaze patterns and HMD movement. Instead of static UI positions, elements are repositioned in real-time to compensate for slippage, allowing the interface to adapt to changing gaze trajectories and maintain interaction accuracy without requiring manual recalibration

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system implements a feedback loop where gaze tracking data and HMD position information are continuously monitored, and UI element positions are adjusted accordingly. This closed-loop control compensates for slippage by detecting deviations in gaze patterns and automatically repositioning UI elements to maintain accurate user interaction

Inventive Principle:
Principle #23Feedback

2Measurement precision

If traditional gaze calibration is performed, then initial accuracy is improved, but time consumption increases due to frequent recalibration needs

Engineering Contradiction:
Improvegaze tracking accuracyVSAvoidrecalibration time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system performs preliminary gaze calibration once at the beginning of the session, establishing initial UI element positions. Subsequent interactions use dynamic adjustment based on detected slippage patterns, eliminating the need for frequent manual recalibration while maintaining accuracy throughout extended usage periods

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system automatically compensates for slippage using algorithms that detect gaze trajectory deviations and autonomously reposition UI elements. This self-correcting mechanism eliminates the need for user intervention or manual recalibration, allowing the system to maintain accuracy through automated adaptation rather than repeated calibration sessions

Inventive Principle:
Principle #25Self-service

3Device complexity

If static UI elements are used, then interface simplicity is improved, but selection accuracy deteriorates under HMD slippage conditions

Engineering Contradiction:
Improveinterface simplicityVSAvoidselection accuracy
Core Design Contradiction:
Device complexityVSMeasurement precision

Solution Approach 1:

UI elements transition from static to dynamic positioning, where their locations are automatically adjusted based on real-time detection of HMD slippage and gaze trajectory changes. This dynamic behavior maintains interface simplicity from the user perspective while internally compensating for positioning errors through automated element repositioning

Inventive Principle:
Principle #15Dynamics

Data Source

PatentEP4097566B1Slippage resistant gaze tracking user interfaces
Publication Date: 2024.07.24 GOOGLE LLC
  • EP4097566B1 patent drawingFigure 1A~1C
  • EP4097566B1 patent drawingFigure 2
  • EP4097566B1 patent drawingFigure 3

AI summary

A slippage resistant user interface (UI) may account for movement due to slippage, remounting and the like, of a head mounted display (HMD) device in processing user eye gaze in puts. The slippage resistant UI may include a number of UI elements. Each UI element may have a unique pattern of movement defining a display trajectory for that UI element, providing for differentiation amongst the UI elements. A user gaze trajectory may be matched with one of the display trajectories of the UI elements, and the corresponding UI element may be identified as the target UI element, intended for selection by the user. An eye to screen recalibration of the HMD may be accomplished using translational, scaling, and rotational offsets between the gaze trajectory and the display trajectory of the target UI element.