Virtual Joystick Hand Control for Out-of-Reach AR/VR Objects

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Solution Overview

Problem

Existing augmented and virtual reality systems lack effective interaction techniques for manipulating virtual objects beyond arm's reach without the need for physical controllers.

Innovation Solution

A virtual joystick system that utilizes hand gestures to create a vector-based control mechanism, allowing users to manipulate virtual objects in AR or VR environments by performing targeting and manipulation gestures to apply velocity to virtual objects based on hand movements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If direct hand tracking is used to grab and manipulate virtual objects, then the interaction feels natural and intuitive, but the virtual objects are constrained to being within arm's reach

Engineering Contradiction:
Improveinteraction intuitivenessVSAvoidmanipulation distance
Core Design Contradiction:
Ease of operationVSLength of moving object

Solution Approach 1:

A virtual joystick is introduced as an intermediary tool between the user's hand and the virtual object. The joystick is positioned at the tip of the user's virtual hand and serves as a mediator that translates hand movements into object manipulation commands, enabling interaction with objects beyond arm's reach while maintaining intuitive control

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent replaces the direct mechanical grabbing interaction with a vector-based control system. Instead of physically grasping objects, the system uses detected hand gestures to generate velocity vectors that propel virtual objects, substituting mechanical manipulation with a computational control mechanism

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

2Length of moving object

If a physical controller is used to manipulate virtual objects beyond arm's reach, then the manipulation distance is unlimited, but the interaction loses naturalness and requires additional hardware

Engineering Contradiction:
Improvemanipulation distanceVSAvoidhardware requirements
Core Design Contradiction:
Length of moving objectVSDevice complexity

Solution Approach 1:

The system uses the user's own hand as the control interface. By tracking the user's hand gestures and using them to generate control vectors, the system eliminates the need for external physical controllers while maintaining unlimited manipulation distance. The user's hand serves both as the identifier of intent and the source of control input

Inventive Principle:
Principle #25Self-service

3Measurement precision

If hand gestures are used to create vector-based control, then unlimited manipulation distance is achieved with precision, but the system complexity increases

Engineering Contradiction:
Improveobject manipulation precisionVSAvoidcontrol system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system transforms hand gesture parameters (position, movement direction, speed) into velocity vector parameters for object manipulation. By changing the parameter representation from direct spatial coordinates to velocity vectors, the system achieves precise control over objects at any distance while managing computational complexity through parameter transformation

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12468396B2Virtual manipulation of augmented and virtual reality objects
Publication Date: 2025.11.11 SNAP INC
  • US12468396B2 patent drawing
  • US12468396B2 patent drawing
  • US12468396B2 patent drawing

AI summary

Systems and methods are provided. For example, a method includes determining a position of a user's hand and identifying a manipulation gesture performed by the user targeting a virtual object. The method also includes determining a three-dimensional (3D) origin point based on the position of the user's hand when the manipulation gesture is performed, and determining a 3D end point based on a movement of the user's hand from the origin point. The method additionally includes deriving a 3D vector based on the 3D origin point and the 3D end point, and applying an action to the targeted virtual object based on the 3D vector, wherein the targeted virtual object is at a distance greater than the user's arm reach.