Virtual Object Field Transitions for AR Interaction Precision

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Solution Overview

Problem

Conventional artificial reality environments face challenges in user interactions with virtual objects, particularly due to cluttered spaces near the user and inefficiencies in interactions beyond arm's length, which hinder effective utilization of space and fine-grain selection.

Innovation Solution

Implementing a field manager to transition virtual objects between near-field and far-field regions, using touch interactions in the near-field and ray interactions in the far-field, with transitions triggered by user movements meeting specific criteria, allowing for efficient management and customization of object displays.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If virtual objects are displayed near the user for touch interactions, then interaction capability is improved, but the near-field space becomes cluttered

Engineering Contradiction:
Improveinteraction capabilityVSAvoidnear-field space
Core Design Contradiction:
Ease of operationVSArea of stationary object

Solution Approach 1:

The patent transitions virtual objects from the near-field region to the far-field region, utilizing a different spatial dimension (distance from user) to resolve the contradiction. This allows touch interactions to occur in the near-field while objects can be positioned in the far-field when not requiring direct manipulation, effectively adding a dimensional aspect to object placement.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The system dynamically transitions objects between near-field and far-field regions based on interaction requirements. Objects are not statically positioned but can move between regions, allowing the near-field space to be decluttered when objects are in the far-field while maintaining quick access when needed.

Inventive Principle:
Principle #15Dynamics

2Area of stationary object

If virtual objects are displayed further from the user to declutter near-field space, then space utilization is improved, but interaction precision deteriorates

Engineering Contradiction:
Improvenear-field spaceVSAvoidinteraction precision
Core Design Contradiction:
Area of stationary objectVSMeasurement precision

Solution Approach 1:

The interaction space is segmented into distinct near-field and far-field regions, each optimized for different interaction types. The near-field region supports high-precision touch interactions, while the far-field region provides spacious object placement. This segmentation allows the system to leverage the strengths of each region without compromise.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Objects can dynamically transition between near-field and far-field regions based on interaction context. When precision interaction is needed, objects move to the near-field; when space utilization is prioritized, objects move to the far-field. This dynamic repositioning resolves the static contradiction between space and precision.

Inventive Principle:
Principle #15Dynamics

3Measurement precision

If touch interactions are used in near-field, then interaction accuracy is improved, but the user must be close to objects limiting space utilization

Engineering Contradiction:
Improveinteraction accuracyVSAvoidspace utilization
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The patent introduces distance from the user as an additional dimension for object placement. Instead of being constrained to near-field positions for all objects, the system utilizes the far-field dimension for objects that don't require touch interaction, thereby improving overall space utilization while preserving near-field accuracy for objects that need it.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The interaction system becomes multi-functional by supporting both near-field touch interactions and far-field remote interactions. This universality allows the same system to adapt to different interaction accuracy requirements and space utilization needs, making the artificial reality environment more versatile.

Inventive Principle:
Principle #6Universality (Multi-functionality)

4Adaptability or versatility

If ray interactions are used in far-field, then space utilization is improved, but fine-grain selection capability deteriorates

Engineering Contradiction:
Improvespace utilizationVSAvoidfine-grain selection
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The patent segments interaction modes by spatial region: ray interactions for far-field objects where space utilization is critical, and touch interactions for near-field objects where fine-grain selection is needed. This segmentation allows each interaction type to operate in its optimal zone without compromising overall system capability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically selects interaction modes based on object location and user needs. Objects in the far-field utilize ray interactions for efficient space utilization, while objects transitioned to the near-field enable touch interactions for fine-grain selection. This dynamic mode selection resolves the contradiction between space utilization and selection precision.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250356601A1Triggering Field Transitions for Artificial Reality Objects
Publication Date: 2025.11.20 META PLATFORMS TECHNOLOGIES LLC
  • US20250356601A1 patent drawing
  • US20250356601A1 patent drawing
  • US20250356601A1 patent drawing

AI summary

Aspects of the present disclosure are directed to triggering object transitions between near-field and far-field regions in an artificial reality environment. For example, the near-field region can be within arm's length for the user, while the far-field region can be greater than arm's length from the user. Objects can be displayed within these regions such that the user can interact with the objects in the artificial reality environment. A field manager can cause a displayed object to transition from the near-field region to the far-field region and/or from the far-field region to the near-field region. The field manager can compare sensed user movements to one or more trigger criteria (e.g., distance threshold(s), velocity threshold(s), etc.) to trigger transition of an object between field regions.