Virtual Reality UI Repositioning for Low-Burden Object Interaction

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Solution Overview

Problem

Conventional methods for interacting with virtual/augmented reality environments are cumbersome, inefficient, and place a significant cognitive burden on users, requiring multiple inputs and detracting from the experience, especially in battery-operated devices.

Innovation Solution

Improved computer systems with enhanced methods and interfaces that allow intuitive interaction through touch-sensitive surfaces, including touchpads and touch-screen displays, utilizing pose sensors and gesture recognition to simplify user inputs and conserve power.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional input methods are used to select and manipulate user interface objects in virtual reality environments, then the user interface can be controlled, but the interaction becomes tedious and creates significant cognitive burden

Engineering Contradiction:
Improveease of interactionVSAvoidinterface complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent creates a virtual copy of a physical device (e.g., smartphone, remote control) within the virtual reality environment. This virtual device replica includes accurate representations of physical buttons, screens, and controls. Users interact with the virtual device as if it were the real physical device, maintaining familiar interaction patterns and reducing cognitive burden while achieving the desired control functionality.

Inventive Principle:
Principle #26Copying

2Productivity

If multiple input sequences are required to perform actions on user interface objects, then precise control is achieved, but the interaction takes longer and wastes energy

Engineering Contradiction:
Improveinteraction efficiencyVSAvoidpower consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system pre-loads and displays the virtual device replica and its interface elements before user interaction is needed. The virtual device is ready with all controls and options immediately available, eliminating the need for sequential loading or multiple input sequences to access functionality. This allows users to perform actions directly on the pre-prepared virtual interface.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent combines multiple input functions and device controls into a single integrated virtual device replica. Instead of requiring separate input sequences for different functions, all controls are merged into one unified virtual interface that responds to natural touch inputs, reducing the number of steps required to perform tasks.

Inventive Principle:
Principle #5Merging (Combining)

3Adaptability or versatility

If traditional touch-sensitive surfaces are used for virtual reality interaction, then user input can be detected, but the experience is detracted due to cumbersome interaction methods

Engineering Contradiction:
Improveinteraction flexibilityVSAvoiduser experience quality
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

Instead of adapting the user to the virtual environment's controls, the patent inverts the approach by bringing familiar physical device interfaces into the virtual environment. The virtual device replica mimics the exact layout and behavior of physical devices, allowing users to apply their existing muscle memory and interaction knowledge, thereby improving ease of operation while maintaining versatility.

Inventive Principle:
Principle #13The other way round (Inversion)

Data Source

PatentUS12561041B2Systems, methods, and graphical user interfaces for interacting with virtual reality environments
Publication Date: 2026.02.24 APPLE INC
  • US12561041B2 patent drawing
  • US12561041B2 patent drawing
  • US12561041B2 patent drawing

AI summary

A computer system displays, in a simulated three-dimensional space, an object with a user interface displayed at a pose corresponding to a pose of the object in the simulated space, the object's pose corresponding to a pose of an input device in a physical environment. In response to detecting a movement input via the input device: if the movement input corresponds to input device movement, relative to the physical environment, meeting pose criteria requiring that a parameter of change in the input device pose meet a set of one or more thresholds, the computer system displays the user interface away from the object; and, if the movement input corresponds to input device movement not meeting the pose criteria, the computer system updates the object's pose in the simulated space based on the input device movement, while maintaining display of the user interface at a pose corresponding to the object's pose.