Wearable UI Menus with Contextual Virtual Object Selection
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Solution Overview
Problem
Modern VR, AR, and MR technologies face challenges in providing a comfortable and natural-feeling presentation of virtual image elements amidst real-world imagery due to the complexity of human visual perception, particularly in accommodating and verging the eyes to focus on different depth planes, leading to unstable imaging and eye strain.
Innovation Solution
A wearable system that analyzes contextual information, including environmental and physiological factors, to selectively present a relevant subset of virtual objects, using multiple depth planes and waveguide assemblies to align accommodation and vergence cues, thereby enhancing depth perception and reducing eye strain.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If virtual image elements are presented among real-world imagery in VR/AR/MR systems, then immersive experience is improved, but visual comfort and stability deteriorate due to accommodation-vergence conflict
Solution Approach 1:
The display system segments the visual field into multiple depth planes, with virtual image elements presented at different focal distances from the user. This segmentation allows the system to provide depth cues that match the perceived distance of virtual objects, reducing accommodation-vergence conflict while maintaining immersive experience.
Solution Approach 2:
The patent introduces optical intermediaries (such as waveguides or light field displays) that mediate between the virtual image elements and the user's eye. These intermediaries manipulate light paths to create appropriate accommodation cues that correspond to the vergence cues, thereby reducing visual discomfort while preserving immersion.
2Adaptability or versatility
If multiple virtual objects are presented to provide comprehensive information, then functionality is improved, but cognitive load and selection difficulty increase
Solution Approach 1:
The system applies local quality by presenting different sets of virtual objects based on the user's current context, gaze direction, and task requirements. Rather than displaying all possible virtual objects uniformly, the system selectively presents relevant objects in specific locations, making them easier to find and select while maintaining comprehensive functionality.
Solution Approach 2:
The virtual menu and object presentation are made dynamic, adapting in real-time to user interactions, gaze patterns, and contextual information. The system dynamically adjusts which virtual objects are presented, their positions, and their visibility, optimizing both functionality and ease of selection based on current user needs.
3Adaptability or versatility
If contextual information processing is enhanced to tailor virtual object presentation, then user experience is improved, but system complexity increases
Solution Approach 1:
The system employs multi-functional components that perform both display functions and contextual processing. For example, the same optical elements used to present virtual images also serve to gather contextual information about the user's environment and state, reducing overall system complexity while enhancing contextual awareness.
Solution Approach 2:
The system implements self-service mechanisms where virtual objects and menus automatically adjust their presentation based on contextual information without requiring complex external processing. The display system uses built-in sensors and algorithms to autonomously tailor content presentation, reducing the need for additional complex processing systems.
Data Source
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AI summary
Systems and methods for a wearable system to automatically select or filter available user interface interactions or virtual objects are disclosed. The wearable system can select a group of virtual objects (1210, 1220) for user interaction based on contextual information associated with the orientation of a physical object (1242, 1246).