3D XR App Anchoring on Real Objects to Reduce View Obstruction

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Solution Overview

Problem

Existing methods for displaying applications in a three-dimensional (3D) environment using extended reality (XR) devices result in large space occupation, obstruction of the user's view, and fail to leverage the immersive potential of XR, leading to poor interaction and user experience.

Innovation Solution

A 3D space application interaction method that acquires environmental depth image information at preset intervals, identifies and locates objects, matches them with anchor points using an interaction mapping table, and displays applications bound to these points, allowing dynamic interaction with the XR environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If applications are displayed on a 2D plane in a 3D environment, then application display is simple to implement, but space occupation is large and user's view is obstructed

Engineering Contradiction:
Improveimplementation simplicityVSAvoidspace occupation
Core Design Contradiction:
Ease of manufactureVSArea of stationary object

Solution Approach 1:

The patent transitions from 2D plane display to 3D spatial display by mapping applications to anchor points in the physical environment. Applications are no longer confined to a flat screen but are positioned in three-dimensional space around the user, utilizing depth and spatial relationships to organize and present content.

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

Solution Approach 2:

The patent segments the application display into multiple anchor points distributed throughout the 3D environment. Each anchor point can host specific applications or content, allowing the interface to be divided and placed strategically in space rather than clustered on a single 2D surface.

Inventive Principle:
Principle #1Segmentation

2Ease of manufacture

If applications are displayed on a 2D plane in a 3D environment, then implementation is straightforward, but the display effect in XR environment is not exerted

Engineering Contradiction:
Improveimplementation simplicityVSAvoidXR environment display effect
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The patent leverages the third dimension to create immersive XR experiences by positioning applications in spatial contexts that match real-world objects and locations. This enables the XR environment to fully express its potential for immersive interaction rather than merely overlaying 2D interfaces on 3D space.

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

Solution Approach 2:

The system automatically tracks the user's field of view and dynamically adjusts which applications are displayed at which anchor points based on what the user is looking at. This self-adapting behavior allows the interface to respond naturally to user attention without requiring manual reconfiguration.

Inventive Principle:
Principle #25Self-service

3Ease of manufacture

If applications are displayed on a 2D plane in a 3D environment, then the display method is simple, but the user's sense of vertigo is exacerbated

Engineering Contradiction:
Improvedisplay method simplicityVSAvoiduser's sense of vertigo
Core Design Contradiction:
Ease of manufactureVSObject-affected harmful factors

Solution Approach 1:

The patent makes the display content locally adapted to the user's current field of view and head orientation. Different applications are presented at different spatial locations corresponding to what the user is looking at, creating a stable visual experience that matches natural head movements rather than causing disorientation.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically updates the displayed content based on real-time tracking of the user's field of view and head position. As the user moves their head, the application display automatically repositions and reconfigures to maintain stability and reduce vertigo, creating a responsive rather than static interface.

Inventive Principle:
Principle #15Dynamics

4Stability of the object's composition

If applications are displayed on a 2D plane in a 3D environment, then the current field of view display is static, but real-time updates as field of view changes are not achieved

Engineering Contradiction:
Improvefield of view display stabilityVSAvoidreal-time dynamic interaction
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The system continuously monitors the user's field of view and head position, using this feedback to dynamically determine which applications should be displayed at which anchor points. This closed-loop control ensures the display remains stable and predictable while adapting in real-time to user movements and attention.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent implements a dynamic display system where application visibility and positioning are continuously adjusted based on real-time field of view tracking. The interface transitions from a static 2D arrangement to a dynamic 3D configuration that responds to user behavior while maintaining compositional stability.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentEP4722864A1Three-dimensional space application interaction method, device and storage medium
Publication Date: 2026.04.08 BEIJING IRISVIEW TECHNOLOGY CO LTD
  • EP4722864A1 patent drawingFigure 1~2
  • EP4722864A1 patent drawingFigure 3~4a
  • EP4722864A1 patent drawingFigure 4b~6a

AI summary

The present disclosure relates to the technical field of extended reality interactions, and provides a three-dimensional space application interaction method, a device, and a storage medium. The method comprises: acquiring environmental depth image information of each frame in the three-dimensional space within a user's field of view at preset time intervals; identifying and locating objects in the environmental depth image information of each frame to form an object set; matching the target object provided with an anchor point in the object set according to a preset interaction mapping table, and determining the application bound to the anchor point; and displaying the application bound to the anchor point at a position of the anchor point. Through the embodiments of the present disclosure, the applications can be presented in a manner of dynamically interacting with the extended reality three-dimensional environment and the objects therein, thereby enhancing the immersive experience and the experience of the user when using XR electronic devices such as XR glasses.