XR Component Manipulation and Assembly Through Hand Gestures

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Solution Overview

Problem

Manipulating component parts of objects represented by extended-reality (XR) models is challenging, particularly in computer-aided design, due to limitations in visualization and interaction on traditional devices, and extended-reality headsets have not fully addressed these needs.

Innovation Solution

Users wearing extended-reality headsets can interact with XR objects using hand gestures to manipulate, annotate, and build component parts in an immersive environment, with features like XR modes for assembly, measurement, annotation, and collaboration, allowing structurally correct coupling of parts and real-time interaction with others.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional devices (laptops, desktop computers) are used for design applications, then users can interact with XR models, but the visualization and manipulation capabilities are limited

Engineering Contradiction:
ImproveVisualization and manipulation capabilityVSAvoidImmersion and interaction quality
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent transitions from 2D screen-based interaction to 3D spatial interaction by presenting XR models in extended reality environments. Users can manipulate components in three-dimensional space using hand gestures, providing immersion and interaction quality that traditional 2D devices cannot achieve.

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

Solution Approach 2:

The patent replaces traditional mechanical input devices (mouse, keyboard, trackpad) with hand gesture-based interaction. The system detects and interprets hand gestures in 3D space to control XR model manipulation, eliminating the need for physical contact with display surfaces and enabling more natural interaction.

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

2Adaptability or versatility

If extended-reality headsets are used for design applications, then immersive interaction is achieved, but the ability to accurately manipulate and assemble component parts is limited

Engineering Contradiction:
ImproveImmersion and interaction qualityVSAvoidAssembly accuracy
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The system provides real-time visual feedback by displaying XR representations of component parts and their correct assembly positions. When users bring physical components near the designated locations, the system detects their positions and provides guidance, enabling accurate assembly through continuous feedback loops between the user's actions and the XR display.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The XR model serves as an intermediary between the physical component parts and the user's manipulation actions. The system translates physical hand gestures into transformations of the XR model, and vice versa, providing a mediator that enables precise control and assembly guidance in the extended reality environment.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If hand gestures are used to manipulate XR components, then natural interaction is achieved, but the complexity of gesture recognition and mode switching increases

Engineering Contradiction:
ImproveNatural interactionVSAvoidGesture recognition system
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent segments interaction into distinct XR modes (e.g., manipulation mode, assembly mode, annotation mode). Each mode has specific gesture protocols, making the gesture recognition system more manageable. The system switches between modes based on contextual cues, reducing the complexity of any single gesture recognition task.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary actions by establishing the current XR mode and displaying relevant guidance information before requiring gesture input. This preparation reduces the cognitive load on users and simplifies gesture recognition, as the system knows what actions are expected in the current mode.

Inventive Principle:
Principle #10Preliminary action

4Adaptability or versatility

If multiple XR modes are implemented for different manipulation tasks, then functionality is enhanced, but the system complexity and mode switching overhead increase

Engineering Contradiction:
ImproveFunctional capabilitiesVSAvoidMode switching mechanism
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The XR headset and associated computing device serve multiple functions across different modes (manipulation, assembly, measurement, annotation). A single hardware platform supports diverse interaction paradigms by software configuration, reducing the need for separate specialized devices for each function.

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

Solution Approach 2:

The system dynamically adapts its behavior based on the current XR mode and user actions. Mode transitions are triggered by contextual conditions rather than explicit user commands, making the switching process seamless and reducing perceived complexity. The system maintains appropriate guidance and interaction protocols automatically during mode changes.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250232544A1Techniques for interacting with component parts of an object represented by an extended-reality representation of the object using hand gestures in an extended-reality environment, and systems and methods of use thereof
Publication Date: 2025.07.17 META PLATFORMS TECHNOLOGIES LLC
  • US20250232544A1 patent drawing
  • US20250232544A1 patent drawing
  • US20250232544A1 patent drawing

AI summary

A method of interacting with extended reality (XR) objects within a computer aided design is described. The method includes, while presenting an XR representation of an object and in response to a first gesture, initiate a first XR mode that allows the user to manipulate a plurality of component parts of the object within the XR representation. The method includes, in response to a second gesture directed to a component part of the plurality of component parts of the XR representation, cause a manipulation to the component part. The method includes, in response to a third hand gesture, initiate a second XR mode, the second XR mode causing presentation of an XR augment that defines a boundary. The method further includes, in response to movement of at least one component part to within a threshold distance of the boundary, coupling together the plurality of component parts to form the object.