XR Content Presentation Using Eye Tracking to Limit Distraction

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Solution Overview

Problem

Existing extended reality (XR) systems struggle to optimize virtual content presentation based on a user's perception and comprehension, leading to interference or distraction from real-world activities, and failure to notice important virtual content.

Innovation Solution

An XR system determines a user's level of perception and comprehension of virtual content using eye-related attributes and other sensors, adjusting display settings to modify or prioritize content display based on this analysis, including hiding, emphasizing, or reorienting content.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If virtual content is displayed to provide helpful information, then user information provision is improved, but user distraction from real-world activities increases

Engineering Contradiction:
Improvevirtual content information provisionVSAvoiduser distraction
Core Design Contradiction:
Loss of informationVSObject-affected harmful factors

Solution Approach 1:

The system dynamically adjusts virtual content visibility based on real-time eye tracking data. When the user's gaze is detected to be on virtual content, the content becomes visible; when gaze is on the real world, the content is hidden or reduced in prominence. This dynamic adaptation resolves the contradiction by making content visibility conditional on user attention state.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system uses eye tracking feedback to continuously monitor user attention and adjusts content presentation accordingly. The feedback loop detects whether the user is looking at virtual or real-world objects and modifies display settings in real-time, creating an adaptive system that prevents distraction while ensuring information delivery when needed.

Inventive Principle:
Principle #23Feedback

2Reliability

If virtual content is made prominent to ensure user notice, then information delivery is improved, but interference with real-world activities increases

Engineering Contradiction:
Improveinformation deliveryVSAvoidinterference with real-world activities
Core Design Contradiction:
ReliabilityVSObject-generated harmful factors

Solution Approach 1:

The system applies different visibility qualities to different parts of the display based on local user attention. Instead of uniform content prominence, the system makes content prominent only in the specific visual region where the user is currently looking, while maintaining lower prominence elsewhere. This localized adaptation ensures information delivery without creating overall interference.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Content prominence is dynamically adjusted based on real-time eye tracking. The system transitions content between prominent and non-prominent states according to whether the user's gaze is directed toward the content, creating a dynamic presentation that ensures reliability only when the user is attentive.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If display settings are continuously adjusted based on user perception, then content optimization is improved, but system complexity increases

Engineering Contradiction:
Improvecontent presentation optimizationVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system uses the user's own eye movements as the control mechanism, eliminating the need for complex manual input interfaces. The eye tracking system passively monitors user attention and automatically translates gaze patterns into display control signals, making the system self-regulating and reducing operational complexity.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system replaces complex manual control mechanisms with automated eye tracking and perception-based algorithms. Instead of requiring users to manually adjust settings or the system to continuously process multiple input streams, the system substitutes these with direct gaze-based control, simplifying the overall system architecture.

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

Data Source

PatentUS20260064203A1Dynamic content presentation for extended reality systems
Publication Date: 2026.03.05 QUALCOMM INC
  • US20260064203A1 patent drawing
  • US20260064203A1 patent drawing
  • US20260064203A1 patent drawing

AI summary

Systems and techniques are described for extended reality (XR) operations. An XR system displays virtual content using a display according to display settings. The display settings can identify, for instance, a position, orientation, and/or size of the virtual content as displayed. The environment can be viewable using the display as the virtual content is displayed by the display, for example using a see-through display or a pass-through display. The imaging system can determine, based on one or more attributes of one or both eyes of the user of the imaging system, an extent of perception of the virtual content that is displayed using the display by the user. The attributes can identify, for instance, eye position, eye movement, pupil dilation, saccades, fixations, blinking, and/or squinting. The XR system can determine, based on the extent of perception of the virtual content by the user, a modification to the display settings.