XR Content Presentation Using Eye Tracking to Limit Distraction
Find Innovative SolutionsGenerate Solutions
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
Engineering 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
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.
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.
2Reliability
If virtual content is made prominent to ensure user notice, then information delivery is improved, but interference with real-world activities increases
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.
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.
3Adaptability or versatility
If display settings are continuously adjusted based on user perception, then content optimization is improved, but system complexity increases
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.
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.
Data Source
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.


