XR Gaze-Responsive Depth Rectification for Eye Strain Relief

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Solution Overview

Problem

Existing technologies fail to effectively reduce eye strain caused by prolonged focus on a single object or screen, exacerbated by factors like excessive brightness, glare, and suboptimal viewing distances, often distracting users and requiring impractical adjustments across multiple devices.

Innovation Solution

Wearable head-mounted devices (HMDs) like XR glasses track gaze duration and adjust virtual content depth and brightness to minimize eye strain, using AI-generated content and seamless displacement to refocus users without distraction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of time

If users view screens for extended periods, then information consumption increases, but eye strain increases

Engineering Contradiction:
Improveviewing durationVSAvoideye strain
Core Design Contradiction:
Loss of timeVSObject-affected harmful factors

Solution Approach 1:

The system performs preliminary detection of gaze duration and depth before eye strain occurs. By continuously monitoring eye tracking data and depth information, the system identifies when a user is focusing on a single object for too long and preemptively triggers virtual content displacement to a different depth plane, thereby preventing eye strain before it develops.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces virtual content as an intermediary element between the user and the original screen content. When eye strain is detected, the system displaces virtual content to a different depth plane, acting as a mediator that redirects the user's gaze without removing the original content entirely, thus reducing eye strain while maintaining information accessibility.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Illumination intensity

If screen brightness is increased, then visibility improves, but eye strain increases

Engineering Contradiction:
Improvescreen brightnessVSAvoideye strain
Core Design Contradiction:
Illumination intensityVSObject-affected harmful factors

Solution Approach 1:

The system addresses brightness-related eye strain by transitioning to another dimension - depth. Instead of reducing brightness (which would compromise visibility), the system displaces virtual content to a different depth plane, allowing users to view content at optimal viewing distances while maintaining appropriate brightness levels, thereby eliminating eye strain without sacrificing visibility.

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

3Stability of the object's composition

If viewing distance is fixed, then focus stability improves, but eye strain increases

Engineering Contradiction:
Improvefocus stabilityVSAvoideye strain
Core Design Contradiction:
Stability of the object's compositionVSObject-affected harmful factors

Solution Approach 1:

The system transforms the static viewing experience into a dynamic one by continuously monitoring gaze duration and depth information. When a user focuses on a single object for too long, the system dynamically displaces virtual content to a different depth plane, creating variation in viewing distance that prevents eye strain while maintaining focus stability through continuous monitoring and adaptive adjustment.

Inventive Principle:
Principle #15Dynamics

4Object-affected harmful factors

If multiple devices are adjusted to reduce eye strain, then eye strain reduction improves, but device complexity increases

Engineering Contradiction:
Improveeye strain reductionVSAvoidsystem complexity
Core Design Contradiction:
Object-affected harmful factorsVSDevice complexity

Solution Approach 1:

The patent implements a universal solution where a single HMD integrates multiple functions: eye tracking, depth sensing, virtual content rendering, and automated displacement control. This multi-functional approach consolidates what would otherwise require multiple separate devices into one unified system, reducing overall system complexity while achieving comprehensive eye strain reduction through coordinated operation of integrated components.

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

Data Source

PatentUS12585130B2Luminance-aware unintrusive rectification of depth perception in extended reality for reducing eye strain
Publication Date: 2026.03.24 GOOGLE LLC
  • US12585130B2 patent drawing
  • US12585130B2 patent drawing
  • US12585130B2 patent drawing

AI summary

In described techniques, a depth of an object may be determined with respect to a head-mounted device (HMD). A gaze duration with respect to the object may be determined, relative to a gaze duration threshold. Then, based on the depth and on the gaze duration exceeding the gaze duration threshold, virtual content may be rendered at a virtual depth with respect to the HMD that is different than the depth.