XR Input Recognition for Direct and Gaze-Aligned Interactions
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Solution Overview
Problem
Existing user interaction systems lack the ability to effectively interpret and differentiate between direct and indirect interactions with virtual elements in extended reality environments, leading to inefficiencies and inaccuracies in user input recognition.
Innovation Solution
A method and system that determines interaction modes based on sensor data, using direct interaction recognition when the user's hand position intersects with a virtual element and indirect interaction recognition when gaze and hand gestures align, allowing for separate interpretation processes for each modality.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If a single interaction recognition process is used for all user inputs, then the system is simpler to implement, but the accuracy of interpreting different interaction types deteriorates
Solution Approach 1:
The patent divides the interaction recognition system into separate direct interaction recognition and indirect interaction recognition processes. The system segments user inputs based on interaction type, applying specialized recognition logic for each modality (e.g., hand position intersection for direct, gaze alignment for indirect) rather than using a single generic recognition process, thereby improving accuracy while maintaining manageable complexity through modular design
Solution Approach 2:
The system dynamically selects which interaction recognition process to apply based on real-time analysis of sensor data and interaction characteristics. The recognition mechanism adapts its behavior depending on whether the input appears to be direct or indirect, allowing the system to optimize its interpretation strategy for each specific user action rather than relying on a static, one-size-fits-all approach
2Measurement precision
If the system uses multiple separate recognition processes for direct and indirect interactions, then the accuracy of user input recognition is improved, but the device complexity increases
Solution Approach 1:
The patent implements a universal interaction recognition framework that handles both direct and indirect interactions through a common architecture. The system uses unified sensor data collection and processing pipelines, with the same hardware components serving multiple recognition functions, thereby reducing overall system complexity despite supporting multiple interaction modalities with specialized recognition processes
Solution Approach 2:
The system introduces an intermediary classification layer that determines whether an input should be processed by the direct or indirect recognition process. This mediator analyzes sensor data characteristics and routes inputs to the appropriate specialized process, preventing the need for complex cross-contamination handling between recognition modes and simplifying the overall system structure through clear separation of concerns
3Device complexity
If the system interprets all hand gestures as direct interactions, then the recognition process is simpler, but the reliability of interaction interpretation deteriorates when gaze and hand are misaligned
Solution Approach 1:
The system uses gaze direction as feedback to validate whether a hand gesture should be interpreted as a direct interaction. By continuously monitoring eye position and comparing it with hand position, the system can detect misalignment conditions and adjust its interpretation accordingly, preventing erroneous direct interaction recognition when the user's gaze indicates a different target, thereby improving reliability without significantly increasing process complexity
Data Source
AI summary
Various implementations disclosed herein include devices, systems, and methods that interpret user activity as user interactions with user interface (UI) elements positioned within a three-dimensional (3D) space such as an extended reality (XR) environment. Some implementations enable user interactions with virtual elements displayed in 3D environments that utilize alternative input modalities, e.g., XR environments that interpret user activity as either direct interactions or indirect interactions with virtual elements.


