Stabilizing XR UI Elements via Head-Hand Movement Assessment
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Solution Overview
Problem
Existing user interaction systems in extended reality environments suffer from inaccuracies in determining reference points for user interface element movement, leading to undesirable and unintended movements due to incorrect inference of body positions, particularly when head and torso movements are misaligned.
Innovation Solution
A method and device that stabilize user interface elements by assessing hand and head movement characteristics, using a stabilization property to restrict or dampen movements when inferred reference points are likely to be inaccurate, ensuring accurate repositioning based on a 3D position of the hand and a reference point like the shoulder joint.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If head pose is used to infer reference point position (e.g., shoulder joint), then continuous observation data is available, but accuracy deteriorates when head and torso movements are misaligned
Solution Approach 1:
The system dynamically adjusts the stabilization property based on real-time assessment of head and hand movement characteristics. When head movement exceeds hand movement (indicating head-only motion), the system increases stabilization to prevent inaccurate UI element movement. This dynamic adjustment resolves the contradiction by adapting the reference point inference accuracy based on the detected movement pattern.
Solution Approach 2:
The system changes the stabilization parameter based on the relationship between head angular speed and hand angular speed. By comparing these parameters, the system determines whether to apply stabilization (when head movement dominates) or allow normal UI element movement (when hand movement dominates). This parameter-based control resolves the accuracy issue while maintaining continuous data availability.
2Device complexity
If reference point position is inferred from head pose, then device complexity is reduced, but stability deteriorates due to unintended UI element movement
Solution Approach 1:
The system introduces an intermediary stabilization mechanism that mediates between the inferred reference point position and the UI element movement. When head-only movement is detected, the stabilization property acts as a buffer to prevent the inferred position changes from directly moving the UI element. This intermediary layer maintains stability without requiring additional sensors.
Solution Approach 2:
The system replaces direct mechanical coupling between reference point position and UI element position with a computational stabilization mechanism. Instead of directly moving the UI element based on inferred head pose, the system uses algorithms to assess movement characteristics and apply stabilization when appropriate. This substitution maintains low device complexity while improving UI element stability.
3Ease of operation
If head movement is used to control UI element repositioning, then ease of operation is improved, but accuracy worsens when head rotation does not correspond to reference point movement
Solution Approach 1:
The system uses feedback from comparing head angular speed with hand angular speed to determine whether to allow UI element repositioning. When head movement significantly exceeds hand movement, the system detects this as unintended control and applies stabilization. This feedback mechanism ensures that only intentional hand-based repositioning commands are executed, improving accuracy while maintaining ease of operation for legitimate gestures.
Data Source
AI summary
Methods, devices, and systems, in some implementations, stabilize user interface element using a stabilization property that is determined based on assessing the user's movement, e.g., assessing a hand movement characteristic and a head movement characteristic. In one example, the stabilization property restricts movement of user interface elements in certain circumstances, e.g., based on based on head movement (e.g., angular speed), hand movement (e.g., pinch centroid angular speed), and/or hand translation (e.g., pinch centroid speed).


