This relates generally to electronic devices, and, more particularly, to wearable electronic devices such as head-mounted devices.
Electronic devices such as head-mounted devices are configured to be worn on a head of a user. A head-mounted device may have left and right optical systems for presenting images to a user's left and right eyes. The optical systems may be mounted in a head-mounted housing. Conventional head-mounted devices can be uncomfortable to wear and may cause a user to sweat. If care is not taken, sweat can drip into a user's eyes or be absorbed into the head-mounted device, leading to odor and bacteria buildup.
Electronic devices such as head-mounted electronic devices may include a main housing portion. Displays and lenses may be mounted in the main housing portion. The displays may be configured to present images that are viewable from eye boxes.
A light seal may be coupled to the main housing portion and may extend at least partially around the eye boxes. The light seal may be configured to prevent outside light from leaking into the viewing area where the eye boxes are located. The light seal may include an inner foam layer and an outer light-blocking fabric.
The head-mounted device may include sweat mitigation structures such as moisture-guiding channels in the light seal to guide sweat and other moisture away from the eye box. The moisture-guiding channels may be formed from grooves or moisture-wicking fabric. Control circuitry may adjust a fan based on humidity, temperature, or fog detected by a sensor. The light seal may include a directional pattern of grooves through which moisture is guided away from the eye box. Venting holes may be formed in the light seal to allow for air exchange. The light seal may have one or more regions of increased friction to prevent slippage in the presence of sweat. A removable cooling structure may be coupled to the light seal. A moisture barrier layer may be interposed between an inner foam layer and an outer light-blocking fabric to prevent sweat from penetrating into the foam.
An electronic device such as a head-mounted device may have a front face that faces away from a user's head and may have an opposing rear face that faces the user's head. Optical modules on the rear face may be used to provide images to a user's eyes. A light seal may be formed around the periphery of the head-mounted housing to help block outside light from leaking into the viewing area of the head-mounted device. The light seal may include one or more foam layers covered by a light-blocking fabric or other light-blocking layer. The light seal may include sweat mitigation structures to help prevent a user's sweat from dripping into the user's eyes or ears, penetrating into the foam of the light seal, or otherwise seeping into unwanted areas. The sweat mitigation structures may include one or more moisture-guiding channels on the light seal. Moisture-guiding channels may be formed from moisture-wicking fabric and/or grooves that help guide sweat or other moisture away from the user's eyes and ears and away from electronic components. The moisture may be guided to high-surface-area regions to be evaporated naturally or with the help of a fan in the head-mounted device. In some arrangements a removable cooling structure may be coupled to the light seal. Increased-friction regions on the light seal may be used to prevent slippage in the presence of perspiration, while one or more moisture barrier layers may help block sweat from reaching the foam inside of the light seal.
A top view of an illustrative head-mounted device that may include sweat mitigation structures is shown in
Front face F of housing 12 may face outwardly away from a user's head and face. Opposing rear face R of housing 12 may face the user. Portions of housing 12 (e.g., portions of main housing 12M) on rear face R may form a cover such as curtain 12C. In an illustrative configuration, curtain 12C includes a fabric layer that separates interior region 34 from the exterior region to the rear of device 10. Other structures may be used in forming curtain 12C, if desired. The presence of curtain 12C on rear face R may help hide internal housing structures, internal components 38, and other structures in interior region 34 from view by a user.
Device 10 may have left and right optical modules 40. Each optical module may include a respective display 14, lens 30, and support structure 32. Support structures 32, which may sometimes be referred to as lens barrels or optical module support structures, may include hollow cylindrical structures with open ends or other supporting structures to house displays 14 and lenses 30. Support structures 32 may, for example, include a left lens barrel that supports a left display 14 and left lens 30 and a right lens barrel that supports a right display 14 and right lens 30. Displays 14 may include arrays of pixels or other display devices to produce images. Displays 14 may, for example, include organic light-emitting diode pixels formed on substrates with thin-film circuitry and/or formed on semiconductor substrates, pixels formed from crystalline semiconductor dies, liquid crystal display pixels, scanning display devices, and/or other display devices for producing images. Lenses 30 may include one or more lens elements for providing image light from displays 14 to respective eyes boxes 13. Lenses may be implemented using refractive glass lens elements, using mirror lens structures (catadioptric lenses), using holographic lenses, and/or other lens systems. When a user's eyes are located in eye boxes 13, displays (display panels) 14 operate together to form a display for device 10 (e.g., the images provided by respective left and right optical modules 40 may be viewed by the user's eyes in eye boxes 13 so that a stereoscopic image is created for the user). The left image from the left optical module fuses with the right image from a right optical module while the display is viewed by the user.
Not all users have the same interpupillary distance P. To provide device 10 with the ability to adjust the interpupillary spacing between modules 40 along lateral dimension X and thereby adjust the spacing P between eye boxes 13 to accommodate different user interpupillary distances, device 10 may be provided with one or more actuators 42. Actuators 42 can be manually controlled and/or computer-controlled actuators (e.g., computer-controlled motors) for moving support structures 32 relative to each other.
As shown in
A schematic diagram of an illustrative electronic device such as a head-mounted device or other wearable device is shown in
As shown in
To support communications between device 10 and external equipment, control circuitry 20 may communicate using communications circuitry 22. Circuitry 22 may include antennas, radio-frequency transceiver circuitry, and other wireless communications circuitry and/or wired communications circuitry. Circuitry 22, which may sometimes be referred to as control circuitry and/or control and communications circuitry, may support bidirectional wireless communications between device 10 and external equipment (e.g., a companion device such as a computer, cellular telephone, or other electronic device, an accessory such as a point device, computer stylus, or other input device, speakers or other output devices, etc.) over a wireless link. For example, circuitry 22 may include radio-frequency transceiver circuitry such as wireless local area network transceiver circuitry configured to support communications over a wireless local area network link, near-field communications transceiver circuitry configured to support communications over a near-field communications link, cellular telephone transceiver circuitry configured to support communications over a cellular telephone link, or transceiver circuitry configured to support communications over any other suitable wired or wireless communications link. Wireless communications may, for example, be supported over a Bluetooth® link, a WiFi® link, a wireless link operating at a frequency between 10 GHz and 400 GHz, a 60 GHz link, or other millimeter wave link, a cellular telephone link, or other wireless communications link. Device 10 may, if desired, include power circuits for transmitting and/or receiving wired and/or wireless power and may include batteries or other energy storage devices. For example, device 10 may include a coil and rectifier to receive wireless power that is provided to circuitry in device 10.
Device 10 may include input-output devices such as devices 24. Input-output devices 24 may be used in gathering user input, in gathering information on the environment surrounding the user, and/or in providing a user with output. Devices 24 may include one or more displays such as display(s) 14. Display(s) 14 may include one or more display devices such as organic light-emitting diode display panels (panels with organic light-emitting diode pixels formed on polymer substrates or silicon substrates that contain pixel control circuitry), liquid crystal display panels, microelectromechanical systems displays (e.g., two-dimensional mirror arrays or scanning mirror display devices), display panels having pixel arrays formed from crystalline semiconductor light-emitting diode dies (sometimes referred to as microLEDs), and/or other display devices.
Sensors 16 in input-output devices 24 may include force sensors (e.g., strain gauges, capacitive force sensors, resistive force sensors, etc.), audio sensors such as microphones, touch and/or proximity sensors such as capacitive sensors such as a touch sensor that forms a button, trackpad, or other input device), and other sensors. If desired, sensors 16 may include optical sensors such as optical sensors that emit and detect light, ultrasonic sensors, optical touch sensors, optical proximity sensors, and/or other touch sensors and/or proximity sensors, monochromatic and color ambient light sensors, image sensors, fingerprint sensors, iris scanning sensors, retinal scanning sensors, and other biometric sensors, temperature sensors, sensors for measuring three-dimensional non-contact gestures (“air gestures”), pressure sensors, sensors for detecting position, orientation, and/or motion (e.g., accelerometers, magnetic sensors such as compass sensors, gyroscopes, and/or inertial measurement units that contain some or all of these sensors), health sensors such as blood oxygen sensors, heart rate sensors, blood flow sensors, and/or other health sensors, radio-frequency sensors, depth sensors (e.g., structured light sensors and/or depth sensors based on stereo imaging devices that capture three-dimensional images), optical sensors such as self-mixing sensors and light detection and ranging (lidar) sensors that gather time-of-flight measurements, humidity sensors, moisture sensors, gaze tracking sensors, electromyography sensors to sense muscle activation, facial sensors, and/or other sensors. In some arrangements, device 10 may use sensors 16 and/or other input-output devices to gather user input. For example, buttons may be used to gather button press input, touch sensors overlapping displays can be used for gathering user touch screen input, touch pads may be used in gathering touch input, microphones may be used for gathering audio input, accelerometers may be used in monitoring when a finger contacts an input surface and may therefore be used to gather finger press input, etc.
If desired, electronic device 10 may include additional components (see, e.g., other devices 18 in input-output devices 24). The additional components may include haptic output devices, actuators for moving movable housing structures, audio output devices such as speakers, light-emitting diodes for status indicators, light sources such as light-emitting diodes that illuminate portions of a housing and/or display structure, other optical output devices, and/or other circuitry for gathering input and/or providing output. Device 10 may also include a battery or other energy storage device, connector ports for supporting wired communication with ancillary equipment and for receiving wired power, and other circuitry.
To help block outside light (e.g., ambient light in the user's environment that is not emitted by displays 14 of device 10) from entering the viewing area of head-mounted device 10 where eye boxes 13 are located, a light seal such as light seal 52 may be formed between main housing portion 12M and the user's face. For example, light seal 52 may extend between main housing portion 12M and temple housing portions 12T to help prevent light from entering any gaps between device 10 and the user's face.
As shown in
A rear view of light seal 52 is shown in
Light seal 52 may curve around the optical modules of device 10 (e.g., around and over the top of optical modules 30 of
Light-blocking cover 54 may be formed from one or more layers of fabric, polymer, elastomer, or other suitable materials. In one illustrative arrangement, light-blocking cover includes a stretchable fabric outer layer and a light-blocking fabric inner layer or a light-blocking inner layer formed from other materials. Light-blocking cover 54 may be configured to stretch and/or otherwise expand and retract to allow some movement of main housing portion 12M relative to temple housing portions 12T. This allows device 10 to accommodate different face shapes.
As shown in
In some arrangements, moisture-guiding channels 58 may guide sweat in direction 90 to a location outside of light seal 52 (e.g., to a head band formed from temple housing portions 12T). In some arrangements, moisture-guiding channels 58 may wick sweat in direction 92 against the flow of gravity (e.g., to an uppermost surface of light seal 52 where the sweat can evaporate).
Any suitable materials may be used in forming the strands of fabric 54. For example, the strands of material in fabric 54 may be formed from materials such as polyester, nylon (e.g., polyamide, nylon 6, nylon 66, etc.), or polypropylene. These materials may exhibit low moisture regain (low moisture absorbed into the bulk material of the strand), thereby preventing fabric 54 from becoming saturated with moisture when a user's face becomes moist and helping to ensure that moisture is free to move through open pores in fabric 54 by capillary action.
Fabric 54 may include stands with any suitable filament count ranging from single filament strands (monofilaments) to strands with fifty or more filaments. The strands (yarns) may have any suitable denier per strand value and any suitable denier per filament value.
For example, weft strands for fabric 54 may be formed from 50 denier blended yarn having two intertwined strands each of which contains 53 filaments. If desired, the weft strands may have denier values of more than 25 denier per strand, more than 50 denier per strand, less than 100 denier per strand, less than 75 denier per strand, or other suitable values. Weft strands may have more than 20 filaments per strand, more than 40 filaments per strand, more than 100 filaments per strand, fewer than 150 filaments per strand, fewer than 120 filaments per strand, fewer than 70 filaments per strand, etc.
Fabric 54 may have strands (e.g., warp strands) with that each have a denier value of 50-150 denier, more than 40 denier, or less than 200 denier. The strands for moisture management layers such as layers 54-1 and 54-2 of
Layer 54-1 may have a denier per filament of 3 and layer 54-2 may have a denier per filament of 1 (i.e., the ratio of the denier per filament values of layer 54-1 to 54-2 may be 3:1) or these layers may have other denier per filament values. For example, the denier per filament of layer 54-2 may be 1-6, may be more than 1, more than 2, more than 3, more than 5 less than 10, etc. The denier per filament of layer 54-2 may be 0.5-4, may be more than 0.5, more than 1, more than 2, more than 3, more than 5 less than 6, etc. The ratio of the denier per filament value of layer 54-1 to that of layer 54-2 may be 3, 2-4, more than 1.2, more than 1.5, more than 2, more than 3, more than 4, more than 8, less than 10, less than 5, or other suitable value.
The arrangement of
If desired, one or more fans such as fan 66 in device 10 may be used to assist with evaporating sweat 88. Control circuitry 20 may turn fan 66 on whenever device 10 is turned on, or control circuitry 20 may turn fan 66 on at certain times (e.g., when device 10 is turned on for an extended period of time, when device 10 reaches a certain operating temperature, etc.). In one illustrative arrangement, device 10 includes a sensor such as sensor 72 for assessing when fan 66 should be turned on. Sensor 72 may be a temperature sensor for detecting temperature near the user's face, a humidity sensor for detecting a humidity level near the user's face, an optical sensor for detecting fog near the user's face, and/or other sensor. Control circuitry 20 may monitor sensor data (e.g., temperature information, humidity information, fog information, etc.) from sensor 72 to determine when sweat mitigation measures should be taken. For example, if sensor 72 detects that the temperature, humidity, or fog within the area surrounded by light seal 52 in front of the user's face exceeds a certain threshold, control circuitry 20 may turn on fan 66 or adjust the speed of fan 66 accordingly. Fan 66 may be used to help evaporate sweat 88 and/or may be used to help cool down the user's face.
In some arrangements, sweat 88 may be guided to a reservoir in light seal 52 or a reservoir located elsewhere in device 10. In other arrangements, sweat 88 may be guided to a moisture-absorbing structure such as a towel-like fabric that can be removed for cleaning after use. Arrangements in which sweat 88 is guided against the flow of gravity to a high-surface-area region (e.g., on an uppermost surface of light seal 52) may also be used.
In some arrangements, sweat 88 may be guided to a high-surface-area region outside of light seal 52 so that the moisture can evaporate more quickly (e.g., by evaporating naturally or with the help of a fan in device 10).
Directional channels 58 may be formed by removing material from fabric 54 (e.g., using laser ablation or other cutting techniques), may be formed by molding, may be formed by fusing strands in fabric 54, and/or may be formed by the construction of fabric 54 itself (e.g., by creating gaps between the strands that form fabric 54, by weaving, knitting, braiding, and/or otherwise interlacing strands to form channels 58, by stitching multiple layers together in stacks around spaces that form channels 558, etc.). In some arrangements, fabric 54 may be a cushion textile (e.g., a spacer fabric having inner and outer warp knit layers joined by a spacer layer) and the directional pattern of channels 58 may be formed from grooves in the cushion textile.
If desired, light seal 52 may include areas of increased friction to help avoid slippage of device 10 relative to the user's face in the presence of perspiration. As shown in
In addition to helping guide sweat away from the user's eyes using channels 58, it may be desirable to prevent sweat from reaching the foam inside of light seal 52.
As described above, one aspect of the present technology is the gathering and use of information such as information from input-output devices. The present disclosure contemplates that in some instances, data may be gathered that includes personal information data that uniquely identifies or can be used to contact or locate a specific person. Such personal information data can include demographic data, location-based data, telephone numbers, email addresses, twitter ID's, home addresses, data or records relating to a user's health or level of fitness (e.g., vital signs measurements, medication information, exercise information), date of birth, username, password, biometric information, or any other identifying or personal information.
The present disclosure recognizes that the use of such personal information, in the present technology, can be used to the benefit of users. For example, the personal information data can be used to deliver targeted content that is of greater interest to the user. Accordingly, use of such personal information data enables users to calculated control of the delivered content. Further, other uses for personal information data that benefit the user are also contemplated by the present disclosure. For instance, health and fitness data may be used to provide insights into a user's general wellness, or may be used as positive feedback to individuals using technology to pursue wellness goals.
The present disclosure contemplates that the entities responsible for the collection, analysis, disclosure, transfer, storage, or other use of such personal information data will comply with well-established privacy policies and/or privacy practices. In particular, such entities should implement and consistently use privacy policies and practices that are generally recognized as meeting or exceeding industry or governmental requirements for maintaining personal information data private and secure. Such policies should be easily accessible by users, and should be updated as the collection and/or use of data changes. Personal information from users should be collected for legitimate and reasonable uses of the entity and not shared or sold outside of those legitimate uses. Further, such collection/sharing should occur after receiving the informed consent of the users. Additionally, such entities should consider taking any needed steps for safeguarding and securing access to such personal information data and ensuring that others with access to the personal information data adhere to their privacy policies and procedures. Further, such entities can subject themselves to evaluation by third parties to certify their adherence to widely accepted privacy policies and practices. In addition, policies and practices should be adapted for the particular types of personal information data being collected and/or accessed and adapted to applicable laws and standards, including jurisdiction-specific considerations. For instance, in the United States, collection of or access to certain health data may be governed by federal and/or state laws, such as the Health Insurance Portability and Accountability Act (HIPAA), whereas health data in other countries may be subject to other regulations and policies and should be handled accordingly. Hence different privacy practices should be maintained for different personal data types in each country.
Despite the foregoing, the present disclosure also contemplates embodiments in which users selectively block the use of, or access to, personal information data. That is, the present disclosure contemplates that hardware and/or software elements can be provided to prevent or block access to such personal information data. For example, the present technology can be configured to allow users to select to “opt in” or “opt out” of participation in the collection of personal information data during registration for services or anytime thereafter. In another example, users can select not to provide certain types of user data. In yet another example, users can select to limit the length of time user-specific data is maintained. In addition to providing “opt in” and “opt out” options, the present disclosure contemplates providing notifications relating to the access or use of personal information. For instance, a user may be notified upon downloading an application (“app”) that their personal information data will be accessed and then reminded again just before personal information data is accessed by the app.
Moreover, it is the intent of the present disclosure that personal information data should be managed and handled in a way to minimize risks of unintentional or unauthorized access or use. Risk can be minimized by limiting the collection of data and deleting data once it is no longer needed. In addition, and when applicable, including in certain health related applications, data de-identification can be used to protect a user's privacy. De-identification may be facilitated, when appropriate, by removing specific identifiers (e.g., date of birth, etc.), controlling the amount or specificity of data stored (e.g., collecting location data at a city level rather than at an address level), controlling how data is stored (e.g., aggregating data across users), and/or other methods.
Therefore, although the present disclosure broadly covers use of information that may include personal information data to implement one or more various disclosed embodiments, the present disclosure also contemplates that the various embodiments can also be implemented without the need for accessing personal information data. That is, the various embodiments of the present technology are not rendered inoperable due to the lack of all or a portion of such personal information data.
Physical environment: A physical environment refers to a physical world that people can sense and/or interact with without aid of electronic systems. Physical environments, such as a physical park, include physical articles, such as physical trees, physical buildings, and physical people. People can directly sense and/or interact with the physical environment, such as through sight, touch, hearing, taste, and smell.
Computer-generated reality: in contrast, a computer-generated reality (CGR) environment refers to a wholly or partially simulated environment that people sense and/or interact with via an electronic system. In CGR, a subset of a person's physical motions, or representations thereof, are tracked, and, in response, one or more characteristics of one or more virtual objects simulated in the CGR environment are adjusted in a manner that comports with at least one law of physics. For example, a CGR system may detect a person's head turning and, in response, adjust graphical content and an acoustic field presented to the person in a manner similar to how such views and sounds would change in a physical environment. In some situations (e.g., for accessibility reasons), adjustments to characteristic(s) of virtual object(s) in a CGR environment may be made in response to representations of physical motions (e.g., vocal commands). A person may sense and/or interact with a CGR object using any one of their senses, including sight, sound, touch, taste, and smell. For example, a person may sense and/or interact with audio objects that create 3D or spatial audio environment that provides the perception of point audio sources in 3D space. In another example, audio objects may enable audio transparency, which selectively incorporates ambient sounds from the physical environment with or without computer-generated audio. In some CGR environments, a person may sense and/or interact only with audio objects. Examples of CGR include virtual reality and mixed reality.
Virtual reality: A virtual reality (VR) environment refers to a simulated environment that is designed to be based entirely on computer-generated sensory inputs for one or more senses. A VR environment comprises a plurality of virtual objects with which a person may sense and/or interact. For example, computer-generated imagery of trees, buildings, and avatars representing people are examples of virtual objects. A person may sense and/or interact with virtual objects in the VR environment through a simulation of the person's presence within the computer-generated environment, and/or through a simulation of a subset of the person's physical movements within the computer-generated environment.
Mixed reality: In contrast to a VR environment, which is designed to be based entirely on computer-generated sensory inputs, a mixed reality (MR) environment refers to a simulated environment that is designed to incorporate sensory inputs from the physical environment, or a representation thereof, in addition to including computer-generated sensory inputs (e.g., virtual objects). On a virtuality continuum, a mixed reality environment is anywhere between, but not including, a wholly physical environment at one end and virtual reality environment at the other end. In some MR environments, computer-generated sensory inputs may respond to changes in sensory inputs from the physical environment. Also, some electronic systems for presenting an MR environment may track location and/or orientation with respect to the physical environment to enable virtual objects to interact with real objects (that is, physical articles from the physical environment or representations thereof). For example, a system may account for movements so that a virtual tree appears stationery with respect to the physical ground. Examples of mixed realities include augmented reality and augmented virtuality. Augmented reality: an augmented reality (AR) environment refers to a simulated environment in which one or more virtual objects are superimposed over a physical environment, or a representation thereof. For example, an electronic system for presenting an AR environment may have a transparent or translucent display through which a person may directly view the physical environment. The system may be configured to present virtual objects on the transparent or translucent display, so that a person, using the system, perceives the virtual objects superimposed over the physical environment. Alternatively, a system may have an opaque display and one or more imaging sensors that capture images or video of the physical environment, which are representations of the physical environment. The system composites the images or video with virtual objects, and presents the composition on the opaque display. A person, using the system, indirectly views the physical environment by way of the images or video of the physical environment, and perceives the virtual objects superimposed over the physical environment. As used herein, a video of the physical environment shown on an opaque display is called “pass-through video,” meaning a system uses one or more image sensor(s) to capture images of the physical environment, and uses those images in presenting the AR environment on the opaque display. Further alternatively, a system may have a projection system that projects virtual objects into the physical environment, for example, as a hologram or on a physical surface, so that a person, using the system, perceives the virtual objects superimposed over the physical environment. An augmented reality environment also refers to a simulated environment in which a representation of a physical environment is transformed by computer-generated sensory information. For example, in providing pass-through video, a system may transform one or more sensor images to impose a select perspective (e.g., viewpoint) different than the perspective captured by the imaging sensors. As another example, a representation of a physical environment may be transformed by graphically modifying (e.g., enlarging) portions thereof, such that the modified portion may be representative but not photorealistic versions of the originally captured images. As a further example, a representation of a physical environment may be transformed by graphically eliminating or obfuscating portions thereof. Augmented virtuality: an augmented virtuality (AV) environment refers to a simulated environment in which a virtual or computer generated environment incorporates one or more sensory inputs from the physical environment. The sensory inputs may be representations of one or more characteristics of the physical environment. For example, an AV park may have virtual trees and virtual buildings, but people with faces photorealistically reproduced from images taken of physical people. As another example, a virtual object may adopt a shape or color of a physical article imaged by one or more imaging sensors. As a further example, a virtual object may adopt shadows consistent with the position of the sun in the physical environment.
Hardware: there are many different types of electronic systems that enable a person to sense and/or interact with various CGR environments. Examples include head mounted systems, projection-based systems, heads-up displays (HUDs), vehicle windshields having integrated display capability, windows having integrated display capability, displays formed as lenses designed to be placed on a person's eyes (e.g., similar to contact lenses), headphones/earphones, speaker arrays, input systems (e.g., wearable or handheld controllers with or without haptic feedback), smartphones, tablets, and desktop/laptop computers. A head mounted system may have one or more speaker(s) and an integrated opaque display. Alternatively, a head mounted system may be configured to accept an external opaque display (e.g., a smartphone). The head mounted system may incorporate one or more imaging sensors to capture images or video of the physical environment, and/or one or more microphones to capture audio of the physical environment. Rather than an opaque display, a head mounted system may have a transparent or translucent display. The transparent or translucent display may have a medium through which light representative of images is directed to a person's eyes. The display may utilize digital light projection, OLEDs, LEDs, μLEDs, liquid crystal on silicon, laser scanning light sources, or any combination of these technologies. The medium may be an optical waveguide, a hologram medium, an optical combiner, an optical reflector, or any combination thereof. In one embodiment, the transparent or translucent display may be configured to become opaque selectively. Projection-based systems may employ retinal projection technology that projects graphical images onto a person's retina. Projection systems also may be configured to project virtual objects into the physical environment, for example, as a hologram or on a physical surface.
The foregoing is merely illustrative and various modifications can be made to the described embodiments. The foregoing embodiments may be implemented individually or in any combination.
This application claims the benefit of provisional patent application No. 63/400,670, filed Aug. 24, 2022, which is hereby incorporated by reference herein in its entirety.
Number | Date | Country | |
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63400670 | Aug 2022 | US |