The present disclosure generally relates to assessing user interactions with electronic devices that involve two hand gestures and/or other user activity.
Hand-based input systems for identifying user input and displaying content based on the hand-based user input may be improved with respect to providing means for users to create, edit, view, or otherwise use content in an extended reality (XR) environment, especially when detecting user intentions for two handed gestures.
Various implementations disclosed herein include devices, systems, and methods that interpret user activity as user interacts with virtual elements (e.g., user interface elements) positioned within a three-dimensional (3D) space such as an extended reality (XR) environment. Some implementations utilize an architecture that receives application user interface geometry in a system or shared simulation area and outputs data (e.g., less than all user activity data) for an application to use to recognize input. An operating system (OS) process may be configured to provide an input support process to support recognizing input intended for one or more separately-executing applications, for example, by providing some input recognition tasks to recognize user activity as input for the applications or by converting user activity data into a format that can be more easily, accurately, efficiently, and/or effectively interpreted by the applications in a way that facilitates preservation of user privacy. The OS process may include a simulation process that utilizes application user interface information to provide 3D information (e.g., 3D world data) used by the input support process to support recognizing input intended for the one or more separate (e.g., separately executing) apps.
Various implementations disclosed herein may interpret intended hand activity (gestures) for two hands (e.g., hand positions and/or movements) based on determining a user's intent (e.g., pan, zoom, rotate gestures, etc.) and distinguishing between an intended type of gesture. The intended types of gestures referred to herein may include user centric, application centric (also referred to herein as “app centric”), or a combination of each (also referred to herein as blended and/or hybrid gestures). User centric gestures may include making sense in the user's own coordinate system for example relative to one or more pivot points on the user without regard to user interface location. App centric gestures may refer to where the location of the user interface may be accounted for in tracking user motion. For example, user centric is based on the user's own coordinate system relative to one or more pivot points on the user without regard to user interface location, and application centric is based on the location of the user interface when tracking user motion. For example, if a user interface window is off to the user's far left, a zoom gesture may be interpreted based in part on the motion direction relative to the window plane.
In some implementations, distinguishing the gesture type may involve detecting motion data, identify spatial positioning (head pose, torso pose, and/or gaze data), and/or context data may be used to distinguish the gesture type (e.g., distance to the user interface, whether the user is facing or looking at the user interface (head and/or torso), sitting vs standing, and the like). For example, motion data and/or context data may be assessed to determine whether a gesture should be interpreted as a user centric, an app centric gesture, or a blended gesture, and then the motion is interpreted as a specific gesture accordingly.
User privacy may be preserved by only providing some user activity information to the separately-executed apps, e.g., withholding user activity information that is not associated with intentional user actions such as user actions that are intended by the user to provide input or certain types of input. In one example, raw hands and/or gaze data may be excluded from the data provided to the applications such that applications receive limited or no information about where the user is looking or what the user is looking at times when there is no intentional user interface interaction.
In general, one innovative aspect of the subject matter described in this specification can be embodied in methods that include the actions of, at a device having a processor and one or more sensors, receiving data corresponding to user activity involving two hands of a user in a three-dimensional (3D) coordinate system, determining gestures performed by the two hands based on the data corresponding to the user activity, identifying actions performed by the two hands based on the determined gestures, each of the two hands performing one of the identified actions, determining whether the identified actions satisfy a criterion for a gesture type based on the data corresponding to the user activity, and in accordance with determining that the identified actions satisfy the criterion for the gesture type, interpreting the identified actions based on a reference element corresponding to the gesture type, wherein different gesture types correspond to different reference elements.
These and other embodiments may each optionally include one or more of the following features.
In some aspects, the user activity is determined to provide a user centric gesture as the gesture type. In some aspects, the user activity is determined to provide an app centric gesture as the gesture type. In some aspects, the user activity is determined to provide a hybrid gesture as the gesture type, wherein the hybrid gesture includes a portion of a user centric gesture and a portion of an app centric gesture.
In some aspects, methods that include the actions of associating a pivot point on a body of the user as the reference element.
In some aspects, determining to associate each of the actions performed by each of the two hands with the user intended action corresponding to the gesture type is based on an app centric technique and a reference orientation of a space defined based on positioning information of the user.
In some aspects, determining whether the identified actions satisfy the criterion for the gesture type is based on determining spatial positioning between the user and a user interface. In some aspects, determining whether the identified actions satisfy the criterion for the gesture type is based on determining: i) positioning information associated with a head or the device worn on the head, ii) positioning information associated with a torso, iii) a gaze, or iv) a combination thereof.
In some aspects, determining whether the identified actions satisfy the criterion for the gesture type is based on determining a motion type associate with motion data for each of the two hands. In some aspects, the reference element includes a reference point in the 3D coordinate system. In some aspects, determining whether the identified actions satisfy the criterion for the gesture type is based on determining a context of the user within a 3D environment.
In some aspects, the 3D environment includes a physical environment. In some aspects, the 3D environment includes an extended reality (XR) environment. In some aspects, methods that include the actions of using at least a portion of the identified actions performed by the two hands to directly enable a functional component displayed within an extended reality (XR) environment.
In some aspects, determining the user intended action includes determining that the user activity is associated with two simultaneous two-handed gestures. In some aspects, determining the user intended action includes determining that the user activity is associated with simultaneous one-handed gestures. In some aspects, the user intended action includes a pan interaction, a zoom interaction, or a rotation of one or more elements of a user interface.
In accordance with some implementations, a device includes one or more processors, a non-transitory memory, and one or more programs; the one or more programs are stored in the non-transitory memory and configured to be executed by the one or more processors and the one or more programs include instructions for performing or causing performance of any of the methods described herein. In accordance with some implementations, a non-transitory computer readable storage medium has stored therein instructions, which, when executed by one or more processors of a device, cause the device to perform or cause performance of any of the methods described herein. In accordance with some implementations, a device includes: one or more processors, a non-transitory memory, and means for performing or causing performance of any of the methods described herein.
So that the present disclosure can be understood by those of ordinary skill in the art, a more detailed description may be had by reference to aspects of some illustrative implementations, some of which are shown in the accompanying drawings.
In accordance with common practice the various features illustrated in the drawings may not be drawn to scale. Accordingly, the dimensions of the various features may be arbitrarily expanded or reduced for clarity. In addition, some of the drawings may not depict all of the components of a given system, method or device. Finally, like reference numerals may be used to denote like features throughout the specification and figures.
Numerous details are described in order to provide a thorough understanding of the example implementations shown in the drawings. However, the drawings merely show some example aspects of the present disclosure and are therefore not to be considered limiting. Those of ordinary skill in the art will appreciate that other effective aspects and/or variants do not include all of the specific details described herein. Moreover, well-known systems, methods, components, devices and circuits have not been described in exhaustive detail so as not to obscure more pertinent aspects of the example implementations described herein.
In some implementations, views of an extended reality (XR) environment may be provided to one or more participants (e.g., user 102 and/or other participants not shown) via electronic devices 105 (e.g., a wearable device such as an HMD) and/or 110 (e.g., a handheld device such as a mobile device, a tablet computing device, a laptop computer, etc.). Such an XR environment may include views of a 3D environment that is generated based on camera images and/or depth camera images of the physical environment 100 as well as a representation of user 102 based on camera images and/or depth camera images of the user 102. Such an XR environment may include virtual content that is positioned at 3D locations relative to a 3D coordinate system (i.e., a 3D space) associated with the XR environment, which may correspond to a 3D coordinate system of the physical environment 100.
In some implementations, video (e.g., pass-through video depicting a physical environment) is received from an image sensor of a device (e.g., device 105 or device 110). In some implementations, a 3D representation of a virtual environment is aligned with a 3D coordinate system of the physical environment. A sizing of the 3D representation of the virtual environment may be generated based on, inter alia, a scale of the physical environment or a positioning of an open space, floor, wall, etc. such that the 3D representation is configured to align with corresponding features of the physical environment. In some implementations, a viewpoint within the 3D coordinate system may be determined based on a position of the electronic device within the physical environment. The viewpoint may be determined based on, inter alia, image data, depth sensor data, motion sensor data, etc., which may be retrieved via a virtual inertial odometry system (VIO), a simultaneous localization and mapping (SLAM) system, etc.
In the example of
In this example, the background portion 235 of the user interface 230 is flat. In this example, the background portion 235 includes all aspects of the user interface 230 being displayed except for the icons 242, 244, 246, 248. Displaying a background portion of a user interface of an operating system or application as a flat surface may provide various advantages. Doing so may provide an easy to understand or otherwise use portion of an XR environment for accessing the user interface of the application. In some implementations, multiple user interfaces (e.g., corresponding to multiple, different applications) are presented sequentially and/or simultaneously within an XR environment, e.g., within one or more colliders or other such components.
In some implementations, the positions and/or orientations of such one or more user interfaces may be determined to facilitate visibility and/or use. The one or more user interfaces may be at fixed positions and orientations within the 3D environment. In such cases, user movements would not affect the position or orientation of the user interfaces within the 3D environment.
The position of the user interface within the 3D environment may be based on determining a distance of the user interface from the user (e.g., from an initial or current user position). The position and/or distance from the user may be determined based on various criteria including, but not limited to, criteria that accounts for application type, application functionality, content type, content/text size, environment type, environment size, environment complexity, environment lighting, presence of others in the environment, use of the application or content by multiple users, user preferences, user input, and numerous other factors.
In some implementations, the one or more user interfaces may be body-locked content, e.g., having a distance and orientation offset relative to a portion of the user's body (e.g., their torso). For example, the body-locked content of a user interface could be 0.5 meters away and 45 degrees to the left of the user's torso's forward-facing vector. If the user's head turns while the torso remains static, a body-locked user interface would appear to remain stationary in the 3D environment at 2 m away and 45 degrees to the left of the torso's front facing vector. However, if the user does rotate their torso (e.g., by spinning around in their chair), the body-locked user interface would follow the torso rotation and would be repositioned within the 3D environment such that it is still 0.5 meters away and 45 degrees to the left of their torso's new forward-facing vector.
In other implementations, user interface content is defined at a specific distance from the user with the orientation relative to the user remaining static (e.g., if initially displayed in a cardinal direction, it will remain in that cardinal direction regardless of any head or body movement). In this example, the orientation of the body-locked content would not be referenced to any part of the user's body. In this different implementation, the body-locked user interface would not reposition itself in accordance with the torso rotation. For example, a body-locked user interface may be defined to be 2 m away and, based on the direction the user is currently facing, may be initially displayed north of the user. If the user rotates their torso 180 degrees to face south, the body-locked user interface would remain 2 m away to the north of the user, which is now directly behind the user.
A body-locked user interface could also be configured to always remain gravity or horizon aligned, such that head and/or body changes in the roll orientation would not cause the body-locked user interface to move within the 3D environment. Translational movement would cause the body-locked content to be repositioned within the 3D environment in order to maintain the distance offset.
In the example of
Implementations disclosed herein interpret user movements such as the user 102 moving their hand/finger along path 250 relative to a user interface element such as icon 246 to recognize user input/interactions. The interpretation of user movements and other user activity may be based on recognizing user intention using one or more recognition processes.
Recognizing input in the example of
Note that the user's movement in the real world (e.g., physical environment 100) correspond to movements within a 3D space, e.g., an XR environment that is based on the real-world and that includes virtual content such as user interface positioned relative to real-world objects including the user. Thus, the user is moving his hand in the physical environment 100, e.g., through empty space, but that hand (i.e., a depiction or representation of the hand) intersects with and/or pierces through the user interface 230 of the XR environment that is based on that physical environment. In this way, the user virtually interacts directly with the virtual content.
In the example of view 310a of
In the example of view 310b of
In this example of
Various implementations disclosed herein provide an input support process, e.g., as an OS process separate from an executing application, that processes user activity data (e.g., regarding gaze, two hand gestures, other 3D activities, HID inputs, etc.) to produce data for an application that the application can interpret as user input. The application may not need to have 3D input recognition capabilities, as the data provided to the application may be in a format that the application can recognize using 2D input recognition capabilities, e.g., those used within applications developed for use on 2D touch-screen and/or 2D cursor-based platforms. Accordingly, at least some aspects of interpreting user activity for an application may be performed by processes outside of the application. Doing so may simplify or reduce the complexity, requirements, etc. of the application's own input recognition processes, ensure uniform, consistent input recognition across multiple, different applications, protect private use data from application access, and numerous other benefits as described herein.
In some implementations, the positions/movements of the object/hand are tracked at two or more points associated with the hand (e.g., left hand pinch centroid 432 and left wrist joint 436, right hand pinch centroid 434 and right wrist joint 438) relative to a pivot point/shoulder position (e.g., pivot point 402, 406). The hand tracking system can then determine if the user is trying to interact with particular user interface elements, such as the application environment 421 of the user interface object 420. The user interface object 420 may be virtual content that an application window can allow the user to interact with, and the hand tracking system can determine whether the user is interacting with any particular element or performing a particular motion in a 3D coordinate space such as performing a zoom gesture. For example, hand representation 422 represents the user's 102 left hand and hand representation 424 represents the user's 102 right hand as the user is looking at the user interface object 420A at first instant in time and is performing a user interaction event (e.g.,
In some implementations, hand motion/position may be tracked using a changing shoulder-based pivot position (e.g., pivot point 402, 406) that is assumed to be at a position based on a fixed offset 404 from the device's 105 current position. The fixed offset 404 may be determined using an expected fixed spatial relationship between the device and the pivot point/shoulder. For example, given the device's 105 current position, the shoulder/pivot point 402 may be determined at position X given that fixed offset 404. This may involve updating the shoulder position over time (e.g., every frame) based on the changes in the position of the device over time. The fixed offset 404, as illustrated in
In some implementations, an app-centric (e.g., Cartesian space-based) technique is modified to account for some user-centric aspects, e.g., use of pivot points on a user's body to interpret some (but not necessarily all) motion. Some implementations use app-centric tracking to generally track user motion and interpret gestures, but also use a reference orientation of the space is defined based on the user-interface/app orientation or the orientation of the user. Doing so may enable detection of two-handed zoom where the user can do things comfortably orthogonal to their torso even if the app is to the side.
Referring to
Referring to
As illustrated in
In some implementations, arc length distances of each arm motion may be determined based on arc path 552 for the left hand/arm and arc path 554 for the right hand/arm. In some implementations, if the hands are moving in the same direction (as shown in
In some implementations, pan and zoom are enabled to be performed at the same time. For example, with respect to photos, when people are zooming, they may not want to focus on an area at the same time by providing a slight pan. There are various use cases in which users may want to pan, zoom, and/or rotate at the same time. Two hands may be used to pan and zoom one object, e.g., both hands are involved in both gestures. In some implementations, the system performs an algorithm or utilizes a machine learning model that uses motion (of one or both hands) to distinguish circumstances in which a user intends to perform a single two-handed gesture from circumstances in which the user intends to perform two simultaneous two-handed gestures (e.g., pan and zoom at the same time).
In some implementations, the hand tracking system distinguishes between two-handed gestures and simultaneous one-handed gestures, e.g., in which each hand (left/right) simultaneously performs an independent gesture. For example, one hand may perform a content manipulation task while the other hand performs a one-handed pan (e.g., moving the board behind the object of interaction). In some implementations, the system performs an algorithm or utilizes a machine learning model that uses motion (of one or both hands) to distinguish circumstances in which a user intends to perform a two-handed gesture from simultaneous one-handed gestures.
In some implementations, the hand tracking system determines a zoom intention of the user's two hands, and, even if the hands do not move exactly on a horizontal axis (e.g., z-direction distance 416), the hands motion is interpreted as if it were on the horizontal axis. In some implementations, a deviation of more than a threshold distance from the horizontal/zoom axis may be detected and used to identify circumstances in which one or more other gestures are additionally (or alternatively) intended.
In some implementations, gestures may be determined as a hybrid gesture (e.g., a portion of a user centric gesture and a portion of an app centric gesture). For example, in an app-centric mapping motion of a user's hands rotating about an elbow or torso may be detected. Distinguishing the gesture type, or switching between a gesture type, may involve detecting motion data of the device and/or user, identifying spatial positioning (e.g., head pose, torso pose, etc.) In some implementations, distinguishing the gesture type, or switching between a gesture type, may involve gaze data to improve accuracy. For example, if user is looking at a UI element while making a gesture, then there is higher confidence that user is trying to zoom in on that app. In some implementations, distinguishing the gesture type, or switching between a gesture type, may involve identifying context data to distinguish the gesture type. For example, the hand tracking system may determine a distance to the user interface, determine whether the user is facing or looking at the user interface (e.g., based on the head and/or torso of the user), sitting vs standing, and the like. For example, motion data and/or context data may be assessed to determine whether a gesture should be interpreted as a user centric gesture, an app centric gesture, or a blended gesture, and then the motion is interpreted as a specific gesture accordingly.
In some implementations, an interaction recognition process (e.g., determining whether there is direct or indirect interaction with the UI) may use sensor data and/or UI information to determine, for example, which UI element the user's hand is virtually touching, which UI element the user intends to interact with, and/or where on that UI element the interaction occurs. Direct interaction may additionally (or alternatively) involve assessing user activity to determine the user's intent, e.g., did the user intend to a straight tap gesture through the UI element or a sliding/scrolling motion along the UI element. Additionally, recognition of user intent may utilize information about the UI elements. For example, determining user intent with respect to UI elements may include the positions, sizing, and type of element, types of interactions that are capable on the element, types of interactions that are enabled on the element, which of a set of potential target elements for a user activity accepts which types of interactions, and the like.
Various two-handed gestures may be enabled based on interpreting hand positions and/or movements using sensor data, e.g., image or other sensor data captured by outward facing sensors on an HMD, such as device 105. For example, a pan gesture may be performed by pinching both hands and then moving both hands in the same direction, e.g., holding the hands out at a fixed distance apart from one another and moving them both an equal amount to the right to provide input to pan to the right. In another example, a zoom gesture may be performed by holding the hands out and moving one or both hands to change the distance between the hands, e.g., moving the hands closer to one another to zoom in and farther from one another to zoom out. Since interpreting such gestures may depend upon the relative movement paths of the hands, the user's actual movements of their hands may not correspond precisely with their intent. While doing a zoom, a user's hands may have some aligned movement that might not be intended as a pan but may be interpreted as such based on simple application of relative motion gesture interpretation rules. Implementations disclosed herein provide flexibility in interpreting two-handed gestures to better align the interpretation of the gestures with the user's intent. For example, when trying to do pan, zoom, rotate gestures, and other two-handed gestures there may be cross talk between gestures. For example, when a user attempts a pan, the interpretation system may identify an unintended zoom based on the motion of the hands. Similarly, when the user is trying to zoom, the system may identify an unintended pan. The same issues may apply with two-handed rotation gestures.
In some implementations, two-handed gestures are only interpreted as app-centric gestures in certain circumstances, e.g., based on motion type, gesture type, etc. For example, when a zoom pinch motion is performed along the plane of a user interface component (e.g., the motion is performed on a 2D plane that is parallel to the plane of the UI) such a gesture may be interpreted as an app-centric gesture (e.g., the 2D plane can be positioned a distance away from the UI plane). In some implementations, distance from the user interface 600, whether the user is facing a user interface, and/or whether the user is sitting or standing may also be used to distinguish between user-centric and app-centric gestures.
In some implementations, the user interface 600 utilizes a UI and/or app specific set of gestures, which may or may not support two-handed gestures. If the user interface 600 does not support two-handed gestures, then the system may suppress interpreting hands in two-handed modes. In some embodiments, the user interface 600 can support certain two-handed gestures. If the user interface 600 does not support the two-handed gesture that the user made, then the system may ignore that two-handed gestures as an input or attempt to reinterpret the motion as another type of gesture that is supported by the user interface 600. The reinterpreted motion can be one that is the most similar two-handed gesture out of multiple two-handed gestures.
Additionally, or alternatively, in some implementations, recognition of such an interaction of two hands may be based on functions performed both via a system process and via an application process. For example, an OS's input support process may interpret hands data from the device's sensors to identify an interaction event and provide limited or interpreted information about the interaction event to the application that provided the user interface 600. For example, rather than providing detailed hand information (e.g., identifying the 3D positions of multiple joints of a hand model representing the configuration of the hand 422 and hand 424), the OS input support process may simply identify a 2D point within the 2D user interface 600 on the UI element 615 at which the interaction occurred, e.g., an interaction pose. The application process can then interpret this 2D point information (e.g., interpreting it as a selection, mouse-click, touch-screen tap, or other input received at that point) and provide a response, e.g., modifying its UI accordingly.
In this example, at block 710, the process detects that the user 102 has positioned their hands 622 and 624 within view of outward facing image sensors. It may detect one or more particular one-handed or two-handed configurations, e.g., a claw shape, a pinch, a point, a flat hand, a steady hand in any configuration, etc., as an indication of hand engagement or may simply detect the presence of the hand within sensor view.
At block 720, the process identifies an object. In this example, the process identifies that the gaze direction 705 of user 102 is on user interface element 615. However, the process may identify the object (e.g., user interface element 615) based only on the two-handed gestures (e.g., both hands are identified as trying to interact with user interface element 615).
At block 730, the process displays feedback based on the identified object. In this example, the feedback distinguishes user interface element 615 graphically to indicate that the user interface element 615 now has a different state (e.g., a “hover” state that is analogous to the state of a traditional UI icon when a cursor is on the item without clicking/tapping). In this example, the application that provided the UI information need not be notified of the hover state and associated feedback. Instead, the hand engagement, object identification, and display of feedback can be handled out of a process (i.e., outside of the application process), e.g., by the operating system processes. For example, such processes may be provided via an operating system's input support process. Doing so may reduce or minimize potentially sensitive user information (e.g., such as constant gaze direction vectors or hand motion direction vectors) that might otherwise be provided to application to enable the application to handle these functions within the application process. Whether and how to display feedback may be specified by the application even though it is carried out of a process. For example, the application may define that an element should display hover or highlight feedback and define how the hover or highlight will appear such that the out of process aspect (e.g., operating system) may provide the hover or highlight according to the defined appearance. Alternatively, feedback can be defined out-of-process (e.g., solely by the OS) or defined to use a default appearance/animation if the application does not specify an appearance.
At block 740, the process recognizes a gesture to be associated with the identified object. In this example, the user is gazing at user interface element 615 while (or at least near in time) to a pinch gesture by hand 622 and a pointing gesture by hand 624. This pinch gesture or pointing gesture, in this example, is interpreted to initiate an action upon the user interface element 615, e.g., causing a selection action that is analogous to a “click” event of a traditional UI icon during which a cursor is positioned on an icon and a trigger such as a mouse click or track pad tap is received or similarly analogous to a touch screen “tap” event. And if the user than performs an action of moving hand 622 and hand 624 away from each other, then the action may include a “zoom” event, as discussed herein.
Recognition of such an interaction may be based on functions performed both via a system process and via an application process. For example, an OS's input process may interpret hands and optionally gaze data from the device's sensors to identify an interaction event and provide limited or interpreted/abstracted information about the interaction event to the application that provided the user interface 600. For example, rather than providing gaze direction information identifying gaze direction 705, the OS input support process may identify a 2D point within the 2D user interface 600 on the UI element 615, e.g., an interaction pose. The application process can then interpret this 2D point information (e.g., interpreting it as a selection, mouse-click, touch-screen tap, or other input received at that point) and provide a response, e.g., modifying its UI accordingly.
Some implementations utilize an out of process (i.e., outside of an application process) input support framework to facilitate accurate, consistent, and efficient input recognition in a way that preserves private user information. For example, aspects of the input recognition process may be performed out of process such that applications have little or no access to information about where a user is looking, e.g., gaze directions. In some implementations, application access to some user activity information (e.g., gaze direction-based data) is limited to only a particular type of user activity, e.g., activity satisfying particular criteria. For example, applications may be limited to receive only information associated with deliberate or intentional user activity, e.g., deliberate or intentional actions indicative of an intention to interact with (e.g., select, activate, move, etc.) a user interface element.
Some implementations recognize input using functional elements performed both via an application process and a system process that is outside of the application process. Thus, in contrast to a framework in which all (or most) input recognition functions are managed within an application process, some algorithms involved in the input recognition may be moved out of process, i.e., outside of the application process. For example, this may involve moving algorithms that detect gaze input and intent out of an application's process such that the application does not have access to user activity data corresponding to where a user is looking or only has access to such information in certain circumstances, e.g., only for specific instances during which the user exhibits an intent to interact with a user interface element.
Some implementations recognize input using a model in which an application declares or otherwise provides information about its UI elements so that a system process that is outside of the application process can better facilitate input recognition. For example, an application may declare the locations and/or UI behaviors/capabilities of its buttons, scroll bars, menus, objects, and other UI elements. Such declarations may identify how a user interface should behave given different types of user activity, e.g., this button should (or should not) exhibit hover feedback when the user looks at it.
The system process (e.g., outside of the application process) may use such information to provide the desired UI behavior (e.g., providing hover feedback in appropriate user activity circumstances). For example, the system process may trigger hover feedback for a UI element based on a declaration from the application that the app's UI includes the element and that it should display hover feedback, e.g., when gazed upon. The system process may provide such hover feedback based on recognizing the triggering user activity (e.g., gaze at the UI object) and may do so without revealing to the application the user activity details associated with the user activity that triggered the hover, the occurrence of the user activity that triggered the hover feedback, and/or that the hover feedback was provided. The application may be unaware of the user's gaze direction and/or that hover feedback was provided for the UI element.
In another example, an application declares a menu as part of its user interface and declares that the menu is expandable using a set of identified expanded menu options. The system process may handle the expansion of the UI menu. The system process may provide menu expansion (e.g., via a system process outside of the application process) based on recognizing a triggering user activity (e.g., gaze at the menu's label) and may do so without revealing to the application the user activity details associated with the user activity that triggered the menu expansion, the occurrence of the user activity that triggered the menu expansion, and/or that the fact that the menu was expanded. The application may be unaware of the user's gaze direction and/or that the menu was expanded.
Some aspects of input recognition may be handled by the application itself, i.e., in process. However, the system process may filter, abstract, or otherwise manage the information that is made available to the application to recognize input to the application. The system process may do so in ways that facilitate input recognition that is efficient, accurate, consistent (within the application and across multiple applications), and that allow the application to potentially use easier-to-implement input recognition and/or legacy input recognition processes, such as input recognition processes developed for different systems or input environment, e.g., using touch screen input processes used in legacy mobile apps.
Some implementations, use a system process to provide interaction event data to applications to enable the applications to recognize input. The interaction event data may be limited so that all user activity data is not available to the applications. Providing only limited user activity information may help protect user privacy. The interaction event data may be configured to correspond to events that can be recognized by the application using a general or legacy recognition process. For example, a system process may interpret 3D user activity data to provide interaction event data to an application that the application can recognize in the same way that the application would recognize a touch event on a touch screen. In some implementations, an application receives interaction event data corresponding to only certain types of user activity, e.g., intentional or deliberate actions on user interface objects, and may not receive information about other types of user activity, e.g., gaze only activities, a user moving their hands in ways not associated with UI-interactions, a user moving closer to or further away from the user interface, etc. In one example, during a period of time (e.g., a minute, 10 minutes, etc.) a user gazes around a 3D XR environment including gazes at certain user interface text, buttons, and other user interface elements and eventually performs an intentional UI interaction, e.g., by making an intentional pinch gesture while gazing at button X. A system process may handle all of the user interface feedback during the gazing around at the various UI elements without providing the application information about these gazes. On the other hand, the system process may provide interaction event data to the application based on the intentional pinch gesture while gazing at button X. However, even this interaction event data may provide limited information to the application, e.g., providing an interaction position or pose identifying an interaction point on button X without providing information about the actual gaze direction. The application can then interpret this interaction point as an interaction with the button X and respond accordingly. Thus, user behavior that is not associated with intentional user interactions with UI elements (e.g., gaze only hover, menu expansion, reading, etc.) are handled out of process without the application having access to user data and the information about the intentional user interface element interactions is limited such that it does not include all of the user activity details.
The input support framework 840 may take hands data 810, other sensor data 820 (e.g., gaze data), and UI target data 830 and determine user interaction states. In some implementations, it does so within a user environment in which multiple input modalities are available to the user, e.g., an environment in which a user can interact directly as illustrated in
Based on determining a user intent to interact, the input support framework 640 may generate interaction data 850 (e.g., including an interaction pose, manipulator pose, and/or interaction state). The input support framework may generate input signals and events that applications may consume without needed custom or 3D input recognition algorithms in process. In some implementations, the input support framework provides interaction data 850 in a format that an application can consume as a touch event on a touch screen or as track pad tap with a 2D cursor at a particular position. Doing so may enable the same application (with little or no additional input recognition processes) to interpret interactions across different environments including a new environment for which an application was not originally created and/or using new and different input modalities. Moreover, application responses to input may be more reliable and consistent across applications in a given environment and across different environments, e.g., enabling consistent UI responses for 2D interactions with the application on tablets, mobile devices, laptops, etc. as well as for 3D interactions with the application on an HMD and/or other 3D/XR devices.
The input support framework may also manage user activity data such that different apps are not aware of user activity relevant to other apps, e.g., one application will not receive user activity information while a user types a password into another app. Doing so may involve the input support framework accurately recognizing to which application a user's activity corresponds and then routing the interaction data 850 to only the right application. An application may leverage multiple processes for hosting different UI elements (e.g., using an out-of-process photo picker) for various reasons (e.g., privacy). The input support framework may accurately recognize to which process a user's activity corresponds and route the interaction data 850 to only the right process. The input support framework may use details about the UIs of multiple, potential target apps and/or processes to disambiguate input.
The sensor system 910 may include various sensors, including, but not limited to, color/RGB image sensors, greyscale image sensors, depth sensors, dynamic vision sensors, motion sensors, etc. The sensor systems may include Image Signal Processor (ISP) components and/or other components that process sensor data.
The sensor system 910 may provide the sensor data to the XR system 920 in various forms. In some implementations, sensor data is sent over time, periodically, and/or at a fixed rate, e.g., at X frames of sensor data per second (fps). In one example, hands data based on images captured by one or more outward facing image sensors (e.g., on a device such as an HMD) is sent to the XR system 920 at a fixed rate (e.g., 10 fps, 20 fps, 30 fps, 60 fps, 120 fps, etc.). In another example, such hands data is sent at a non-fixed rate or otherwise irregularly. In one example, gaze data based on images captured by one or more inward facing image sensors (e.g., on the inside of a device such as an HMD) is sent to the XR system 920 at a fixed rate (e.g., 10 fps, 20 fps, 30 fps, 60 fps, 120 fps, etc.). In another example, such gaze data is sent at a non-fixed rate or otherwise irregularly. Hands data and gaze data may be sent to the XR system 920 at the same or different rates and/or the same or different times. The sensor data may include additional types of information and/or may provide information about other parts of the user or the physical environment in which the user is within. Such other sensor data may be provided at the same or different rates and/or at the same or different times as the hands data and/or gaze data.
The XR system 920 utilizes the received sensor data to perform user activity monitoring and/or tracking. In one example, the XR system 920 is configured to provide relatively low-level tracking algorithms. For example, the hands system 922 of the XR system 920 may use the sensor data to perform a hand tracking algorithm to track the positions, pose (e.g., position and orientation), configuration (e.g., shape), or other aspects of each hand over time. The hands system 922 may generate, update, and/or track a 3D model of each hand, e.g., a model of the hand that represents the hand's shape using defined “joints” or nodes that may or may not correspond to the user's physiological hand joints. In one example, a hand model of 20+ joints are maintained for each hand over time based on the sensor data such that the hands data generated by hands system 922 represents the current position/pose/configuration of the hand at different points in time, which may enable determining 3D movements or other changes made by a hand over time. The hands system may alternatively (or additionally) track a subset of points on a surface of each hand, e.g., tracking the positions of one or more fingertips/thumb-tips of one or both of the user's hands. Such tracking may, but need not, include determining when such portions (e.g., fingertips/thumb-tips) are touching one another and/or other portions of the user or the physical environment. The hands system 922 may output hand position, pose, and/or configuration information as well as confidence values corresponding to such hand data.
The gaze system 924 of the XR system 920 may use the sensor data to perform a gaze tracking algorithm to track eye characteristics such as, but not limited to gaze direction, over time. The gaze system 924 may use the sensor data to directly (e.g., without modeling the shape of the eye and/or head) determine a gaze direction of one or both eyes. The gaze system 924 may use the sensor data to generate, update, and/or track a 3D model of an eye, e.g., a model of the eye that represents the eye's shape based on identifying the positions of points (e.g., eyeball center, cornea center, pupil center, etc.), dimensions (e.g., eye-ball diameter, pupil diameter, etc.), and/or surface portions of the eye. In one example, the gaze system 924 outputs a stream of gaze directions (e.g., vector in 3D space or relative to the user's current position) of each eye over time. In one example, the gaze system 924 outputs gaze directions and confidence values corresponding to such gaze directions.
The XR system 920 may include a computer vision (CV) system 926 that underpins or otherwise supports the hands system 922, gaze system 924, and/or other XR system sub-systems (not shown). For example, the CV system 926 may perform one or more environment and/or user assessment algorithms, e.g., performing simultaneous localization and mapping (SLAM) to model the 3D physical environment and keep track of the user's position relative to that model. In another example, the CV system 926 may identify objects such as walls, doors, tables, appliances, etc., within the physical environment and/or the positions of such objects. In another example, the CV system 926 may perform a semantic understanding algorithm to semantically label objects within the physical environment. In another example, the CV system 926 may use sensor data associated to assess user characteristics (e.g., type of activity currently being performed (e.g., exercise, work, meditation, etc.), posture/motion (e.g., sitting, standing, walking, running, driving, etc.), and/or other user characteristics). Such user characteristic data may be used by hands system 922 and/or gaze system 924 to improve their efficiency and/or accuracy.
In
The hands/gaze data received by the operating system process 930 may be used by the input support process 932 to (1) itself provide/initiate some responses on to user activity on behalf of the application 940 and/or (2) provide some information (e.g., interaction data) to the application 940 to enable the application 940 to respond to user activity. The input support process 932/operating system process 930 may provide an application with information about a first type of user activity (e.g., activity determined to correspond to intentional user interactions with UI elements). Thus, as illustrated in
In some implementations, the input support system 932 uses information about the user interface of one or more applications such as application 940 to provide input support to those applications. In some implementations, the application 940 sends user interface information to input support system 932 that the input support system 932 utilizes to interpret user interactions associated with the application 940. For example, the application 940 may provide information that defines the appearance of a rectangular region containing a set of user interface elements at specified positions and having certain desired interaction capabilities (e.g., selectable, non-selectable, hoverable, non-hoverable, expandable, non-expandable, etc.). The application 940 may define the type, position, visual appearance, functional characteristics, or other aspects of such elements for use by the input support system 932. The application 940 may provide information to the input support system 932 about its UI elements that defines what information the application 940 will receive. For example, based on defining a button component, the application 940 may receive input events associated with the button when the input support system recognizes user activity (e.g., a pinch and gaze, etc.) as an intentional interaction with the button element.
In some implementations, it may be undesirable for an input support process (e.g., a hit testing process) to receive and/or use an entire UI, e.g., it may be computationally or resource intensive and/or complex to do so. In some implementations, less than all UI information is provided to an input support process. In some implementations, high level information (e.g., window/collider geometry) may be shared with the input support process and the input support process may query/request more information on demand. For example, an input support process may identify user activity/input and perform a hit test based on high level UI information that has been provided by one or more applications or otherwise. In one example, a hit test on a collider identifies an external effect, and the input support process may then ask for more information, e.g., its specific geometry, or more information about any attached gesture recognizers from the OS's simulation system and/or the application that provided the UI having that element. In this exemplary approach, the application still communicates some or all information to the system (e.g., a simulation system provided by the OS), for example, by defining external effects, e.g., communicating everything holistically to the system. However, the input support process need not receive or use the comprehensive information and instead may query for more details about the UI as it discovers (e.g., via hit testing, fuzzy hit testing, etc.) that more information is needed.
In some implementations, the input support system 932 may use information about the positioning of an application user interface and/or the user interface elements within such user interfaces to better understand the user's activity and/or intentions and ultimately to provide a more accurate, more enjoyable, or otherwise better experience for the user. For example, the input support system 932 may use information about the positioning of application user interface and/or the user interface elements within such user interfaces to (a) distinguish user activity associated with a first type of user activity (e.g., intentional interaction events) from other types of user activity, (b) determine to which user activities to respond to directly and to which user activities the application will respond, and thus selectively provide the application 940 with information limited to the user activities to which the application 940 will itself respond, (c) respond to some user activity associated with the application 940 (e.g., providing hover feedback without needing to notify the application 940), and/or (d) target user activity towards one of multiple applications to which user activity could potentially be intended.
In the example of
The simulation system process 934 may determine where to position and how to configure (e.g., by determining container sizes and dimensions) spaces for application UI content to be rendered within a 3D XR environment based on information provided by the applications. In the example of
The simulation system process 934 may determine not only the positions of user interface container/collider features such as windows containing all application content but also other user interface elements with respect to which user interactions and user activity may relate. Such user interface elements include, but are not limited to, text elements, buttons, sliders, scroll bars, pickers (e.g., color pickers), menu controls, timelines, images, vector graphics, rulers, icons, and tabs.
Tracking user interface element positions within the 3D XR environment and providing such information to input support process 932 may enable input support process 932 to more efficiently, accurately, and effectively support input processes including, but not limited to, supporting input to applications such as application 940. Moreover, using such information may additionally enable input support process 932 to do so in a way that protects the privacy of the user by limiting the information about user activity that is exposed to application 940.
For example, the input support process 932 may use hands data from hands system 922 to determine that a user is not currently making a gesture indicative of interaction intent (e.g., hand is not pinching, zoom and/or pan motion, etc.) and use a gaze direction from the gaze system 924 to determine that the user is gazing at a particular button within the user interface of application 940 within the 3D environment maintained by the simulation system process 934. The input support process 932 can use this to initiate an out of process (e.g., outside of the application process) response, e.g., the simulation system process 934 may provide hover feedback highlighting the button to the user. The application 940 need not receive any information about the user's current user activity (e.g., the user's hand state and/or gaze state) and need not even be aware that the hover feedback was provided by the system. In this example, the input support process 932 uses the UI geometry information provided by the simulation system 934 and based on UI information provided by the application 940 to provide a response on to user activity on behalf of the application 940 without the application needed to itself be involved. Avoiding providing user activity data about some types of user activity (e.g., unintentional activity) can help protect user private data from application 940.
In another example, the input support process 932 may use hands data from hands system 922 to determine that a user is not currently making a gesture indicative of interaction intent (e.g., hand is not pinching, zoom and/or pan motion, etc.) and use a gaze direction from the gaze system 924 to determine that the user is gazing at a menu heading within the user interface of application 940 within the 3D environment maintained by the simulation system process 934. The input support process 932 can use this to initiate an out of process (e.g., outside of the application process) response, e.g., the simulation system process 934 may provide an expansion of the menu showing previously hidden menu options to the user. The application 940 need not receive any information about the user's current user activity (e.g., the user's hand state and/or gaze state) and need not even be aware that the menu was expanded. In this example, the input support process 932 uses the UI geometry information (e.g., identifying the menu and its menu options and their positions within 3D space) provided by the simulation system 934 and based on UI information provided by the application 940 to provide a response on to user activity on behalf of the application 940 without the application needed to itself be involved. Avoiding providing user activity data about some types of user activity (e.g., unintentional activity) can help protect user private data from application 940.
The input support process 932 may additionally (or alternatively) use the UI geometry information (provided by the simulation system 934 and based on UI information provided by the application 940) to provide information to the application 940 to respond itself to user activity. In some implementations, such information is limited to only user activity associated with a first type of user activity, e.g., user activity associated with an intentional interaction with a user interface element. The input support process 932 may provide information (e.g., interaction data) to enable the application 940 to respond to user activity itself. Such information may process or limit the user activity data (e.g., the hands/gaze data received from the XR system 920) such that the application 940 does not obtain detailed user data, e.g., data about specific user gaze directions, user hand size/shape, etc.
For example, the input support process 932 may use hands data from hands system 922 to determine that a user is currently making a gesture indicative of interaction intent (e.g., hand is pinching, zoom and/or pan motion, etc.) and use a gaze direction from the gaze system 924 to determine that the user is gazing at a particular button within the user interface of application 940 within the 3D environment maintained by the simulation system process 934. Based on determining that this user activity (e.g., pinch and gaze) satisfies criteria to qualify as a first type of user activity (e.g., an intentional interaction with a UI element), the input support process 932 can generate data (e.g., interaction data) that is different than the raw hands and raw gaze data to send to the application 940 to enable the application 940 to respond to the user activity itself. The application 940 need not receive the raw hands data and/or the raw gaze data associated with the user's current activity and need not even be aware that the user activity was gaze/hands-based. Rather, the data provided to the application 940 may simply be sufficient for the application 940 to recognize an input event (e.g., a hit event) to the button of the user interface of the application 940. Such data may have been abstracted to use input modality agnostic format or a single input modality format that may differ from the input modalities available on the device (e.g., using a touch-screen input modality format). Avoiding providing detailed user activity (e.g., detailed hands or gaze data) can help protect user private data from application 940.
The data provided to application 940 that enables the application 940 to respond to input to its UI elements can have various forms. In some implementations, such data is limited to only certain types of user activity and thus the data format reflects this, e.g., the application 940 may be provided with data defining an interaction event in circumstances in which the application is to be provided data to respond to intentional UI interaction events. In one example, an application 940 is only provided information identifying a UI element that was interacted with and the type of event, e.g., button X received a hit type interaction.
In other implementations, an application 940 has an input recognition framework for a particular input environment (e.g., a 2D input environment) and the data provided to the application 940 mimics the format of that input environment. For example, an application 940 may be configured with a 2D input recognition framework in which the application 940 is configured to recognize 2D touch input on a touch screen device, e.g., receiving interaction pose data identifying touch points and directions for user touches to a touch screen interface. Note that the term “pose” here refers to such information identifying a 2D position on a touch screen and/or a direction associated with the touch—it may involve receiving only 2D position or it may involve receiving 2D position and directional data. In this example, such an application 940 with a 2D input recognition framework may be provided with data that mimics a touch event. For example, the input support process 932 may use hands data from hands system 922 to determine that a user is currently making a gesture indicative of interaction intent (e.g., hand is pinching, zoom and/or pan motion, etc.) and use a gaze direction from the gaze system 924 to determine that the user is gazing at a particular button within the user interface of application 940 within the 3D environment maintained by the simulation system process 934. The input support process 932 may generate interaction data that identifies the 2D position of the gaze direction relative to the application's user interface element and provides this as an interaction pose to the application 940 so that the application 940 can interpret this as a touch event (e.g., a tap) at that position (on the button) and initiate an appropriate response. The application 940 need only receive the interaction pose without needing to receive the raw hands or gaze data. In this example, the application 940 knows the point of interaction (in its 2D space) but does not know (and does not need to know for input recognition purposes) the gaze direction in the 3D space of the XR environment.
In some implementations, events can contain optional “extra data,” e.g., a 2D touch point may identify a 2D position and extra 3D depth information. Such extra information can be leveraged in various ways. For example, if a developer rebuilds an app, they can configure the app to use this extra data. As another example, even if the developer does not rebuild the app, the underlying UI Framework maintained by the operating system provider/application execution environment can leverage this extra data inside its gesture recognizers, since the app will often call higher level APIs, which themselves are built natively for the operating system and linked at runtime.
In some implementations, the use of input support process 932 enables execution of application 940 in an environment different than its original or intended environment. For example, the application 940 may be originally compiled or intended for execution on a mobile device having a 2D touch screen input environment or a laptop having a 2D mouse/trackpad driven environment. The application 940 may be executed within a device that offers 3D input modalities and receive data from the input support process 932 (corresponding to those 3D input modalities that the application 940 cannot directly recognize) in a format that the application 940 can recognize, e.g., as a 2D input corresponding to touch screen or mouse/trackpad-driven input. An application intended for a mobile device, laptop, or other device may be executed within an HMD environment that enables 3D interactions without needing to make significant (or any) modifications to the input recognition processes of the application. In one example, an HMD is configured with binary compatibility to mobile and/or laptop devices, e.g., made capable of executing the binary or object code executable of mobile and/or laptop devices) and provides enhanced input capabilities to mobile and/or laptop applications executing on the HMD by utilizing an input support process 932 that provides data based on user activity in a 3D environment that the applications can recognize as 2D modality-based input.
In the above example, the application 940 may be provided with additional information. For example, the application 940 may receive information about the location of the pinching hand, e.g., a manipulator pose. Such hand information may be a higher level than the raw hands data. For example, the application 940 may receive a manipulator pose that identifies the position and/or orientation of the hand within 3D space without receiving information about the hand's configuration and/or information about a 3D model (e.g., of joints) used to represent the hand's positions, pose, and/or configuration in 3D space. In another example, the application 940 may receive information about an interaction state, e.g., identifying a type of interaction as determined by the input support process 932.
In the above example, the criteria for identifying a first type of user activity (e.g., activity associated with intentional user element interaction) involves assessing whether the user's hand exhibited a particular configuration (e.g., a pinch gesture) and, based on identifying the hand exhibiting such a configuration, identifying other concurrent user activity, e.g., identifying where the user is gazing at (or near) that time. Such a pinch may be determined based on criteria that assesses the proximity of portions of a user hand model to one another (e.g., how close is the fingertip to the thumb tip, etc.), using a classifier or other algorithm to label or classify a user hand configuration, or otherwise by processing the hands data. Other types of user activity and/or criteria may be used to identify a first type of user activity (e.g., activity associated with intentional user element interaction). For example, a voice command may be recognized as an indicator of intentional activity, e.g., recognizing a key word or phrase such as “select” or “hit” or “tap” or “click this” and then associating a gaze direction and/or other user activity occurring during or near the time of the utterance of the key word or phrase with the intention to interact, e.g., using the other activity to identify the UI element target upon which the action will be taken.
The input support process 932 may additionally account for sensor-based or other inaccuracies in the hands and/or gaze data. Tracking user application interface element positions within the 3D XR environment and providing such information to input support process 932 may enable it to account for such inaccuracies. Moreover, it may be desirable to a use a system (shared) process so that such inaccuracies can be accounted for consistently and effectively across multiple applications. In other words, it may be desirable to have a single shared process performing such corrections rather than having individual applications doing so. In one example, a user gazes at a button but the gaze system 924 generates a user's gaze direction that is slightly outside of the button (e.g., 0.5 degrees outside). The input support process 932 may correct this error. For example, it may determine that the gaze was likely actually directed at the button since it is within a threshold (e.g., 1 degree) of the button and there is nothing else nearby. The input support process 932 may correct this in providing the data to the application 940 that enables the application to respond to the user activity. For example, rather than providing an interaction pose slightly outside of the button, it may provide an interaction pose that is within the button, e.g., at the button's edge. The application 940 thus need not account for the gaze inaccuracy in its own input recognition processes, e.g., it need not itself determine whether an interaction pose just outside of the button should be considered a within the button. This may be particularly useful if the application 940 uses a framework from another input paradigm, e.g., a touch screen paradigm that utilizes different (potentially much smaller) inaccuracy/error thresholds. Such an application would not have to implement different thresholds for different inaccuracy levels expected in different input modalities. Having the input support process (e.g., an OS process) correct for such inaccuracies may provide more consistent and accurate results without requiring that application developers devote extensive resources to addressing such inaccuracies and/or differences amongst different input modalities.
The application 940 may provide UI information to the operating system process 930 in various formats. In some implementations, the application 940 declares its UI elements, e.g., declaring a hierarchy of UI elements within its user interface. Such declarations may include information/instructions that enable the operating system process 930 to respond to some user activity on the application's behalf. In some implementations, the application 940 declares external effects for certain UI elements, e.g., declaring that button X should show hover feedback but that button Y should not show hover feedback. An application 940 may use external effect declarations to specify the behavior that the application 940 intends for some or all of its UI elements. The application may provide a hierarchical declaration structure (e.g., an Apple® Core Animations® (CA) structure) that declares UI element positions, sizes, types, hierarchical relationships, transparent portions, layering effects, special effects, and/or any other information that facilitates the functions provided by the simulation system process 934 and/or the input support process 932. The application 940 may provide such information over an inter-process communication (or otherwise) to the operating system process 930.
The input support process 932 may use such information (e.g., application declarations of UI elements and/or external effects) to better interpret user activity. For example, a given gaze may be between two UI elements, one having external effects and the other not having external effects, and the input support process 932 may move/snap the gaze to the UI element that has the external effects since it is more likely to be the appropriate/intended UI element to which a UI response should be associated. External effects may be performed out of process without application 940 being involved.
In some implementations, an application 940 is enabled to request user permission for specified user data (e.g., detailed hands and/or detailed gaze data) and, if explicitly approved by the user, enabled to receive such information.
In various implementations, hands system 922 may produce different types of data including, but not limited to, timestamp data, joint position data, POV corrections (e.g., to joint positions), world transform data, joint confidence data, palm center data, palm normal direction data, hand action data, hand radius data, pinch data, object detection data (e.g., regarding an object held or touching the hand), and occlusion data, e.g., occlusion probability data regarding one joint being occluded and thus its data potentially less accurate. Similarly, in various implementations, the gaze system 924 may produce different types of data including, but not limited to, timestamp data, world transform data, binocular gaze data, gaze confidence data, gaze tracking state data, gaze direction data, gaze origin data, pupil center data, and pupil diameter data. In some implementations, the XR system includes a frame support module that enables better frame drop support via input frame queuing.
Input support process 932 may have access to rich and detailed hands data and gaze data and use that rich and detailed information to support accurate, efficient, and consistent input responses both within app processes and outside of app processes. However, it may be desirable to keep the details of such rich and detailed user data outside of applications, such as application 940, for example, to prevent such applications from knowing information about the user that the user considers private, e.g., what the user reads, which content they look at and for how long, how quickly the user reads, how big the user's hands/fingers are, hand skeleton bone lengths, missing digits, how the user interacts with other applications or aspects of the XR environment, etc.
In some implementations, an input support process 932 relies heavily upon a simulation system 934 to provide a geometric representation of a user interface for hit testing against hands and gaze data. An input support process 932 may use a collision world (e.g., 3D geometry abstractions) provided by a simulation system 934. An input support process 932 may use user interface priority information (e.g., hierarchical display ordering, transparency information, etc.). An input support process 932 may utilize a separate hit-testing process that produces 3D world hit test results (RE). An input support process 932 may utilize a hit testing process uses an application-provided hierarchical tree (e.g., declaring UI elements, relationships, and/or rendering information for example regarding what regions are transparent, rendered on top, etc.) to determine hits/UI element targets to associate with user activity.
In some implementations, the input support process may produce an interaction state for one or more UI elements, e.g., identifying whether an interaction is direct or indirect, whether an interaction is a hover/close proximity interaction (e.g., associated with user activity not linked to UI interaction behavior) or gesture/pinch/touch interaction (e.g., associated with user activity indicating UI intentional behavior).
In some implementations, an input support process 932 provides an interaction pose, e.g., a trajectory corrected point on a UI element configured to drive a touch-screen tap type of input. In some implementations, an input support process 932 provides an active target (e.g., UI element).
In some implementations, an input support process 932 provides manipulator pose, e.g., corresponding to a position and/or orientation of the hand itself. A manipulator pose may provide a 3D location of a stable hand center or pinch centroid. A manipulator pose may provide position and/or orientation of a manipulator driving the interaction, e.g., for direct touch interactions, providing the index fingertip information (e.g., location) and, for indirect pinch interactions, providing pinch information (e.g., pinch centroid).
In one example, a user initiates an interaction by pinching while gazing at a UI element. The application receives an interaction pose on the UI element and recognizes the user's intent to interact with the UI element. The user continues pinching and moves their hand to the left. The application receives more interaction poses, e.g., a set of positions on the user interface based on the moving 3D positions of the hand as it moves left, and responds by moving the associated UI element to the left. In this example, by pinching while gazing at a UI object and then moving the pinched hand to the left, the user provides input that the application can recognize to move the object to the left. The application is able to respond accordingly without needing to receive (and without actually receiving) information about the user's gaze directions and/or specific hand characteristics. In this example, the application receives only interaction pose data and thus may be an application capable of only receiving interaction pose data as a proxy for touch input data. The application may additionally or alternatively be provided with manipulator pose data, e.g., of the 3D positions of the hand as it moves left and may determine the motion of the associated object based on the changing manipulator pose position. The application may be provided with user change-based information, e.g., accelerated user-centric deltas providing delta-updates similar to a trackpad communicating the amount the user has moved from frame-to-frame, rather than an absolute position. Communicating changes, e.g., via a separate API, may helps us optimize one set of signals to accurately represent motion (e.g., for scrolling) separate from signals that also need to be absolute-position-accurate (e.g., for drawing).
In some implementations, an input support process 932 receives a gaze direction that could potentially be associated with different UI elements, e.g., because it is between the UI elements or because the UI elements overlap one another. Fuzzy hit testing and other such processes may help disambiguate user intention to identify an appropriate UI element in such cases.
In some implementations, an input support process 932 recognizes two-handed 3D gestures, e.g., a two-handed zoom gesture, and provides information to an application that corresponds to multi-touch touch screen input gestures. Doing so, for example, may involve generating an interaction pose for each hand that can be interpreted by an application's 2D touch-based gesture recognition processes as two touch points moving closer to or farther from one another, which may be interpreted as a pinch-to-zoom touch-screen gesture.
In some implementations, some applications may be enabled to render using custom rendering engines, e.g., straight to display hardware without utilizing OS rendering, and thus provide limited UI element information for input support process 932 to use to support input recognition processes. Such applications may be authorized to use an API that enables the applications to use filtered hands data (e.g., with upsampling, POVc, etc.) and at the movement of an intentional interaction, e.g., during a pinch, a single gaze ray is provided to the applications. Doing so may enable some custom application input recognition while still protecting most of the user's gaze direction data. The applications do not receive continuous gaze direction data in this example. Such a framework may be appropriate, for example, for applications being migrated from another 3D XR framework that already include 3D recognition capabilities built into the apps, e.g., enabling use of such apps with little or no modification while still protecting user privacy.
In some implementations, an application is developed for use on a mobile platform that uses single and/or multi-touch input gestures. The application may be developed by the application developer including calls to a gesture API and then specifying what to do on certain types of touch events, e.g., do X on a tap event, Y on a swipe event, etc. It may be desirable to use such applications on a new or different platform that offers input modalities different than (or in addition to) single and/or multi-touch input gestures. Rather than implementing all new 3D gestures and gesture recognition processes within the application, some implementations disclosed herein interpret 3D user activity (e.g., hand positions, gaze directions, etc.) and send proxy data to the application corresponding to where a touch would be if the 3D user activity had been performed as a 2D touch input gesture. Input support process 932 may provide such proxy data to such applications and, in doing so, enable a large universe of existing 2D/touch-based applications to be easily imported and used within a new 3D system that uses new and different 3D user activity-based inputs. Input support process 932 may make additional information available so that newer/modified applications can take advantage/use more information about the user's 3D activity. Alternatively, this information may be leveraged by an old unmodified application that is linking against XR-compatible versions of UI frameworks, which can under-the-hood take advantage of this extra data on the app's behalf (e.g., a binary compatible app using a standard long press recognizer can benefit from an XR-based OS implementation that uses z-depth of the touch to more accurately recognize long press than a native 2D-only approach).
In some implementations, to enable use of both legacy 2D/touch-based applications and newer applications with additional, 3D recognition capabilities, the input support process may provide multiple types of information, e.g., interaction pose data to support touch-based input recognition by a legacy application as well as manipulator pose data to support applications with additional, 3D recognition capabilities.
Interpreting 3D user activity as 2D touch-based activity can require overcoming various challenges. For example, a user's hand movement in 3D space when performing a touch gesture may be equated with a touch-screen tap gesture but may lack the precision expected for a touch-screen tap gesture. A touch on a touch screen involves contact with a physical surface that stops the finger while a motion “virtually” touching a UI in a 3D XR environment may involve the user's hand poking through the UI element. A user may intend to tap the surface of a virtual button but actually poke through the surface at one position and then retract the hand/finger at a slightly different position. This user activity involving two different UI element positions can be interpreted (by an input support process) as a tap at a single point using various algorithms and/or machine learning processes, e.g., performing a trajectory correction. The application receives the single location (from the input support process) and recognizes it as a touch event. Thus, the input support process 932 may classify and/or interpret user activity to account for unique circumstances of interacting within a 3D environment and package the data provided to the application so that the application does not need to itself distinguish between the action intended by the user and the action actually performed by the user.
The input support process 932 may account for sensor inaccuracy/limitations, e.g., accounting for the fact that gaze direction that are identified may differ from actual gaze directions, in providing data to applications. The applications need not account for such inaccuracies themselves.
In formatting the data for the application in a format that the application will understand, the input support process 932 can resolve ambiguities, account for inaccuracies, and/or repackage input provided in an input modality that the application does not/need not itself understand into a format that the application does recognize.
In short, the input support process 932 may perform various processes that interpret raw 3D data for consumption by applications so that the applications (and their developers) need not perform those processes via manually-programmed processes. Additionally, performing such processes by a shared OS process can unify the input experience across all apps so that users receive consistent UI response behavior.
Moreover, a shared input support process 932 may enable multiple interaction modalities, e.g., that provide different ways of a user selecting a button, and abstract the user activity data associated with those different modalities for the same types of interactions to provide that same data to the application for different types of input. The input modalities can thus be changed and/or added to over time without requiring changes to the applications, so long as the input support process 932 can abstract the new or changed input modality user activities to the format understood by the applications.
In some implementations, an application utilizes a gesture recognizer that runs within the application process. The gesture recognizer may include a state machine that classifies inputs that are received in a stream of input data, e.g., a tap has started, a tap is ongoing, a tap has ended. An input support process 932 may provide data to the application that are recognized by the gesture recognizer running within the application process as particular types of input, e.g., taps, that may correspond to a single input modality specific to the application, e.g., a touch-based input modality. The input support process 932 may configure the data provided to the application to ensure that the application's process recognizes the user activity accurately, e.g., by the provided data in a form that the gesture recognizer expects. In one example, the input support process 932 converts user activity involving a user gaze and a hand gesture to data that can be recognized as touch input. In another example, the input support process 932 converts user activity involve a 6DoF controller and a gaze to data that can be recognized as touch input.
An application developer need not write an application for different input modality platforms. Rather an application developer can write an application for a touch platform (or a generic 2D input modality) and the application may be imported with little or no effort to work within a 3D user activity platform. A single application may be used on mobile devices, laptop devices, tablet devices, desktop devices, and 3D XR devices. The techniques disclosed here can enable binary compatibility, i.e., an application being executable in different environments that utilize different input modalities.
In some implementations, an input support process 932 provides a gesture flag and/or gesture classification to an application, e.g., indicating to the application that the user has raised their hand or recognizing that a particular gesture is a tap, swipe, scroll, etc. as a hint that the application (or UI framework) can use in recognizing the gesture.
In some implementations, an input support process 732 facilitates an application recognizing gaze-only input without providing raw gaze data to the application. This may involve periodically provide gaze data (i.e., the location on a UI element that the user is gazing at). Gaze-only data may be associated with an interaction state and data provided to the applications based on gaze-only data only when the gaze data is associated with a particular interaction state, e.g., providing data when a gaze-hover state is applicable. Such data may be provided only based on express user authorization. For example, when a user stares at a UI element for more than a threshold amount of time the application may be notified and an affordance may be displayed (e.g., a dot). If the user then looks at the affordance, the application may be notified that the stared at UI element has been hit/selected. In another example, a stare at a point within a UI element for more than a threshold amount of time may trigger a hover feedback, which may be handled out of process or by the application. A gaze-only input modality may be another input modality that is abstracted into data provided to an application such that the application can interpret the input, e.g., using a generic or touch-based gesture recognition process.
In some implementations, an input support process determines an interaction state for each hand (e.g., direct versus indirect) and/or an interaction state associated with a user gaze (e.g., gaze only or not gaze only).
At block 1002, the method 1000 receives data corresponding to user activity involving two hands of a user in a 3D coordinate system. The data corresponding to user activity involving two hands may include sensor data that may be used for hand tracking (e.g., when a user pinches) and a location of the hand during the tracking (e.g., to track velocity of one or more points associated with the hand, wrist, or arm of the user). In some implementations, the method 1000 obtains the sensor data associated with multiple portions of a hand via a sensor in a physical environment for a period of time. In some implementations, the sensor data may include user interface position data. For example, the sensor data may be associated with a position and/or an orientation of a head of a user. Additionally, or alternatively, the sensor data may be associated with a position and/or an orientation of a device worn on a head of the user, such as an HMD (e.g., device 105), and the sensor data may be obtained from outward facing cameras and/or depth sensor data. In some implementations, the data corresponding to user activity involving two hands may include hand model data (e.g., skeleton representation(s)) representing the 3D configurations, 3D positions, and 3D movements of the user's hands as determined based on sensor data.
In some implementations, the data may include RGB data, lidar-based depth data, and/or densified depth data. For example, sensors on a device (e.g., camera's, IMU, etc. on device 110) can capture information about the position, location, motion, pose, etc., of the head and/or body of the user 102, including tracking positions of the multiple portions of a hand. In some implementations, the user activity includes at least one of a hand position, a hand movement, an eye position, or a gaze direction.
In some implementations, the data includes multiple sensor data signals. For example, one of the multiple sensor data signals may be an image signal, one of the multiple sensor data signals may be a depth signal (e.g., a structured light, a time-of-flight, or the like), one of the multiple sensor data signals may be a device motion signal (e.g., an accelerometer, an inertial measurement unit (IMU) or other tracking systems), and the like. In some implementations, the data may include at least one or data signals that include light intensity image data, depth data, user interface position data, and motion data, or a combination thereof.
At block 1004, the method 1000 determines gestures performed by the two hands based on the data corresponding to the user activity. For example, the gestures performed by one or both hands may be interpreted as to whether one or both hands have pinched and when they pinched (e.g., triggering two-handed gestures vs one-handed gestures).
In some implementations, the user activity is determined to provide a single-handed gesture (e.g., a pinch). In some implementations, the user activity is determined to provide a dual-handed gesture (e.g., a two-handed zoom).
At block 1006, the method 1000 identifies actions performed by the two hands based on the determined gestures, each of the two hands performing one of the identified actions. For example, the identified actions may include pan, zoom, rotate gestures, and the like. In some implementations, if the system determines there is a two-handed gesture, then the system may determine whether the user is zooming, panning, or rotating, etc. based on the initial movement and/or what the user is looking at and/or what gesture is allowed by the application the user is interacting with.
At block 1008, the method 1000 determines whether the identified actions satisfy a criterion for a gesture type (e.g., gesture type criteria) based on the data corresponding to the user activity. For example, distinguishing between an intended type of gesture such as user centric which may be based on the user's own coordinate system relative to one or more pivot points on the user without regard to user interface location, app centric (e.g., Cartesian space-based) which may be based on the location of the user interface when tracking user motion, or a blended/hybrid gesture (e.g., a combination of both user centric and app centric gesture types). For example, as illustrated in
In some implementations, determining whether the identified actions satisfy the criterion for the gesture type is based on determining spatial positioning between the user and a user interface. For example, a criterion for determining whether or not a gesture type should be app centric or user centric may be based on the distance of the user to the user interface (e.g., the distance from device 105 to the 3D coordinate location of the displayed user interface in the displayed environment, such as an XR environment).
In some implementations, determining whether the identified actions satisfy the criterion for the gesture type is based on determining: i) positioning information associated with a head or the device worn on the head (e.g., device 105), ii) positioning information associated with a torso, iii) a gaze, or iv) a combination thereof. For example, the gesture type criterion may be based on determining whether the user is facing (e.g., either the head and/or the torso) or looking (e.g., gaze) at the user interface while performing the two-handed gestures.
In some implementations, determining whether the identified actions satisfy the criterion for the gesture type is based on determining a motion type associate with motion data for each of the two hands. For example, when a zoom pinch motion is performed along the plane of a user interface component such a gesture may be interpreted as an app-centric gesture. In another example, when a two-handed pan motion is performed, if a line formed by the two pinched hands at the beginning of a gesture is parallel to the plane of a 2D UI element, then the two-handed gesture can be determined to be an app-centric gesture for that specific application.
At block 1010, the method 1000 determines to associate each of the actions performed by each of the two hands with a user intended action in accordance with determining that the identified actions satisfy the criterion for the gesture type. In an exemplary implementation, different gesture types may correspond to different reference elements (e.g., a pivot point, a 3D coordinate system, etc.). For example, the hand tracking system may determine whether a user centric, an app centric gesture, or a blended gesture, and then the hand motion/activity may be interpreted as a specific gesture. In some implementations, the system may implement the identified user intended actions that may include a pan interaction, a zoom interaction, a rotation of one or more elements of a user interface, and the like.
In some implementations, the user activity is determined to provide a user centric gesture as the gesture type. For example, a user centric gesture may be based on the user's own coordinate system relative to one or more pivot points on the user without regard to user interface location.
In some implementations, the user activity is determined to provide an app centric gesture as the gesture type. For example, an app centric gesture may be Cartesian space-based and based on the location of the user interface when tracking user motion.
In some implementations, the user activity is determined to provide a hybrid gesture as the gesture type, the hybrid gesture includes a portion of a user centric gesture and a portion of an app centric gesture. For example, a user centric gesture may be based on the user's own coordinate system relative to one or more pivot points on the user without regard to user interface location, an app centric gesture may be Cartesian space-based and based on the location of the user interface when tracking user motion, and a hybrid may be a combination.
In some implementations, the method 800 may further include associating a pivot point on a body of the user as the reference element. For example, the use of pivot points on a user's body (e.g., pivot points 402, 406, 432, 434, 436, 438, etc.) may be utilized to interpret some (but not necessarily all) motion. Additionally, or alternatively, the reference element includes a reference point in the 3D coordinate system. For example, user motion may be treated one way (e.g., when both arms move together to move a big box), for example, based on a fixed 3D position or on a single torso location set as the reference point. In some implementations, user motion may be treated another way (e.g., when expanding or rotating something/manipulating something about itself), for example, by tracking each arm's movement independently as moving about its own shoulder/elbow or other pivot point. Some implementations mix and match, user centric, app centric, single pivot point (e.g., torso-based), dual pivot point (e.g., shoulder/elbow-based) features to optimize accurate single and/or two-handed gesture tracking.
In some implementations, determining to associate each of the actions performed by each of the two hands with the user intended action corresponding to the gesture type is based on an app centric technique and a reference orientation of a space defined based on positioning information (e.g., head or torso) of the user. For example, app-centric tracking may be used to generally track user motion and interpret gestures, but also use a reference orientation of the space defined based on the user-interface (application orientation) and/or the orientation of the user which may enable detection of two-handed zoom where the user can do things comfortable orthogonal to their torso even if the app is to the side (e.g., as illustrated in
In some implementations, determining whether the identified actions satisfy the criterion for the gesture type is based on determining a context of the user within a 3D environment. For example, if a user is casually sitting on a couch, he or she may not have his or her torso aligned with the user interface, but still intends to interact with the application as compared to a user that may be standing and more directly facing the intended application to interact with. In some implementations, the context of the user may be based on his or current activities, determining whether there are one or more other objects or people in the physical environment, and the like. In some implementations, the context may be based on the specific application of the interaction such that particular applications require more body/torso positioning information (e.g., a body dependent application such as for health or workout applications) compared to a more simplistic internet based browser that the user may only need basic zoom and panning gestures to interact with the user interface (e.g., a web based news/blog site for reading articles).
In some implementations, determining the user intended action includes determining that the user activity is associated with two simultaneous two-handed gestures. For example, the system may implement both a pan and zoom of a user interface element at the same time.
In some implementations, determining the user intended action includes determining that the user activity is associated with simultaneous one-handed gestures. For example, in which each hand (e.g., left/right) simultaneously performs an independent gesture, such as a pinch in the left hand, and a point and/or pan motion with the right hand may select a user interface icon based on the pinch of the left hand, and then move or pan the content selected with the pan motion of the right hand.
In some implementations, the method 1000 further includes using at least a portion of the identified actions performed by the two hands to directly enable a functional component displayed within an extended reality (XR) environment. For example, the system may perform the determined pan, zoom, rotate, or a combination of movements, and the like. In some implementations, the method 1000 is performed by an electronic device that is a head-mounted device (HMD) and/or the XR environment is a virtual reality environment or an augmented reality environment.
The method 1000 may display a view of an extended reality (XR) environment corresponding to a 3D coordinate system, where the UI elements of the application are displayed in the view of the XR environment. Such an XR environment may include UI elements from multiple application processes corresponding to multiple applications and the input support process may identify the interaction event data for the multiple applications and route interaction event data to only the appropriate applications, e.g., the applications to which the interactions are intended by the user. Accurately routing data to only the intended applications may help ensure that one application does to misuse input data intended for another application (e.g., one application does not track a user entering a password into another application).
In some implementations, the one or more communication buses 1104 include circuitry that interconnects and controls communications between system components. In some implementations, the one or more I/O devices and sensors 1106 include at least one of an inertial measurement unit (IMU), an accelerometer, a magnetometer, a gyroscope, a thermometer, one or more physiological sensors (e.g., blood pressure monitor, heart rate monitor, blood oxygen sensor, blood glucose sensor, etc.), one or more microphones, one or more speakers, a haptics engine, one or more depth sensors (e.g., a structured light, a time-of-flight, or the like), and/or the like.
In some implementations, the one or more output device(s) 1112 include one or more displays configured to present a view of a 3D environment to the user. In some implementations, the one or more output devices 1112 (e.g., displays) correspond to holographic, digital light processing (DLP), liquid-crystal display (LCD), liquid-crystal on silicon (LCoS), organic light-emitting field-effect transitory (OLET), organic light-emitting diode (OLED), surface-conduction electron-emitter display (SED), field-emission display (FED), quantum-dot light-emitting diode (QD-LED), micro-electromechanical system (MEMS), and/or the like display types. In some implementations, the one or more displays correspond to diffractive, reflective, polarized, holographic, etc. waveguide displays. In one example, the device 1100 includes a single display. In another example, the device 1100 includes a display for each eye of the user.
In some implementations, the one or more output device(s) 1112 include one or more audio producing devices. In some implementations, the one or more output device(s) 1112 include one or more speakers, surround sound speakers, speaker-arrays, or headphones that are used to produce spatialized sound, e.g., 3D audio effects. Such devices may virtually place sound sources in a 3D environment, including behind, above, or below one or more listeners. Generating spatialized sound may involve transforming sound waves (e.g., using head-related transfer function (HRTF), reverberation, or cancellation techniques) to mimic natural soundwaves (including reflections from walls and floors), which emanate from one or more points in a 3D environment. Spatialized sound may trick the listener's brain into interpreting sounds as if the sounds occurred at the point(s) in the 3D environment (e.g., from one or more particular sound sources) even though the actual sounds may be produced by speakers in other locations. The one or more output device(s) 1112 may additionally or alternatively be configured to generate haptics.
In some implementations, the one or more image sensor systems 1114 are configured to obtain image data that corresponds to at least a portion of a physical environment. For example, the one or more image sensor systems 1114 may include one or more RGB cameras (e.g., with a complimentary metal-oxide-semiconductor (CMOS) image sensor or a charge-coupled device (CCD) image sensor), monochrome cameras, IR cameras, depth cameras, event-based cameras, and/or the like. In various implementations, the one or more image sensor systems 1114 further include illumination sources that emit light, such as a flash. In various implementations, the one or more image sensor systems 1114 further include an on-camera image signal processor (ISP) configured to execute a plurality of processing operations on the image data.
The memory 1120 includes high-speed random-access memory, such as DRAM, SRAM, DDR RAM, or other random-access solid-state memory devices. In some implementations, the memory 1120 includes non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. The memory 1120 optionally includes one or more storage devices remotely located from the one or more processing units 1102. The memory 1120 includes a non-transitory computer readable storage medium.
In some implementations, the memory 1120 or the non-transitory computer readable storage medium of the memory 1120 stores an optional operating system 1130 and one or more instruction set(s) 1140. The operating system 1130 includes procedures for handling various basic system services and for performing hardware dependent tasks. In some implementations, the instruction set(s) 1140 include executable software defined by binary information stored in the form of electrical charge. In some implementations, the instruction set(s) 1140 are software that is executable by the one or more processing units 1102 to carry out one or more of the techniques described herein.
The instruction set(s) 1140 include user interaction instruction set(s) 1142 configured to, upon execution, identify and/or interpret user gestures (e.g., two handed gestures) and other user activities as described herein. The instruction set(s) 1140 include user interaction set(s) 1142 for one or more applications. In some implementations, each of the applications is provided for as a separately-executing set of code, e.g., capable of being executed via an application process. The instruction set(s) 1140 may be embodied as a single software executable or multiple software executables.
Although the instruction set(s) 1140 are shown as residing on a single device, it should be understood that in other implementations, any combination of the elements may be located in separate computing devices. Moreover, the figure is intended more as functional description of the various features which are present in a particular implementation as opposed to a structural schematic of the implementations described herein. As recognized by those of ordinary skill in the art, items shown separately could be combined and some items could be separated. The actual number of instructions sets and how features are allocated among them may vary from one implementation to another and may depend in part on the particular combination of hardware, software, and/or firmware chosen for a particular implementation.
The housing 1201 houses a display 1210 that displays an image, emitting light towards or onto the eye of a user 102. In various implementations, the display 1210 emits the light through an eyepiece having one or more optical elements 1205 that refracts the light emitted by the display 1210, making the display appear to the user 102 to be at a virtual distance farther than the actual distance from the eye to the display 1210. For example, optical element(s) 1205 may include one or more lenses, a waveguide, other diffraction optical elements (DOE), and the like. For the user 102 to be able to focus on the display 1210, in various implementations, the virtual distance is at least greater than a minimum focal distance of the eye (e.g., 7 cm). Further, in order to provide a better user experience, in various implementations, the virtual distance is greater than 1 meter.
The housing 1201 also houses a tracking system including one or more light sources 1222, camera 1224, camera 1232, camera 1234, camera 1236, and a controller 1280. The one or more light sources 1222 emit light onto the eye of the user 102 that reflects as a light pattern (e.g., a circle of glints) that may be detected by the camera 1224. Based on the light pattern, the controller 1280 may determine an eye tracking characteristic of the user 102. For example, the controller 1280 may determine a gaze direction and/or a blinking state (eyes open or eyes closed) of the user 102. As another example, the controller 1280 may determine a pupil center, a pupil size, or a point of regard. Thus, in various implementations, the light is emitted by the one or more light sources 1222, reflects off the eye of the user 102, and is detected by the camera 1224. In various implementations, the light from the eye of the user 102 is reflected off a hot mirror or passed through an eyepiece before reaching the camera 1224.
The display 1210 emits light in a first wavelength range and the one or more light sources 1222 emit light in a second wavelength range. Similarly, the camera 1224 detects light in the second wavelength range. In various implementations, the first wavelength range is a visible wavelength range (e.g., a wavelength range within the visible spectrum of approximately 400-700 nm) and the second wavelength range is a near-infrared wavelength range (e.g., a wavelength range within the near-infrared spectrum of approximately 700-1400 nm).
In various implementations, eye tracking (or, in particular, a determined gaze direction) is used to enable user interaction (e.g., the user 102 selects an option on the display 1210 by looking at it), provide foveated rendering (e.g., present a higher resolution in an area of the display 1210 the user 102 is looking at and a lower resolution elsewhere on the display 1210), or correct distortions (e.g., for images to be provided on the display 1210).
In various implementations, the one or more light sources 1222 emit light towards the eye of the user 102 which reflects in the form of a plurality of glints.
In various implementations, the camera 1224 is a frame/shutter-based camera that, at a particular point in time or multiple points in time at a frame rate, generates an image of the eye of the user 102. Each image includes a matrix of pixel values corresponding to pixels of the image which correspond to locations of a matrix of light sensors of the camera. In implementations, each image is used to measure or track pupil dilation by measuring a change of the pixel intensities associated with one or both of a user's pupils.
In various implementations, the camera 1224 is an event camera including a plurality of light sensors (e.g., a matrix of light sensors) at a plurality of respective locations that, in response to a particular light sensor detecting a change in intensity of light, generates an event message indicating a particular location of the particular light sensor.
In various implementations, the camera 1232, camera 1234, and camera 1236 are frame/shutter-based cameras that, at a particular point in time or multiple points in time at a frame rate, may generate an image of the face of the user 102 or capture an external physical environment. For example, camera 1232 captures images of the user's face below the eyes, camera 1234 captures images of the user's face above the eyes, and camera 1236 captures the external environment of the user (e.g., environment 100 of
It will be appreciated that the implementations described above are cited by way of example, and that the present invention is not limited to what has been particularly shown and described hereinabove. Rather, the scope includes both combinations and sub combinations of the various features described hereinabove, as well as variations and modifications thereof which would occur to persons skilled in the art upon reading the foregoing description and which are not disclosed in the prior art.
As described above, one aspect of the present technology is the gathering and use of sensor data that may include user data to improve a user's experience of an electronic device. The present disclosure contemplates that in some instances, this gathered data may include personal information data that uniquely identifies a specific person or can be used to identify interests, traits, or tendencies of a specific person. Such personal information data can include movement data, physiological data, demographic data, location-based data, telephone numbers, email addresses, home addresses, device characteristics of personal devices, or any other personal information.
The present disclosure recognizes that the use of such personal information data, in the present technology, can be used to the benefit of users. For example, the personal information data can be used to improve the content viewing experience. Accordingly, use of such personal information data may enable calculated control of the electronic device. Further, other uses for personal information data that benefit the user are also contemplated by the present disclosure.
The present disclosure further contemplates that the entities responsible for the collection, analysis, disclosure, transfer, storage, or other use of such personal information and/or physiological 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. For example, 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 should occur only after receiving the informed consent of the users. Additionally, such entities would take 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.
Despite the foregoing, the present disclosure also contemplates implementations in which users selectively block the use of, or access to, personal information data. That is, the present disclosure contemplates that hardware or software elements can be provided to prevent or block access to such personal information data. For example, in the case of user-tailored content delivery services, 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. In another example, users can select not to provide personal information data for targeted content delivery services. In yet another example, users can select to not provide personal information, but permit the transfer of anonymous information for the purpose of improving the functioning of the device.
Therefore, although the present disclosure broadly covers use of 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 such 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. For example, content can be selected and delivered to users by inferring preferences or settings based on non-personal information data or a bare minimum amount of personal information, such as the content being requested by the device associated with a user, other non-personal information available to the content delivery services, or publicly available information.
In some embodiments, data is stored using a public/private key system that only allows the owner of the data to decrypt the stored data. In some other implementations, the data may be stored anonymously (e.g., without identifying and/or personal information about the user, such as a legal name, username, time and location data, or the like). In this way, other users, hackers, or third parties cannot determine the identity of the user associated with the stored data. In some implementations, a user may access their stored data from a user device that is different than the one used to upload the stored data. In these instances, the user may be required to provide login credentials to access their stored data.
Numerous specific details are set forth herein to provide a thorough understanding of the claimed subject matter. However, those skilled in the art will understand that the claimed subject matter may be practiced without these specific details. In other instances, methods apparatuses, or systems that would be known by one of ordinary skill have not been described in detail so as not to obscure claimed subject matter.
Unless specifically stated otherwise, it is appreciated that throughout this specification discussions utilizing the terms such as “processing,” “computing,” “calculating,” “determining,” and “identifying” or the like refer to actions or processes of a computing device, such as one or more computers or a similar electronic computing device or devices, that manipulate or transform data represented as physical electronic or magnetic quantities within memories, registers, or other information storage devices, transmission devices, or display devices of the computing platform.
The system or systems discussed herein are not limited to any particular hardware architecture or configuration. A computing device can include any suitable arrangement of components that provides a result conditioned on one or more inputs. Suitable computing devices include multipurpose microprocessor-based computer systems accessing stored software that programs or configures the computing system from a general-purpose computing apparatus to a specialized computing apparatus implementing one or more implementations of the present subject matter. Any suitable programming, scripting, or other type of language or combinations of languages may be used to implement the teachings contained herein in software to be used in programming or configuring a computing device.
Implementations of the methods disclosed herein may be performed in the operation of such computing devices. The order of the blocks presented in the examples above can be varied for example, blocks can be re-ordered, combined, and/or broken into sub-blocks. Certain blocks or processes can be performed in parallel.
The use of “adapted to” or “configured to” herein is meant as open and inclusive language that does not foreclose devices adapted to or configured to perform additional tasks or steps. Additionally, the use of “based on” is meant to be open and inclusive, in that a process, step, calculation, or other action “based on” one or more recited conditions or values may, in practice, be based on additional conditions or value beyond those recited. Headings, lists, and numbering included herein are for ease of explanation only and are not meant to be limiting.
It will also be understood that, although the terms “first,” “second,” etc. may be used herein to describe various elements, these elements should not be limited by these terms. These terms are only used to distinguish one element from another. For example, a first node could be termed a second node, and, similarly, a second node could be termed a first node, which changing the meaning of the description, so long as all occurrences of the “first node” are renamed consistently and all occurrences of the “second node” are renamed consistently. The first node and the second node are both nodes, but they are not the same node.
The terminology used herein is for the purpose of describing particular implementations only and is not intended to be limiting of the claims. As used in the description of the implementations and the appended claims, the singular forms “a,” “an,” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will also be understood that the term “and/or” as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items. It will be further understood that the terms “comprises” and/or “comprising,” when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof.
As used herein, the term “if” may be construed to mean “when” or “upon” or “in response to determining” or “in accordance with a determination” or “in response to detecting,” that a stated condition precedent is true, depending on the context. Similarly, the phrase “if it is determined [that a stated condition precedent is true]” or “if [a stated condition precedent is true]” or “when [a stated condition precedent is true]” may be construed to mean “upon determining” or “in response to determining” or “in accordance with a determination” or “upon detecting” or “in response to detecting” that the stated condition precedent is true, depending on the context.
The foregoing description and summary of the invention are to be understood as being in every respect illustrative and exemplary, but not restrictive, and the scope of the invention disclosed herein is not to be determined only from the detailed description of illustrative implementations but according to the full breadth permitted by patent laws. It is to be understood that the implementations shown and described herein are only illustrative of the principles of the present invention and that various modification may be implemented by those skilled in the art without departing from the scope and spirit of the invention.
This application claims the benefit of U.S. Provisional Application Ser. No. 63/466,454 filed May 15, 2023, and claims the benefit of U.S. Provisional Application Ser. No. 63/611,891 filed Dec. 19, 2023, each of which is incorporated by reference herein in its entirety.
Number | Date | Country | |
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63466454 | May 2023 | US | |
63611891 | Dec 2023 | US |