WO2023091403A2 - Interface utilisateur basée sur le regard avec caractéristiques auxiliaires pour lunettes intelligentes dans des applications de réalité immersive - Google Patents

Interface utilisateur basée sur le regard avec caractéristiques auxiliaires pour lunettes intelligentes dans des applications de réalité immersive Download PDF

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Publication number
WO2023091403A2
WO2023091403A2 PCT/US2022/049947 US2022049947W WO2023091403A2 WO 2023091403 A2 WO2023091403 A2 WO 2023091403A2 US 2022049947 W US2022049947 W US 2022049947W WO 2023091403 A2 WO2023091403 A2 WO 2023091403A2
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WO
WIPO (PCT)
Prior art keywords
user
application
eye
headset
application interface
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Application number
PCT/US2022/049947
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English (en)
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WO2023091403A3 (fr
Inventor
Salvael Ortega Estrada
Sebastian Sztuk
Original Assignee
Meta Platforms Technologies, Llc
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Publication date
Priority claimed from US17/950,959 external-priority patent/US11789530B2/en
Application filed by Meta Platforms Technologies, Llc filed Critical Meta Platforms Technologies, Llc
Publication of WO2023091403A2 publication Critical patent/WO2023091403A2/fr
Publication of WO2023091403A3 publication Critical patent/WO2023091403A3/fr

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • G06F3/013Eye tracking input arrangements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/163Wearable computers, e.g. on a belt
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/017Gesture based interaction, e.g. based on a set of recognized hand gestures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/0304Detection arrangements using opto-electronic means
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0346Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0354Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
    • G06F3/03547Touch pads, in which fingers can move on a surface
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2203/00Indexing scheme relating to G06F3/00 - G06F3/048
    • G06F2203/038Indexing scheme relating to G06F3/038
    • G06F2203/0381Multimodal input, i.e. interface arrangements enabling the user to issue commands by simultaneous use of input devices of different nature, e.g. voice plus gesture on digitizer
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2203/00Indexing scheme relating to G06F3/00 - G06F3/048
    • G06F2203/038Indexing scheme relating to G06F3/038
    • G06F2203/0382Plural input, i.e. interface arrangements in which a plurality of input device of the same type are in communication with a PC

Definitions

  • the present disclosure is directed to user interfaces for wearable devices for immersive reality environments. More specifically, embodiments as disclosed herein are directed to user interfaces based on gaze direction in smart glasses in augmented reality applications.
  • the user interface plays a critical role for wearability, user comfort, and device effectiveness.
  • User interfaces for headset wearables including smart glasses, induce users to perform unnatural head motions (e.g. , nodding or shaking), which seem eccentric to the onlooker (out of place or out of time).
  • Some approaches for user interfaces may include joysticks and other elements (real or virtual) that require action of hands, fingers, and other body parts from the user. These exertions may be undesirable for smart glasses, where users may be involved in a different activity and find it intrusive or plainly impossible to perform input actions at any given time.
  • Wearable headsets especially smart glasses that users wear while performing other activities (e.g., driving, outdoor activities, and the like), should desirably require user’s hands, fingers, and body parts other than the head as little as possible, if at all.
  • a computer-implemented method includes identifying an eye gesture of the user of a smart glass, based on an eye-tracking signal indicative of a pupil location of the user, assessing a user intention for an application displayed in a user interface in the smart glass based on the eye gesture, and activating the application based on the user intention.
  • the first aspect further comprises: displaying, on at least one eyepiece of a headset, an application interface for a user of the headset; and wherein identifying an eye gesture of the user further comprises: highlighting an icon in the application interface; and activating the application based on the user intention further comprises activating the icon in the application interface.
  • the first aspect further comprises: receiving a signal from a second wearable device on a user wrist, and identifying a hand gesture of the user based on the signal from the second wearable device, wherein assessing a user intention for an application displayed in the user interface further comprises reproducing the hand gesture on an application interface displayed on an eyepiece of the headset.
  • the first aspect further comprises: receiving a signal from a second wearable device on a user wrist, the signal indicative of one of a scrolling, pinching, panning, or flipping gesture from the user, and wherein activating the application based on the user intention comprises scrolling, pinching, or flipping a graphic element of the application on a display in at least one eyepiece in the headset.
  • the first aspect further comprises: displaying, on at least one eyepiece of the headset, a virtual assistant to verbally interact with the user.
  • the first aspect further comprises: activating a virtual assistant when the eye gesture includes a gaze direction towards the virtual assistant.
  • the first aspect further comprises: activating a virtual assistant on a display of the headset upon receipt of a voice command from the user.
  • the application displayed in the user interface includes a telephone application, further comprising displaying a pickup icon and a hang up icon on at least one eyepiece of the headset when the telephone application receives a call.
  • the first aspect further comprises: highlighting one of a pickup icon or a hang up icon for a telephone application on a headset display, based on the eye gesture. [0014] In an embodiment, the first aspect further comprises: assessing a user intention to pick up a call when the user maintains a gaze on a pickup icon on a display of the headset for a time longer than a pre-selected threshold.
  • a device in a second aspect of the present invention, includes at least one of a left eyepiece or a right eyepiece mounted on a frame, an eye-tracking device configured to identify a pupil location for a user, and a processor configured to receive a signal from the eye-tracking device, the signal indicative of a user intention with the application interface, and to activate the application interface based on the user intention.
  • the second aspect further comprises: at least one display in the left eyepiece or the right eyepiece, the display configured to display a virtual assistant for the user, responsive to the user intention with the application interface.
  • the second aspect further comprises: a display in at least one of the left eyepiece or the right eyepiece, the display configured to provide an application interface for a user.
  • the eye-tracking device comprises a camera configured to collect an image including at least one user’s eye, wherein the processor is further configured to determine a gaze direction of the user and the user intention, based on the gaze direction.
  • the eye-tracking device comprises an ultrasound emitter configured to map a portion of a face of the user that includes at least one user’s eye.
  • the eye-tracking device comprises an infra-red light emitter configured to map a portion of a face of the user that include at least one user’s eye.
  • the second aspect further comprises: a memory storing instructions which, when executed by the processor, cause the device to perform an application algorithm that drives the application interface.
  • the processor is further configured to receive a signal from a wristband device, the signal indicative of a user intention with the application interface, when the application interface is active.
  • the processor is further configured to receive a signal from a wristband device, the signal indicative of a hand gesture of the user to interact with the application interface.
  • the processor is further configured to receive a signal from a wearable device, the signal indicative of the user intention with the application interface when the application interface is active.
  • FIG. 1 illustrates an architecture including one or more wearable devices coupled to one another, to a mobile device, a remote server and to a database.
  • FIG. 2 illustrates a smart glass including an elf assistant in a display in a gaze-based user interface.
  • FIG. 3 illustrates a smart glass including a hot comer with an assistant in a gaze-based user interface.
  • FIG. 4 illustrates a smart glass including a menu with multiple icons in a display, wherein the user selects an icon by a gaze pointing.
  • FIG. 5 illustrates a smart glass including a call pickup and a call hung up icon in a display, wherein the user selects one of the icons by a gaze pointing.
  • FIG. 6 is a flowchart illustrating steps in a method for activating an immersive reality application in a smart glass.
  • FIG. 7 is a block diagram of a computer system configured to execute at least some of the methods and devices disclosed herein.
  • smart glasses as disclosed herein include eye and gaze user interfaces with an inward camera facing the user to identify pupil location, gaze direction and vergence point for a stereo system.
  • the smart glasses may include a micro-electromechanical system (MEMS) based hot mirror, a holographic optical element (HOE) combiner, and the like.
  • MEMS micro-electromechanical system
  • HOE holographic optical element
  • eye-tracking software and hardware may include infrared cameras and image recognition algorithms (e.g, machine learning, artificial intelligence, neural networks, and the like) to find the user’s pupil.
  • an eye-tracking device may include a range finder using emitters and detectors of pulsed radiation (e.g, electromagnetic radiation, such as radio-frequency, RF, or infrared pulses, or acoustic radiation such as ultrasound pulses). More generally, eye-tracking hardware and software may be configured to identify and assess eye movement, duration and speed of the eye movement, and gaze direction, duration, and fixation of the user. Accordingly, some embodiments may activate the display upon preselected pupil movements, such as moving the pupils such that the gaze would no longer be in the active area of the display. In some embodiments, the pupils may move so that the inward camera can no longer detect a pupil.
  • pulsed radiation e.g, electromagnetic radiation, such as radio-frequency, RF, or infrared pulses, or acoustic radiation such as ultrasound pulses.
  • eye-tracking hardware and software may be configured to identify and assess eye movement, duration and speed of the eye movement, and gaze direction, duration, and fixation of the user. Accordingly, some embodiments may activate
  • the system may identify a user who may dwell their gaze in the area of a pickup call icon (e.g., colored green) for a pre-selected period of time.
  • a pickup call icon e.g., colored green
  • the system may identify a user who may dwell their gaze in the area of a hang up call icon (e.g. , colored red), for a pre-determined period of time.
  • the inward camera captures, and the system identifies, other eye gestures (e.g., pre-selected pupil motions) to produce pinch, scrolling, panning, and text entry on items in the display.
  • eye gestures e.g., pre-selected pupil motions
  • a gaze signal may preferably be combined with other user actions captured by ancillary wearable devices and sensors, and even voice commands captured with a microphone.
  • smart glasses are configured for activating a virtual assistant by detecting a user gaze on an assistant icon on or off the screen (e.g. , hot comers) while speaking out a command calling for the virtual assistant.
  • an electromagnetic signal received from a wrist wearable indicative of a pinching or handselection.
  • the smart glasses may include electroencephalogram (EEG) sensors on the user’s head or may communicate with EEG sensors on a headset to make the activations.
  • EEG electroencephalogram
  • the smart glasses may be used interactively with a second device (e.g., a laptop), wherein an inward camera in the smart glasses may identify an area of a text that is being displayed on the laptop (and viewed by the user through the smart glasses), and the laptop cursor would move accordingly.
  • a second device e.g., a laptop
  • FIG. 1 illustrates an architecture 10 including one or more wearable devices 100-1 and 100-2 (hereinafter, collectively referred to as “wearable devices 100”) coupled to one another, to a mobile device 110, a remote server 130 and to a database 152, through a network 150, according to some embodiments.
  • Wearable devices 100 may include a smart glass 100-1 or headset configured for AR/VR applications and a wristband 100-2, and mobile device 110 may be a smart phone, all of which may communicate with one another via wireless communications and exchange a first dataset (e.g, dataset 103-1).
  • Dataset 103-1 may include a recorded video, audio, or some other file or streaming media.
  • a user 101 of wearable devices 100 is also the owner or is associated with mobile device 110.
  • smart glass 100-1 may directly communicate with remote server 130, database 152, or any other client device 110 (e.g. , a smart phone of a different user, and the like) via network 150.
  • Mobile device 110 may be communicatively coupled with remote server 130 and database 152 via network 150, and transmit/share information, files, and the like with one another (e.g, dataset 103-2 and dataset 103-3).
  • Datasets 103-1, 103-2, and 103-3 will be collectively referred to as “datasets 103.”
  • smart glass 100-1 or headset may include multiple sensors 125 such as inertial measurement units (IMUs), gyroscopes, microphones, and capacitive sensors configured as touch interfaces for the user.
  • Other touch sensors 125 may include a pressure sensor, a thermometer, and the like.
  • smart glass 100-1 may also include a haptic actuator 126 to recreate a sense of touch to the user, for a VR/AR application.
  • An outward camera 121 faces outside of smart glass 100-1, and an inward camera 123 collects an image of the face of user 101 including eyes and pupils. Outward camera 121 may collect images of the hands and other body parts, with which user 101 may make input gestures for AR/VR applications running in smart glass 100-1.
  • Wristband 100-2 may include touch and stress sensors to detect movement of muscles and tendons in the wrist, as the user makes hand or finger gestures (e.g. , typing on a keyboard, pointing to an object, rolling or scrolling through a webpage, or handling a graphic object). Wrist and hand movements detected with wristband 100-2 may thus be combined with a gaze signal from smart glass 100-1, to accurately assess user intentions in an application running in smart glass 100-1, in client device 110, or in remote server 130, and that is viewed by the user through smart glass 100-1.
  • hand or finger gestures e.g. , typing on a keyboard, pointing to an object, rolling or scrolling through a webpage, or handling a graphic object.
  • Wrist and hand movements detected with wristband 100-2 may thus be combined with a gaze signal from smart glass 100-1, to accurately assess user intentions in an application running in smart glass 100-1, in client device 110, or in remote server 130, and that is viewed by the user through smart glass 100-1.
  • wearable devices 100, or mobile device 110 may include a memory circuit 120 storing instructions, and a processor circuit 112 configured to execute the instructions to cause smart glass 100-1 to perform, at least partially, some of the steps in methods consistent with the present disclosure.
  • smart glass 100-1, mobile device 110, server 130, and/or database 152 may further include a communications module 118 enabling device 100-1 to wirelessly communicate with remote server 130 via network 150.
  • Smart glass 100-1 may thus download a multimedia online content (e.g. , datasets 103) from remote server 130, to perform at least partially some of the operations in methods as disclosed herein.
  • memory 120 may include instructions to cause processor 112 to receive and combine signals from the touch sensors in wristband 100-2 and in smart glass 100-1, and the in ward/ outward cameras 123/121 to assess or identify a user input and perform a desired action.
  • the instructions in memory 120 may include eye-tracking software to identify a gaze direction of the user within display 107.
  • instructions stored in memory 120 may include artificial intelligence and machine learning software configured to accurately interpret multiple input signals as specific instructions and commands from user 101. The machine learning and artificial intelligence software may also filter out interference and other unrelated signals provided by sensors 125, cameras 121/123, and microphones in smart glass 100-1 and wristband 100-2.
  • FIG. 2 illustrates a smart glass 200 including an elf assistant 210 in a display 207 in a gaze-based user interface, according to some embodiments.
  • Assistant 210 may pop up on display 207 based on a content 230 being read by the user, or upon an explicit request by the user (e.g., via a voice command, a gesture, or a gaze directed to a comer of display 207).
  • FIG. 3 illustrates a smart glass 300 including a hot comer 305 with an assistant 310 in a gaze-based user interface, according to some embodiments.
  • Assistant 310 may pop up on display 307 based on a content 330 being read by the user, or upon an explicit request by the user (e.g., via a voice command, a gesture, or a gaze directed towards hot comer 305).
  • assistant 310 may pop up automatically by a camera in smart glass 300 identifying certain objects 335 (e.g., pastries, coffee, wherein the assistant recommends other items to purchase, places to buy, or even advises the user as to the caloric content of each of the items in the field of view) in the user’s environment.
  • certain objects 335 e.g., pastries, coffee, wherein the assistant recommends other items to purchase, places to buy, or even advises the user as to the caloric content of each of the items in the field of view
  • FIG. 4 illustrates a smart glass 400 including a menu 430 with multiple icons 431 in a display 407, wherein the user selects an icon 431 by a gaze pointing, according to some embodiments.
  • Each of icons 431 may be associated with a different application that may be paired between smart glass 400 and a mobile device with the user (e.g., mobile device 110).
  • FIG. 5 illustrates a smart glass 500 including a call pickup icon 520 and a call hung up icon 521 in a display 507, wherein the user selects one of the icons (520/521) by a gaze pointing, according to some embodiments.
  • FIG. 6 is a flow chart illustrating steps in a method 600 for activating an immersive reality application in a smart glass, according to some embodiments.
  • at least one or more of the steps in method 600 may be performed by a processor executing instructions stored in a memory in either one of a smart glass or other wearable device on a user’s body part (e.g., head, arm, wrist, leg, ankle, finger, toe, knee, shoulder, chest, back, and the like).
  • body part e.g., head, arm, wrist, leg, ankle, finger, toe, knee, shoulder, chest, back, and the like.
  • At least one or more of the steps in method 600 may be performed by a processor executing instructions stored in a memory, wherein either the processor or the memory, or both, are part of a mobile device for the user, a remote server or a database, communicatively coupled with each other via a network.
  • the mobile device, the smart glass, and the wearable devices may be communicatively coupled with each other via a wireless communication system and protocol (e.g., radio, Wi-Fi, Bluetooth, near- field communication -NFC- and the like).
  • a method consistent with the present disclosure may include one or more steps from method 600 performed in any order, simultaneously, quasi-simultaneously, or overlapping in time.
  • the smart glass may include a left eyepiece and a right eyepiece mounted on a frame, and a display in at least one of the left eyepiece or the right eyepiece, the display configured to provide an application interface for a user.
  • the smart glass may also include an eye-tracking device configured to identify a pupil location for a user and a processor configured to receive a signal from the eye-tracking device, the signal indicative of a user intention with the application interface, and to activate the application interface based on the user intention.
  • Step 602 includes identifying an eye gesture of the user of a smart glass, based on an eye-tracking signal indicative of a pupil location of the user.
  • step 602 includes displaying, on at least one eyepiece of a smart glass, an application interface for a user of the smart glass, and step 602 includes highlighting an icon in the application interface, and activating the application based on the user intention further includes activating the icon in the application interface.
  • step 602 includes receiving a signal from a second wearable device on a wrist of the user and identifying a hand gesture of the user based on the signal from the second wearable device, wherein assessing a user intention for an application stored in the memory of the smart glass further includes reproducing the hand gesture on an application interface displayed on an eyepiece of the smart glass.
  • the user may gaze at an icon/hot comer/ AR assistant/ AR object/world object in a scene displayed by the smart glass, in response to which the user makes a gesture for activation, such as a pinch gesture (with the hand) to activate the assistant.
  • Step 602 may include receiving the pinch gesture from a wrist-band and associating it with the icon/hot comer/AR assistant/AR object/world object displayed by the smart glass.
  • step 602 includes receiving a signal from a second wearable device on a wrist of the user, the signal indicative of one of a scrolling, pinching, panning, or flipping gesture from the user, and wherein activating the application based on the user intention includes scrolling, pinching, or flipping a graphic element of the application on a display in at least one of the eyepieces of the smart glass.
  • step 602 includes displaying, on at least one eyepiece of the smart glass, a virtual assistant, and activating the virtual assistant when the eye gesture includes a gaze direction into the virtual assistant.
  • a smart glass system for immersive reality applications includes a gaze “plus” voice scheme where a voice command from the user is associated with an identified object of interest based on a gaze direction of the user. For example, when the user is gazing at a TV (identifiable by image recognition algorithms) and the user utters the words “volume up” (detected by a microphone in the smart glass or in the second wearable device), the smart glass system identifies that the volume of the TV needs to be raised accordingly.
  • the system is able to identify which of the multiple assistants the user is interacting with by determining a direction of the user’s gaze.
  • Step 604 includes assessing a user intention for an application stored in a memory of the smart glass based on the eye gesture.
  • the application stored in the memory of the smart glass includes a telephone application
  • step 604 includes displaying a pickup icon and a hang up icon on at least one eyepiece of the smart glass when the user receives a call from the telephone application.
  • step 604 includes highlighting one of the pickup icon or the hang up icon based on the eye gesture and assessing the user intention to pick up the call when the user maintains a gaze on the pickup icon for a time longer than a pre-selected threshold.
  • Step 606 includes activating the application based on the user intention.
  • FIG. 7 is a block diagram illustrating an exemplary computer system 700 with which the client device 110 and server 130 of FIG. 1, and the method of FIG. 6 can be implemented.
  • the computer system 700 may be implemented using hardware or a combination of software and hardware, either in a dedicated server, or integrated into another entity, or distributed across multiple entities.
  • Computer system 700 (e.g., client device 110 and server 130) includes a bus 708 or other communication mechanism for communicating information, and a processor 702 (e.g., processor 112) coupled with bus 708 for processing information.
  • processor 702 e.g., processor 112
  • the computer system 700 may be implemented with one or more processors 702.
  • Processor 702 may be a general-purpose microprocessor, a microcontroller, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA), a Programmable Logic Device (PLD), a controller, a state machine, gated logic, discrete hardware components, or any other suitable entity that can perform calculations or other manipulations of information.
  • DSP Digital Signal Processor
  • ASIC Application Specific Integrated Circuit
  • FPGA Field Programmable Gate Array
  • PLD Programmable Logic Device
  • Computer system 700 can include, in addition to hardware, code that creates an execution environment for the computer program in question, e.g., code that constitutes processor firmware, a protocol stack, a database management system, an operating system, or a combination of one or more of them stored in an included memory 704 (e.g., memory 120), such as a Random Access Memory (RAM), a flash memory, a Read-Only Memory (ROM), a Programmable Read-Only Memory (PROM), an Erasable PROM (EPROM), registers, a hard disk, a removable disk, a CD-ROM, a DVD, or any other suitable storage device, coupled with bus 708 for storing information and instructions to be executed by processor 702.
  • the processor 702 and the memory 704 can be supplemented by, or incorporated in, special purpose logic circuitry.
  • the instructions may be stored in the memory 704 and implemented in one or more computer program products, e.g., one or more modules of computer program instructions encoded on a computer-readable medium for execution by, or to control the operation of, the computer system 700, and according to any method well known to those of skill in the art, including, but not limited to, computer languages such as data-oriented languages (e.g, SQL, dBase), system languages (e.g, C, Objective-C, C++, Assembly), architectural languages (e.g, Java, .NET), and application languages (e.g, PHP, Ruby, Perl, Python).
  • data-oriented languages e.g, SQL, dBase
  • system languages e.g, C, Objective-C, C++, Assembly
  • architectural languages e.g, Java, .NET
  • application languages e.g, PHP, Ruby, Perl, Python
  • Instructions may also be implemented in computer languages such as array languages, aspect-oriented languages, assembly languages, authoring languages, command line interface languages, compiled languages, concurrent languages, curly-bracket languages, dataflow languages, data-structured languages, declarative languages, esoteric languages, extension languages, fourth-generation languages, functional languages, interactive mode languages, interpreted languages, iterative languages, list-based languages, little languages, logic-based languages, machine languages, macro languages, metaprogramming languages, multiparadigm languages, numerical analysis, non-English-based languages, object-oriented class-based languages, object-oriented prototype-based languages, off-side rule languages, procedural languages, reflective languages, rule-based languages, scripting languages, stack-based languages, synchronous languages, syntax handling languages, visual languages, wirth languages, and xml-based languages.
  • Memory 704 may also be used for storing temporary variable or other intermediate information during execution of instructions to be executed by processor 702.
  • a computer program as discussed herein does not necessarily correspond to a file in a file system.
  • a program can be stored in a portion of a file that holds other programs or data (e.g, one or more scripts stored in a markup language document), in a single file dedicated to the program in question, or in multiple coordinated files (e.g, files that store one or more modules, subprograms, or portions of code).
  • a computer program can be deployed to be executed on one computer or on multiple computers that are located at one site or distributed across multiple sites and intercoupled by a communication network.
  • the processes and logic flows described in this specification can be performed by one or more programmable processors executing one or more computer programs to perform functions by operating on input data and generating output.
  • Computer system 700 further includes a data storage device 706 such as a magnetic disk or optical disk, coupled with bus 708 for storing information and instructions.
  • Computer system 700 may be coupled via input/output module 710 to various devices.
  • Input/output module 710 can be any input/output module.
  • Exemplary input/output modules 710 include data ports such as USB ports.
  • the input/output module 710 is configured to connect to a communications module 712.
  • Exemplary communications modules 712 e.g, communications module 118
  • networking interface cards such as Ethernet cards and modems.
  • input/output module 710 is configured to connect to a plurality of devices, such as an input device 714 and/or an output device 716.
  • Exemplary input devices 714 include a keyboard and a pointing device, e.g. , a mouse or a trackball, by which a consumer can provide input to the computer system 700.
  • Other kinds of input devices 714 can be used to provide for interaction with a consumer as well, such as a tactile input device, visual input device, audio input device, or brain-computer interface device.
  • feedback provided to the consumer can be any form of sensory feedback, e.g, visual feedback, auditory feedback, or tactile feedback; and input from the consumer can be received in any form, including acoustic, speech, tactile, or brain wave input.
  • Exemplary output devices 716 include display devices, such as an LCD (liquid crystal display) monitor, for displaying information to the consumer.
  • the client device 110 and server 130 can be implemented using a computer system 700 in response to processor 702 executing one or more sequences of one or more instructions contained in memory 704. Such instructions may be read into memory 704 from another machine-readable medium, such as data storage device 706. Execution of the sequences of instructions contained in main memory 704 causes processor 702 to perform the process steps described herein. One or more processors in a multi-processing arrangement may also be employed to execute the sequences of instructions contained in memory 704. In alternative aspects, hard-wired circuitry may be used in place of or in combination with software instructions to implement various aspects of the present disclosure. Thus, aspects of the present disclosure are not limited to any specific combination of hardware circuitry and software.
  • a method may be an operation, an instruction, or a function and vice versa.
  • a clause may be amended to include some or all of the words (e.g., instructions, operations, functions, or components) recited in other one or more clauses, one or more words, one or more sentences, one or more phrases, one or more paragraphs, and/or one or more clauses.
  • the phrase “at least one of’ preceding a series of items, with the terms “and” or “or” to separate any of the items, modifies the list as a whole, rather than each member of the list (e.g, each item).
  • the phrase “at least one of’ does not require selection of at least one item; rather, the phrase allows a meaning that includes at least one of any one of the items, and/or at least one of any combination of the items, and/or at least one of each of the items.
  • phrases “at least one of A, B, and C” or “at least one of A, B, or C” each refer to only A, only B, or only C; any combination of A, B, and C; and/or at least one of each of A, B, and C.
  • exemplary is used herein to mean “serving as an example, instance, or illustration.” Any embodiment described herein as “exemplary” is not necessarily to be construed as preferred or advantageous over other embodiments. Phrases such as an aspect, the aspect, another aspect, some aspects, one or more aspects, an implementation, the implementation, another implementation, some implementations, one or more implementations, an embodiment, the embodiment, another embodiment, some embodiments, one or more embodiments, a configuration, the configuration, another configuration, some configurations, one or more configurations, the subject technology, the disclosure, the present disclosure, other variations thereof and alike are for convenience and do not imply that a disclosure relating to such phrase(s) is essential to the subject technology or that such disclosure applies to all configurations of the subject technology.
  • a disclosure relating to such phrase(s) may apply to all configurations, or one or more configurations.
  • a disclosure relating to such phrase(s) may provide one or more examples.
  • a phrase such as an aspect or some aspects may refer to one or more aspects and vice versa, and this applies similarly to other foregoing phrases.
  • a reference to an element in the singular is not intended to mean “one and only one” unless specifically stated, but rather “one or more.”
  • Pronouns in the masculine include the feminine and neuter gender (e.g, her and its) and vice versa.
  • the term “some” refers to one or more.
  • Underlined and/or italicized headings and subheadings are used for convenience only, do not limit the subject technology, and are not referred to in connection with the interpretation of the description of the subject technology. Relational terms such as first and second and the like may be used to distinguish one entity or action from another without necessarily requiring or implying any actual such relationship or order between such entities or actions.

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  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Computer Hardware Design (AREA)
  • User Interface Of Digital Computer (AREA)
  • Position Input By Displaying (AREA)

Abstract

L'invention concerne un procédé de gestion d'une interface utilisateur dans un verre intelligent. Le procédé comprend l'identification d'un geste de l'œil de l'utilisateur du verre intelligent, sur la base d'un signal de suivi oculaire indicatif d'un emplacement de pupille de l'utilisateur, l'évaluation d'une intention d'utilisateur pour une application affichée dans une interface utilisateur dans le casque d'écoute sur la base du geste de l'œil, et l'activation de l'application sur la base de l'intention de l'utilisateur. L'invention concerne également un verre intelligent destiné à être utilisé avec le procédé ci-dessus.
PCT/US2022/049947 2021-11-17 2022-11-15 Interface utilisateur basée sur le regard avec caractéristiques auxiliaires pour lunettes intelligentes dans des applications de réalité immersive WO2023091403A2 (fr)

Applications Claiming Priority (6)

Application Number Priority Date Filing Date Title
US202163280515P 2021-11-17 2021-11-17
US63/280,515 2021-11-17
US202263318651P 2022-03-10 2022-03-10
US63/318,651 2022-03-10
US17/950,959 2022-09-22
US17/950,959 US11789530B2 (en) 2021-11-17 2022-09-22 Gaze-based user interface with assistant features for smart glasses in immersive reality applications

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WO2023091403A2 true WO2023091403A2 (fr) 2023-05-25
WO2023091403A3 WO2023091403A3 (fr) 2023-07-13

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CN106537290B (zh) * 2014-05-09 2019-08-27 谷歌有限责任公司 与真实和虚拟对象交互的基于生物力学的眼球信号的系统和方法

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