20240089423.Head-Mounted Electronic Device with Adjustable Frame Rate simplified abstract (apple inc.)

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Head-Mounted Electronic Device with Adjustable Frame Rate

Organization Name

apple inc.

Inventor(s)

Danvin Ruangchan of San Jose CA (US)

Nathaniel C. Begeman of Saratoga CA (US)

Samir Gehani of Cupertino CA (US)

Edwin Iskandar of San Jose CA (US)

Chad B. Woolf of Gilroy CA (US)

Head-Mounted Electronic Device with Adjustable Frame Rate - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240089423 titled 'Head-Mounted Electronic Device with Adjustable Frame Rate

Simplified Explanation

The head-mounted device described in the patent application includes displays for presenting media content in a user interface window. The device has a display controller to adjust the frame rate of the displays and a frame rate management circuit to determine when to adjust the frame rate based on factors such as the type of media content, preferred frame rate, size of the user interface window, point of gaze data, hand gestures data, head pose data, and other relevant information.

  • The head-mounted device includes one or more displays for presenting media content.
  • A display controller is used to adjust the frame rate of the displays.
  • A frame rate management circuit determines when to adjust the frame rate based on various factors such as the type of media content and user interaction data.

Potential Applications

This technology could be used in virtual reality headsets, augmented reality devices, and other wearable displays to enhance the user experience by optimizing the frame rate based on the content being displayed.

Problems Solved

This technology solves the problem of inconsistent frame rates in head-mounted displays, which can lead to motion sickness and discomfort for users. By dynamically adjusting the frame rate based on the content and user interaction, this technology improves the overall viewing experience.

Benefits

- Improved user experience with smoother and more consistent frame rates. - Reduced motion sickness and discomfort for users. - Enhanced immersion in virtual and augmented reality environments.

Potential Commercial Applications

"Optimized Frame Rate Management for Head-Mounted Displays" could be used in gaming headsets, training and simulation applications, medical imaging devices, and entertainment systems to provide a more immersive and comfortable viewing experience for users.

Possible Prior Art

One possible prior art for this technology could be existing display technologies that adjust frame rates based on user preferences or content type. Additionally, there may be patents related to frame rate management in virtual reality or augmented reality systems that could be relevant to this innovation.

Unanswered Questions

How does the frame rate management circuit determine when to adjust the frame rate based on user interaction data?

The patent application mentions using data such as point of gaze, hand gestures, and head pose to determine when to adjust the frame rate, but it does not provide specific details on the algorithms or methods used for this process.

What impact does adjusting the frame rate have on the overall performance and battery life of the head-mounted device?

While optimizing the frame rate based on content and user interaction can improve the viewing experience, it may also have implications for the device's performance and battery life. Further information on these potential trade-offs would be helpful for understanding the full impact of this technology.


Original Abstract Submitted

a head-mounted device includes one or more displays configured to present media content. the media content may be presented in a user interface window. the head-mounted device may include a display controller configured to adjust a frame rate of the one or more displays and may include a frame rate management circuit configured to determine whether to adjust the frame rate of the one or more displays based on the type of the media content being presented in the user interface window and based on additional information such as a preferred frame rate associated with the media content, a size of the user interface window relative to the total display area of the one or more displays, point of gaze data, hand gestures data, head pose data, data associated with other body parts, audio information and other data.