Apple inc. (20240104864). Dynamically Adjustable Distraction Reduction in Extended Reality Environments simplified abstract

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Dynamically Adjustable Distraction Reduction in Extended Reality Environments

Organization Name

apple inc.

Inventor(s)

Grant H. Mulliken of Los Gatos CA (US)

Anura A. Patil of San Francisco CA (US)

Brian Pasley of Berkeley CA (US)

Christine Godwin of Santa Clara CA (US)

Eve Ekman of San Francisco CA (US)

Jonathan Hadida of Redwood City CA (US)

Lauren Cheung of Los Altos CA (US)

Mary A. Pyc of Campbell CA (US)

Patrick O. Eronini of Sunnyvale CA (US)

Raphael A. Bernier of Seattle WA (US)

Steven A. Marchette of San Jose CA (US)

Fletcher Rothkopf of Los Altos CA (US)

Dynamically Adjustable Distraction Reduction in Extended Reality Environments - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240104864 titled 'Dynamically Adjustable Distraction Reduction in Extended Reality Environments

Simplified Explanation

The patent application focuses on adjusting extended reality environments to reduce distractions and improve user focus. It involves using metrics to gauge user focus and modifying the environment accordingly, such as replacing distracting objects with additional content.

  • Extended reality environments are modified to reduce distractions and improve user focus.
  • Metrics are used to assess user focus and adjust the environment accordingly.
  • The system includes a head-mounted display, sensors, and a processor to enter a focus mode.
  • The processor can generate an extended reality environment based on imaging data of the physical environment.
  • Identified objects in the physical environment can be replaced with additional content in the extended reality environment.

Potential Applications

This technology could be applied in various industries such as gaming, training simulations, virtual tours, and remote collaboration tools.

Problems Solved

This technology addresses the issue of distractions in extended reality environments, allowing users to focus better on their tasks or activities.

Benefits

The benefits of this technology include improved user focus, enhanced user experience, and increased productivity in tasks performed in extended reality environments.

Potential Commercial Applications

Commercial applications of this technology could include virtual reality training programs, augmented reality gaming experiences, and virtual tours for real estate or tourism.

Possible Prior Art

One possible prior art could be the use of eye-tracking technology in virtual reality systems to enhance user interactions and experiences.

What are the specific metrics used to gauge user focus in the extended reality environment?

The specific metrics used to gauge user focus in the extended reality environment are not mentioned in the abstract. It would be helpful to know what criteria or measurements are used to determine when and how the environment should be adjusted.

How does the system differentiate between distracting stimuli and relevant content in the extended reality environment?

The abstract does not provide details on how the system distinguishes between distracting stimuli and relevant content in the extended reality environment. Understanding this process would shed light on the effectiveness and accuracy of the system in improving user focus.


Original Abstract Submitted

embodiments are directed to aspects of the extended reality environments that are selected or otherwise modified to account for distracting stimuli. similarly, one or more metrics that reflect, or are otherwise indicative of, a user's ability to focus on a current or upcoming activity may be used to adjust a user's interaction with the extended reality environment. the extended reality environment can generated by an extended reality system that includes a head-mounted display, a set of sensors and a processor configured to enter a focus mode that reduces distraction in an extended reality environment. while in the focus mode, the process or can receive imaging data of a physical environment around a user using the set of sensors and generate the extended reality environment that includes a reproduction of the first region of the physical environment where an identified object is replaced with the additional content.