Apple inc. (20240211044). Object Engagement Based on Finger Manipulation Data and Untethered Inputs simplified abstract

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Object Engagement Based on Finger Manipulation Data and Untethered Inputs

Organization Name

apple inc.

Inventor(s)

Adam G. Poulos of Saratoga CA (US)

Aaron M. Burns of Sunnyvale CA (US)

Arun Rakesh Yoganandan of San Francisco CA (US)

Benjamin R. Blachnitzky of San Francisco CA (US)

Nicolai Georg of San Francisco CA (US)

Object Engagement Based on Finger Manipulation Data and Untethered Inputs - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240211044 titled 'Object Engagement Based on Finger Manipulation Data and Untethered Inputs

The method described in the abstract involves displaying computer-generated objects, obtaining finger manipulation data from a finger-wearable device, receiving untethered input vector values associated with different input modalities, obtaining proxy object manipulation data from a physical proxy object, and registering engagement events based on a combination of the finger manipulation data, untethered input vector, and proxy object manipulation data.

  • Displaying computer-generated objects
  • Obtaining finger manipulation data from a finger-wearable device
  • Receiving untethered input vector values associated with different input modalities
  • Obtaining proxy object manipulation data from a physical proxy object
  • Registering engagement events based on a combination of data sources

Potential Applications: - Virtual reality gaming - Interactive design and modeling - Training simulations - Remote control systems - Augmented reality experiences

Problems Solved: - Enhancing user interaction with computer-generated objects - Improving the accuracy and efficiency of input methods - Integrating physical objects into virtual environments

Benefits: - Enhanced user experience - Increased control and precision in interactions - Seamless integration of physical and virtual elements

Commercial Applications: "Enhanced Virtual Reality Interaction Method for Gaming and Simulation"

Questions about the technology: 1. How does this method improve user engagement with virtual environments? 2. What are the potential limitations of using physical proxy objects in this context?

Frequently Updated Research: Stay updated on advancements in virtual reality interaction methods and wearable technology integration.


Original Abstract Submitted

a method includes displaying a plurality of computer-generated objects, and obtaining finger manipulation data from a finger-wearable device via a communication interface. in some implementations, the method includes receiving an untethered input vector that includes a plurality of untethered input indicator values. each of the plurality of untethered input indicator values is associated with one of a plurality of untethered input modalities. in some implementations, the method includes obtaining proxy object manipulation data from a physical proxy object via the communication interface. the proxy object manipulation data corresponds to sensor data associated with one or more sensors integrated in the physical proxy object. the method includes registering an engagement event with respect to a first one of the plurality of computer-generated objects based on a combination of the finger manipulation data, the untethered input vector, and the proxy object manipulation data.