`(12) Patent Application Publication (10) Pub. No.: US 2002/0044152 A1
`(43) Pub. Date:
`Apr. 18, 2002
`Abbott, III et al.
`
`US 2002004.4152A1
`
`(54) DYNAMIC INTEGRATION OF COMPUTER
`GENERATED AND REAL WORLD IMAGES
`
`(76) Inventors: Kenneth H. Abbott III, Kirkland, WA
`(US); Dan Newell, Medina, WA (US);
`James O. Robarts, Redmond, WA (US)
`
`Correspondence Address:
`LEE & HAYES, PLLC
`421 W. RIVERSIDEAVE, STE 500
`SPOKANE, WA99201 (US)
`
`(21) Appl. No.:
`(22) Filed:
`
`09/879,827
`Jun. 11, 2001
`Related U.S. Application Data
`(63) Non-provisional of provisional application No.
`60/240,672, filed on Oct. 16, 2000. Non-provisional
`of provisional application No. 60/240,684, filed on
`Oct. 16, 2000.
`
`
`
`Publication Classification
`
`(51) Int. Cl." ....................................................... G09G 5/00
`(52) U.S. Cl. .............................................................. 345/629
`
`
`
`(57)
`
`ABSTRACT
`
`A System integrates virtual information with real world
`imageS presented on a display, Such as a head-mounted
`display of a wearable computer. The System modifies how
`the virtual information is presented to alter whether the
`virtual information is more or less visible relative to the real
`World images. The modification may be made dynamically,
`Such as in response to a change in the user's context, or
`user's eye focus on the display, or a user command. The
`Virtual information may be modified in a number of ways,
`Such as adjusting the transparency of the information, modi
`fying the color of the virtual information, enclosing the
`information in borders, and changing the location of the
`Virtual information on the display. Through these tech
`niques, the System provides the information to the user in a
`way that minimizes distraction of the user's view of the real
`World images.
`
`Transparent
`Menu
`
`202 REAL
`WORLD
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`Niantic's Exhibit No. 1015
`Page 001
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`Patent Application Publication Apr. 18, 2002 Sheet 1 of 5
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`US 2002/0044152 A1
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`100-
`
`EYEGLASS
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`102
`
`Dis-AY11 N
`\-m / EARPIECE
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`SPEAKER
`
`112
`FLAT
`PANEL
`DISPLAY
`
`110
`MC
`
`
`
`114
`INPUT
`DEVICE(S)
`
`120
`OUTPUT
`DEVICE(S)
`
`122
`USER
`SENSOR(S)
`
`-124
`ENVIRONMENT
`SENSOR(S)
`
`DATA COMMUNICATIONS INTERFACE(S)
`
`
`
`CENTRAL COMPUTING UNIT
`140
`
`144
`
`13O
`
`132
`
`142
`146 MEMORY
`APPLICATION(S)
`
`150
`
`148
`
`CDOS SYSTEM
`
`Niantic's Exhibit No. 1015
`Page 002
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`Patent Application Publication Apr. 18, 2002. Sheet 2 of 5
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`US 2002/0044152 A1
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`
`
`7, 204
`Y Transparent
`Menu
`
`
`
`\ 202 REAL
`WORLD
`
`\ 204
`Transparent
`Menu
`
`N
`202 REAL
`WORLD
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`Niantic's Exhibit No. 1015
`Page 003
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`Patent Application Publication Apr. 18, 2002. Sheet 3 of 5
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`US 2002/0044152 A1
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`300
`
`East, 3,500 :
`risic
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`
`
`
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`Y Transparent
`Menu
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`Niantic's Exhibit No. 1015
`Page 004
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`Patent Application Publication Apr. 18, 2002 Sheet 4 of 5
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`US 2002/0044152 A1
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`
`
`MAROUEE
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`Niantic's Exhibit No. 1015
`Page 005
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`Patent Application Publication Apr. 18, 2002 Sheet 5 of 5
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`US 2002/0044152 A1
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`GENERATE VIRTUAL
`INFORMATION
`
`802
`
`DETERMINE HOW TO PRESENT
`VIRTUAL INFORMATION
`
`*USER CONTEXT
`*IMPORTANCE
`*RELEVANCY
`
`ASSIGN DEGREE OF
`TRANSPARENCY AND LOCATION
`
`
`
`*NOTIFICATION
`*BORDERS
`*COLOR
`*BACKGROUND
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`MONITOR USER BEHAVOR,
`CONTEXT, AND CONDITIONS
`
`804
`
`806
`
`808
`
`CHANGE TRANSPARENCY AND/
`ORMODIFY PROMINENCE
`
`812
`
`Niantic's Exhibit No. 1015
`Page 006
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`US 2002/0044152 A1
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`Apr. 18, 2002
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`DYNAMIC INTEGRATION OF COMPUTER
`GENERATED AND REAL WORLD IMAGES
`
`RELATED APPLICATIONS
`0001. A claim of priority is made to U.S. Provisional
`Application No. 60/240,672, filed Oct. 16, 2000, entitled
`“Method For Dynamic Integration Of Computer Generated
`And Real World Images', and to U.S. Provisional Applica
`tion No. 60/240,684, filed Oct. 16, 2000, entitled “Methods
`for Visually Revealing Computer Controls”.
`
`TECHNICAL FIELD
`0002 The present invention is directed to controlling the
`appearance of information presented on displayS, Such as
`those used in conjunction with wearable personal comput
`erS. More particularly, the invention relates to transparent
`graphical user interfaces that present information transpar
`ently on real world images to minimize obstructing the
`user's view of the real world images.
`BACKGROUND
`0003. As computers become increasingly powerful and
`ubiquitous, users increasingly employ their computers for a
`broad variety of taskS. For example, in addition to traditional
`activities Such as running word processing and database
`applications, users increasingly rely on their computers as an
`integral part of their daily lives. Programs to Schedule
`activities, generate reminders, and provide rapid communi
`cation capabilities are becoming increasingly popular. More
`Over, computers are increasingly present during Virtually all
`of a person's daily activities. For example, hand-held com
`puter organizers (e.g., PDAS) are more common, and com
`munication devices Such as portable phones are increasingly
`incorporating computer capabilities. Thus, users may be
`presented with output information from one or more com
`puters at any time.
`0004. While advances in hardware make computers
`increasingly ubiquitous, traditional computer programs are
`not typically designed to efficiently present information to
`users in a wide variety of environments. For example, most
`computer programs are designed with a prototypical user
`being Seated at a Stationary computer with a large display
`device, and with the user devoting full attention to the
`display. In that environment, the computer can safely present
`information to the user at any time, with minimal risk that
`the user will fail to perceive the information or that the
`information will disturb the user in a dangerous manner
`(e.g., by Startling the user while they are using power
`machinery or by blocking their vision while they are moving
`with information sent to a head-mounted display). However,
`in many other environments these assumptions about the
`prototypical user are not true, and users thus may not
`perceive output information (e.g., failing to notice an icon or
`message on a hand-held display device when it is holstered,
`or failing to hear audio information when in a noisy envi
`ronment or when intensely concentrating). Similarly, Some
`user activities may have a low degree of interruptibility (i.e.,
`ability to safely interrupt the user) such that the user would
`prefer that the presentation of low-importance or of all
`information be deferred, or that information be presented in
`a non-intrusive manner.
`0005 Consider an environment in which the user must be
`cognizant of the real world Surroundings Simultaneously
`
`with receiving information. Conventional computer Systems
`have attempted to display information to users while also
`allowing the user to view the real world. However, such
`Systems are unable to display this virtual information with
`out obscuring the real-world view of the user. Virtual
`information can be displayed to the user, but doing So
`visually impedes much of the user's view of the real world.
`0006. Often the user cannot view the computer-generated
`information at the same time as the real-world information.
`Rather, the user is typically forced to Switch between the real
`World and the virtual World by either mentally changing
`focus or by physically actuating Some Switching mechanism
`that alters between displaying the real world and displaying
`the virtual word. To view the real world, the user must stop
`looking at the display of virtual information and concentrate
`on the real world. Conversely, to view the virtual informa
`tion, the user must stop looking at the real world.
`0007 Switching display modes in this way can lead to
`awkward, or even dangerous, Situations that leave the user in
`transition and Sometimes in the wrong mode when they need
`to deal with an important event. An example of this awkward
`behavior is found in inadequate current technology of com
`puter displays that are worn by users. Some computer
`hardware is equipped with an extra piece of hardware that
`flips down behind the visor display. This effect creates
`complete background opaqueness when the user needs to
`view more information, or needs to view it without the
`distraction of the real-world image.
`0008 Accordingly, there is a need for new techniques to
`display virtual information to a user in a manner that does
`not disrupt, or disrupts very little, the user's view of the real
`world.
`
`SUMMARY
`0009. A system is provided to integrate computer-gener
`ated virtual information with real world images on a display,
`Such as a head-mounted display of a wearable computer. The
`System presents the Virtual information in a way that creates
`little interference with the user's view of the real world
`images. The system further modifies how the virtual infor
`mation is presented to alter whether the virtual information
`is more or less visible relative to the real world images. The
`modification may be made dynamically, Such as in response
`to a change in the user's context, or user's eye focus on the
`display, or a user command.
`0010. The virtual information may be modified in a
`number of ways. In one implementation, the Virtual infor
`mation is presented transparently on the display and over
`lays the real world images. The user can easily view the real
`World images through the transparent information. The
`System can then dynamically adjust the degree of transpar
`ency acroSS a range from fully transparent to fully opaque
`depending upon how noticeable the information is to be
`displayed.
`0011. In another implementation, the system modifies the
`color of the virtual information to selectively blend or
`contrast the Virtual information with the real world images.
`Borders may also be drawn around the virtual information to
`Set it apart. Another way to modify presentation is to
`dynamically move the virtual information on the display to
`make it more or leSS prominent for viewing by the user.
`
`Niantic's Exhibit No. 1015
`Page 007
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`US 2002/0044152 A1
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`Apr. 18, 2002
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`BRIEF DESCRIPTION OF THE DRAWINGS
`0012 FIG. 1 illustrates a wearable computer having a
`head mounted display and mechanisms for displaying virtual
`information on the display together with real world images.
`0013 FIG. 2 is a diagrammatic illustration of a view of
`real world images through the head mounted display. The
`illustration shows a transparent user interface (UI) that
`presents computer-generated information on the display
`over the real world images in a manner that minimally
`distracts the user's vision of the real world images.
`0014 FIG. 3 is similar to FIG. 2, but further illustrates
`a transparent watermark overlaid on the real world images.
`0015 FIG. 4 is similar to FIG. 2, but further illustrates
`context Specific information depicted relative to the real
`World images.
`0016 FIG. 5 is similar to FIG. 2, but further illustrates
`a border about the information.
`0017 FIG. 6 is similar to FIG. 2, but further illustrates
`a way to modify prominence of the virtual information by
`changing its location on the display.
`0018 FIG. 7 is similar to FIG. 2, but further illustrates
`enclosing the information within a marquee.
`0.019
`FIG. 8 shows a process for integrating computer
`generated information with real world images on a display.
`
`DETAILED DESCRIPTION
`0020 Described below is a system and user interface that
`enables Simultaneous display of Virtual information and real
`world information with minimal distraction to the user. The
`user interface is described in the context of a head mounted
`Visual display (e.g., eye glasses display) of a wearable
`computing System that allows a user to view the real world
`while overlaying additional virtual information. However,
`the user interface may be used for other displays and in
`contexts other than the wearable computing environment.
`0021 Exemplary System
`0022 FIG. 1 illustrates a body-mounted wearable com
`puter 100 worn by a user 102. The computer 100 includes a
`variety of body-worn input devices, Such as a microphone
`110, a hand-held flat panel display 112 with character
`recognition capabilities, and various other user input devices
`114. Examples of other types of input devices with which a
`user can supply information to the computer 100 include
`Voice recognition devices, traditional qwerty keyboards,
`chording keyboards, half qwerty keyboards, dual forearm
`keyboards, chest mounted keyboards, handwriting recogni
`tion and digital ink devices, a mouse, a track pad, a digital
`Stylus, a finger or glove device to capture user movement,
`pupil tracking devices, a gyropoint, a trackball, a voice grid
`device, digital cameras (still and motion), and So forth.
`0023 The computer 100 also has a variety of body-worn
`output devices, including the hand-held flat panel display
`112, an earpiece Speaker 116, and a head-mounted display in
`the form of an eyeglass-mounted display 118. The eyeglass
`mounted display 118 is implemented as a display type that
`allows the user to view real world images from their
`Surroundings while Simultaneously overlaying or otherwise
`presenting computer-generated information to the user in an
`
`unobtrusive manner. The display may be constructed to
`permit direct viewing of real images (i.e., permitting the user
`to gaze directly through the display at the real world objects)
`or to show real world images captured from the Surround
`ings by Video devices, Such as digital cameras. The display
`and techniques for integrating computer-generated informa
`tion with the real world Surrounding are described below in
`greater detail. Other output devices 120 may also be incor
`porated into the computer 100, Such as a tactile display, an
`olfactory output device, tactile output devices, and the like.
`0024. The computer 100 may also be equipped with one
`or more various body-worn user sensor devices 122. For
`example, a variety of Sensors can provide information about
`the current physiological State of the user and current user
`activities. Examples of Such Sensors include thermometers,
`Sphygmometers, heart rate Sensors, Shiver response Sensors,
`skin galvanometry Sensors, eyelid blink Sensors, pupil dila
`tion detection Sensors, EEG and EKG sensors, Sensors to
`detect brow furrowing, blood Sugar monitors, etc. In addi
`tion, Sensors elsewhere in the near environment can provide
`information about the user, Such as motion detector Sensors
`(e.g., whether the user is present and is moving), badge
`readers, Still and Video cameras (including low light, infra
`red, and X-ray), remote microphones, etc. These sensors can
`be both passive (i.e., detecting information generated exter
`nal to the Sensor, Such as a heart beat) or active (i.e.,
`generating a signal to obtain information, Such as Sonar or
`X-rays).
`0025 The computer 100 may also be equipped with
`various environment Sensor devices 124 that Sense condi
`tions of the environment Surrounding the user. For example,
`devices Such as microphones or motion Sensors may be able
`to detect whether there are other people near the user and
`whether the user is interacting with those people. Sensors
`can also detect environmental conditions that may affect the
`user, Such as air thermometers or geigercounterS. Sensors,
`either body-mounted or remote, can also provide informa
`tion related to a wide variety of user and environment factors
`including location, orientation, Speed, direction, distance,
`and proximity to other locations (e.g., GPS and differential
`GPS devices, orientation tracking devices, gyroscopes,
`altimeters, accelerometers, anemometers, pedometers, com
`passes, laser or optical range finders, depth gauges, Sonar,
`etc.). Identity and informational Sensors (e.g., bar code
`readers, biometric Scanners, laser Scanners, OCR, badge
`readers, etc.) and remote Sensors (e.g., home or car alarm
`Systems, remote camera, national weather Service web page,
`a baby monitor, traffic sensors, etc.) can also provide rel
`evant environment information.
`0026. The computer 100 further includes a central com
`puting unit 130 that may or may not be worn on the user. The
`various inputs, outputs, and Sensors are connected to the
`central computing unit 130 via one or more data commu
`nications interfaces 132 that may be implemented using
`wire-based technologies (e.g., wires, coax, fiber optic, etc.)
`or wireless technologies (e.g., RF, etc.).
`0027. The central computing unit 130 includes a central
`processing unit (CPU) 140, a memory 142, and a storage
`device 144. The memory 142 may be implemented using
`both volatile and non-volatile memory, such as RAM, ROM,
`Flash, EEPROM, disk, and so forth. The storage device 144
`
`Niantic's Exhibit No. 1015
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`is typically implemented using non-volatile permanent
`memory, such as ROM, EEPROM, diskette, memory cards,
`and the like.
`0028. One or more application programs 146 are stored in
`memory 142 and executed by the CPU 140. The application
`programs 146 generate data that may be output to the user
`via one or more of the output devices 112,116,118, and 120.
`For discussion purposes, one particular application program
`is illustrated with a transparent user interface (UI) compo
`nent 148 that is designed to present computer-generated
`information to the user via the eyeglass mounted display 118
`in a manner that does not distract the user from viewing real
`world parameters. The transparent UI 148 organizes orien
`tation and presentation of the data and provides the control
`parameters that direct the display 118 to place the data
`before the user in many different ways that account for Such
`factors as the importance of the information, relevancy to
`what is being viewed in the real world, and So on.
`0029. In the illustrated implementation, a Condition
`Dependent Output Supplier (CDOS) system 150 is also
`shown stored in memory 142. The CDOS system 148
`monitors the user and the user's environment, and creates
`and maintains an updated model of the current condition of
`the user. AS the user moves about in various environments,
`the CDOS system receives various input information includ
`ing explicit user input, Sensed user information, and Sensed
`environment information. The CDOS system updates the
`current model of the user condition, and presents output
`information to the user via appropriate output devices.
`0030. Of particular relevance, the CDOS system 150
`provides information that might affect how the transparent
`UI 148 presents the information to the user. For instance,
`Suppose the application program 146 is generating geo
`graphical or spatial relevant information that should only be
`displayed when the user is looking in a Specific direction.
`The CDOS system 150 may be used to generate data
`indicating where the user is looking. If the user is looking in
`the correct direction, the transparent UI 148 presents the data
`in conjunction with the real world view of that direction. If
`the user turns his/her head, the CDOS system 148 detects the
`movement and informs the application program 146,
`enabling the transparent UI 148 to remove the information
`from the display.
`0031. A more detailed explanation of the CDOS system
`130 may be found in a co-pending U.S. patent application
`Ser. No. 09/216,193, entitled “Method and System For
`Controlling Presentation of Information To a User Based On
`The User's Condition', which was filed Dec. 18, 1998, and
`is commonly assigned to Tangis Corporation. The reader
`might also be interested in reading U.S. paten application
`Ser. No. 09/724.902, entitled “Dynamically Exchanging
`Computer User's Context”, which was filed Nov. 28, 2000,
`and is commonly assigned to Tangis Corporation. These
`applications are hereby incorporated by reference.
`0032. Although not illustrated, the body-mounted com
`puter 100 may be connected to one or more networks of
`other devices through wired or wireleSS communication
`means (e.g., wireless RF, a cellular phone or modem,
`infrared, physical cable, a docking Station, etc.). For
`example, the body-mounted computer of a user could make
`use of output devices in a Smart room, Such as a television
`and Stereo when the user is at home, if the body-mounted
`
`computer can transmit information to those devices via a
`wireleSS medium or if a cabled or docking mechanism is
`available to transmit the information. Alternately, kiosks or
`other information devices can be installed at various loca
`tions (e.g., in airports or at tourist spots) to transmit relevant
`information to body-mounted computers within the range of
`the information device.
`0033 Transparent UI
`0034 FIG. 2 shows an exemplary view that the user of
`the wearable computer 100 might see when looking at the
`eyeglass mounted display 118. The display 118 depicts a
`graphical Screen presentation 200 generated by the trans
`parent UI 148 of the application program 146 executing on
`the wearable computer 100. The screen presentation 200
`permits viewing of the real world Surrounding 202, which is
`illustrated here as a mountain range.
`0035. The transparent screen presentation 200 presents
`information to the user in a manner that does not signifi
`cantly impede the user's view of the real world 202. In this
`example, the virtual information consists of a menu 204 that
`lists various items of interest to the user. For the mountain
`Scaling environment, the menu 204 includes context relevant
`information Such as the present temperature, current eleva
`tion, and time. The menu 204 may further include navigation
`items that allow the user to navigate to various levels of
`information being monitored or stored by the computer 100.
`Here, the menu items include mapping, email, communica
`tion, body parameters, and geographical location. The menu
`204 is placed along the side of the display to minimize any
`distraction from the user's vision of the real world.
`0036) The menu 204 is presented transparently, enabling
`the user to see the real world images 202 behind the menu.
`By making the menu transparent and locating it along the
`side of the display, the information is available for the user
`to See, but does not impair the user's view of the mountain
`range.
`0037. The transparent UI possesses many features that
`are directed toward the goal of displaying virtual informa
`tion to the user without impeding too much of the user's
`view of the real world. Some of these features are explored
`below to provide a better understanding of the transparent
`UI.
`0038. Dynamically Changing Degree of Transparency
`0039. The transparent UI 148 is capable of dynamically
`changing the transparency of the virtual information. The
`application program 146 can change the degree of transpar
`ency of the menu 204 (or other virtual objects) by imple
`menting a display range from completely opaque to com
`pletely transparent. This display range allows the user to
`view both real world and virtual-world information at the
`Same time, with dynamic changes being performed for a
`variety of reasons.
`0040. One reason to change the transparency might be the
`level of importance ascribed to the information. AS the
`information is deemed more important by the application
`program 146 or user, the transparency is decreased to draw
`more attention to the information.
`0041 Another reason to vary transparency might be
`context specific. Integrating the transparent UI into a System
`that models the user's context allows the transparent UI to
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`Niantic's Exhibit No. 1015
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`vary the degree of transparency in response to a rich Set of
`States from the user, their environment, or the computer and
`its peripheral devices. Using this model, the System can
`automatically determine what parts of the virtual informa
`tion to display as more or less transparent and vary their
`respective transparencies accordingly.
`0.042
`For example, if the information becomes more
`important in a given context, the application program may
`decrease the transparency toward the opaque end of the
`display range to increase the noticeability of the information
`for the user. Conversely, if the information is less relevant
`for a given context, the application program may increase
`the transparency toward the fully transparent end of the
`display range to diminish the noticeability of the Virtual
`information.
`0.043 Another reason to change transparency levels may
`be due to a change in the user's attention on the real world.
`For instance, a mapping program may display directional
`graphics when the user is looking in one direction and fade
`those graphics out (i.e., make them more transparent) when
`the user moves his/her head to look in another direction.
`0044 Another reason might be the user's focus as
`detected, for example, by the user's eye movement or focal
`point. When the user is focused on the real world, the virtual
`object's transparency increases as the user no longer focuses
`on the object. On the other hand, when the user returns their
`focus to the virtual information, the objects become visibly
`Opadue.
`004.5 The transparency may further be configured to
`change over time, allowing the Virtual image to fade in and
`out depending on the circumstances. For example, an unused
`window can fade from View, becoming very transparent or
`perhaps eventually fully transparent, when the user main
`tains their focus elsewhere. The window may then fade back
`into View when the user attention is returned to it.
`0.046
`Increased transparency generally results in the user
`being able to see more of the real-world view. In such a
`configuration, comparatively important Virtual objects-like
`those used for control, Status, power, Safety, etc.-are the
`last Virtual objects to fade from View. In Some configura
`tions, the user may configure the System to never fade
`Specified virtual objects. This type of configuration can be
`performed dynamically on Specific objects or by making
`changes to a general System configuration.
`0047 The transparent UI can also be controlled by the
`user instead of the application program. Examples of this
`involve a visual target in the user interface that is used to
`adjust transparency of the virtual objects being presented to
`the user. For example, this target can be a control button or
`slider that is controlled by any variety of input methods
`available to the user (e.g., voice, eye-tracking controls to
`control the target/control object, keyboard, etc.).
`0048 Watermark Notification
`0049. The transparent UI 148 may also be configured to
`present faintly visible notifications with high transparency to
`hint to the user that additional information is available for
`presentation. The notification is usually depicted in response
`to Some event about which an application desires to notify
`the user. The faintly visible notification notifies the user
`without disrupting the user's concentration on the real world
`
`Surroundings. The virtual image can be formed by manipu
`lating the real world image, akin to watermarking the digital
`image in Some manner.
`0050 FIG. 3 shows an example of a watermark notifi
`cation 300 overlaid on the real world image 202. In this
`example, the watermark notification 300 is a graphical
`envelope icon that Suggests to the user that new, unread
`electronic mail has been received. The envelope icon is
`illustrated in dashed lines around the edge of the full display
`to demonstrate that the icon is faintly visible (or highly
`transparent) to avoid obscuring the view of the mountain
`range. Thus, the user is able to See through the watermark
`due to its partial transparency, thus helping the user to easily
`focus on the current task.
`0051. The notification may come in many different
`shapes, positions, and sizes, including a new window, other
`icon shapes, or Some other graphical presentation of infor
`mation to the user. Like the envelope, the watermark noti
`fication can be Suggestive of a particular task to orient the
`user to the task at hand (i.e., read mail).
`0052 Depending on a given situation, the application
`program 146 can decrease the transparency of the informa
`tion and make it more or leSS Visible. Such information can
`be used in a variety of Situations, Such as incoming infor
`mation, or when more information related to the user's
`context or user's view (both virtual and real world) is
`available, or when a reminder is triggered, or anytime more
`information is available than can be viewed at one time, or
`for providing “help'. Such watermarks can also be used for
`hinting to the user about advertisements that could be
`presented to the user.
`0053. The watermark notification also functions as an
`active control that may be Selected by the user to control an
`underlying application. When the user looks at the water
`mark image, or in Some other way Selects the image, it
`becomes visibly opaque. The user's method for Selecting the
`image includes any of the various ways a user of a wearable
`personal computer can perform Selections of graphical
`objects (e.g., blinking, voice Selection, etc.). The user can
`configure this behavior in the System before the commands
`are given to the System, or generate the System behaviors by
`commands, controls, or corrections to the System.
`0054) Once the user selects the image, the application
`program provides a suitable response. In the FIG. 3
`example, user selection of the envelope icon 300 might
`cause the email program to display the newly received email
`meSSage.
`0055 Context Aware Presentation
`0056. The transparent UI may also be configured to
`present information in different degrees of transparency
`depending upon the user's context. When the wearable
`computer 100 is equipped with context aware components
`(e.g., eye movement Sensors, blink detection sensors, head
`movement Sensors, GPS Systems, and the like), the appli
`cation program 146 may be provided with context data that
`influences how the virtual information is presented to the
`user via the transparent UI.
`0057 FIG. 4 shows one example of presenting virtual
`information according to the user's context. In particular,
`this example illustrates a situation where the virtual infor
`
`Niantic's Exhibit No. 1015
`Page 0010
`
`
`
`US 2002/0044152 A1
`
`Apr. 18, 2002
`
`mation is presented to the user only when the user is facing
`a particular direction. Here, the user is looking toward the
`mountain range. Virtual information 400 in the form of a
`climbing aid is overlaid on the display. The climbing aid 400
`highlights a desired trail to be taken by the user when Scaling
`the mountain.
`0058. The trail 400 is visible (i.e., a low degree of
`transparency) when the user faces in a direction Such that the
`particular mountain is within the viewing area. AS the user
`rotates their head slightly, while keeping the mountain
`within the viewing area, the trail remains indexed to the
`appropriate mountain, effectively moving acroSS the Screen
`at the rate of the head rotation.
`0059. If the user turns their head away from the moun
`tain, the computer 100 will sense that the user is looking in
`another direction. This data will be input to the application
`program controlling the trail display and the trail 400 will be
`removed from the display (or made completely transparent).
`In this manner, the climbing aid is more intuitive to the user,
`appearing only when the user is facing the relevant task.
`0060. This is just one example of modifying the display
`of virtual information in conjunction with real world Sur
`roundings based on the user's context. There are many other
`Situations that may dictate when Virtual information is
`presented or withdrawn depending upon the user's context.
`0061 Bordering
`0.062 Another technique for displaying virtual informa
`tion to the user without impeding too much of the user's
`View of the real world is to border the computer-generated
`information. Borders, or other forms of outlines, are drawn
`around objects to provide greater control of transparency
`and opaqueness.
`0063 FIG. 5 illustrates the transparent UI 200 where a
`border 500 is drawn around the menu 204. The border 500
`draws a bit more attention to the menu 204 without notice
`ably distracting from the user's view of the real world 202.
`Graphical imageS can be created with Special borders
`embedded in the artwork, Such that the borders can be used
`to highlight the Virtual object.
`0.064
`Certain elements of the