Methods Of Efficiently Navigating And Performing Persistent Interactions Within Different Metaverse Environments, And Systems And Devices Thereof

A method is providing for facilitating user interactions with artificial-reality (AR) content of multiple metaverse environments, including presenting a primary metaverse environment and a secondary metaverse environment corresponding to different AR content. The different AR content is presented using a first presentation state within the primary metaverse environment. The method includes, while the different AR content is presented using the first presentation state: (i) detecting an input requesting a modification to the different AR content, and (ii) based on the input, adjusting the different AR content to reflect the requested modification. And the method includes, after adjusting the different AR content, when detecting a request to present the different AR content using a second presentation state: (i) ceasing to present the different AR content using the first presentation state, and (ii) causing the different AR content to be presented using the second presentation state that reflects the modification.

TECHNICAL FIELD

The present disclosure relates generally to interactions with metaverse environments (e.g., virtual-reality (VR) environments presented by VR devices), and more particularly to facilitating efficient navigation within and between different metaverse environments (e.g., “metaverse worlds”) and persistent interactions that are reflected in multiple representations of the metaverse environments (e.g., different presentation states of a virtual scene being presented within a VR environment).

BACKGROUND

Users of artificial-reality headsets can become substantially immersed in the artificial-reality environment, including VR content that is configured to be presented in substantially all of a user's field of view. The immersivity of such artificial-reality environments can create a richer, more engaging user experience for users than conventional computing systems with two-dimensional screens. Some artificial-reality environments, which may sometimes be described as metaverse environments, cause users to feel like they are in an entirely different world inhabited by users of the artificial-reality content as well as non-playable characters (NPCs) and other application-related content.

A drawback of the immersivity of individual artificial-reality experiences is that they may cause users to feel dissociated with other users (e.g., online friends) that are not interacting with the particular metaverse environments that the users are currently using. Further, such levels of immersion can be disorienting when users wish to navigate in and between different artificial-reality content associated with different VR environments. Inputs required to navigate within and between metaverse environments can be tedious and can cause an unwelcome interruption to an immersive experience.

As such, there is a need to address one or more of the above-identified challenges. A brief summary of solutions to the issues noted above are described below.

SUMMARY

The methods, systems, and devices described herein allow users wearing artificial-reality headsets to experience the immersivity and interactivity of artificial-reality content, while also interacting with artificial-reality content associated with different metaverse environments (e.g., concurrently, within a same primary metaverse environment where artificial-reality content is being presented (e.g., a host environment)). By providing users of artificial-reality systems with interactable user interface elements for navigating and requesting persistent modifications (e.g., “sticky” interactions) to artificial-reality content of a secondary metaverse environment while the user is immersed within artificial-reality content of a primary metaverse environment, the techniques described herein allow users to interact with the secondary metaverse environment more conveniently, and while the users are simultaneously interacting with artificial-reality content and users within the primary metaverse content. Such methods, systems, and devices allow users to interact more efficiently and intuitively with other users that are interacting with artificial-reality content of different metaverse environments, including by providing continuous interactivity between users of a primary metaverse environment while the users are also interacting with different artificial-reality content of respective secondary metaverse environments.

As one example, Betty and Fred may be performing a sharing artificial-reality interaction, using different artificial-reality headsets, within a primary metaverse environment (e.g., a socially-oriented virtual world where users are encouraged to partake in various interactive activities, conversations, and/or events). While Betty and Fred are engaging in a conversation within the primary metaverse environment, they each cause different secondary metaverse environments to be presented within the primary metaverse environment, for different artificial-reality activities they each want to perform separately. For example, Betty causes artificial-reality content of a secondary metaverse environment for playing a chess game on a virtual chess board to be presented, and Fred causes artificial-reality content of a different secondary metaverse environment for playing a golf game on a simulated virtual golf course to be presented. Betty and Fred are able to engage in activities related to these different secondary metaverse environments, even “teleporting” into (i.e., virtually moving between) the respective environments such that the artificial-reality content of the respective secondary metaverse environments replaces the artificial-reality content of the primary metaverse environments (as presented by each of their artificial-reality headsets), while continuing to interact with each other within the primary metaverse environment (e.g., via audio communications, chat messaging system, and/or a metaverse-adjustment user interface element for facilitating cross-environment interactivity).

Further, Betty and Fred may be able to interact with the respective secondary metaverse environments that the other one is causing to be presented. For example, assuming that particular access criteria are satisfied, Fred may join the secondary metaverse environment that Betty is causing to be presented, in order to engage in a multi-player game of virtual chess. And Betty may also be able to see a visual representation of the secondary metaverse environment that Fred is causing to be presented. Betty may or may not see an identical visual representation of the secondary metaverse environment that Fred sees from his artificial-reality headset (e.g., depending on whether Betty has access to the artificial-reality content associated with virtual golf application that Fred is using). Betty may also be able to see, via her artificial-reality headset, an indication that Fred is performing a particular type of interaction with the secondary metaverse environment that he is causing to be presented. For example, Fred may perform a user input that modifies the presentation state of the respective secondary metaverse environment that he is causing to be presented.

One example of a method that a user can perform within a VR environment is described herein. The method includes presenting, via an artificial-reality system, a primary metaverse environment and a secondary metaverse environment corresponding to different artificial-reality content than the primary metaverse environment, wherein the different artificial-reality content of the secondary metaverse environment is presented using a first presentation state within the primary metaverse environment. The method further includes, while the different artificial-reality content of the secondary metaverse environment is being presented, via the first presentation state, within the primary metaverse environment: (i) detecting an input requesting a modification to the different artificial-reality content of the secondary metaverse environment, and (ii) in response to detecting the input, adjusting the different artificial-reality content of the secondary metaverse environment to reflect the requested modification. And the method includes, after adjusting the different artificial-reality content of the secondary metaverse environment to reflect the requested modification, in accordance with detecting a request to present the secondary metaverse environment using a second presentation state instead of the first presentation state: (i) ceasing to present the different artificial-reality content of the secondary metaverse environment using the first presentation state, and (ii) causing presentation of the different artificial-reality content of the secondary metaverse environment such that the different artificial-reality content is presented using the second presentation state and continues to reflect the modification caused by the input.

The methods, systems, and devices described herein provide improved functionality, including more efficient and intuitive user experiences, by allowing users to interact with other users within and across different artificial-reality content corresponding to separate metaverse environments. Some of these technical improvements are achieved by, for example, providing efficient and intuitive techniques for the users to interact with each other while they are interacting with different metaverse environments. And some of these technical improvements are also achieved by allowing users to be able to identify (e.g., via a visual indication in the artificial-reality content of the primary metaverse environment) when a particular user is interacting with a different metaverse environment than they are currently in. For example, a first user may be able to see that a second user is currently engaged in an immersive interaction with a secondary metaverse environment even though the second user is also interacting with the first user within the primary metaverse environment. Technical improvements achieved by the methods, systems, and devices described by this disclosure also allow users to interact with artificial-reality content of secondary metaverse environments while the respective artificial-reality content is being presented in various different presentation states, each of which may be preferable to the user at different times based on the interactions that the user is having in the primary metaverse environment.

Having summarized the above example aspects, a brief description of the drawings will now be presented.

DETAILED DESCRIPTION

Numerous details are described herein to provide a thorough understanding of the example embodiments illustrated in the accompanying drawings. However, some embodiments may be practiced without many of the specific details, and the scope of the claims is only limited by those features and aspects specifically recited in the claims. Furthermore, well-known processes, components, and materials have not necessarily been described in exhaustive detail so as to avoid obscuring pertinent aspects of the embodiments described herein.

Artificial-reality, as described herein, is any superimposed functionality and or sensory-detectable presentation provided by one or more components of an artificial-reality system within a user's physical surroundings. Such artificial-realities can include and/or represent VR, augmented reality, mixed artificial-reality (MAR, which may also be described herein as augmented-reality), or some combination and/or variation one of these. For example, a user can perform a swiping in-air hand gesture to cause a song to be skipped by a virtual application that is causing playback to be provided at, for example, a home speaker. An artificial-reality environment, as described herein, includes, but is not limited to, VR environments (including non-immersive, semi-immersive, and fully immersive VR environments); augmented-reality environments (including marker-based augmented-reality environments, markerless augmented-reality environments, location-based augmented-reality environments, and projection-based augmented-reality environments); hybrid reality; and other types of mixed-reality environments.

AR systems capable of implementing interactions with artificial-reality can include any of the artificial-reality systems500a,500b,500c, and500ddescribed with respect toFIGS.5A to5C-2, respectively. Artificial-reality systems described herein may be computing systems that include some or all of the components described with respect toFIGS.5A to9C, including electronic devices and/or constituent components not explicitly described herein, but which one of skill in the art would understand as being capable of use within the artificial-reality systems described herein.

AR content presented by artificial-reality systems can be entirely comprised of generated content or generated content combined with captured (e.g., real-world) content. The artificial-reality content can include video, audio, haptic events, or some combination thereof, any of which can be presented in a single channel or in multiple channels (such as stereo video that produces a three-dimensional effect to a viewer). Additionally, in some embodiments, artificial reality can also be associated with applications, products, accessories, services, or some combination thereof, which are used, for example, to create content in an artificial reality and/or are otherwise used in (e.g., to perform activities in) an artificial reality.

A “metaverse environment” is a virtual environment (which may be described as a virtual universe, and/or a metaverse world) created by combining VR and augmented reality (AR) technologies. In a metaverse environment, users can interact with each other and with digital objects in a shared virtual space. It is often described as a persistent and immersive space that spans multiple platforms and devices, where people can engage in a variety of activities, such as gaming, socializing, working, and shopping. As described herein artificial-reality content of respective metaverse environments can be presented as primary metaverse environments and/or secondary metaverse environments. Metaverse environments can generally be interchangeably presented as either primary metaverse environments or secondary metaverse environments, although there can be particular metaverse environments that are configured particularly for one purpose or the other. For example, particular primary metaverse environments, which may be described as shell environments and/or host environments, may be particularly configured for compatible secondary metaverse environments to presented into. Such shell and/or host environment may be configured to facilitate social interactions in which users can interact with each other while interacting with VR content of different respective secondary environments. The users may be able to communicate with each other via the primary metaverse environment, even while they are fully immersed within the different respective secondary metaverse environments. The primary metaverse environments can also integrate privacy boundaries for the respective secondary metaverse environments (related to how the different secondary metaverse environments are capable of being viewed by other users of the primary metaverse environment). For example, a user may be interacting with a secondary metaverse environment that another user of the primary metaverse does not have access to. The visual representation of the secondary metaverse environment may be different, as viewed by the user that does not have access to the respective artificial-reality content of the secondary metaverse environment, than the visual representation shown by the artificial-reality headset of the user that is causing the secondary metaverse environment to be presented (and/or other users within the primary metaverse environment that do have permission to access the artificial-reality content of the respective secondary metaverse environment).

As described herein, a miniaturized representation (e.g., of a portion of a metaverse environment) is a representation of the metaverse environment that is configured (e.g., sized) to be presented in the user's entire field of view (e.g., as a portion or the entirety of a virtual object being presented to represent the respective secondary metaverse environment or portion thereof), which is presented in a portion of the primary metaverse environment while the primary metaverse environment is being presented in the user's entire field of view. In some embodiments, artificial-reality content being presented as a secondary metaverse environment within a particular primary metaverse environment may be referred to as an embeddable world augment for augmenting the artificial-reality content of the primary metaverse environment in which the artificial-reality content of the secondary metaverse environment is being presented within.

Modifications to metaverse environments, as described herein, include any changes to the artificial-reality content that the user is observing. Thus, modifications include displacing artificial-reality content within three-dimensional scenes, as well as adjustments to respective vantage points from which the user is observing the artificial-reality content. That is, the modifications caused by the user inputs are not localized to the particular representation of the secondary metaverse content that is being presented. For example, a user may perform a panning translational gesture directed to a three-dimensional location within the miniaturized representation of the secondary metaverse environment that causes a representational position of the user to be modified within the secondary metaverse environment (e.g., the user placing themselves within a different virtual room of a haunted house being presented by the artificial-reality content). Afterwards, the user adjusts a mode of presentation (e.g., which may be described herein as a presentation state) of the secondary metaverse environment such that the user is fully immersed within the secondary metaverse environment (e.g., the secondary metaverse environment replaces the primary metaverse environment). In some embodiments, the modification to the user's position in the secondary metaverse environment is reflected in the adjusted presentation state.

Requests for modification of the artificial-reality content of a metaverse environment can be performed by a user performing hand gestures, or other types of user inputs, directed to the artificial-reality content. A hand gesture, as described herein, can include an in-air gesture, a surface-contact gesture, and or other gestures that can be detected and determined based on movements of a single hand (e.g., a one-handed gesture performed with a user's hand that is detected by one or more sensors of a wearable device (e.g., electromyography (EMG) and/or inertial measurement units (IMU)s of a wrist-wearable device) and/or detected via image data captured by an imaging device of a wearable device (e.g., a camera of a head-wearable device)) or a combination of the user's hands. In-air means, in some embodiments, that the user hand does not contact a surface, object, or portion of an electronic device (e.g., a head-wearable device or other communicatively coupled device, such as the wrist-wearable device), in other words the gesture is performed in open air in 3D space and without contacting a surface, an object, or an electronic device.

FIGS.1A-IE illustrate an example artificial-reality system500cthat includes users interacting with artificial-reality content associated with different respective metaverse environments, in accordance with some embodiments. For explanatory purposes, various blocks of the sequence are described herein with reference toFIGS.5A to9C, and the associated devices, components, and/or processes described herein. For example, the artificial-reality system illustrated byFIGS.1A to1Eis the artificial-reality system500c, including one or more electronic devices shown inFIG.5, such as a VR device710, and optional components such as one or more wrist-wearable devices600, a handheld intermediary processing device (HIPD)800, and/or a smart textile-based garment900. Various operations illustrated by the sequence ofFIGS.1A-IE can be performed similarly using an artificial-reality device700.

In accordance with various embodiments, artificial-reality system500cis configured to present artificial-reality content that substantially immerses the user502(e.g., by presenting artificial-reality content in substantially all of a field of view of the user502). The user502is wearing a VR device710(e.g., a head-wearable device, such as an augmented-reality headset) that is configured to present visual and/or other sensory aspects of the artificial-reality content, which may include a three-dimensional world of VR objects). The VR device710may include some or all of the components described with respect toFIGS.7A to7C. The user502is also wearing the wrist-wearable device600, which may include some or all of the components described with respect toFIGS.6A and6B. Various interactions performed by the user502in the sequence illustrated byFIGS.1A to1Emay be facilitated by one or more sensors of the electronic devices shown inFIG.1Adetecting user interactions by the user502with the artificial-reality system500c. The user502is also holding a handheld intermediary processing device (HIPD)800, which may include sensors for detecting distinct types of interactions by the user502, in conjunction with or separately from the interactions detected by the VR device710and the wrist-wearable device600.

InFIG.1A, the user502is shown interacting with a primary metaverse environment102presented to the user502by the VR device710. In accordance with some embodiments, the primary metaverse environment includes a first set of users (e.g., users104-ato104-3), where each of the respective users of the first set of users is interacting with the primary metaverse environment (e.g., while participating in a shared VR interaction, such as a video game, a training module, and/or a presentation of a live sporting event) via different VR devices, which may include some or all of the components described with respect to the VR device710. The users can engage in interactions with each other within the primary metaverse environment102, such as audio conversations, virtualized physical interactions between the respective virtual objects (e.g., virtual avatars, profile icons, trailing indicators, etc.) representing the different users within the metaverse environments.

While the users are engaged in a shared interactive experience within the primary metaverse environment102, the users502,101-2, and101-3are also interacting with different artificial-reality content associated with secondary metaverse environments104-1,104-2, and104-3, which are separate from the primary metaverse environment102. For example, the user502and a user101-4are interacting with a secondary metaverse environment104-1, a user101-2is interacting with a secondary metaverse environment104-2, and a user101-3is interacting with a secondary metaverse environment104-3.

Each of the respective secondary metaverse environments104-1to104-3may be associated with different VR applications. For example, the secondary metaverse environment104-1may include artificial-reality content for a virtual golfing application, the secondary metaverse environment104-2may include artificial-reality content for a virtual chess application, and the secondary metaverse environment104-3may include artificial-reality content for a content-creation application used by creators of metaverse environments. Each of the secondary metaverse environments104-1to104-3may be capable of being presented in various presentation states, some examples of which are described in more detail below with respect toFIGS.2A-2D. For example, the artificial-reality content of the secondary metaverse environment104-1may be presented to the user502in a first presentation state that includes a miniaturized representation of a portion of the secondary metaverse environment104-1.

In some embodiments, artificial-reality content of different respective secondary metaverse environments may be presented distinctly to different users in the primary metaverse environment102. For example, the secondary metaverse environment104-1may simultaneously be presented to the user502using the first presentation state that includes the miniaturized representation of the portion of the secondary metaverse environment, while being presented to the user101-4using a second presentation state that includes a three-dimensional (3D) virtual object that includes a three-dimension gesture interaction zone, as described in more detail with respect toFIG.4B.

In some embodiments, the primary metaverse environment102includes distinctive visual aspects associated with the artificial-reality content presented in the primary metaverse environments. That is, different metaverse environments corresponding to different metaverse worlds or distinct parts of the same metaverse world may include characteristic aspects (e.g., visual features) that affect the way that common elements of the artificial-reality content are displayed. For example, user502may be represented as a first avatar (e.g., such as the avatar504or the digital representation of the contact506) within a primary metaverse environment102(e.g., an avatar having physical features of a dog), and may be represented as a second avatar, having different visual aspects (e.g., an avatar having physical features of a cat) within the secondary metaverse environment104-1.

A virtual object110-1, which is a miniaturized representation of secondary metaverse content104-1, is presented so as to appear at a particular three-dimensional position within the primary metaverse environment. In some embodiments, the virtual object110-1may be presented at a position relative to one of the electronic devices that the user502is using (e.g., the wrist-wearable device600, and/or the HIPD800). For example, the virtual object110-1may be presented so as to appear directly above a particular portion (e.g., a display portion) of the wrist-wearable device600. In some embodiments, the artificial-reality content of the secondary metaverse environment104-1is presented in a particular location by default while it is in a particular presentation state, and can be subsequently moved to different locations by the user502by the user performing user inputs directed to the artificial-reality content of the secondary metaverse environment104-1.

Simultaneously, in accordance with some embodiments, the virtual object110-2representing the secondary metaverse environment104-2is a three-dimensional virtual object, which is configured to present a portion of the secondary metaverse environment within a two-dimensional area of the virtual screen element. According to some embodiments, the virtual object110-2includes a three-dimensional interaction zone that is capable of receiving interactions at different three-dimensional locations corresponding to the artificial-reality content of the secondary metaverse environment104-2. In some embodiments, user inputs directed at different depths with respect to a virtual location of the surface of the virtual object110-2can cause different operations on the respective artificial-reality content of the secondary metaverse environment104-2. For example, a user input directed to the surface of the three-dimensional virtual object may cause a locational operation that does not modify the underlying artificial-reality content of the secondary metaverse environment, and another user input directed to an internal portion of the virtual object110-2may cause a second type of operation that does modify the underlying artificial-reality content of the secondary metaverse environment104-2.

FIG.1Aalso shows the user502performing a user input106that includes a request to modify the artificial-reality content of the secondary metaverse environment104-1. While the user is performing the request to modify the artificial-reality content, a different visual representation of the hand of the user502can be presented as compared to when the user is interacting with the primary metaverse environment102. For example, the user may be performing a user input to change the portion of the secondary metaverse environment104-1that is being represented by the virtual object110-1(e.g., a panning gesture), or the user may be performing a user input to cause a modification to the underlying artificial-reality content of the secondary metaverse environment104-1(e.g., moving a chair-shaped virtual object within a room of the secondary metaverse environment104-1). In some embodiments, the set of operations that are available for modifying the secondary metaverse environment104-1is based on the presentation state that the secondary metaverse environment is being presented in within the primary metaverse environment102. For example, a first set of user inputs may be available while the secondary metaverse environment104-1is being presented in the first presented mode, and a second set of user inputs may be available while the secondary metaverse environment104-1is being presented with one of the second, third, or fourth presentation states.

FIG.1Bshows another view of the sequence of the user502interacting with artificial-reality content of the secondary metaverse environment104-1, after the user502has performed the user input106shown inFIG.1Athat includes a request to modify the artificial-reality content of the secondary metaverse environment104-1. The artificial-reality content of the secondary metaverse environment104-1is being presented in the primary metaverse environment102with the same first presentation state that was used to present the artificial-reality content of the secondary metaverse environment104-1inFIG.1A, but now, the artificial-reality content reflects the adjustment caused by the user input106shown inFIG.1A. The user is performing a user input116requesting to cause presentation of the artificial-reality content of the secondary metaverse environment104-1to be presented with a different presentation state than it is being presented inFIGS.1A and1B.

FIG.1Balso shows another user101-3interacting with a metaverse-adjustment user interface element302(which is described in more detail with respect toFIGS.3A to3H). As discussed with respect toFIGS.3A to3H, users can interact with artificial-reality content of secondary metaverse environments using metaverse adjustment user interface elements that are configured to cause adjustments to the artificial-reality content of the respective secondary metaverse environments that are being presented. For example, the user101-3inFIG.1Bmay be performing a user input to cause them to become substantial immersed in (e.g., to teleport into) the artificial-reality content of the secondary metaverse environment104-3. In some embodiments, the user can cause adjustments to different secondary metaverse environments being presented within the primary metaverse environment102(e.g., by directing the metaverse-adjustment user interface element302to artificial-reality content of different respective secondary metaverse environments within the primary metaverse environment102. In some embodiments, the artificial-reality content of the respective secondary metaverse environments that are being presented within the primary metaverse environment102are only interactable via the metaverse-adjustment user interface element302if the respective user using the metaverse-adjustment user interface element has permissions to access the artificial-reality content of the respective secondary metaverse environments that they are attempting to control. In some embodiments, when a user attempts to interact with artificial-reality content of a secondary metaverse environment that another user is causing to be presented (e.g., if the user101-3attempts to interact with the artificial-reality content of the secondary metaverse environment104-2that the user101-2is causing to be presented), and the user101-3has permission to access the respective artificial-reality content of the secondary metaverse environment104-2, the user101-3may be able to access the specific portion of the content that the user101-2is interacting with via the virtual object110-2. In accordance with some embodiments, if a user is interacting with a particular metaverse environment that another user does not have access to (e.g., they have not purchased the application related to the metaverse content), then that user may not receive an indication that the modification is occurring, and/or may receive an indication that does not include the particular portion of metaverse content that is being modified.

FIG.1Cshows another view of the sequence of the user502interacting with the artificial-reality content of the secondary metaverse environment104-1while it is being presented within the primary metaverse environment102. The artificial-reality content of the secondary metaverse environment104-1is being presented with a different presentation state than is shown inFIGS.1A and1B, and the different presentation state includes a three-dimensional virtual presentation object (e.g., a volumetric monitor). In accordance with some embodiments, although the artificial-reality content of the secondary metaverse environment is being presented with a different presentation state than inFIG.1B, the modification112persists to be visible to the user502, reflecting the modification that the user502requested inFIG.1A. That is, in some embodiments, modifications to artificial-reality content of secondary metaverse environments continue to be perceptible to the user502even while the presentation state of the artificial-reality content is caused to change (e.g., based on a request performed by the user, another user, or as part of interaction occurring within the primary metaverse environment102).

FIG.1Calso shows the user101-3being presented within the primary metaverse environment with a different visual indicator (e.g., a trailing indicator user interface element108-3-b), which is different than the virtual avatar representing the user101-3that is shown inFIGS.1A and1B. In accordance with some embodiments, the user101-3is represented by a different visual indicator inFIG.1Cbased on an interaction that the user101-3is having within the secondary metaverse environment104-3.

FIG.1Dshows another view of the sequence in which the user502is interacting with the artificial-reality content of the secondary metaverse environment104-1while it is being presented within the primary metaverse environment102. The user101-2is now interacting with artificial-reality content of a different secondary metaverse environment, a secondary metaverse environment104-4than they were interacting with inFIGS.1A to1C(in which the user101-2was interacting with a secondary metaverse environment104-2). In some embodiments, user can utilize a metaverse-adjustment user interface element (e.g., the metaverse-adjustment user interface element302shown inFIGS.3A to3H) to adjust which respective secondary metaverse environment is being represented within the primary metaverse environment102.

FIG.1Eshows another view where the user502is interacting with secondary metaverse environment104-1in an immersive manner, such that the secondary metaverse environment has replaced the primary metaverse environment102that the user502was shown immersed in during the points in the sequence represented byFIGS.1A to1D. That is, in some embodiments, the user502can replace the primary metaverse environment102with the respective secondary metaverse environment that they are currently interacting with (e.g., the secondary metaverse environment104-1). In some embodiments, a particular presentation state of the secondary metaverse environment104-1includes a virtual guardian boundary, where the user502may move within the virtual guardian boundary to become immersed within the secondary metaverse environment. In some embodiments, the virtual guardian boundary functions similarly to a guardian boundary of the primary metaverse environment, except that the rules apply to interactions that are capable of occurring within the primary metaverse environment102.

In some embodiments, in accordance with the user502causing the secondary metaverse environment104-1to replace the primary metaverse environment102as the immersive artificial-reality content being displayed by the VR headset710, respective controls of the HIPD800are adjusted based on the respective controls that are specifically configured for immersive interactions with the artificial-reality content of the secondary metaverse environment104-1. For example, the primary metaverse environment102may be a host environment that is specifically configured for presenting secondary metaverse environments, and while the user is immersed in the primary metaverse environment, the user inputs available on a touch surface872of the HIPD800may include a plurality of different user inputs for selecting different respective artificial-reality content of different secondary metaverse environments to present within the primary metaverse environment102. And while the secondary metaverse environment104-1is being presented as immersive artificial-reality content by the VR device710, the metaverse-adjustment user interface element302is configured to present a different set of user input options on the touch surface872that correspond to operations that are capable of being performed within the secondary metaverse environment104-1.

FIGS.2A-2Eillustrate examples of a secondary metaverse environment being presented with different presentation states within the primary metaverse environment, in accordance with some embodiments.

FIG.2Ashows artificial-reality content of the secondary metaverse environment104-1being presented with a first presentation state202. The first presentation state202includes a virtual object204with a miniaturized representation of a portion of the respective secondary metaverse environment being represented by the representation. In some embodiments, the virtual object204with the miniaturized representation includes a three-dimensional visual depiction of a scene that would be presented immersively as part of presenting the artificial-reality content of the respective secondary metaverse environment. In some embodiments, presenting the miniaturized representation of the portion of the secondary metaverse environment (e.g., as part of the virtual object204) includes mapping a volume of the three-dimensional space that would be presented as part of an immersive representation of the artificial-reality content for the secondary metaverse environment104-1to the miniaturized representation (e.g., the virtual object204).

In some embodiments, presenting the miniaturized representation of the secondary metaverse environment104-1includes removing one or more scene elements (e.g., ground textures, background elements) of the immersive presentation from the miniaturized representation within the virtual object204representing the secondary metaverse environment. In some embodiments, the miniaturized representation of the secondary metaverse environment does not include at least one background element of an immersive artificial-reality scene configured to be presented within the secondary metaverse environment. For example, the miniaturized representation does not include any visual elements corresponding to the blue-colored sky background, or the texture of the ground of the artificial-reality content associated with the secondary metaverse environment, as is shown in the other respective representations of the secondary metaverse environment shown inFIGS.2B to2D. In some embodiments, such elements may be visible, but are displayed with adjusted properties within the virtual object204.

FIG.2Bshows the secondary metaverse environment104-1being presented with a second presentation state212that is different than the miniaturized representation of the secondary metaverse environment shown inFIG.2A. While being presented with the second presentation state212, the artificial-reality content of the respective secondary metaverse environment is presented as a volumetric presentation object214(e.g., a volumetric virtual monitor presenting the artificial-reality content of the secondary metaverse environment110-1). In some embodiments, the volumetric presentation object includes a three-dimensional interaction zone configured to receive inputs from the user502(e.g., a three-dimensional touch sensitive surface, and/or a bi-modal interaction zone that is configured to receive a first set of user inputs directed to a surface portion of the three-dimensional interaction zone of the volumetric presentation object214, and a second set of user inputs directed to an internal portion of the three-dimensional interaction zone. In some embodiments, a first representation of the hand of the user502is presented while the user502is performing an interaction directed to the primary metaverse environment102, and a second representation of the hand of the user502is presented while the user502is performing an interaction directed to the secondary metaverse environment110-1. In some embodiments, different respective representations of the hand of the user502can be presented based on whether the user502is interacting with a surface portion of the three-dimensional interaction zone as compared to an internal portion of the three-dimensional interaction zone of the volumetric presentation object.

FIG.2Cshows the secondary metaverse environment being presented in a third presentation state222that is different from both the first presentation state202shown inFIG.2Aand the second presentation state212shown inFIG.2B. In some embodiments, the third presentation state includes a two-dimensional virtual display that is configured to display a particular field of view within the artificial-reality content of the secondary metaverse environment. In some embodiments, when the user adjusts their orientation and/or position (e.g., a virtual location) within the primary metaverse environment, there is a direct correspondence between the adjustment in to the artificial-reality content in the primary metaverse environment and the artificial-reality content in the secondary metaverse environment.

FIG.2Dshows the secondary metaverse environment being presented in a fourth presentation state where the user is substantially immersed in the secondary metaverse environment (e.g., replacing the primary metaverse environment). In some embodiments, a user causing the secondary metaverse environment to be presented in the fourth presentation state is referred to as teleporting (e.g., between metaverse environments). In some embodiments, one or more aspects of a visual representation of the user502are adjusted when the user502becomes immersed within the secondary metaverse environment104-1.

FIG.2Eshows an example of AR content of a portion of the primary metaverse environment102being presented as a virtual object244for presenting secondary metaverse environments. That is, in some embodiments, artificial-reality content presented as a secondary metaverse environment can be a portion of the primary metaverse environment that the user is currently interacting with (e.g., the primary metaverse environment102). In this way, users can interact with and simulate using a portion of a primary metaverse as a secondary metaverse environment (e.g., for purposes of content creation).

FIGS.3A-3Hillustrate an example of a user interacting with artificial-reality content associated with respective secondary metaverse environments using a metaverse-adjustment user interface.

FIG.3Ashows the user502interacting with artificial-reality content of the secondary metaverse environment104-1using a metaverse-adjustment user interface element302, which is positionally-locked within the user's field of view relative to a presentation location where the secondary metaverse environment104-1is being presented. The secondary metaverse environment104-1is being presented with the third presentation state, as described in more detail with respect toFIG.2C(e.g., as a virtual object308that includes a two-dimensional virtual screen element that includes a perspective view from a particular position and/or orientation within the artificial-reality content of the secondary metaverse environment). The position-locked location of the metaverse-adjustment user interface element302is illustrated by the position-lock indicator306, which may be adjustable by the user502from within the primary metaverse environment102. Respective artificial-reality content of the secondary metaverse environment104-1may also be adjusted based on which presentation state the artificial-reality content of the secondary metaverse environment is being presented with (e.g., a default position-locked location). While the user is interacting with the artificial-reality content of the secondary metaverse environment104-1, the user502may interact with one or more users of the secondary metaverse environment (e.g., the user312, shown sitting at a chair virtual object within the secondary metaverse environment).

The user502is performing a user input directed to a selectable button user interface element of the metaverse-adjustment user interface element302, which corresponds to a request to modify the respective presentation state that the artificial reality content of the secondary metaverse environment104-1is being presented with. The metaverse-adjustment user interface element302can include additional selectable button (or tab) user interface elements for adjusting which secondary metaverse environment(s) are being presented (e.g., within the primary metaverse environment102). In some embodiments, the user502can cause multiple different secondary metaverse environments to be presented within the primary metaverse environment102.

FIG.3Bshows the user502interacting with artificial-reality content of the secondary metaverse environment104-1using a metaverse-adjustment user interface element302after performing the user input shown inFIG.3Ato change the presentation state of the artificial-reality content associated with the secondary metaverse environment104-1. The user502is performing an input directed to another selectable button user interface element of the metaverse-adjustment user interface element302(e.g., a right-arrow button element) while a particular room of the secondary metaverse environment is being presented within the virtual object318, which is presenting the secondary metaverse environment in a presentation state that includes a miniaturized representation of the secondary metaverse environment104-1.

FIG.3Cshows the user502interacting with artificial-reality content of the secondary metaverse environment104-1using a metaverse-adjustment user interface element302after performing the user input shown inFIG.3B(directed to the right-arrow button user interface element). Based on the user input performed by the user502inFIG.3B, a modification is caused to the artificial-reality content of the secondary metaverse environment104-1to cause a different portion of the artificial-reality content to be presented in the same presentation state as shown inFIG.3B, including the virtual object318having the miniaturized representation of the artificial-reality content.

FIG.3Dshows the user502interacting with the artificial-reality content of the secondary metaverse environment104-1while it is being presented with yet another presentation state different than the respective presentation states used to present the artificial-reality content shown inFIGS.3A to3C.

FIG.3Eshows the user502interacting with the artificial-reality content of the secondary metaverse environment104-1while it is being presented in another presentation state that includes a two-dimensional virtual screen element similar to that shown inFIG.3D, but which includes a different arrangement of user interface elements within the primary metaverse environment102. That is different presentation states for presenting the artificial-reality content of the secondary metaverse environment104-1can include the same or similar representations of the secondary metaverse content, but can still be distinct based on the way that the representation of the secondary metaverse environment104-1is presented within the primary metaverse environment102.

FIG.3Fshows the user502interacting with the artificial-reality content of the secondary metaverse environment104-1while it is being presented in a different presentation state than is shown in any ofFIGS.3A-3E. In accordance with some embodiments, the artificial-reality content is presented inFIG.3Fin a presentation state that includes a two-dimensional (or optionally three-dimensional) position-locked user interface element that provides co-located portion of the secondary metaverse environment such that it aligns with a certain portion of the field of view of the user502, including accounting for adjustments of the user's field of view within the primary metaverse environment102. That is, while the user is interacting with a primary metaverse environment102(and/or aspects of their physical surroundings, they can interact with the representation of the artificial-reality content within the secondary metaverse environment104-1as if they were also moving (e.g., virtually) through the space represented by the artificial-reality content of the secondary metaverse environment104-1. The user502is performing a gesture directed to the position-lock indicator on the right-hand side of the metaverse-adjustment user interface element302(e.g., a grabbing pinch gesture directed to the position-lock indicator).

FIG.3Gshows the user502interacting with the artificial-reality content of the secondary metaverse environment104-1while it is being presented in the same presentation state shown inFIG.3F, while the user502is performing the grabbing gesture directed to the position-lock indicator user interface element corresponding to the right side of the metaverse-adjustment user interface element302. The user502is moving through their physical environment while performing the grabbing gesture directed to the position-lock indicator. And as a result, the virtual object318is moving based on a position-locked orientation relative to the metaverse-adjustment user interface element302. That is, in some embodiments, the user can choose whether the virtual object318should dynamically move as they move through their physical space (or a primary metaverse environment), or whether the virtual object318should be statically presented in a particular location within the environment that the user502is causing the artificial-reality content of the secondary metaverse environment to be presented.

FIG.3Hshows the user502interacting with the artificial-reality content of the secondary metaverse environment104-1while it is being presented as a primary metaverse environment (e.g., fully immersing the user502within the artificial-reality content of the secondary metaverse environment104-1). That is, in accordance with some embodiments, metaverse environments can be interchangeable between being presented as primary metaverse environments and secondary metaverse environments, such that the terms can be relative to the way the content is currently being presented at any particular time. It should be noted that which content is being presented as a primary or secondary metaverse environment can be interchangeably selectable by the user and/or can be specific to the respective configurations of the metaverse environments. For example, a primary metaverse environment can include particular artificial-reality content that is configured specifically for presenting artificial-reality content of secondary metaverse environments (e.g., the secondary metaverse environments104-1,104-2, and/or104-3).

FIG.4illustrates a flow diagram of a method of facilitating user interactions with respective artificial-reality content of multiple metaverse environments, in accordance with some embodiments. For explanatory purposes, the various blocks (e.g., operations, unordered steps, etc.) of the method400are described herein with reference toFIGS.1A to3HandFIGS.5A to9C, and the associated components and/or processes described herein. The one or more blocks of the method400may be implemented, for example, by one or more artificial-reality systems (e.g., concurrently, based on inputs by a plurality of different users of the different artificial-reality systems).

The artificial-reality system500cpresents (402) a primary metaverse environment and a secondary metaverse environment corresponding to different artificial-reality content than the primary metaverse environment. For example, the head-wearable device700is causing artificial-reality content of a primary metaverse environment102to the user502while they are wearing the head-wearable device700. And within the artificial-reality content of the primary metaverse environment, the head-wearable device700presents different artificial-reality content associated with a secondary metaverse environment104-1. As shown inFIG.1A, the user502may also be able to see and/or interact with artificial-reality content of different secondary metaverse environments (e.g., secondary metaverse environments104-2and104-3, which the user502sees as virtual objects within the primary metaverse environment102.

The different artificial-reality content of the secondary metaverse environment is presented using a first presentation state within the primary metaverse environment (404), such as the first presentation state202shown inFIG.2Athat includes the miniaturized representation of a portion of the secondary metaverse environment.

While the artificial-reality system500cis presenting the different artificial-reality content of the secondary metaverse environment using a first presentation state within the primary metaverse environment, the artificial-reality system500cdetects an input requesting a modification to the different artificial-reality content of the secondary metaverse environment, and, in response to detecting the input, the artificial-reality system500cadjusts the different artificial-reality content of the secondary metaverse environment to reflect the requested modification (406). In some embodiments, the requested modification may be described as a “sticky” interaction with the secondary metaverse environment that causes a change to content within the secondary metaverse environment. For example, the user502can “reach in” to the secondary metaverse environment104-1to re-position and/or remove a user interface element (e.g., a virtual chair object) from within the different artificial-reality content of the secondary metaverse environment104-1, as discussed with respect toFIG.1A.

After adjusting the different artificial-reality content of the secondary metaverse environment to reflect the requested modification, in accordance with detecting a request to present the secondary metaverse environment using a second presentation state instead of the first presentation state, the artificial-reality system500cceases to present the different artificial-reality content of the secondary metaverse environment using the first presentation state, and the artificial-reality system500ccauses presentation of the different artificial-reality content of the secondary metaverse environment within the primary metaverse environment such that the different artificial-reality content is presented using the second presentation state and continues to reflect the modification caused by the input (408).

(A2) In some embodiments of A1, at a first time (e.g., a time associated with the point in the sequence represented byFIG.1A), while another user of a different artificial-reality system, distinct from the artificial-reality system, is interacting with the primary metaverse environment in conjunction with the user (e.g., as part of a shared VR experience, such as a virtual meeting or video game), the artificial-reality system500cpresents a first representation of the other user within the primary metaverse environment (e.g., a virtual avatar representation that is caused to animate based on actions (e.g., body movements) performed by the other user). In some embodiments, at a second time different than the first time, in response to receiving an indication that the other user of the different artificial-reality system has moved from the primary metaverse environment to the secondary metaverse environment, the artificial-reality system500cpresents a second representation, distinct from the first representation, of the other user. In some embodiments, the second representation includes a trailing indicator (e.g., a static avatar face icon) associated with the other user in the primary metaverse environment. In some embodiments, the trailing indicator is meant to indicate to other users in the primary metaverse environment that the other user is interacting with the secondary metaverse environment. For example, inFIG.1B, the user101-3performs an interaction that causes the user101-3to become fully immersed within the secondary metaverse environment104-3. Based on this interaction the virtual object108-3shown inFIG.1Bis replaced by the other virtual object108-3-bshown inFIG.1C.

A respective user moving from one metaverse environment to another metaverse environment may be described herein as a user teleporting between artificial-reality content of different metaverse environments. As described herein, teleporting between metaverse environments includes causing a user to be transported (e.g., instantaneously) from one virtual environment to another, such that the user perceives being immersed within the metaverse environment that they have been teleported to (e.g., a secondary metaverse environment), instead of the metaverse environment from which they were teleported (e.g., a primary metaverse environment).

(A3) In some embodiments of A1 or A2, after the other user has moved from the primary metaverse environment to the secondary metaverse environment, based on an interaction that the other user has engaged in within the secondary metaverse environment, the artificial-reality system500cpresents a perceptible indicator (e.g., a visual icon, an animation, an audible notification, etc.) as part of the second representation of the other user within the primary metaverse environment. That is, in some embodiments, the primary metaverse environment is configured to continue facilitating interactions between the user and other users within the primary metaverse environment while the user is within the secondary metaverse environment. For example, the user101-2is presented as a virtual object that has a different visual appearance than the virtual objects presented for the users502and101-1, which indicates that the user101-2has teleported into the secondary metaverse environment104-3.

(A4) In some embodiments of A2 or A3, after the other user has moved from the primary metaverse environment to the secondary metaverse environment, based on an interaction that the other user is engaged in within the secondary metaverse environment, presenting a perceptible indicator as part of the second representation of the other user within the primary metaverse environment. In other words, the user502can interact with users in the primary metaverse environment102while they are interacting with (e.g., immersed within) the secondary metaverse environment104-1. For example, while the user502is immersed within the artificial-reality content of the secondary metaverse environment104-1, they can initiate a conversation with the user101-2that is immersed within the primary metaverse environment (e.g., via an audial or textual message, and/or a movement of the user's hand). This can be true even while the user101-2is interacting with the different virtual object108-2that is associated with the different secondary metaverse environment104-2.

In some embodiments, the extent to which the respective other users in the primary metaverse can view the changes occurring in the secondary metaverse environment are based on whether the users have separate permissions associated with particular levels of access to the artificial-contents of the secondary metaverse environment that is being interacted with. For example, a user may only have access to a primary metaverse environment, and the same user may not have access to the secondary metaverse environment that another user is causing to be presented (e.g., with a particular presentation state) in the primary metaverse environment102. The user may not be able to teleport into the secondary metaverse environment, based on the lack of permissions for accessing the artificial-reality content associated with the secondary metaverse environment, and/or some content that would otherwise be visible from the presentation of the artificial-reality content of the secondary metaverse environment104-1may not be visible to the user based on their lack of access to the underlying artificial-reality content.

(A5) In some embodiments of A1 to A4, while the artificial-reality system500cpresents the different artificial-reality content of the secondary metaverse environment using the second presentation state, detecting a second input requesting another modification to the secondary metaverse environment. In some embodiments, in accordance with detecting a request to present the artificial-reality content of the secondary metaverse environment using a third presentation state instead of the second presentation state, the artificial-reality system500cceases to present the different artificial-reality content of the secondary metaverse environment using the second presentation state, and the artificial-reality system500ccauses presentation of the different artificial-reality content of the secondary metaverse environment within the primary metaverse environment such that the different artificial-reality content is presented using the third presentation state and continues to reflect the modification and the other modification caused by the respective inputs requesting the modification and the other modification.

(A6) In some embodiments of A5, presenting the other artificial-reality content of the secondary metaverse environment using the first presentation state includes presenting a miniaturized representation of a portion of the secondary metaverse environment. In some embodiments, presenting the other artificial-reality content of the secondary metaverse environment using the second presentation state includes presenting a volumetric presentation object, wherein the volumetric presentation object is different than the miniaturized representation of the portion of secondary metaverse environment (e.g., a perspective-locked virtual screen element that includes content from an immersive view of the secondary metaverse environment).

In some embodiments, presenting the other artificial-reality content of the secondary metaverse environment using the third presentation state includes presenting a two-dimensional virtual display that is configured to display a field of view within the secondary metaverse environment. In some embodiments, the scale of objects within the secondary metaverse environment changes based on a display state of the secondary metaverse content. For example, a virtual chair object may have a first size relative to the user while the miniaturized representation of the secondary metaverse environment is being presented to the user, and may have a second size relative to the user while the second and/or third representations of the secondary metaverse environment are being presented.

(A7) In some embodiments of A6, the volumetric presentation object includes a three-dimensional interaction zone configure to receive inputs from the user. In some embodiments, gestures performed within the three-dimensional interaction zone are configured to cause operations to modify the artificial-reality content of the secondary metaverse environment.

(A8) In some embodiments of A7, while the user is interacting with the volumetric presentation object, (i) in accordance with detecting that the user is interacting with a surface of the volumetric presentation object, the artificial-reality system500presents a first representation of the hand of the user (which may indicate that the user is performing a surface-level interaction with the artificial-reality content of the secondary metaverse environment (e.g., a panning, translational, and/or rotational modification to the artificial-reality content)), and (ii) in accordance with detecting that the user is interacting with an internal portion of the volumetric presentation object (e.g., “reaching through” to the secondary metaverse environment), the artificial-reality system500presents a second representation of the hand of the user (which may indicate that the user is performing a “reach-through” interaction that actually modifies a portion of the artificial-reality content that the user is interacting with (rather than performing a gesture that simply modifies the view of the artificial-reality content)).

In some embodiments, user inputs directed to a surface of a volumetric presentation object (e.g., the volumetric presentation object shown inFIG.2C) cause a first set of input commands at the second metaverse environment, and at-depth gestures performed while the second representation of the hand of the user is presented cause a second set of input commands at the secondary metaverse environment. For example, a first set of user inputs may cause translational, rotational, and/or related panning location displacement within the secondary metaverse environment104-1.

(A9) In some embodiments any one of A6 to A8, presenting the miniaturized representation of the portion of the secondary metaverse environment includes: (i) mapping a volume of three-dimensional space of an immersive presentation of the secondary metaverse environment to the miniaturized representation of the secondary metaverse environment, and (ii) removing one or more scene elements (e.g., ground textures, background elements) of the immersive presentation from the miniaturized representation of the secondary metaverse environment. For example, the virtual object204shown inFIG.2Ashows the miniaturized representation of the artificial-reality content of the secondary metaverse environment104-1.

(A10) In some embodiments of A9, the metaverse environment does not include at least one background element of an immersive artificial-reality scene configured to be presented within the secondary metaverse environment (e.g., ground, sky, audio content, etc.). For example, as illustrated inFIGS.2A to2Dthe miniaturized representation of the secondary metaverse content shown in the virtual object204does not include the blue-sky background shown for the same respective artificial-reality content of the secondary metaverse content while it is being presented in the second, third, or fourth presentation states212,222, and232, respectively.

(A11) In some embodiments of any one of A1 to A10, the artificial-reality system500cpresents a metaverse-adjustment user interface element (e.g., the metaverse-adjustment user interface element302, which may be a tab manager configured to present a plurality of selectable elements corresponding to different respective metaverse environments, and for toggling between presentation states of each respective metaverse environment). The metaverse-adjustment user interface element may be configured to be responsive to selection of: (i) a first set of user inputs for toggling between respective presentation states of a respective secondary metaverse environment that is currently being presented being presented, and (ii) a second set of user inputs replacing the respective secondary metaverse environment being presented with artificial-reality content of a different respective secondary metaverse environment. In some embodiments, the metaverse-adjustment user interface element is presented at a particular location in the three-dimensional space in front of the user. In some embodiments, the respective representations (e.g., presentation states) of the secondary metaverse environment are presented at a particular location relative to the metaverse-adjustment user interface element302.

(A12) In some embodiments of A11, in response to detecting an adjustment input directed to a respective second user input of the second set of user inputs of the metaverse-adjustment user interface element, the artificial-reality system500cpresents a different secondary metaverse environment, distinct from the secondary metaverse environment, the different secondary metaverse environment presented in a same presentation state being used to display the secondary metaverse environment. In other words, the metaverse-adjustment user interface element302can allow the user to switch content while continuing to present artificial-reality content of the same respective selected secondary metaverse environments with the same presentation states.

(A13) In some embodiments of A1 to A12, the primary metaverse environment is a host application that includes one or more dedicated affordances (e.g., permanently presentable user interface elements) configured to provide interactivity with secondary metaverse environments presented within the primary metaverse environment. For example, the primary metaverse environment102may include particular code (e.g., non-transitory computer-readable storage media associated with an API server) that causes artificial-reality content of respective secondary metaverse environments to be presented in different presentation states (e.g., the first presentation state202, the second presentation state212, the third presentation state222, and/or the fourth presentation state232).

(A14) In some embodiments of A1 to A3, the artificial-reality content of the primary metaverse environment is a first portion of a first metaverse world associated with a first set of users such that the first set of users, including the user, can interact within the primary metaverse environment (e.g., a host application, such as a virtual town square application). And the other artificial-reality content of the secondary metaverse environment is a second portion of a second metaverse world associated with a second set of users, distinct from a first set of users and including the user, such that the second set of user can interact within the secondary metaverse environment (e.g., a gaming application, such as a mini-golfing application.

(A15) In some embodiments of A14, the artificial-reality system500presents within the first presentation state of the secondary metaverse environment, an indication (e.g., a visual representation of an activity that the user is performing in the secondary metaverse environment) that a respective second user of the second set of users associated with the secondary metaverse environment is interacting with the secondary metaverse environment being presented with the first presentation state. For example, a golf flag icon is overlayed on the visual representation of the user101-3.

(A16) In some embodiments of A14 or A15, the primary metaverse environment includes one or more additional representations of metaverse environments corresponding to other secondary metaverse environments being interacted with by respective first users of the first set of users.

In some embodiments, the additional representations of the other secondary metaverse environments being interacted with by the respective first users may be presented differently to the user by the artificial-reality system500cthan the secondary metaverse environment being presented with the first presentation state. For example, the user may see one of the other secondary metaverse environments represented as a generic icon corresponding to the other secondary metaverse environment, and may not include details about what the other first user is interacting with in the other secondary metaverse environment.

(A17) In some embodiments of any one of A14 to A16, while the user is teleported into the secondary metaverse environment, the artificial-reality system500creceives an indication that a different first user of the first set of users has requested to be teleported into the secondary metaverse environment. In some embodiments, the artificial-reality system500cpresents the different user within the secondary metaverse environment based on satisfying secondary metaverse access criteria.

(B1) In accordance with some embodiments, a non-transitory computer readable storage medium includes instructions that, when executed by a computing device in communication with an artificial-reality headset (e.g., VR device710), cause the computer device to perform operations corresponding to any of A1-A17.

(C1) In accordance with some embodiments, an artificial-reality system includes a presentation device, one or more processors, and memory. And the memory includes instructions, which, when executed by the one or more processors, causes one or more operations of any one of A1 to A17.

Some of the devices described above are further detailed below, including systems, wrist-wearable devices, headset devices, and smart textile-based garments. Specific operations described above may occur as a result of specific hardware, such hardware is described in further detail below. The devices described below are not limiting and features on these devices can be removed or additional features can be added to these devices. The different devices can include one or more analogous hardware components. For brevity, analogous devices and components are described below. Any differences in the devices and components are described below in their respective sections.

As described herein, a processor (e.g., a central processing unit (CPU), microcontroller unit (MCU), etc.), is an electronic component that is responsible for executing instructions and controlling the operation of an electronic device (e.g., a wrist-wearable device600, a head-wearable device, an HIPD800, a smart textile-based garment900, or other computer system). There are distinct types of processors that may be used interchangeably, or may be specifically required, by embodiments described herein. For example, a processor may be: (i) a general processor designed to perform a wide range of tasks, such as running software applications, managing operating systems, and performing arithmetic and logical operations; (ii) a microcontroller designed for specific tasks such as controlling electronic devices, sensors, and motors; (iii) a graphics processing unit (GPU) designed to accelerate the creation and rendering of images, videos, and animations (e.g., VR animations, such as three-dimensional modeling); (iv) a field-programmable gate array (FPGA) that can be programmed and reconfigured after manufacturing, and/or can be customized to perform specific tasks, such as signal processing, cryptography, and machine learning; (v) a digital signal processor (DSP) designed to perform mathematical operations on signals such as audio, video, and radio waves. One of skill in the art will understand that one or more processors of one or more electronic devices may be used in various embodiments described herein.

As described herein, controllers are electronic components that manage and coordinate the operation of other components within an electronic device (e.g., controlling inputs, processing data, and/or generating outputs). Examples of controllers can include: (i) microcontrollers, including small, low-power controllers that are commonly used in embedded systems and Internet of Things (IoT) devices; (ii) programmable logic controllers (PLCs) which may be configured to be used in industrial automation systems to control and monitor manufacturing processes; (iii) system-on-a-chip (SoC) controllers that integrate multiple components such as processors, memory, I/O interfaces, and other peripherals into a single chip; and/or DSPs. As described herein, a graphics module is a component or software module that is designed to handle graphical operations and/or processes, and can include a hardware module and/or a software module.

As described herein, memory refers to electronic components in a computer or electronic device that store data and instructions for the processor to access and manipulate. The devices described herein can include volatile and non-volatile memory. Examples of memory can include: (i) random access memory (RAM), such as DRAM, SRAM, DDR RAM or other random access solid state memory devices, configured to store data and instructions temporarily; (ii) read-only memory (ROM) configured to store data and instructions permanently (e.g., one or more portions of system firmware, and/or boot loaders); (iii) flash memory, magnetic disk storage devices, optical disk storage devices, other non-volatile solid state storage devices, which can be configured to store data in electronic devices (e.g., USB drives, memory cards, and/or solid-state drives (SSDs); and (iv) cache memory configured to temporarily store frequently accessed data and instructions. Memory, as described herein, can include structured data (e.g., SQL databases, MongoDB databases, GraphQL data, JSON data, etc.). Other examples of memory can include: (i) profile data, including user account data, user settings, and/or other user data stored by the user; (ii) sensor data detected and/or otherwise obtained by one or more sensors; (iii) media content data including stored image data, audio data, documents, and the like; (iv) application data, which can include data collected and/or otherwise obtained and stored during use of an application; and/or any other types of data described herein.

As described herein, a power system of an electronic device is configured to convert incoming electrical power into a form that can be used to operate the device. A power system can include various components, including: (i) a power source, which can be an alternating current (AC) adapter or a direct current (DC) adapter power supply; (ii) a charger input, and can be configured to use a wired and/or wireless connection (which may be part of a peripheral interface, such as a USB, micro-USB interface, near-field magnetic coupling, magnetic inductive and magnetic resonance charging, and/or radio frequency (RF) charging); (iii) a power-management integrated circuit, configured to distribute power to various components of the device and to ensure that the device operates within safe limits (e.g., regulating voltage, controlling current flow, and/or managing heat dissipation); and/or (iv) a battery configured to store power to provide usable power to components of one or more electronic devices.

As described herein, peripheral interfaces are electronic components (e.g., of electronic devices) that allow electronic devices to communicate with other devices or peripherals, and can provide a means for input and output of data and signals. Examples of peripheral interfaces can include: (i) universal serial bus (USB) and/or micro-USB interfaces configured for connecting devices to an electronic device; (ii) bluetooth interfaces configured to allow devices to communicate with each other, including bluetooth low energy (BLE); (iii) near field communication (NFC) interfaces configured to be short-range wireless interface for operations such as access control; (iv) POGO pins, which may be small, spring-loaded pins configured to provide a charging interface; (v) wireless charging interfaces; (vi) GPS interfaces; (vii) WiFi interfaces for providing a connection between a device and a wireless network; (viii) sensor interfaces.

As described herein, sensors are electronic components (e.g., in and/or otherwise in electronic communication with electronic devices, such as wearable devices) configured to detect physical and environmental changes and generate electrical signals. Examples of sensors can includer: (i) imaging sensors for collecting imaging data (e.g., including one or more cameras disposed on a respective electronic device); (ii) biopotential-signal sensors; (iii) inertial measurement unit (e.g., IMUs) for detecting, for example, angular rate, force, magnetic field, and/or changes in acceleration; (iv) heart rate sensors for measuring a user's heart rate; (v) SpO2 sensors for measuring blood oxygen saturation and/or other biometric data of a user; (vi) capacitive sensors for detecting changes in potential at a portion of a user's body (e.g., a sensor-skin interface) and/or the proximity of other devices or objects; (vii) light sensors (e.g., time-of-flight sensors, infrared light sensors, visible light sensors, etc.), and/or sensor for sensing data from the user or the user's environment. As described herein biopotential-signal-sensing components are devices used to measure electrical activity within the body (e.g., biopotential-signal sensors). Some types of biopotential-signal sensors include: (i) electroencephalography (EEG) sensors configured to measure electrical activity in the brain to diagnose neurological disorders; (ii) electrocardiography (ECG or EKG) sensors configured to measure electrical activity of the heart to diagnose heart problems; (iii) electromyography (EMG) sensors configured to measure the electrical activity of muscles and to diagnose neuromuscular disorders; (iv) electrooculography (EOG) sensors configure to measure the electrical activity of eye muscles to detect eye movement and diagnose eye disorders.

As described herein, an application stored in memory of an electronic device (e.g., software) includes instructions stored in the memory. Examples of such applications include: (i) games; (ii) word processors; (iii) messaging applications; (iv) media-streaming applications; (v) financial applications; (vi) calendars; (vii) clocks; (viii) web-browsers; (ix) social media applications, (x) camera applications, (xi) web-based applications; (xii) health applications; (xiii) artificial reality applications, and/or any other applications that can be stored in memory. The applications can operate in conjunction with data and/or one or more components of a device or communicatively coupled devices to perform one or more operations and/or functions.

As described herein, communication interface modules can include hardware and/or software capable of data communications using any of a variety of custom or standard wireless protocols (e.g., IEEE 802.15.4, Wi-Fi, ZigBee, 6LoWPAN, Thread, Z-Wave, Bluetooth Smart, ISA100.11a, WirelessHART, or MiWi), custom or standard wired protocols (e.g., Ethernet or HomePlug), and/or any other suitable communication protocol, including communication protocols not yet developed as of the filing date of this document. A communication interface is a mechanism that enables different systems or devices to exchange information and data with each other, including hardware, software, or a combination of both hardware and software. For example, a communication interface can refer to a physical connector and/or port on a device that enables communication with other devices (e.g., USB, Ethernet, HDMI, Bluetooth). In some embodiments, a communication interface can refer to a software layer that enables different software programs to communicate with each other (e.g., application programming interfaces (APIs), protocols like HTTP and TCP/IP, etc.).

As described herein, a graphics module is a component or software module that is designed to handle graphical operations and/or processes, and can include a hardware module and/or a software module.

As described herein, non-transitory computer-readable storage media are physical devices or storage medium that can be used to store electronic data in a non-transitory form (e.g., such that the data is stored permanently until it is intentionally deleted or modified.

FIGS.5A to5C-2illustrate example artificial-reality systems, in accordance with some embodiments.FIG.5Ashows a first artificial-reality system500aand first example user interactions using a wrist-wearable device600, a head-wearable device (e.g., artificial-reality device700), and/or a handheld intermediary processing device (HIPD)800.FIG.5Bshows a second artificial-reality system500band second example user interactions using a wrist-wearable device600, artificial-reality device700, and/or an HIPD800.FIGS.5C-1and5C-2show a third artificial-reality system500cand third example user interactions using a wrist-wearable device600, a head-wearable device (e.g., the VR device710), and/or an HIPD800. As the skilled artisan will appreciate upon reading the descriptions provided herein, the above-example artificial-reality systems (described in detail below) can perform various functions and/or operations described above with reference toFIGS.1A to3H.

The wrist-wearable device600and one or more of its components are described below in reference toFIGS.6A-6B; the head-wearable devices and their one or more components are described below in reference toFIGS.7A-7D; and the HIPD800and its one or more components are described below in reference toFIGS.8A-8B. The wrist-wearable device600, the head-wearable devices, and/or the HIPD800can communicatively couple via a network525(e.g., cellular, near field, Wi-Fi, personal area network, wireless LAN, etc.). Additionally, the wrist-wearable device600, the head-wearable devices, and/or the HIPD800can also communicatively couple with one or more servers530, computers540(e.g., laptops, computers, etc.), mobile devices550(e.g., smartphones, tablets, etc.), and/or other electronic devices via the network525(e.g., cellular, near field, Wi-Fi, personal area network, wireless LAN, etc.).

Turning toFIG.5A, a user502is shown wearing the wrist-wearable device600and the artificial-reality device700, and having the HIPD800on their desk. The wrist-wearable device600, the artificial-reality device700, and the HIPD800facilitate user interaction with an artificial-reality environment. In particular, as shown by the first artificial-reality system500a, the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800cause presentation of one or more avatars504, digital representations of contacts506, and virtual objects508. As discussed below, the user502can interact with the one or more avatars504, digital representations of the contacts506, and virtual objects508via the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800.

The user502can use any of the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800to provide user inputs. For example, the user502can perform one or more hand gestures that are detected by the wrist-wearable device600(e.g., using one or more EMG sensors and/or IMUs, described below in reference toFIGS.6A-6B) and/or artificial-reality device700(e.g. using one or more image sensor or camera, described below in reference toFIGS.7A-7B) to provide a user input. Alternatively, or additionally, the user502can provide a user input via one or more touch surfaces of the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800, and/or voice commands captured by a microphone of the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800. In some embodiments, the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800include a digital assistant to help the user in providing a user input (e.g., completing a sequence of operations, suggesting different operations or commands, providing reminders, confirming a command, etc.). In some embodiments, the user502can provide a user input via one or more facial gestures and/or facial expressions. For example, cameras of the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800can track the eyes of the user502for navigating a user interface.

The wrist-wearable device600, the artificial-reality device700, and/or the HIPD800can operate alone or in conjunction to allow the user502to interact with the artificial-reality environment. In some embodiments, the HIPD800is configured to operate as a central hub or control center for the wrist-wearable device600, the artificial-reality device700, and/or another communicatively coupled device. For example, the user502can provide an input to interact with the artificial-reality environment at any of the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800, and the HIPD800can identify one or more back-end and front-end tasks to cause the performance of the requested interaction and distribute instructions to cause the performance of the one or more back-end and front-end tasks at the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800. In some embodiments, a back-end task is background processing task that is not perceptible by the user (e.g., rendering content, decompression, compression, etc.), and a front-end task is a user-facing task that is perceptible to the user (e.g., presenting information to the user, providing feedback to the user, etc.)). As described below in reference toFIGS.8A-8B, the HIPD800can perform the back-end tasks and provide the wrist-wearable device600and/or the artificial-reality device700operational data corresponding to the performed back-end tasks such that the wrist-wearable device600and/or the artificial-reality device700can perform the front-end tasks. In this way, the HIPD800, which has more computational resources and greater thermal headroom than the wrist-wearable device600and/or the artificial-reality device700, performs computationally intensive tasks and reduces the computer resource utilization and/or power usage of the wrist-wearable device600and/or the artificial-reality device700.

In the example shown by the first artificial-reality system500a, the HIPD800identifies one or more back-end tasks and front-end tasks associated with a user request to initiate an artificial-reality video call with one or more other users (represented by the avatar504and the digital representation of the contact506) and distributes instructions to cause the performance of the one or more back-end tasks and front-end tasks. In particular, the HIPD800performs back-end tasks for processing and/or rendering image data (and other data) associated with the artificial-reality video call and provides operational data associated with the performed back-end tasks to the artificial-reality device700such that the artificial-reality device700perform front-end tasks for presenting the artificial-reality video call (e.g., presenting the avatar504and the digital representation of the contact506).

In some embodiments, the HIPD800can operate as a focal or anchor point for causing the presentation of information. This allows the user502to be generally aware of where information is presented. For example, as shown in the first artificial-reality system500a, the avatar504and the digital representation of the contact506are presented above the HIPD800. In particular, the HIPD800and the artificial-reality device700operate in conjunction to determine a location for presenting the avatar504and the digital representation of the contact506. In some embodiments, information can be presented a predetermined distance from the HIPD800(e.g., within 5 meters). For example, as shown in the first artificial-reality system500a, virtual object508is presented on the desk some distance from the HIPD800. Similar to the above example, the HIPD800and the artificial-reality device700can operate in conjunction to determine a location for presenting the virtual object508. Alternatively, in some embodiments, presentation of information is not bound by the HIPD800. More specifically, the avatar504, the digital representation of the contact506, and the virtual object508do not have to be presented within a predetermined distance of the HIPD800.

User inputs provided at the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800are coordinated such that the user can use any device to initiate, continue, and/or complete an operation. For example, the user502can provide a user input to the artificial-reality device700to cause the artificial-reality device700to present the virtual object508and, while the virtual object508is presented by the artificial-reality device700, the user502can provide one or more hand gestures via the wrist-wearable device600to interact and/or manipulate the virtual object508.

FIG.5Bshows the user502wearing the wrist-wearable device600and the artificial-reality device700, and holding the HIPD800. In the second artificial-reality system500b, the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800are used to receive and/or provide one or more messages to a contact of the user502. In particular, the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800detect and coordinate one or more user inputs to initiate a messaging application and prepare a response to a received message via the messaging application.

In some embodiments, the user502initiates, via a user input, an application on the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800that causes the application to initiate on at least one device. For example, in the second artificial-reality system500bthe user502performs a hand gesture associated with a command for initiating a messaging application (represented by messaging user interface512); the wrist-wearable device600detects the hand gesture; and, based on a determination that the user502is wearing artificial-reality device700, causes the artificial-reality device700to present a messaging user interface512of the messaging application. The artificial-reality device700can present the messaging user interface512to the user502via its display (e.g., as shown by the field of view510of the user502). In some embodiments, the application is initiated and ran on the device (e.g., the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800) that detects the user input to initiate the application, and the device provides another device operational data to cause the presentation of the messaging application. For example, the wrist-wearable device600can detect the user input to initiate a messaging application; initiate and run the messaging application; and provide operational data to the artificial-reality device700and/or the HIPD800to cause presentation of the messaging application. Alternatively, the application can be initiated and ran at a device other than the device that detected the user input. For example, the wrist-wearable device600can detect the hand gesture associated with initiating the messaging application and cause the HIPD800to run the messaging application and coordinate the presentation of the messaging application.

Further, the user502can provide a user input provided at the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800to continue and/or complete an operation initiated are at another device. For example, after initiating the messaging application via the wrist-wearable device600and while the artificial-reality device700present the messaging user interface512, the user502can provide an input at the HIPD800to prepare a response (e.g., shown by the swipe gesture performed on the HIPD800). The gestures performed by the user502directed to the HIPD800can be provided and/or displayed on another device. For example, the user502performing the swipe gesture directed to the HIPD800are displayed on a virtual keyboard of the messaging user interface512displayed by the artificial-reality device700.

In some embodiments, the wrist-wearable device600, the artificial-reality device700, the HIPD800, and/or other communicatively couple device can present one or more notifications to the user502. The notification can be an indication of a new message, an incoming call, an application update, a status update, etc. The user502can select the notification via the wrist-wearable device600, the artificial-reality device700, the HIPD800, and cause presentation of an application or operation associated with the notification on at least one device. For example, the user502can receive a notification that a message was received at the wrist-wearable device600, the artificial-reality device700, the HIPD800, and/or other communicatively couple device and provide a user input at the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800to review the notification, and the device detecting the user input can cause an application associated with the notification to be initiated and/or presented at the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800.

While the above example describes coordinated inputs used to interact with a messaging application, the skilled artisan will appreciate upon reading the descriptions that user inputs can be coordinated to interact with any number of applications including, but not limited to, gaming applications, social media applications, camera applications, web-based applications, financial applications, etc. For example, the artificial-reality device700can present to the user502game application data and the HIPD800can use a controller to provide inputs to the game. Similarly, the user502can use the wrist-wearable device600to initiate a camera of the artificial-reality device700, and the user can use the wrist-wearable device600, the artificial-reality device700, and/or the HIPD800to manipulate the image capture (e.g., zoom in or out, apply filters, etc.) and capture image data.

Turning toFIGS.5C-1and5C-2, the user502is shown wearing the wrist-wearable device600and a VR device710, and holding the HIPD800. In the third artificial-reality system500c, the wrist-wearable device600, the VR device710, and/or the HIPD800are used to interact within an artificial-reality environment, such as a VR game or other artificial-reality application. While the VR device710present a representation of a VR game (e.g., first artificial-reality game environment520) to the user502, the wrist-wearable device600, the VR device710, and/or the HIPD800detect and coordinate one or more user inputs to allow the user502to interact with the VR game.

In some embodiments, the user502can provide a user input via the wrist-wearable device600, the VR device710, and/or the HIPD800that causes an action in a corresponding artificial-reality environment. For example, the user502in the third artificial-reality system500c(shown inFIG.5C-1) raises the HIPD800to prepare for a swing in the first artificial-reality game environment520. The VR device710, responsive to the user502raising the HIPD800, causes the artificial-reality representation of the user522to perform a similar action (e.g., raise a virtual object, such as a virtual sword524). In some embodiments, each device uses respective sensor data and/or image data to detect the user input and provide an accurate representation of the motion of the user502. For example, imaging sensors854(e.g., SLAM cameras or other cameras discussed below inFIGS.8A and8B) of the HIPD800can be used to detect a position of the800relative to the body of the user502such that the virtual object can be positioned appropriately within the first artificial-reality game environment520; sensor data from the wrist-wearable device600can be used to detect a velocity at which the user502raises the HIPD800such that the artificial-reality representation of the user522and the virtual sword524are synchronized with the movements of the user502; and image sensors726(FIGS.7A-7C) of the VR device710can be used to represent the body of the user502, boundary conditions, or real-world objects within the first artificial-reality game environment520.

InFIG.5C-2, the user502performs a downward swing while holding the HIPD800. The downward swing motion performed by the user502is detected by the wrist-wearable device600, the VR device710, and/or the HIPD800and a corresponding action is performed in the first artificial-reality game environment520. In some embodiments, the data captured by each device is used to improve the user's experience within the artificial-reality environment. For example, sensor data of the wrist-wearable device600can be used to determine a speed and/or force at which the downward swing is performed and image sensors of the HIPD800and/or the VR device710can be used to determine a location of the swing and how it should be represented in the first artificial-reality game environment520, which, in turn, can be used as inputs for the artificial-reality environment (e.g., game mechanics, which can use detected speed, force, locations, and/or aspects of actions of the user502to classify the inputs (e.g., user performs a light strike, hard strike, critical strike, glancing strike, miss, etc.) or calculate an output (e.g., amount of damage)).

While the wrist-wearable device600, the VR device710, and/or the HIPD800are described as detecting user inputs, in some embodiments, user inputs are detected at a single device (with the single device being responsible for distributing signals to the other devices for performing the user input). For example, the HIPD800can operate an application for generating the first artificial-reality game environment520and provide the VR device710with corresponding data for causing the presentation of the first artificial-reality game environment520, as well as detect movements of the user502(while holding the HIPD800) to cause the performance of corresponding actions within the first artificial-reality game environment520. Additionally, or alternatively, in some embodiments, operational data (e.g., sensor data, image data, application data, device data, and/or other data) of one or more devices is provide to a single device (e.g., the HIPD800) to process the operational data and cause respective devices to perform an action associated with processed operational data.

Having discussed example artificial-reality systems, devices for interacting with such artificial-reality systems, and other computing systems more generally, will now be discussed in greater detail below. Some definitions of devices and components that can be included in some or all of the example devices discussed below are defined here for ease of reference. A skilled artisan will appreciate that certain types of the components described below may be more suitable for a particular set of devices, and less suitable for a different set of devices. But subsequent reference to the components defined here should be considered to be encompassed by the definitions provided.

In some embodiments discussed below example devices and systems, including electronic devices and systems, will be discussed. Such example devices and systems are not intended to be limiting, and one of skill in the art will understand that alternative devices and systems to the example devices and systems described herein may be used to perform the operations and construct the systems and device that are described herein.

As described herein, an electronic device is a device that uses electrical energy to perform a specific function. It can be any physical object that contains electronic components such as transistors, resistors, capacitors, diodes, and integrated circuits. Examples of electronic devices include smartphones, laptops, digital cameras, televisions, gaming consoles, and music players, as well as the example electronic devices discussed herein. As described herein, an intermediary electronic device is a device that sits between two other electronic devices, and/or a subset of components of one or more electronic devices and facilitates communication, and/or data processing and/or data transfer between the respective electronic devices and/or electronic components.

Example Wrist-Wearable Devices

FIGS.6A and6Billustrate an example wrist-wearable device600, in accordance with some embodiments. The wrist-wearable device600is an instance of the wearable device described in reference toFIGS.1A to3Hherein, such that the wrist-wearable devices should be understood to have the features of the wrist-wearable device600and vice versa.FIG.6Aillustrates components of the wrist-wearable device600, which can be used individually or in combination, including combinations that include other electronic devices and/or electronic components.

FIG.6Ashows a wearable band610and a watch body620(or capsule) being coupled, as discussed below, to form the wrist-wearable device600. The wrist-wearable device600can perform various functions and/or operations associated with navigating through user interfaces and selectively opening applications, as well as the functions and/or operations described above with reference toFIGS.1A to4.

As will be described in more detail below, operations executed by the wrist-wearable device600can include: (i) presenting content to a user (e.g., displaying visual content via a display605); (ii) detecting (e.g., sensing) user input (e.g., sensing a touch on peripheral button623and/or at a touch screen of the display605, a hand gesture detected by sensors (e.g., biopotential sensors)); (iii) sensing biometric data via one or more sensors613(e.g., neuromuscular signals, heart rate, temperature, sleep, etc.); messaging (e.g., text, speech, video, etc.); image capture via one or more imaging devices or cameras625; wireless communications (e.g., cellular, near field, Wi-Fi, personal area network, etc.); location determination; financial transactions; providing haptic feedback; alarms; notifications; biometric authentication; health monitoring; sleep monitoring; etc.

The above-example functions can be executed independently in the watch body620, independently in the wearable band610, and/or via an electronic communication between the watch body620and the wearable band610. In some embodiments, functions can be executed on the wrist-wearable device600while an artificial-reality environment is being presented (e.g., via one of the artificial-reality systems500ato500d). As the skilled artisan will appreciate upon reading the descriptions provided herein, the novel wearable devices described herein can be used with other types of artificial-reality environments.

The wearable band610can be configured to be worn by a user such that an inner (or inside) surface of the wearable structure611of the wearable band610is in contact with the user's skin. When worn by a user, sensors613contact the user's skin. The sensors613can sense biometric data such as a user's heart rate, saturated oxygen level, temperature, sweat level, neuromuscular signal sensors, or a combination thereof. The sensors613can also sense data about a user's environment including a user's motion, altitude, location, orientation, gait, acceleration, position, or a combination thereof. In some embodiment, the sensors613are configured to track a position and/or motion of the wearable band610. The one or more sensors613can include any of the sensors defined above and/or discussed below with respect toFIG.6B.

The one or more sensors613can be distributed on an inside and/or an outside surface of the wearable band610. In some embodiments, the one or more sensors613are uniformly spaced along the wearable band610. Alternatively, in some embodiments, the one or more sensors613are positioned at distinct points along the wearable band610. As shown inFIG.6A, the one or more sensors613can be the same or distinct. For example, in some embodiments, the one or more sensors613can be shaped as a pill (e.g., sensor613a), an oval, a circle a square, an oblong (e.g., sensor613c) and/or any other shape that maintains contact with the user's skin (e.g., such that neuromuscular signal and/or other biometric data can be accurately measured at the user's skin). In some embodiments, the one or more sensors613are aligned to form pairs of sensors (e.g., for sensing neuromuscular signals based on differential sensing within each respective sensor). For example, sensor613bis aligned with an adjacent sensor to form sensor pair614aand sensor613daligned with an adjacent sensor to form sensor pair614b. In some embodiments, the wearable band610does not have a sensor pair. Alternatively, in some embodiments, the wearable band610has a predetermined number of sensor pairs (one pair of sensors, three pairs of sensors, four pairs of sensors, six pairs of sensors, sixteen pairs of sensors, etc.).

The wearable band610can include any suitable number of sensors613. In some embodiments, the number and arrangement of sensors613depends on the particular application for which the wearable band610is used. For instance, a wearable band610configured as an armband, wristband, or chest-band may include a plurality of sensors613with different number of sensors613and different arrangement for each use case, such as medical use cases as compared to gaming or general day-to-day use cases.

In accordance with some embodiments, the wearable band610further includes an electrical ground electrode and a shielding electrode. The electrical ground and shielding electrodes, like the sensors613, can be distributed on the inside surface of the wearable band610such that they contact a portion of the user's skin. For example, the electrical ground and shielding electrodes can be at an inside surface of coupling mechanism616or an inside surface of a wearable structure611. The electrical ground and shielding electrodes can be formed and/or use the same components as the sensors613. In some embodiments, the wearable band610includes more than one electrical ground electrode and more than one shielding electrode.

The sensors613can be formed as part of the wearable structure611of the wearable band610. In some embodiments, the sensors613are flush or substantially flush with the wearable structure611such that they do not extend beyond the surface of the wearable structure611. While flush with the wearable structure611, the sensors613are still configured to contact the user's skin (e.g., via a skin-contacting surface). Alternatively, in some embodiments, the sensors613extend beyond the wearable structure611a predetermined distance (e.g., 0.1-2 mm) to make contact and depress into the user's skin. In some embodiment, the sensors613are coupled to an actuator (not shown) configured to adjust an extension height (e.g., a distance from the surface of the wearable structure611) of the sensors613such that the sensors613make contact and depress into the user's skin. In some embodiments, the actuators adjust the extension height between 0.01 mm-1.2 mm. This allows the user to customize the positioning of the sensors613to improve the overall comfort of the wearable band610when worn while still allowing the sensors613to contact the user's skin. In some embodiments, the sensors613are indistinguishable from the wearable structure611when worn by the user.

The wearable structure611can be formed of an elastic material, elastomers, etc. configured to be stretched and fitted to be worn by the user. In some embodiments, the wearable structure611is a textile or woven fabric. As described above, the sensors613can be formed as part of a wearable structure611. For example, the sensors613can be molded into the wearable structure611or be integrated into a woven fabric (e.g., the sensors613can be sewn into the fabric and mimic the pliability of fabric (e.g., the sensors613can be constructed from a series woven strands of fabric)).

The wearable structure611can include flexible electronic connectors that interconnect the sensors613, the electronic circuitry, and/or other electronic components (described below in reference toFIG.6B) that are enclosed in the wearable band610. In some embodiments, the flexible electronic connectors are configured to interconnect the sensors613, the electronic circuitry, and/or other electronic components of the wearable band610with respective sensors and/or other electronic components of another electronic device (e.g., watch body620). The flexible electronic connectors are configured to move with the wearable structure611such that the user adjustment to the wearable structure611(e.g., resizing, pulling, folding, etc.) does not stress or strain the electrical coupling of components of the wearable band610.

As described above, the wearable band610is configured to be worn by a user. In particular, the wearable band610can be shaped or otherwise manipulated to be worn by a user. For example, the wearable band610can be shaped to have a substantially circular shape such that it can be configured to be worn on the user's lower arm or wrist. Alternatively, the wearable band610can be shaped to be worn on another body part of the user, such as the user's upper arm (e.g., around a bicep), forearm, chest, legs, etc. The wearable band610can include a retaining mechanism612(e.g., a buckle, a hook and loop fastener, etc.) for securing the wearable band610to the user's wrist or other body part. While the wearable band610is worn by the user, the sensors613sense data (referred to as sensor data) from the user's skin. In particular, the sensors613of the wearable band610obtain (e.g., sense and record) neuromuscular signals.

The sensed data (e.g., sensed neuromuscular signals) can be used to detect and/or determine the user's intention to perform certain motor actions. In particular, the sensors613sense and record neuromuscular signals from the user as the user performs muscular activations (e.g., movements, gestures, etc.). The detected and/or determined motor actions (e.g., phalange (or digits) movements, wrist movements, hand movements, and/or other muscle intentions) can be used to determine control commands or control information (instructions to perform certain commands after the data is sensed) for causing a computing device to perform one or more input commands. For example, the sensed neuromuscular signals can be used to control certain user interfaces displayed on the display605of the wrist-wearable device600and/or can be transmitted to a device responsible for rendering an artificial-reality environment (e.g., a head-mounted display) to perform an action in an associated artificial-reality environment, such as to control the motion of a virtual device displayed to the user. The muscular activations performed by the user can include static gestures, such as placing the user's hand palm down on a table; dynamic gestures, such as grasping a physical or virtual object; and covert gestures that are imperceptible to another person, such as slightly tensing a joint by co-contracting opposing muscles or using sub-muscular activations. The muscular activations performed by the user can include symbolic gestures (e.g., gestures mapped to other gestures, interactions, or commands, for example, based on a gesture vocabulary that specifies the mapping of gestures to commands).

The sensor data sensed by the sensors613can be used to provide a user with an enhanced interaction with a physical object (e.g., devices communicatively coupled with the wearable band610) and/or a virtual object in an artificial-reality application generated by an artificial-reality system (e.g., user interface objects presented on the display605, or another computing device (e.g., a smartphone)).

In some embodiments, the wearable band610includes one or more haptic devices646(FIG.6B; e.g., a vibratory haptic actuator) that are configured to provide haptic feedback (e.g., a cutaneous and/or kinesthetic sensation, etc.) to the user's skin. The sensors613, and/or the haptic devices646can be configured to operate in conjunction with multiple applications including, without limitation, health monitoring, social media, games, and artificial reality (e.g., the applications associated with artificial reality).

The wearable band610can also include coupling mechanism616(e.g., a cradle or a shape of the coupling mechanism can correspond to shape of the watch body620of the wrist-wearable device600) for detachably coupling a capsule (e.g., a computing unit) or watch body620(via a coupling surface of the watch body620) to the wearable band610. In particular, the coupling mechanism616can be configured to receive a coupling surface proximate to the bottom side of the watch body620(e.g., a side opposite to a front side of the watch body620where the display605is located), such that a user can push the watch body620downward into the coupling mechanism616to attach the watch body620to the coupling mechanism616. In some embodiments, the coupling mechanism616can be configured to receive a top side of the watch body620(e.g., a side proximate to the front side of the watch body620where the display605is located) that is pushed upward into the cradle, as opposed to being pushed downward into the coupling mechanism616. In some embodiments, the coupling mechanism616is an integrated component of the wearable band610such that the wearable band610and the coupling mechanism616are a single unitary structure. In some embodiments, the coupling mechanism616is a type of frame or shell that allows the watch body620coupling surface to be retained within or on the wearable band610coupling mechanism616(e.g., a cradle, a tracker band, a support base, a clasp, etc.).

The coupling mechanism616can allow for the watch body620to be detachably coupled to the wearable band610through a friction fit, magnetic coupling, a rotation-based connector, a shear-pin coupler, a retention spring, one or more magnets, a clip, a pin shaft, a hook and loop fastener, or a combination thereof. A user can perform any type of motion to couple the watch body620to the wearable band610and to decouple the watch body620from the wearable band610. For example, a user can twist, slide, turn, push, pull, or rotate the watch body620relative to the wearable band610, or a combination thereof, to attach the watch body620to the wearable band610and to detach the watch body620from the wearable band610. Alternatively, as discussed below, in some embodiments, the watch body620can be decoupled from the wearable band610by actuation of the release mechanism629.

The wearable band610can be coupled with a watch body620to increase the functionality of the wearable band610(e.g., converting the wearable band610into a wrist-wearable device600, adding an additional computing unit and/or battery to increase computational resources and/or a battery life of the wearable band610, adding additional sensors to improve sensed data, etc.). As described above, the wearable band610(and the coupling mechanism616) is configured to operate independently (e.g., execute functions independently) from watch body620. For example, the coupling mechanism616can include one or more sensors613that contact a user's skin when the wearable band610is worn by the user and provide sensor data for determining control commands.

A user can detach the watch body620(or capsule) from the wearable band610in order to reduce the encumbrance of the wrist-wearable device600to the user. For embodiments in which the watch body620is removable, the watch body620can be referred to as a removable structure, such that in these embodiments the wrist-wearable device600includes a wearable portion (e.g., the wearable band610) and a removable structure (the watch body620).

Turning to the watch body620, the watch body620can have a substantially rectangular or circular shape. The watch body620is configured to be worn by the user on their wrist or on another body part. More specifically, the watch body620is sized to be easily carried by the user, attached on a portion of the user's clothing, and/or coupled to the wearable band610(forming the wrist-wearable device600). As described above, the watch body620can have a shape corresponding to the coupling mechanism616of the wearable band610. In some embodiments, the watch body620includes a single release mechanism629or multiple release mechanisms (e.g., two release mechanisms629positioned on opposing sides of the watch body620, such as spring-loaded buttons) for decoupling the watch body620and the wearable band610. The release mechanism629can include, without limitation, a button, a knob, a plunger, a handle, a lever, a fastener, a clasp, a dial, a latch, or a combination thereof.

A user can actuate the release mechanism629by pushing, turning, lifting, depressing, shifting, or performing other actions on the release mechanism629. Actuation of the release mechanism629can release (e.g., decouple) the watch body620from the coupling mechanism616of the wearable band610, allowing the user to use the watch body620independently from wearable band610, and vice versa. For example, decoupling the watch body620from the wearable band610can allow the user to capture images using rear-facing camera625B. Although the is shown positioned at a corner of watch body620, the release mechanism629can be positioned anywhere on watch body620that is convenient for the user to actuate. In addition, in some embodiments, the wearable band610can also include a respective release mechanism for decoupling the watch body620from the coupling mechanism616. In some embodiments, the release mechanism629is optional and the watch body620can be decoupled from the coupling mechanism616as described above (e.g., via twisting, rotating, etc.).

The watch body620can include one or more peripheral buttons623and627for performing various operations at the watch body620. For example, the peripheral buttons623and627can be used to turn on or wake (e.g., transition from a sleep state to an active state) the display605, unlock the watch body620, increase or decrease a volume, increase, or decrease a brightness, interact with one or more applications, interact with one or more user interfaces, etc. Additionally, or alternatively, in some embodiments, the display605operates as a touch screen and allows the user to provide one or more inputs for interacting with the watch body620.

In some embodiments, the watch body620includes one or more sensors621. The sensors621of the watch body620can be the same or distinct from the sensors613of the wearable band610. The sensors621of the watch body620can be distributed on an inside and/or an outside surface of the watch body620. In some embodiments, the sensors621are configured to contact a user's skin when the watch body620is worn by the user. For example, the sensors621can be placed on the bottom side of the watch body620and the coupling mechanism616can be a cradle with an opening that allows the bottom side of the watch body620to directly contact the user's skin. Alternatively, in some embodiments, the watch body620does not include sensors that are configured to contact the user's skin (e.g., including sensors internal and/or external to the watch body620that configured to sense data of the watch body620and the surrounding environment of the watch body620). In some embodiment, the sensors613are configured to track a position and/or motion of the watch body620.

The watch body620and the wearable band610can share data using a wired communication method (e.g., a Universal Asynchronous Receiver/Transmitter (UART), a USB transceiver, etc.) and/or a wireless communication method (e.g., near field communication, Bluetooth, etc.). For example, the watch body620and the wearable band610can share data sensed by the sensors613and621, as well as application and device specific information (e.g., active and/or available applications, output devices (e.g., display, speakers, etc.), input devices (e.g., touch screen, microphone, imaging sensors, etc.).

In some embodiments, the watch body620can include, without limitation, a front-facing camera625A and/or a rear-facing camera625B, sensors621(e.g., a biometric sensor, an IMU, a heart rate sensor, a saturated oxygen sensor, a neuromuscular signal sensor, an altimeter sensor, a temperature sensor, a bioimpedance sensor, a pedometer sensor, an optical sensor (e.g., imaging sensor663;FIG.6B), a touch sensor, a sweat sensor, etc.). In some embodiments, the watch body620can include one or more haptic devices676(FIG.6B; a vibratory haptic actuator) that is configured to provide haptic feedback (e.g., a cutaneous and/or kinesthetic sensation, etc.) to the user. The sensors621and/or the haptic device676can also be configured to operate in conjunction with multiple applications including, without limitation, health monitoring applications, social media applications, game applications, and artificial reality applications (e.g., the applications associated with artificial reality).

As described above, the watch body620and the wearable band610, when coupled, can form the wrist-wearable device600. When coupled, the watch body620and wearable band610operate as a single device to execute functions (operations, detections, communications, etc.) described herein. In some embodiments, each device is provided with particular instructions for performing the one or more operations of the wrist-wearable device600. For example, in accordance with a determination that the watch body620does not include neuromuscular signal sensors, the wearable band610can include alternative instructions for performing associated instructions (e.g., providing sensed neuromuscular signal data to the watch body620via a different electronic device). Operations of the wrist-wearable device600can be performed by the watch body620alone or in conjunction with the wearable band610(e.g., via respective processors and/or hardware components) and vice versa. In some embodiments, operations of the wrist-wearable device600, the watch body620, and/or the wearable band610can be performed in conjunction with one or more processors and/or hardware components of another communicatively coupled device (e.g., the HIPD800;FIGS.8A-8B).

As described below with reference to the block diagram ofFIG.6B, the wearable band610and/or the watch body620can each include independent resources required to independently execute functions. For example, the wearable band610and/or the watch body620can each include a power source (e.g., a battery), a memory, data storage, a processor (e.g., a central processing unit (CPU)), communications, a light source, and/or input/output devices.

FIG.6Bshows block diagrams of a computing system630corresponding to the wearable band610, and a computing system660corresponding to the watch body620, according to some embodiments. A computing system of the wrist-wearable device600includes a combination of components of the wearable band computing system630and the watch body computing system660, in accordance with some embodiments.

The watch body620and/or the wearable band610can include one or more components shown in watch body computing system660. In some embodiments, a single integrated circuit includes all or a substantial portion of the components of the watch body computing system660are included in a single integrated circuit. Alternatively, in some embodiments, components of the watch body computing system660are included in a plurality of integrated circuits that are communicatively coupled. In some embodiments, the watch body computing system660is configured to couple (e.g., via a wired or wireless connection) with the wearable band computing system630, which allows the computing systems to share components, distribute tasks, and/or perform other operations described herein (individually or as a single device).

The watch body computing system660can include one or more processors679, a controller677, a peripherals interface661, a power system695, and memory (e.g., a memory680), each of which are defined above and described in more detail below.

The power system695can include a charger input696, a power-management integrated circuit (PMIC)697, and a battery698, each are which are defined above. In some embodiments, a watch body620and a wearable band610can have respective charger inputs (e.g., charger input696and657), respective batteries (e.g., battery698and659), and can share power with each other (e.g., the watch body620can power and/or charge the wearable band610, and vice versa). Although watch body620and/or the wearable band610can include respective charger inputs, a single charger input can charge both devices when coupled. The watch body620and the wearable band610can receive a charge using a variety of techniques. In some embodiments, the watch body620and the wearable band610can use a wired charging assembly (e.g., power cords) to receive the charge. Alternatively, or in addition, the watch body620and/or the wearable band610can be configured for wireless charging. For example, a portable charging device can be designed to mate with a portion of watch body620and/or wearable band610and wirelessly deliver usable power to a battery of watch body620and/or wearable band610. The watch body620and the wearable band610can have independent power systems (e.g., power system695and656) to enable each to operate independently. The watch body620and wearable band610can also share power (e.g., one can charge the other) via respective PMICs (e.g., PMICs697and658) that can share power over power and ground conductors and/or over wireless charging antennas.

In some embodiments, the peripherals interface661can include one or more sensors621, many of which listed below are defined above. The sensors621can include one or more coupling sensor662for detecting when the watch body620is coupled with another electronic device (e.g., a wearable band610). The sensors621can include imaging sensors663(one or more of the cameras625, and/or separate imaging sensors663(e.g., thermal-imaging sensors)). In some embodiments, the sensors621include one or more SpO2 sensors664. In some embodiments, the sensors621include one or more biopotential-signal sensors (e.g., EMG sensors665, which may be disposed on a user-facing portion of the watch body620and/or the wearable band610). In some embodiments, the sensors621include one or more capacitive sensors666. In some embodiments, the sensors621include one or more heart rate sensors667. In some embodiments, the sensors621include one or more IMU sensors668. In some embodiments, one or more IMU sensors668can be configured to detect movement of a user's hand or other location that the watch body620is placed or held).

In some embodiments, the peripherals interface661includes a near-field communication (NFC) component669, a global-position system (GPS) component670, a long-term evolution (LTE) component671, and/or a Wi-Fi and/or Bluetooth communication component672. In some embodiments, the peripherals interface661includes one or more buttons673(e.g., the peripheral buttons623and627inFIG.6A), which, when selected by a user, cause operation to be performed at the watch body620. In some embodiments, the peripherals interface661includes one or more indicators, such as a light emitting diode (LED), to provide a user with visual indicators (e.g., message received, low battery, active microphone and/or camera, etc.).

The watch body620can include at least one display605, for displaying visual representations of information or data to the user, including user-interface elements and/or three-dimensional virtual objects. The display can also include a touch screen for inputting user inputs, such as touch gestures, swipe gestures, and the like. The watch body620can include at least one speaker674and at least one microphone675for providing audio signals to the user and receiving audio input from the user. The user can provide user inputs through the microphone675and can also receive audio output from the speaker674as part of a haptic event provided by the haptic controller678. The watch body620can include at least one camera625, including a front-facing camera625A and a rear-facing camera625B. The cameras625can include ultra-wide-angle cameras, wide angle cameras, fish-eye cameras, spherical cameras, telephoto cameras, a depth-sensing cameras, or other types of cameras.

The watch body computing system660can include one or more haptic controllers678and associated componentry (e.g., haptic devices676) for providing haptic events at the watch body620(e.g., a vibrating sensation or audio output in response to an event at the watch body620). The haptic controllers678can communicate with one or more haptic devices676, such as electroacoustic devices, including a speaker of the one or more speakers674and/or other audio components and/or electromechanical devices that convert energy into linear motion such as a motor, solenoid, electroactive polymer, piezoelectric actuator, electrostatic actuator, or other tactile output generating component (e.g., a component that converts electrical signals into tactile outputs on the device). The haptic controller678can provide haptic events to that are capable of being sensed by a user of the watch body620. In some embodiments, the one or more haptic controllers678can receive input signals from an application of the applications682.

In some embodiments, the computer system630and/or the computer system660can include memory680, which can be controlled by a memory controller of the one or more controllers677and/or one or more processors679. In some embodiments, software components stored in the memory680include one or more applications682configured to perform operations at the watch body620. In some embodiments, the one or more applications682include games, word processors, messaging applications, calling applications, web browsers, social media applications, media streaming applications, financial applications, calendars, clocks, etc. In some embodiments, software components stored in the memory680include one or more communication interface modules683as defined above. In some embodiments, software components stored in the memory680include one or more graphics modules684for rendering, encoding, and/or decoding audio and/or visual data; and one or more data management modules685for collecting, organizing, and/or providing access to the data687stored in memory680. In some embodiments, one or more of applications682and/or one or more modules can work in conjunction with one another to perform various tasks at the watch body620.

In some embodiments, software components stored in the memory680can include one or more operating systems681(e.g., a Linux-based operating system, an Android operating system, etc.). The memory680can also include data687. The data687can include profile data688A, sensor data689A, media content data690, and application data691.

It should be appreciated that the watch body computing system660is an example of a computing system within the watch body620, and that the watch body620can have more or fewer components than shown in the watch body computing system660, combine two or more components, and/or have a different configuration and/or arrangement of the components. The various components shown in watch body computing system660are implemented in hardware, software, firmware, or a combination thereof, including one or more signal processing and/or application-specific integrated circuits.

Turning to the wearable band computing system630, one or more components that can be included in the wearable band610are shown. The wearable band computing system630can include more or fewer components than shown in the watch body computing system660, combine two or more components, and/or have a different configuration and/or arrangement of some or all of the components. In some embodiments, all, or a substantial portion of the components of the wearable band computing system630are included in a single integrated circuit. Alternatively, in some embodiments, components of the wearable band computing system630are included in a plurality of integrated circuits that are communicatively coupled. As described above, in some embodiments, the wearable band computing system630is configured to couple (e.g., via a wired or wireless connection) with the watch body computing system660, which allows the computing systems to share components, distribute tasks, and/or perform other operations described herein (individually or as a single device).

The wearable band computing system630, similar to the watch body computing system660, can include one or more processors649, one or more controllers647(including one or more haptics controller648), a peripherals interface631that can includes one or more sensors613and other peripheral devices, power source (e.g., a power system656), and memory (e.g., a memory650) that includes an operating system (e.g., an operating system651), data (e.g., data654including profile data688B, sensor data689B, etc.), and one or more modules (e.g., a communications interface module652, a data management module653, etc.).

The one or more sensors613can be analogous to sensors621of the computer system660and in light of the definitions above. For example, sensors613can include one or more coupling sensors632, one or more SpO2 sensor634, one or more EMG sensors635, one or more capacitive sensor636, one or more heart rate sensor637, and one or more IMU sensor638.

The peripherals interface631can also include other components analogous to those included in the peripheral interface661of the computer system660, including an NFC component639, a GPS component640, an LTE component641, a Wi-Fi and/or Bluetooth communication component642, and/or one or more haptic devices676as described above in reference to peripherals interface661. In some embodiments, the peripherals interface631includes one or more buttons643, a display633, a speaker644, a microphone645, and a camera655. In some embodiments, the peripherals interface631includes one or more indicators, such as an LED.

It should be appreciated that the wearable band computing system630is an example of a computing system within the wearable band610, and that the wearable band610can have more or fewer components than shown in the wearable band computing system630, combine two or more components, and/or have a different configuration and/or arrangement of the components. The various components shown in wearable band computing system630can be implemented in one or a combination of hardware, software, firmware, including one or more signal processing and/or application-specific integrated circuits.

The wrist-wearable device600with respect toFIG.6Ais an example of the wearable band610and the watch body620coupled, so the wrist-wearable device600will be understood to include the components shown and described for the wearable band computing system630and the watch body computing system660. In some embodiments, wrist-wearable device600has a split architecture (e.g., a split mechanical architecture, a split electrical architecture) between the watch body620and the wearable band610. In other words, all of the components shown in the wearable band computing system630and the watch body computing system660can be housed or otherwise disposed in a combined watch device600, or within individual components of the watch body620, wearable band610, and/or portions thereof (e.g., a coupling mechanism616of the wearable band610).

The techniques described above can be used with any device for sensing neuromuscular signals, including the arm-wearable devices ofFIG.6A-6B, but could also be used with other types of wearable devices for sensing neuromuscular signals (such as body-wearable or head-wearable devices that might have neuromuscular sensors closer to the brain or spinal column).

In some embodiments, a wrist-wearable device600can be used in conjunction with a head-wearable device described below (e.g., artificial-reality device700and VR device710) and/or an HIPD800; and the wrist-wearable device600can also be configured to be used to allow a user to control aspect of the artificial reality (e.g., by using EMG-based gestures to control user interface objects in the artificial reality and/or by allowing a user to interact with the touchscreen on the wrist-wearable device to also control aspects of the artificial reality). Having thus described example wrist-wearable device, attention will now be turned to example head-wearable devices, such artificial-reality device700and VR device710.

Example Head-Wearable Devices

FIGS.7A-7Cshow example head-wearable devices, in accordance with some embodiments. Head-wearable devices can include, but are not limited to, artificial-reality devices710(e.g., artificial-reality or smart eyewear devices, such as smart glasses, smart monocles, smart contacts, etc.), VR devices710(e.g., VR headsets, head-mounted displays (HMD)s, etc.), or other ocularly coupled devices. The artificial-reality devices700and the VR devices710can perform various functions and/or operations associated with navigating through user interfaces and selectively opening applications, as well as the functions and/or operations described above with reference toFIGS.1A to3H.

In some embodiments, an artificial-reality system (e.g., artificial-reality systems500a-500d;FIGS.5A-5C-2) includes an artificial-reality device700(as shown inFIG.7A) and/or VR device710(as shown inFIGS.7B-1-B-2). In some embodiments, the artificial-reality device700and the VR device710can include one or more analogous components (e.g., components for presenting interactive artificial-reality environments, such as processors, memory, and/or presentation devices, including one or more displays and/or one or more waveguides), some of which are described in more detail with respect toFIG.7C. The head-wearable devices can use display projectors (e.g., display projector assemblies707A and707B) and/or waveguides for projecting representations of data to a user. Some embodiments of head-wearable devices do not include displays.

FIG.7Ashows an example visual depiction of the artificial-reality device700(e.g., which may also be described herein as augmented-reality glasses, and/or smart glasses). The artificial-reality device700can work in conjunction with additional electronic components that are not shown inFIGS.7A, such as a wearable accessory device and/or an intermediary processing device, in electronic communication or otherwise configured to be used in conjunction with the artificial-reality device700. In some embodiments, the wearable accessory device and/or the intermediary processing device may be configured to couple with the artificial-reality device700via a coupling mechanism in electronic communication with a coupling sensor724, where the coupling sensor724can detect when an electronic device becomes physically or electronically coupled with the artificial-reality device700. In some embodiments, the artificial-reality device700can be configured to couple to a housing (e.g., a portion of frame704or temple arms705), which may include one or more additional coupling mechanisms configured to couple with additional accessory devices. The components shown inFIG.7Acan be implemented in hardware, software, firmware, or a combination thereof, including one or more signal-processing components and/or application-specific integrated circuits (ASICs).

The artificial-reality device700includes mechanical glasses components, including a frame704configured to hold one or more lenses (e.g., one or both lenses706-1and706-2). One of ordinary skill in the art will appreciate that the artificial-reality device700can include additional mechanical components, such as hinges configured to allow portions of the frame704of the artificial-reality device700to be folded and unfolded, a bridge configured to span the gap between the lenses706-1and706-2and rest on the user's nose, nose pads configured to rest on the bridge of the nose and provide support for the artificial-reality device700, earpieces configured to rest on the user's ears and provide additional support for the artificial-reality device700, temple arms705configured to extend from the hinges to the earpieces of the artificial-reality device700, and the like. One of ordinary skill in the art will further appreciate that some examples of the artificial-reality device700can include none of the mechanical components described herein. For example, smart contact lenses configured to present artificial-reality to users may not include any components of the artificial-reality device700.

The lenses706-1and706-2can be individual displays or display devices (e.g., a waveguide for projected representations). The lenses706-1and706-2may act together or independently to present an image or series of images to a user. In some embodiments, the lenses706-1and706-2can operate in conjunction with one or more display projector assemblies707A and707B to present image data to a user. While the artificial-reality device700includes two displays, embodiments of this disclosure may be implemented in artificial-reality devices with a single near-eye display (NED) or more than two NEDs.

The artificial-reality device700includes electronic components, many of which will be described in more detail below with respect toFIG.7C. Some example electronic components are illustrated inFIG.7A, including sensors723-1,723-2,723-3,723-4,723-5, and723-6, which can be distributed along a substantial portion of the frame704of the artificial-reality device700. The different types of sensors are described below in reference toFIG.7C. The artificial-reality device700also includes a left camera739A and a right camera739B, which are located on different sides of the frame704. And the eyewear device includes one or more processors748A and748B (e.g., an integral microprocessor, such as an ASIC) that is embedded into a portion of the frame704.

FIGS.7B-1and7B-2show an example visual depiction of the VR device710(e.g., a head-mounted display (HMD)712, also referred to herein as an artificial-reality headset, a head-wearable device, a VR headset, etc.). The HMD712includes a front body714and a frame716(e.g., a strap or band) shaped to fit around a user's head. In some embodiments, the front body714and/or the frame716includes one or more electronic elements for facilitating presentation of and/or interactions with an artificial-reality and/or VR system (e.g., displays, processors (e.g., processor748A-1), IMUs, tracking emitter or detectors, sensors, etc.). In some embodiments, the HMD712includes output audio transducers (e.g., an audio transducer718-1), as shown inFIG.7B-2. In some embodiments, one or more components, such as the output audio transducer(s)718and the frame716, can be configured to attach and detach (e.g., are detachably attachable) to the HMD712(e.g., a portion or all of the frame716, and/or the output audio transducer718), as shown inFIG.7B-2. In some embodiments, coupling a detachable component to the HMD712causes the detachable component to come into electronic communication with the HMD712. The VR device710includes electronic components, many of which will be described in more detail below with respect toFIG.7C.

FIG.7B-1to7B-2also show that the VR device710can include one or more cameras, such as the left camera739A and the right camera739B, which can be analogous to the left and right cameras on the frame704of the artificial-reality device700. In some embodiments, the VR device710includes one or more additional cameras (e.g., cameras739C and739D), which can be configured to augment image data obtained by the cameras739A and739B by providing more information. For example, the camera739C can be used to supply color information that is not discerned by cameras739A and739B. In some embodiments, one or more of the cameras739A to739D can include an optional IR cut filter configured to remove IR light from being received at the respective camera sensors.

The VR device710can include a housing790storing one or more components of the VR device710and/or additional components of the VR device710. The housing790can be a modular electronic device configured to couple with the VR device710(or an artificial-reality device700) and supplement and/or extend the capabilities of the VR device710(or an artificial-reality device700). For example, the housing790can include additional sensors, cameras, power sources, processors (e.g., processor748A-2), etc. to improve and/or increase the functionality of the VR device710. Examples of the different components included in the housing790are described below in reference toFIG.7C.

Alternatively, or additionally, in some embodiments, the head-wearable device, such as the VR device710and/or the artificial-reality device700), includes, or is communicatively coupled to, another external device (e.g., a paired device), such as the HIPD800(discussed below in reference toFIGS.8A-8B) and/or an optional neckband. The optional neckband can couple to the head-wearable device via one or more connectors (e.g., wired, or wireless connectors). The head-wearable device and the neckband can operate independently without any wired or wireless connection between them. In some embodiments, the components of the head-wearable device and the neckband are located on one or more additional peripheral devices paired with the head-wearable device, the neckband, or some combination thereof. Furthermore, the neckband is intended to represent any suitable type or form of paired device. Thus, the following discussion of neckband may also apply to various other paired devices, such as smart watches, smart phones, wrist bands, other wearable devices, hand-held controllers, tablet computers, or laptop computers.

In some situations, pairing external devices, such as an intermediary processing device (e.g., an HIPD800, an optional neckband, and/or wearable accessory device) with the head-wearable devices (e.g., an artificial-reality device700and/or VR device710) enables the head-wearable devices to achieve a similar form factor of a pair of glasses while still providing sufficient battery and computation power for expanded capabilities. Some, or all, of the battery power, computational resources, and/or additional features of the head-wearable devices can be provided by a paired device or shared between a paired device and the head-wearable devices, thus reducing the weight, heat profile, and form factor of the head-wearable devices overall while allowing the head-wearable devices to retain its desired functionality. For example, the intermediary processing device (e.g., the HIPD800) can allow components that would otherwise be included in a head-wearable device to be included in the intermediary processing device (and/or a wearable device or accessory device), thereby shifting a weight load from the user's head and neck to one or more other portions of the user's body. In some embodiments, the intermediary processing device has a larger surface area over which to diffuse and disperse heat to the ambient environment. Thus, the intermediary processing device can allow for greater battery and computation capacity than might otherwise have been possible on the head-wearable devices, standing alone. Because weight carried in the intermediary processing device can be less invasive to a user than weight carried in the head-wearable devices, a user may tolerate wearing a lighter eyewear device and carrying or wearing the paired device for greater lengths of time than the user would tolerate wearing a heavier eyewear device standing alone, thereby enabling an artificial-reality environment to be incorporated more fully into a user's day-to-day activities.

In some embodiments, the intermediary processing device is communicatively coupled with the head-wearable device and/or to other devices. The other devices may provide certain functions (e.g., tracking, localizing, depth mapping, processing, storage, etc.) to the head-wearable device. In some embodiments, the intermediary processing device includes a controller and a power source. In some embodiments, sensors of the intermediary processing device are configured to sense additional data that can be shared with the head-wearable devices in an electronic format (analog or digital).

The controller of the intermediary processing device processes information generated by the sensors on the intermediary processing device and/or the head-wearable devices. The intermediary processing device, like an HIPD800, can process information generated by one or more sensors of its sensors and/or information provided by other communicatively coupled devices. For example, a head-wearable device can include an IMU, and the intermediary processing device (neckband and/or an HIPD800) can compute all inertial and spatial calculations from the IMUs located on the head-wearable device. Additional examples of processing performed by a communicatively coupled device, such as the HIPD800, are provided below in reference toFIGS.8A and8B.

AR systems may include a variety of types of visual feedback mechanisms. For example, display devices in the artificial-reality devices700and/or the VR devices710may include one or more liquid-crystal displays (LCDs), light emitting diode (LED) displays, organic LED (OLED) displays, and/or any other suitable type of display screen. artificial-reality systems may include a single display screen for both eyes or may provide a display screen for each eye, which may allow for additional flexibility for varifocal adjustments or for correcting a refractive error associated with the user's vision. Some artificial-reality systems also include optical subsystems having one or more lenses (e.g., conventional concave or convex lenses, Fresnel lenses, or adjustable liquid lenses) through which a user may view a display screen. In addition to or instead of using display screens, some artificial-reality systems include one or more projection systems. For example, display devices in the artificial-reality device700and/or the VR device710may include micro-LED projectors that project light (e.g., using a waveguide) into display devices, such as clear combiner lenses that allow ambient light to pass through. The display devices may refract the projected light toward a user's pupil and may enable a user to simultaneously view both artificial-reality content and the real world. artificial-reality systems may also be configured with any other suitable type or form of image projection system. As noted, some artificial-reality systems may, instead of blending an artificial reality with actual reality, substantially replace one or more of a user's sensory perceptions of the real world with a virtual experience.

While the example head-wearable devices are respectively described herein as the artificial-reality device700and the VR device710, either or both of the example head-wearable devices described herein can be configured to present fully-immersive VR scenes presented in substantially all of a user's field of view, additionally or alternatively to, subtler augmented-reality scenes that are presented within a portion, less than all, of the user's field of view.

In some embodiments, the artificial-reality device700and/or the VR device710can include haptic feedback systems. The haptic feedback systems may provide various types of cutaneous feedback, including vibration, force, traction, shear, texture, and/or temperature. The haptic feedback systems may also provide various types of kinesthetic feedback, such as motion and compliance. The haptic feedback can be implemented using motors, piezoelectric actuators, fluidic systems, and/or a variety of other types of feedback mechanisms. The haptic feedback systems may be implemented independently of other artificial-reality devices, within other artificial-reality devices, and/or in conjunction with other artificial-reality devices (e.g., wrist-wearable devices which may be incorporated into headwear, gloves, body suits, handheld controllers, environmental devices (e.g., chairs or floormats), and/or any other type of device or system, such as a wrist-wearable device600, an HIPD800, etc.), and/or other devices described herein.

FIG.7Cillustrates a computing system720and an optional housing790, each of which show components that can be included in a head-wearable device (e.g., the artificial-reality device700and/or the VR device710). In some embodiments, more or less components can be included in the optional housing790depending on practical restraints of the respective head-wearable device being described. Additionally, or alternatively, the optional housing790can include additional components to expand and/or augment the functionality of a head-wearable device.

In some embodiments, the computing system720and/or the optional housing790can include one or more peripheral interfaces722A and722B, one or more power systems742A and742B (including charger input743, PMIC744, and battery745), one or more controllers746A and/or746B (including one or more haptic controllers747), one or more processors748A and748B (as defined above, including any of the examples provided), and memory750A and750B, which can all be in electronic communication with each other. For example, the one or more processors748A and/or748B can be configured to execute instructions stored in the memory750A and/or750B, which can cause a controller of the one or more controllers746A and/or746B to cause operations to be performed at one or more peripheral devices of the peripheral interfaces722A and/or722B. In some embodiments, each operation described can occur based on electrical power provided by the power system742A and/or742B.

In some embodiments, the peripherals interface722A can include one or more devices configured to be part of the computing system720, many of which have been defined above and/or described with respect to wrist-wearable devices shown inFIGS.6A and6B. For example, the peripherals interface can include one or more sensors723A. Some example sensors include: one or more coupling sensors724, one or more acoustic sensors725, one or more imaging sensors726, one or more EMG sensors727, one or more capacitive sensors728, and/or one or more IMU sensors729. In some embodiments, the sensors723A further include depth sensors767, light sensors768and/or any other types of sensors defined above or described with respect to any other embodiments discussed herein.

In some embodiments, the peripherals interface can include one or more additional peripheral devices, including one or more NFC devices730, one or more GPS devices731, one or more LTE devices732, one or more WiFi and/or Bluetooth devices733, one or more buttons734(e.g., including buttons that are slidable or otherwise adjustable), one or more displays735A, one or more speakers736A, one or more microphones737A, one or more cameras738A (e.g., including the a first camera739-1through nth camera739-n, which are analogous to the left camera739A and/or the right camera739B), one or more haptic devices740; and/or any other types of peripheral devices defined above or described with respect to any other embodiments discussed herein.

The head-wearable devices can include a variety of types of visual feedback mechanisms (e.g., presentation devices). For example, display devices in the artificial-reality device700and/or the VR device710can include one or more liquid-crystal displays (LCDs), light emitting diode (LED) displays, organic LED (OLED) displays, micro-LEDs, and/or any other suitable types of display screens. The head-wearable devices can include a single display screen (e.g., configured to be seen by both eyes), and/or can provide separate display screens for each eye, which can allow for additional flexibility for varifocal adjustments and/or for correcting a refractive error associated with the user's vision. Some embodiments of the head-wearable devices also include optical subsystems having one or more lenses (e.g., conventional concave or convex lenses, Fresnel lenses, or adjustable liquid lenses) through which a user can view a display screen. For example, respective displays735A can couple to each of the lenses706-1and706-2of the artificial-reality device700. The displays735A coupled to each of the lenses706-1and706-2can act together or independently to present an image or series of images to a user. In some embodiments, the artificial-reality device700and/or the VR device710includes a single display735A (e.g., a near-eye display) or more than two displays735A.

In some embodiments, a first set of one or more displays735A can be used to present an augmented-reality environment, and a second set of one or more display devices735A can be used to present a VR environment. In some embodiments, one or more waveguides are used in conjunction with presenting artificial-reality content to the user of the artificial-reality device700and/or the VR device710(e.g., as a means of delivering light from a display projector assembly and/or one or more displays735A to the user's eyes). In some embodiments, one or more waveguides are fully or partially integrated into the artificial-reality device700and/or the VR device710. Additionally, or alternatively to display screens, some artificial-reality systems include one or more projection systems. For example, display devices in the artificial-reality device700and/or the VR device710can include micro-LED projectors that project light (e.g., using a waveguide) into display devices, such as clear combiner lenses that allow ambient light to pass through. The display devices can refract the projected light toward a user's pupil and can enable a user to simultaneously view both artificial-reality content and the real world. The head-wearable devices can also be configured with any other suitable type or form of image projection system. In some embodiments, one or more waveguides are provided additionally or alternatively to the one or more display(s)735A.

In some embodiments of the head-wearable devices, ambient light and/or a real-world live view (e.g., a live feed of the surrounding environment that a user would normally see) can be passed through a display element of a respective head-wearable device presenting aspects of the artificial-reality system. In some embodiments, ambient light and/or the real-world live view can be passed through a portion less than all, of an artificial-reality environment presented within a user's field of view (e.g., a portion of the artificial-reality environment co-located with a physical object in the user's real-world environment that is within a designated boundary (e.g., a guardian boundary) configured to be used by the user while they are interacting with the artificial-reality environment). For example, a visual user interface element (e.g., a notification user interface element) can be presented at the head-wearable devices, and an amount of ambient light and/or the real-world live view (e.g., 15-50% of the ambient light and/or the real-world live view) can be passed through the user interface element, such that the user can distinguish at least a portion of the physical environment over which the user interface element is being displayed.

The head-wearable devices can include one or more external displays735A for presenting information to users. For example, an external display735A can be used to show a current battery level, network activity (e.g., connected, disconnected, etc.), current activity (e.g., playing a game, in a call, in a meeting, watching a movie, etc.), and/or other relevant information. In some embodiments, the external displays735A can be used to communicate with others. For example, a user of the head-wearable device can cause the external displays735A to present a do not disturb notification. The external displays735A can also be used by the user to share any information captured by the one or more components of the peripherals interface722A and/or generated by head-wearable device (e.g., during operation and/or performance of one or more applications).

The memory750A can include instructions and/or data executable by one or more processors748A (and/or processors748B of the housing790) and/or a memory controller of the one or more controllers746A (and/or controller746B of the housing790). The memory750A can include one or more operating systems751; one or more applications752; one or more communication interface modules753A; one or more graphics modules754A; one or more artificial-reality processing modules755A; metaverse-adjustment user interface module756for performing adjustments to secondary metaverse environments that are being presented by the VR device710; and/or any other types of modules or components defined above or described with respect to any other embodiments discussed herein.

The data760stored in memory750A can be used in conjunction with one or more of the applications and/or programs discussed above. The data760can include profile data761; sensor data762; media content data763; artificial-reality application data764; secondary metaverse data765, which may be related to secondary metaverse environment content usage by the user502(e.g., data about how much time the user502has spent interacting with artificial-reality content of different secondary metaverse environments; and/or any other types of data defined above or described with respect to any other embodiments discussed herein.

In some embodiments, the controller746A of the head-wearable devices processes information generated by the sensors723A on the head-wearable devices and/or another component of the head-wearable devices and/or communicatively coupled with the head-wearable devices (e.g., components of the housing790, such as components of peripherals interface722B). For example, the controller746A can process information from the acoustic sensors725and/or image sensors726. For each detected sound, the controller746A can perform a direction of arrival (DOA) estimation to estimate a direction from which the detected sound arrived at a head-wearable device. As one or more of the acoustic sensors725detects sounds, the controller746A can populate an audio data set with the information (e.g., represented by sensor data762).

In some embodiments, a physical electronic connector can convey information between the head-wearable devices and another electronic device, and/or between one or more processors748A of the head-wearable devices and the controller746A. The information can be in the form of optical data, electrical data, wireless data, or any other transmittable data form. Moving the processing of information generated by the head-wearable devices to an intermediary processing device can reduce weight and heat in the eyewear device, making it more comfortable and safer for a user. In some embodiments, an optional accessory device (e.g., an electronic neckband or an HIPD800) is coupled to the head-wearable devices via one or more connectors. The connectors can be wired or wireless connectors and can include electrical and/or non-electrical (e.g., structural) components. In some embodiments, the head-wearable devices and the accessory device can operate independently without any wired or wireless connection between them.

The head-wearable devices can include various types of computer vision components and subsystems. For example, the artificial-reality device700and/or the VR device710can include one or more optical sensors such as two-dimensional (2D) or three-dimensional (3D) cameras, time-of-flight depth sensors, single-beam or sweeping laser rangefinders, 3D LiDAR sensors, and/or any other suitable type or form of optical sensor. A head-wearable device can process data from one or more of these sensors to identify a location of a user and/or aspects of the use's real-world physical surroundings, including the locations of real-world objects within the real-world physical surroundings. In some embodiments, the methods described herein are used to map the real world, to provide a user with context about real-world surroundings, and/or to generate interactable virtual objects (which can be replicas or digital twins of real-world objects that can be interacted with in artificial-reality environment), among a variety of other functions. For example,FIGS.7B-1and7B-2show the VR device710having cameras739A-739D, which can be used to provide depth information for creating a voxel field and a two-dimensional mesh to provide object information to the user to avoid collisions.

The optional housing790can include analogous components to those describe above with respect to the computing system720. For example, the optional housing790can include a respective peripherals interface722B including more or less components to those described above with respect to the peripherals interface722A. As described above, the components of the optional housing790can be used augment and/or expand on the functionality of the head-wearable devices. For example, the optional housing790can include respective sensors723B, speakers736B, displays735B, microphones737B, cameras738B, and/or other components to capture and/or present data. Similarly, the optional housing790can include one or more processors748B, controllers746B, and/or memory750B (including respective communication interface modules753B; one or more graphics modules754B; one or more artificial-reality processing modules755B, etc.) that can be used individually and/or in conjunction with the components of the computing system720.

The techniques described above inFIGS.7A-7Ccan be used with different head-wearable devices. In some embodiments, the head-wearable devices (e.g., the artificial-reality device700and/or the VR device710) can be used in conjunction with one or more wearable device such as a wrist-wearable device600(or components thereof), as well as the HIPD800. Having thus described example the head-wearable devices, attention will now be turned to example handheld intermediary processing devices, such as HIPD800.

Example Handheld Intermediary Processing Devices

FIGS.8A and8Billustrate an example handheld intermediary processing device (HIPD)800, in accordance with some embodiments.

FIG.8Ashows a top view805and a side view825of the HIPD800. The HIPD800is configured to communicatively couple with one or more wearable devices (or other electronic devices) associated with a user. For example, the HIPD800is configured to communicatively couple with a user's wrist-wearable device600(or components thereof, such as the watch body620and the wearable band610), artificial-reality device700, and/or VR device710. The HIPD800can be configured to be held by a user (e.g., as a handheld controller), carried on the user's person (e.g., in their pocket, in their bag, etc.), placed in proximity of the user (e.g., placed on their desk while seated at their desk, on a charging dock, etc.), and/or placed at or within a predetermined distance from a wearable device or other electronic device (e.g., where, in some embodiments, the predetermined distance is the maximum distance (e.g., 10 meters) at which the HIPD800can successfully be communicatively coupled with an electronic device, such as a wearable device).

The HIPD800can perform various functions independently and/or in conjunction with one or more wearable devices (e.g., wrist-wearable device600, artificial-reality device700, VR device710, etc.). The HIPD800is configured to increase and/or improve the functionality of communicatively coupled devices, such as the wearable devices. The HIPD800is configured to perform one or more functions or operations associated with interacting with user interfaces and applications of communicatively coupled devices, interacting with an artificial-reality environment, interacting with VR environment. Additionally, as will be described in more detail below, functionality and/or operations of the HIPD800can include, without limitation, task offloading and/or handoffs; thermals offloading and/or handoffs; 6 degrees of freedom (6DoF) raycasting and/or gaming (e.g., using imaging devices or cameras814A and814B, which can be used for simultaneous localization and mapping (SLAM) and/or with other image processing techniques); portable charging; messaging; image capturing via one or more imaging devices or cameras (e.g., cameras822A and822B); sensing user input (e.g., sensing a touch on a multi-touch input surface802); wireless communications and/or interlining (e.g., cellular, near field, Wi-Fi, personal area network, etc.); location determination; financial transactions; providing haptic feedback; alarms; notifications; biometric authentication; health monitoring; sleep monitoring; etc. The above-example functions can be executed independently in the HIPD800and/or in communication between the HIPD800and another wearable device described herein. In some embodiments, functions can be executed on the HIPD800in conjunction with an artificial-reality environment. As the skilled artisan will appreciate upon reading the descriptions provided herein, the novel the HIPD800described herein can be used with any type of suitable artificial-reality environment.

While the HIPD800is communicatively coupled with a wearable device and/or other electronic device, the HIPD800is configured to perform one or more operations initiated at the wearable device and/or the other electronic device. In particular, one or more operations of the wearable device and/or the other electronic device can be offloaded to the HIPD800to be performed. The HIPD800performs the one or more operations of the wearable device and/or the other electronic device and provides to data corresponded to the completed operations to the wearable device and/or the other electronic device. For example, a user can initiate a video stream using artificial-reality device700and back-end tasks associated with performing the video stream (e.g., video rendering) can be offloaded to the HIPD800, which the HIPD800performs and provides corresponding data to the artificial-reality device700to perform remaining front-end tasks associated with the video stream (e.g., presenting the rendered video data via a display of the artificial-reality device700). In this way, the HIPD800, which has more computational resources and greater thermal headroom than a wearable device, can perform computationally intensive tasks for the wearable device improving performance of an operation performed by the wearable device.

The HIPD800includes a multi-touch input surface802on a first side (e.g., a front surface) that is configured to detect one or more user inputs. In particular, the multi-touch input surface802can detect single tap inputs, multi-tap inputs, swipe gestures and/or inputs, force-based and/or pressure-based touch inputs, held taps, and the like. The multi-touch input surface802is configured to detect capacitive touch inputs and/or force (and/or pressure) touch inputs. The multi-touch input surface802includes a first touch-input surface804defined by a surface depression, and a second touch-input surface806defined by a substantially planar portion. The first touch-input surface804can be disposed adjacent to the second touch-input surface806. In some embodiments, the first touch-input surface804and the second touch-input surface806can be different dimensions, shapes, and/or cover different portions of the multi-touch input surface802. For example, the first touch-input surface804can be substantially circular and the second touch-input surface806is substantially rectangular. In some embodiments, the surface depression of the multi-touch input surface802is configured to guide user handling of the HIPD800. In particular, the surface depression is configured such that the user holds the HIPD800upright when held in a single hand (e.g., such that the using imaging devices or cameras814A and814B are pointed toward a ceiling or the sky). Additionally, the surface depression is configured such that the user's thumb rests within the first touch-input surface804.

In some embodiments, the different touch-input surfaces include a plurality of touch-input zones. For example, the second touch-input surface806includes at least a first touch-input zone808within a second touch-input surface806and a third touch-input zone810within the first touch-input zone808. In some embodiments, one or more of the touch-input zones are optional and/or user defined (e.g., a user can specific a touch-input zone based on their preferences). In some embodiments, each touch-input surface and/or touch-input zone is associated with a predetermined set of commands. For example, a user input detected within the first touch-input zone808causes the HIPD800to perform a first command and a user input detected within the second touch-input surface806causes the HIPD800to perform a second command, distinct from the first. In some embodiments, different touch-input surfaces and/or touch-input zones are configured to detect one or more types of user inputs. The different touch-input surfaces and/or touch-input zones can be configured to detect the same or distinct types of user inputs. For example, the first touch-input zone808can be configured to detect force touch inputs (e.g., a magnitude at which the user presses down) and capacitive touch inputs, and the second touch-input surface806can be configured to detect capacitive touch inputs.

The HIPD800includes one or more sensors851for sensing data used in the performance of one or more operations and/or functions. For example, the HIPD800can include an IMU sensor that is used in conjunction with cameras814for 3-dimensional object manipulation (e.g., enlarging, moving, destroying, etc. an object) in an artificial-reality or VR environment. Non-limiting examples of the sensors851included in the HIPD800include a light sensor, a magnetometer, a depth sensor, a pressure sensor, and a force sensor. Additional examples of the sensors851are provided below in reference toFIG.8B.

The HIPD800can include one or more light indicators812to provide one or more notifications to the user. In some embodiments, the light indicators are LEDs or other types of illumination devices. The light indicators812can operate as a privacy light to notify the user and/or others near the user that an imaging device and/or microphone are active. In some embodiments, a light indicator is positioned adjacent to one or more touch-input surfaces. For example, a light indicator can be positioned around the first touch-input surface804. The light indicators can be illuminated in different colors and/or patterns to provide the user with one or more notifications and/or information about the device. For example, a light indicator positioned around the first touch-input surface804can flash when the user receives a notification (e.g., a message), change red when the HIPD800is out of power, operate as a progress bar (e.g., a light ring that is closed when a task is completed (e.g., 0% to 100%)), operates as a volume indicator, etc.).

In some embodiments, the HIPD800includes one or more additional sensors on another surface. For example, as shownFIG.8A, HIPD800includes a set of one or more sensors (e.g., sensor set820) on an edge of the HIPD800. The sensor set820, when positioned on an edge of the of the HIPD800, can be positioned at a predetermined tilt angle (e.g., 26 degrees), which allows the sensor set820to be angled toward the user when placed on a desk or other flat surface. Alternatively, in some embodiments, the sensor set820is positioned on a surface opposite the multi-touch input surface802(e.g., a back surface). The one or more sensors of the sensor set820are discussed in detail below.

The side view825of the of the HIPD800shows the sensor set820and camera814B. The sensor set820includes one or more cameras822A and822B, a depth projector824, an ambient light sensor828, and a depth receiver830. In some embodiments, the sensor set820includes a light indicator826. The light indicator826can operate as a privacy indicator to let the user and/or those around them know that a camera and/or microphone is active. The sensor set820is configured to capture a user's facial expression such that the user can puppet a custom avatar (e.g., showing emotions, such as smiles, laughter, etc., on the avatar or a digital representation of the user). The sensor set820can be configured as a side stereo RGB system, a rear indirect Time-of-Flight (iToF) system, or a rear stereo RGB system. As the skilled artisan will appreciate upon reading the descriptions provided herein, the novel HIPD800described herein can use different sensor set820configurations and/or sensor set820placement.

In some embodiments, the HIPD800includes one or more haptic devices871(FIG.8B; e.g., a vibratory haptic actuator) that are configured to provide haptic feedback (e.g., kinesthetic sensation). The sensors851, and/or the haptic devices871can be configured to operate in conjunction with multiple applications and/or communicatively coupled devices including, without limitation, a wearable devices, health monitoring applications, social media applications, game applications, and artificial reality applications (e.g., the applications associated with artificial reality).

The HIPD800is configured to operate without a display. However, in optional embodiments, the HIPD800can include a display868(FIG.8B). The HIPD800can also include one or more optional peripheral buttons867(FIG.8B). For example, the peripheral buttons867can be used to turn on or turn off the HIPD800. Further, the HIPD800housing can be formed of polymers and/or elastomer elastomers. The HIPD800can be configured to have a non-slip surface to allow the HIPD800to be placed on a surface without requiring a user to watch over the HIPD800. In other words, the HIPD800is designed such that it would not easily slide off a surfaces. In some embodiments, the HIPD800include one or magnets to couple the HIPD800to another surface. This allows the user to mount the HIPD800to different surfaces and provide the user with greater flexibility in use of the HIPD800.

As described above, the HIPD800can distribute and/or provide instructions for performing the one or more tasks at the HIPD800and/or a communicatively coupled device. For example, the HIPD800can identify one or more back-end tasks to be performed by the HIPD800and one or more front-end tasks to be performed by a communicatively coupled device. While the HIPD800is configured to offload and/or handoff tasks of a communicatively coupled device, the HIPD800can perform both back-end and front-end tasks (e.g., via one or more processors, such as CPU877;FIG.8B). The HIPD800can, without limitation, can be used to perform augmenting calling (e.g., receiving and/or sending 3D or 2.5D live volumetric calls, live digital human representation calls, and/or avatar calls), discreet messaging, 6DoF portrait/landscape gaming, AR/VR object manipulation, AR/VR content display (e.g., presenting content via a virtual display), and/or other AR/VR interactions. The HIPD800can perform the above operations alone or in conjunction with a wearable device (or other communicatively coupled electronic device).

FIG.8Bshows block diagrams of a computing system840of the HIPD800, in accordance with some embodiments. The HIPD800, described in detail above, can include one or more components shown in HIPD computing system840. The HIPD800will be understood to include the components shown and described below for the HIPD computing system840. In some embodiments, all, or a substantial portion of the components of the HIPD computing system840are included in a single integrated circuit. Alternatively, in some embodiments, components of the HIPD computing system840are included in a plurality of integrated circuits that are communicatively coupled.

The HIPD computing system840can include a processor (e.g., a CPU877, a GPU, and/or a CPU with integrated graphics), a controller875, a peripherals interface850that includes one or more sensors851and other peripheral devices, a power source (e.g., a power system895), and memory (e.g., a memory878) that includes an operating system (e.g., an operating system879), data (e.g., data888), one or more applications (e.g., applications880), and one or more modules (e.g., a communications interface module881, a graphics module882, a task and processing management module883, an interoperability module884, an artificial-reality processing module885, a data management module886, a metaverse-adjustment module887, etc.). The metaverse-adjustment module887can be used to control artificial-reality content of secondary metaverse environments as shown inFIGS.1A to3H(e.g., by using a metaverse-adjustment user interface element). In some embodiments, different portions of the touch surface872can correspond to different selections of the metaverse-adjustment user interface element302shown inFIGS.3A to3H. For example, the first, second, and third touch-input surfaces806,808, and810, respectively, can each cause artificial-reality content of a currently-selected secondary metaverse environment104-1to be adjusted to be presented in a corresponding different presentation state (e.g., the first touch-input surface804can correspond to the first presentation state202that includes the virtual object204having the miniaturized representation). The HIPD computing system840further includes a power system895that includes a charger input and output896, a PMIC897, and a battery898, all of which are defined above.

In some embodiments, the peripherals interface850can include one or more sensors851. The sensors851can include analogous sensors to those described above in reference toFIG.6B. For example, the sensors851can include imaging sensors854, (optional) EMG sensors856, IMU sensors858, and capacitive sensors860. In some embodiments, the sensors851can include one or more pressure sensor852for sensing pressure data, an altimeter853for sensing an altitude of the HIPD800, a magnetometer855for sensing a magnetic field, a depth sensor857(or a time-of flight sensor) for determining a difference between the camera and the subject of an image, a position sensor859(e.g., a flexible position sensor) for sensing a relative displacement or position change of a portion of the HIPD800, a force sensor861for sensing a force applied to a portion of the HIPD800, and a light sensor862(e.g., an ambient light sensor) for detecting an amount of lighting. The sensors851can include one or more sensors not shown inFIG.8B.

Analogous to the peripherals described above in reference toFIGS.6B, the peripherals interface850can also include an NFC component863, a GPS component864, an LTE component865, a Wi-Fi and/or Bluetooth communication component866, a speaker869, a haptic device871, and a microphone873. As described above in reference toFIG.8A, the HIPD800can optionally include a display868and/or one or more buttons867. The peripherals interface850can further include one or more cameras870, touch surfaces872, and/or one or more light emitters874. The multi-touch input surface802described above in reference toFIG.8Ais an example of touch surface872. The light emitters874can be one or more LEDs, lasers, etc. and can be used to project or present information to a user. For example, the light emitters874can include light indicators812and826described above in reference toFIG.8A. The cameras870(e.g., cameras814A,814B, and822described above inFIG.8A) can include one or more wide angle cameras, fish-eye cameras, spherical cameras, compound eye cameras (e.g., stereo and multi cameras), depth cameras, RGB cameras, ToF cameras, RGB-D cameras (depth and ToF cameras), and/or other available cameras. Cameras870can be used for SLAM; 6 DoF ray casting, gaming, object manipulation, and/or other rendering; facial recognition and facial expression recognition, etc.

Similar to the watch body computing system660and the watch band computing system630described above in reference toFIG.6B, the HIPD computing system840can include one or more haptic controllers876and associated componentry (e.g., haptic devices871) for providing haptic events at the HIPD800.

Memory878can include high-speed random-access memory and/or non-volatile memory, such as one or more magnetic disk storage devices, flash memory devices, or other non-volatile solid-state memory devices. Access to the memory878by other components of the HIPD800, such as the one or more processors and the peripherals interface850, can be controlled by a memory controller of the controllers875.

In some embodiments, software components stored in the memory878include one or more operating systems879, one or more applications880, one or more communication interface modules881, one or more graphics modules882, one or more data management modules886, which are analogous to the software components described above in reference toFIG.6B.

In some embodiments, software components stored in the memory878include a task and processing management module883for identifying one or more front-end and back-end tasks associated with an operation performed by the user, performing one or more front-end and/or back-end tasks, and/or providing instructions to one or more communicatively coupled devices that cause performance of the one or more front-end and/or back-end tasks. In some embodiments, the task and processing management module883uses data888(e.g., device data890) to distribute the one or more front-end and/or back-end tasks based on communicatively coupled devices' computing resources, available power, thermal headroom, ongoing operations, and/or other factors. For example, the task and processing management module883can cause the performance of one or more back-end tasks (of an operation performed at communicatively coupled artificial-reality device700) at the HIPD800in accordance with a determination that the operation is utilizing a predetermined amount (e.g., at least 70%) of computing resources available at the artificial-reality device700.

In some embodiments, software components stored in the memory878include an interoperability module884for exchanging and utilizing information received and/or provided to distinct communicatively coupled devices. The interoperability module884allows for different systems, devices, and/or applications to connect and communicate in a coordinated way without user input. In some embodiments, software components stored in the memory878include an artificial-reality processing module885that is configured to process signals based at least on sensor data for use in an artificial-reality and/or VR environment. For example, the artificial-reality processing module885can be used for 3D object manipulation, gesture recognition, facial and facial expression, recognition, etc.

The memory878can also include data888, including structured data. In some embodiments, the data888can include profile data889, device data890(including device data of one or more devices communicatively coupled with the HIPD800, such as device type, hardware, software, configurations, etc.), sensor data891, media content data892, application data893, and secondary metaverse data, which may include data about usage (e.g., by user502and/or aggregate usage data for a plurality of users of different HIPD devices) related to presenting secondary metaverse environments. Such data may be used to, for example, determine which secondary metaverse environments a user is most likely to use, and/or how to disambiguate different user inputs directed to different portions of the touch surface872of the HIPD800.

It should be appreciated that the HIPD computing system840is an example of a computing system within the HIPD800, and that the HIPD800can have more or fewer components than shown in the HIPD computing system840, combine two or more components, and/or have a different configuration and/or arrangement of the components. The various components shown in HIPD computing system840are implemented in hardware, software, firmware, or a combination thereof, including one or more signal processing and/or application-specific integrated circuits.

The techniques described above inFIG.8A-8Bcan be used with any device used as a human-machine interface controller. In some embodiments, an HIPD800can be used in conjunction with one or more wearable device such as a head-wearable device (e.g., artificial-reality device700and VR device710) and/or a wrist-wearable device600(or components thereof).

Any data collection performed by the devices described herein and/or any devices configured to perform or cause the performance of the different embodiments described above in reference to any of the Figures, hereinafter the “devices,” is done with user consent and in a manner that is consistent with all applicable privacy laws. Users are given options to allow the devices to collect data, as well as the option to limit or deny collection of data by the devices. A user is able to opt-in or opt-out of any data collection at any time. Further, users are given the option to request the removal of any collected data.