PATENT DOCUMENT

Publication Number: US-11347312-B1
Application Number: US-202016923474-A
Country: US
Kind Code: B1

Title: Ultrasonic haptic output devices

Abstract:
A system may include haptic output devices such as ultrasonic haptic output components that generate ultrasonic sound waves. The ultrasonic sound waves may be directed towards a user to provide haptic output. The haptic output devices may be used in a system that includes one or more electronic devices. Control circuitry may control the haptic output devices based on sensor data indicating where the user is located and/or based on what is being displayed for a user on a display. Ultrasonic haptic output may be used to simulate contact with a virtual object, to simulate rain, to simulate a breeze, and/or to simulate other sensations in a mixed reality or virtual reality environment. The ultrasonic haptic output components may be stand-alone devices or may be mounted in a head-mounted display, a gaming base station, a handheld controller, a finger-mounted device, or other electronic equipment.

Claims:
What is claimed is: 
     
       1. A system, comprising:
 a display that displays content; 
 a sensor that detects a location of a user; 
 a housing having a retractable portion; 
 an ultrasonic haptic output device mounted in the retractable portion that provides haptic output to the user; and 
 control circuitry that controls a direction of the haptic output based on the content being displayed and the location of the user. 
 
     
     
       2. The system defined in  claim 1  wherein the display comprises a head-mounted display. 
     
     
       3. The system defined in  claim 1  wherein the ultrasonic haptic output device forms part of a speaker and wherein the display is selected from the group consisting of: a desktop computer display, a tablet computer display, and a laptop computer display. 
     
     
       4. The system defined in  claim 1  wherein the ultrasonic haptic output device is mounted to a movable support structure. 
     
     
       5. The system defined in  claim 1  wherein the ultrasonic haptic output device comprises first and second ultrasonic transducers that produce interfering ultrasonic signals. 
     
     
       6. The system defined in  claim 1  wherein the ultrasonic haptic output device comprises an ultrasonic transducer selected from the group consisting of: an electromagnetic transducer, a piezoelectric transducer, and an electroactive polymer transducer. 
     
     
       7. The system defined in  claim 1  wherein the content includes a virtual object and wherein the ultrasonic haptic output device directs the haptic output to the user&#39;s hands to simulate contact with the virtual object. 
     
     
       8. The system defined in  claim 1  wherein the content includes a virtual environmental condition and wherein the ultrasonic haptic output device directs the haptic output to the user&#39;s face to simulate the virtual environmental condition. 
     
     
       9. The system defined in  claim 1  wherein the ultrasonic haptic output device comprises an array of ultrasonic transducers that generate ultrasonic signals in different directions. 
     
     
       10. A head-mounted device, comprising:
 a display that displays images; 
 an ultrasonic haptic output device that generates ultrasonic sound waves, wherein the ultrasonic haptic output device comprises a transducer mounted behind the display that is used to vibrate at least a portion of the display to generate the ultrasonic sound waves; and 
 control circuitry that controls a direction of the ultrasonic sound waves based on the images being displayed. 
 
     
     
       11. The head-mounted device defined in  claim 10  wherein the ultrasonic haptic output device directs the ultrasonic sound waves towards a user&#39;s face. 
     
     
       12. The head-mounted device defined in  claim 10  wherein the ultrasonic haptic output device directs the ultrasonic sound waves towards a user&#39;s hand. 
     
     
       13. The head-mounted device defined in  claim 10  wherein the transducer is selected from the group consisting of: an electromagnetic transducer and a piezoelectric transducer. 
     
     
       14. The head-mounted device defined in  claim 10  further comprising a housing having a recess that receives the ultrasonic haptic output device, wherein the ultrasonic haptic output device is configured to be removed from the recess and operated separately from the head-mounted device. 
     
     
       15. A system, comprising:
 a display that displays image content; and 
 a haptic output device, comprising:
 a sensor that produces sensor data; 
 an ultrasonic transducer that vibrates a membrane to produce ultrasonic signals; 
 a movable support structure to which the ultrasonic transducer is mounted; and 
 control circuitry that controls a position of the movable support structure and the ultrasonic transducer based on at least one of: the sensor data and the image content, wherein the movable support structure moves along a linear axis and rotates about a pivot point. 
 
 
     
     
       16. The system defined in  claim 15  wherein the sensor data indicates a location of a user&#39;s finger and wherein the control circuitry controls the position of the movable support structure so that the ultrasonic signals are directed towards the location of the user&#39;s finger. 
     
     
       17. The system defined in  claim 15  further comprising a housing having perforations, wherein the ultrasonic transducer emits the ultrasonic signals through the perforations.

Description:
This application claims the benefit of U.S. provisional patent application No. 62/904,541, filed Sep. 23, 2019, which is hereby incorporated by reference herein in its entirety. 
    
    
     FIELD 
     This relates generally to electronic equipment, and, more particularly, to electronic equipment that supplies haptic output. 
     BACKGROUND 
     Devices such as wearable devices sometimes incorporate haptic output components. Haptic output components may supply a user with haptic output while the user is interacting with software such as gaming software. 
     It can be challenging to design a haptic output device. If care is not taken, haptic output may not provide a desired sensation for a user, haptic output may not be applied to an appropriate location on the body of a user, or a haptic output device may be overly bulky or difficult to use. 
     SUMMARY 
     A system may include haptic output devices such as ultrasonic haptic output components that generate ultrasonic sound waves. The ultrasonic sound waves may be directed towards a user to provide haptic output. The haptic output devices may be used in a system that includes one or more electronic devices such as a device with a display (e.g., a head-mounted display, a desktop computer display, a tablet computer display, a laptop computer display, a cellular telephone display, etc.). 
     Control circuitry may supply control signals to the haptic output devices based on sensor data indicating where the user is located and/or based on what is being displayed for a user on the display. Ultrasonic haptic output may be directed towards a user&#39;s hands, individual fingers, face, feet, legs, or other body part. 
     Ultrasonic haptic output may be used to simulate contact with a virtual object, to simulate rain, to simulate wind, and/or to simulate other sensations in a mixed reality or virtual reality environment. The ultrasonic haptic output components may be stand-alone devices or may be mounted in a head-mounted display, a gaming base station, a handheld controller, a finger-mounted device, or other electronic equipment. 
     Ultrasonic haptic output components may be arranged in an array on a haptic output device. The ultrasonic haptic output components may include piezoelectric components, electroactive polymer components, electromagnetic actuators, and other haptic output components. 
     Ultrasonic haptic output components may be mounted to movable support structures. The movable support structures may move linearly along an axis and/or may rotate about a pivot point. 
     Ultrasonic haptic output devices may be removably mounted to an electronic device. The electronic device may have a recess that receives the ultrasonic haptic output device. The ultrasonic haptic output device may operate while located in the recess and/or may be removed from the recess and set on a surface for providing haptic output to a desired location on the user&#39;s body. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a schematic diagram of an illustrative system in accordance with an embodiment. 
         FIG. 2  is a diagram showing how an ultrasonic haptic output device may provide haptic output that travels a given distance to reach the user in accordance with an embodiment. 
         FIG. 3  is a perspective view of an illustrative head-mounted device having ultrasonic haptic output components that provide haptic output to a user&#39;s face in accordance with an embodiment. 
         FIG. 4  is a perspective view of an illustrative head-mounted device having ultrasonic haptic output components that provide haptic output to a user&#39;s hand to simulate contact with a virtual object in accordance with an embodiment. 
         FIG. 5  is a perspective view of an illustrative controller and finger device having ultrasonic haptic output components in accordance with an embodiment. 
         FIG. 6  is a perspective view of illustrative electronic equipment having an array of ultrasonic haptic output components in accordance with an embodiment. 
         FIG. 7  is a perspective view of illustrative electronic devices having ultrasonic haptic output components that provide haptic output to different parts of a user&#39;s body in accordance with an embodiment. 
         FIG. 8  is a cross-sectional side view of an illustrative ultrasonic haptic output device in accordance with an embodiment. 
         FIG. 9  is a perspective view of illustrative ultrasonic haptic output components mounted to a movable support structure so that haptic output can be provided in different directions in accordance with an embodiment. 
         FIG. 10  is a side view of an illustrative head-mounted device with ultrasonic haptic output components that operate through a display in accordance with an embodiment. 
         FIG. 11  is a front view of an illustrative head-mounted device with ultrasonic haptic output components at discrete locations around a periphery of a display in accordance with an embodiment. 
         FIG. 12  is a front view of an illustrative head-mounted device with ultrasonic haptic output components that surround a periphery of a display in accordance with an embodiment. 
         FIG. 13  is a perspective view of an illustrative head-mounted device with an ultrasonic haptic output device that can be detached from the head-mounted device in accordance with an embodiment. 
         FIG. 14  is a perspective view of an illustrative electronic device having a retractable portion with ultrasonic haptic output components in accordance with an embodiment. 
         FIG. 15  is a cross-sectional side view of an illustrative electronic device having an ultrasonic haptic output device mounted behind openings in the electronic device in accordance with an embodiment. 
         FIG. 16  is a diagram illustrating how adjacent haptic output devices may supply haptic output that exhibits constructive and destructive interference in accordance with an embodiment. 
     
    
    
     DETAILED DESCRIPTION 
     Electronic systems such as illustrative system  8  of  FIG. 1  may include haptic output devices such as haptic output device  10 . Haptic output device  10  may be a stand-alone device and/or may operate in conjunction with additional electronic devices such as electronic device  24 . Device  10  may be used in supplying a user with haptic output. In one illustrative configuration, which may sometimes be described herein as an example, haptic output device  10  provides ultrasonic haptic output to a user. 
     In some configurations, device  10  may serve as a stand-alone device. A stand-alone haptic output device may be used independently and need not be used with external equipment. Battery power and/or power received wirelessly, via wired connection, or via an energy harvesting device in device  10  may be used in powering device  10 . In some stand-alone arrangements, stand-alone devices may occasionally gather information from external equipment (e.g., settings, etc.) and/or may supply output to external equipment (e.g., usage history information, etc.). In other stand-alone arrangements, stand-alone devices are never coupled to external equipment. 
     In other configurations, device  10  serves as an accessory and is used exclusively or at least frequently in conjunction with another electronic device such as device  24 . In this type of operating environment, device  24  may, as an example, be a computer or other device running a computer game or other software for a user and haptic output device  10  may communicate with the computer via a wired or wireless connection so that device  10  can provide a user with haptic output during the computer game. 
     System  8  may include a single haptic output device  10  (e.g., or may include multiple haptic output devices  10 ). In a system with multiple haptic output devices, the haptic output devices may be operated in coordination with each other. For example, a computer game may direct haptic output devices  10  in different locations to alternately supply a haptic output pulse, thereby creating a sensation of movement across the surfaces of the user&#39;s body (e.g., face, hands, legs, etc.). The operations associated with a single haptic output device  10  may sometimes be described herein as an example. 
     Haptic output devices such as device  10  may be used in conjunction with any suitable electronic equipment. For example, haptic output devices  10  may provide haptic output to a user as the user interacts with electronic equipment such as a virtual reality or mixed reality system (e.g., a head-mounted device with a display), a desktop computer, tablet computer, cellular telephone, watch, ear buds, or other accessory, or other electronic equipment. 
     Additional electronic devices in system  8  such as devices  24  may include devices such as a laptop computer, a computer monitor containing an embedded computer, a tablet computer, a desktop computer (e.g., a display on a stand with an integrated computer processor and other computer circuitry), a cellular telephone, a media player, or other handheld or portable electronic device, a smaller device such as a wristwatch device, a pendant device, a headphone or earpiece device, a head-mounted device such as glasses, goggles, a helmet, or other equipment worn on a user&#39;s head, or other wearable or miniature device, a television, a computer display that does not contain an embedded computer, a gaming device, a remote control, a navigation device, an embedded system such as a system in which equipment is mounted in a kiosk, in an automobile, airplane, or other vehicle, a voice-controlled internet-connected speaker (e.g., an artificial intelligence assistance device, home assistant, etc.), a set-top box, a computer base station, a gaming base station, a removable external case for electronic equipment, a strap, a wrist band or head band, a removable cover for a device, a case or bag that has straps or that has other structures to receive and carry electronic equipment and other items, a necklace or arm band, a wallet, sleeve, pocket, or other structure into which electronic equipment or other items may be inserted, part of a chair, sofa, or other seating (e.g., cushions or other seating structures), part of an item of clothing or other wearable item (e.g., a hat, belt, wrist band, headband, sock, glove, shirt, pants, etc.), or equipment that implements the functionality of two or more of these devices. 
     Haptic output device  10  may be separate from electronic device  24  (e.g., physically separate and, if desired, coupled to device  24  via a wired or wireless signal path) and/or may be part of electronic device  24 . Haptic output device  10  may be removably attached to electronic device  24  (e.g., so that a user can physically remove haptic output device  10  from device  24 ) or may be non-removably integrated into device  24 . In arrangements where haptic output device  10  forms part of electronic device  24 , control circuitry  12 , communications circuitry  20 , and input-output devices  16  of device  10  may replace, may be replaced by, or may be shared with control circuitry  32 , communications circuitry  34 , and input-output devices  36  of device  24 . For simplicity, control circuitry  12 , communications circuitry  20 , and input-output devices  16  may be used to describe the circuitry associated with haptic output device  10 , although it should be understood that control circuitry  32 , communications circuitry  34 , and input-output devices  36  may be used instead in arrangements where device  10  is part of device  24  and/or where device  10  is used in conjunction with device  24 . 
     Devices  10  and  24  may include control circuitry  12  and  32 , respectively. Control circuitry  12  and  32  may include storage and processing circuitry for supporting the operation of system  8 . The storage and processing circuitry may include storage such as nonvolatile memory (e.g., flash memory or other electrically-programmable-read-only memory configured to form a solid state drive), volatile memory (e.g., static or dynamic random-access-memory), etc. Processing circuitry in control circuitry  12  and  32  may be used to gather input from sensors and other input devices and may be used to control output devices. The processing circuitry may be based on one or more microprocessors, microcontrollers, digital signal processors, baseband processors and other wireless communications circuits, power management units, audio chips, application specific integrated circuits, etc. 
     To support communications between devices  10  and  24  and/or to support communications between equipment in system  8  and external electronic equipment, control circuitry  12  may communicate using communications circuitry  20  and/or control circuitry  32  may communicate using communications circuitry  34 . Circuitry  20  and/or  34  may include antennas, radio-frequency transceiver circuitry, and other wireless communications circuitry and/or wired communications circuitry. Circuitry  20  and/or  34 , which may sometimes be referred to as control circuitry and/or control and communications circuitry, may, for example, support bidirectional wireless communications between devices  10  and  24  over wireless link  22 . Wireless link  22  may be a wireless local area network link, a near-field communications link, or other suitable wired or wireless communications link (e.g., a Bluetooth® link, a WiFi® link, a 60 GHz link or other millimeter wave link, etc.). Devices  10  and  24  may also include power circuits for transmitting and/or receiving wired and/or wireless power and may include batteries. In configurations in which wireless power transfer is supported between devices  10  and  24 , in-band wireless communications may be supported using inductive power transfer coils (as an example). 
     Devices  10  and  24  may include input-output devices such as devices  16  and  36 . Input-output devices  16  and/or  36  may be used in gathering user input, in gathering information on the environment surrounding the user, and/or in providing a user with output. Devices  16  may include sensors  18  and devices  36  may include sensors  38 . Sensors  18  and/or  38  may include force sensors (e.g., strain gauges, capacitive force sensors, resistive force sensors, etc.), audio sensors such as microphones, touch and/or proximity sensors such as capacitive sensors, optical sensors such as optical sensors that emit and detect light, ultrasonic sensors (e.g., ultrasonic sensors for tracking device orientation and location and/or for detecting user input such as finger input), and/or other touch sensors and/or proximity sensors, monochromatic and color ambient light sensors, image sensors, sensors for detecting position, orientation, and/or motion (e.g., accelerometers, magnetic sensors such as compass sensors, gyroscopes, and/or inertial measurement units that contain some or all of these sensors), muscle activity sensors (EMG) for detecting finger actions, radio-frequency sensors, depth sensors (e.g., structured light sensors and/or depth sensors based on stereo imaging devices), optical sensors such as self-mixing sensors and light detection and ranging (lidar) sensors that gather time-of-flight measurements, optical sensors such as visual odometry sensors that gather position and/or orientation information using images gathered with digital image sensors in cameras, gaze tracking sensors, visible light and/or infrared cameras having digital image sensors, humidity sensors, moisture sensors, and/or other sensors. In some arrangements, devices  10  and/or  24  may use sensors  18  and/or  38  and/or other input-output devices  16  and/or  36  to gather user input (e.g., buttons may be used to gather button press input, touch sensors overlapping displays can be used for gathering user touch screen input, touch pads may be used in gathering touch input, microphones may be used for gathering audio input, accelerometers may be used in monitoring when a finger contacts an input surface and may therefore be used to gather finger press input, etc.). If desired, device  10  and/or device  24  may include rotating buttons (e.g., a crown mechanism on a watch or finger device or other suitable rotary button that rotates and that optionally can be depressed to select items of interest). Alphanumeric keys and/or other buttons may be included in devices  16  and/or  36 . In some configurations, sensors  18  and/or sensors  38  may include joysticks, roller balls, optical sensors (e.g., lasers that emit light and image sensors that track motion by monitoring and analyzing changings in the speckle patterns and other information associated with surfaces illuminated with the emitted light as device  10  and/or device  24  is moved relative to those surfaces), fingerprint sensors, and/or other sensing circuitry. Radio-frequency tracking devices may be included in sensors  18  and/or sensors  38  to detect location, orientation, and/or range. Beacons (e.g., radio-frequency beacons) may be used to emit radio-frequency signals at different locations in a user&#39;s environment (e.g., at one or more registered locations in a user&#39;s home or office). Radio-frequency beacon signals can be analyzed by devices  10  and/or  24  to help determine the location and position of devices  10  and/or  24  relative to the beacons. If desired, devices  10  and/or  24  may include beacons. Frequency strength (received signal strength information), beacon orientation, time-of-flight information, and/or other radio-frequency information may be used in determining orientation and position information. At some frequencies (e.g., lower frequencies such as frequencies below 10 GHz), signal strength information may be used, whereas at other frequencies (e.g., higher frequencies such as frequencies above 10 GHz), indoor radar schemes may be used). If desired, light-based beacons, ultrasonic beacons, and/or other beacon devices may be used in system  8  in addition to or instead of using radio-frequency beacons and/or radio-frequency radar technology. 
     Devices  16  and/or  36  may include haptic output devices  14  and/or  40 . Haptic output devices  14  and/or  40  can produce sensations on the user&#39;s body (e.g., hands, head, body, legs, etc.). Haptic output devices  14  and/or  40  may include actuators such as electromagnetic actuators, motors, piezoelectric actuators, electroactive polymer actuators, capacitive actuators, vibrators, linear actuators (e.g., linear resonant actuators), rotational actuators, actuators that bend bendable members, actuator devices that create and/or control repulsive and/or attractive forces between devices  10  and/or  24  (e.g., components for creating electrostatic repulsion and/or attraction such as electrodes, components for producing ultrasonic output such as ultrasonic transducers, components for producing magnetic interactions such as electromagnets for producing direct-current and/or alternating-current magnetic fields, permanent magnets, magnetic materials such as iron or ferrite, and/or other circuitry for producing repulsive and/or attractive forces between devices  10  and/or  24 ). 
     Haptic output components  14  may include transducers that are configured to emit and/or detect acoustic waves (e.g., audible acoustic waves and/or ultrasonic acoustic waves). Haptic output components  14  may be formed using transducers that also double as speakers and/or microphones in device  10  and/or in device  24 , if desired. Haptic output components  14  may include ultrasonic components  26 . Ultrasonic components  26  (sometimes referred to as ultrasonic haptic output devices, haptic output components, or ultrasonic haptic output components) may include one or more ultrasonic transducer elements (e.g., piezoelectric transducers, capacitive transducers, transducers formed from coils and magnets, transducers formed from electroactive polymer, etc.) that emit ultrasonic sound signals (e.g., ultrasonic vibrations) toward the user. Because ultrasonic sound signals travel distances through space, the use of ultrasonic components  26  allows haptic output components  14  to provide haptic output to the user from a distance (e.g., without requiring that haptic output components  14  be in contact with the user&#39;s body). 
     Ultrasonic components  26  may emit vibrations with a piezoelectric device or other transducer that generates movement in response to an electrical input signal (e.g., in response to control signals from circuitry  12 ). With one illustrative arrangement, signals emitted by ultrasonic components  26  of device  10  have frequencies of at least 40 kHz, at least 100 kHz, at least 200 kHz, at least 1 MHz, less than 2 MHz, less than 800 kHz, less than 500 kHz, or other suitable frequencies. Configurations in which ultrasonic components  26  handle sub-ultrasonic frequencies (e.g., 10 kHz) may also be used, if desired. Arrangements in which ultrasonic components  26  are configured to emit both ultrasonic waves and audible sound waves may also be used. With this type of configuration, ultrasonic components  26  may form speakers in device  10  and/or device  24 . 
     If desired, ultrasonic components  26  may include ultrasonic transducers and ultrasonic sensors. The transducers and sensors may be separate components and/or may be formed from a single transducer that can both emit and detect ultrasonic signals (simultaneously, if desired). The ultrasonic sensors may be used to measure distance by emitting vibrations with a piezoelectric device or other transducer that generates movement in response to an electrical input signal and measuring the vibrations after the vibrations have been reflected from and modified (e.g., damped) by an object or user. Time-of-flight measurement techniques, phase difference measurement techniques, and/or other measurement techniques may be used to determine the position of and/or distance to objects of interest (e.g., a user&#39;s fingers, hands, eyes, etc.) using the emitted and detected ultrasonic signals. 
     If desired, input-output devices  16  and/or  36  may include other devices  56  and/or  42  such as displays (e.g., in device  24  to display images for a user), status indicator lights (e.g., a light-emitting diode in device  10  and/or  24  that serves as a power indicator, and other light-based output devices), speakers and other audio output devices, electromagnets, permanent magnets, structures formed from magnetic material (e.g., iron bars or other ferromagnetic members that are attracted to magnets such as electromagnets and/or permanent magnets), batteries, etc. Devices  10  and/or  24  may also include power transmitting and/or receiving circuits configured to transmit and/or receive wired and/or wireless power signals. 
       FIG. 2  is a diagram illustrating how haptic output device  10  may be configured to provide haptic output to a user from a distance. As shown in  FIG. 2 , haptic output device  10  may be located a distance D from user  30 . Haptic output device  10  may be a stand-alone device, may be integrated into an electronic device such as device  24  of  FIG. 1 , and/or may be a device that is physically separate from device  24  but that is used in conjunction with device  24 . 
     Haptic output device  10  may include ultrasonic components  26  (e.g., an ultrasonic transducer as described in connection with  FIG. 1 ) that generates ultrasonic signals  28 . Ultrasonic signals  28  may travel across distance D to reach user  30 . User  30  may feel vibrations (e.g., air being pushed against user  30 ) in the location(s) where ultrasonic signals  28  strike user  30 . For example, haptic output device  10  may direct ultrasonic signals  28  towards a user&#39;s face, hand, individual fingers, feet, legs, torso, or other suitable body location. Distance D may be a relatively small distance (e.g., 1 mm, 5 mm, 10 mm, 100 mm, 1 cm, 10 cm, 100 cm, less than 10 cm, greater than 10 cm, etc.) or distance D may be a relatively large distance (e.g., 1 m, 5 m, greater than 5 m, less than 5 m, etc.). One or more of haptic output devices  10  may include a movable support structure that moves linearly along an axis and/or that rotates about a pivot point to provide haptic output  28  in different directions. 
     Haptic output  28  may be provided in response to a user input and/or may be provided in response to content being watched on a display (e.g., a head-mounted display, desktop computer display, tablet computer display, laptop computer display, cellular telephone display, etc.). The user input that triggers haptic output  28  may be a movement of the user&#39;s body (e.g., fingers, hands, eyes, head, etc.) that is detected using one or more sensors in device  10  and/or device  24  (e.g., sensors such as a visible light camera, an infrared light camera, a three-dimensional image sensor, a dot projector or other structured light illuminator, etc.). The displayed content that triggers haptic output  28  may be two-dimensional displayed content, may be three-dimensional displayed content, may be displayed content associated with a virtual reality, mixed reality, and/or augmented reality environment, and/or may be displayed content that is not associated with any virtual reality, mixed reality, or augmented reality environment. 
       FIG. 3  is a perspective view of an illustrative electronic device that may include ultrasonic haptic output components. In the example of  FIG. 3 , ultrasonic haptic output components  26  are located in a head-mounted display such as head-mounted display  24  (sometimes referred to as a head-mounted device). Head-mounted device  24  may be worn on a user&#39;s head and may include a display such as display  44  that displays images for the user. 
     While a user is wearing head-mounted display  24 , ultrasonic components  26  may emit ultrasonic vibrations  28  towards a user&#39;s face. These ultrasonic vibrations  28  may be used to provide haptic feedback associated with the content being watched on display  44 . For example, vibrations  28  may be used to simulate virtual environmental conditions (e.g., a virtual breeze, virtual rain, etc.), to provide locational awareness, to warn the user of an impending collision with a real or virtual object, and/or to provide other sensations on the user&#39;s face. Control circuitry  12  may control components  26  based on the content being displayed on display  44  and/or based on sensor data (e.g., data from sensors  18  in device  10 , sensors  38  in head-mounted display  24 , and/or sensors in other electronic devices that are used in conjunction with head-mounted display  24  such as a computer, a gaming device, etc.). Ultrasonic vibrations  28  may be emitted towards portions of the user&#39;s face that are uncovered by device  24  and/or may be emitted towards portions of the user&#39;s face that are covered by device  24  (e.g., toward the user&#39;s eye area, areas of the face surrounding the eye, and/or the areas of the face where device  24  is mounted). 
       FIG. 4  is a perspective view of an illustrative electronic device that is being used to provide ultrasonic haptic output to simulate contact with a virtual object. In the example of  FIG. 4 , ultrasonic components  26  are located in head-mounted device  24 . During a computer game or other computer program (e.g., when a user is wearing head-mounted device  24  and/or in a virtual reality or mixed reality environment provided with other equipment), control circuitry  12  may use components  26  to supply haptic output that provides a user with a sensation of shear force on the user&#39;s hands (e.g., rendering friction, slipping sensations, etc.), that provides the user with a sensation of increased normal force on the hands of the user, and/or other haptic sensations. The haptic output that is provided by components  26  may be provided based at least partly on feedback on user hand movement and/or other information that is gathered with motion sensors (e.g., inertial measurement units) and/or other sensors  18  in device(s)  10  and/or based on information received from device  24  (e.g., wirelessly received information such as haptic information associated with a game). Haptic output components  26  may be used to provide a user with sensations of continuous movement, continuous slipping, and/or other sensations during use of system  8 . 
     As shown in  FIG. 4 , for example, components  26  in device  24  may emit ultrasonic signals  28  towards a user&#39;s hands to simulate contact with virtual object  46 . Control circuitry  12  may adjust the ultrasonic vibrations  28  (e.g., the frequency, amplitude, etc.) to achieve the desired sensation for user  30  (e.g., more intense vibrations may be used to simulate contact with a rigid object, light vibrations may be used to simulate contact with a soft object, etc.). 
       FIG. 4  also shows that haptic output component  26  may be incorporated into other wearables such as wearable item  82 . Wearable item  82  may be a shirt, a belt, a belt clip, a pair of pants, or other wearable item that includes one or more haptic output devices (e.g., devices  10  of  FIG. 1 ). If desired, components  26  in wearable item  82  may be used to provide ultrasonic haptic output to user  30 . The ultrasonic vibrations produced by components  26  in wearable item  82  may be directed towards a user&#39;s arms, hands, fingers, feet, torso, or other body part. Components  26  in wearable item  82  may be controlled using control circuitry in item  82 , using control circuitry in head-mounted device  24 , and/or using control circuitry in other electronic equipment. The haptic output generated by components  26  may be based on the content being displayed on head-mounted device  24  and/or may be unrelated to the content being displayed on head-mounted device  24 . 
       FIG. 5  is a perspective view of an illustrative arrangement in which ultrasonic haptic output components are incorporated into a handheld controller and/or into one or more finger devices. As shown in  FIG. 5 , electronic devices  24  may include handheld controller  24 - 1  and/or finger device  24 - 2 . Handheld controller  24 - 1  may be a gaming controller for a game system, a remote control for a television or other electronic equipment, or other handheld device that user  30  can use to control other electronic equipment. Handheld controller  24 - 1  may include ultrasonic haptic output devices  26  to provide ultrasonic haptic output  28  to a user&#39;s fingers. Haptic output  28  may be directed towards the fingers of the hand that is holding device  24 - 1  and/or may be directed towards the fingers of the hand that is not holding device  24 - 1 . 
     Finger devices such as finger device  24 - 2  may be worn on one or more of a user&#39;s fingers, and may sometimes be referred to as finger-mounted devices, may be used to gather user input and to supply output. A finger device may, as an example, include an inertial measurement unit with an accelerometer for gathering information on figure motions such as finger taps or free-space finger gestures, may include force sensors for gathering information on normal and shear forces in the finger device and the user&#39;s finger, and may include other sensors for gathering information on the interactions between the finger device (and the user&#39;s finger on which the device is mounted) and the surrounding environment. The finger device may include a haptic output device such as ultrasonic haptic output components  26  to provide the user&#39;s finger(s) with haptic output  28  and may include other output components. Ultrasonic haptic output  28  may be directed towards the user&#39;s adjacent fingers (e.g., the fingers adjacent to the finger wearing device  24 - 2 ) and/or may be directed towards the fingers on the opposite hand of user  30  (e.g., the hand that does not have finger-mounted devices  24 - 2 ). 
     User  30  may use controller  24 - 1  and/or finger devices  24 - 2  in operating a virtual reality or mixed reality device (e.g., head-mounted equipment such as glasses, goggles, a helmet, or other device with a display). During operation, controller  24 - 1  and/or finger devices  24 - 2  may gather user input such as information on interactions between the finger device(s)  24 - 2  and the surrounding environment (e.g., interactions between a user&#39;s fingers and the environment, including finger motions and other interactions associated with virtual content displayed for a user). The user input may be used in controlling visual output on the display. Corresponding haptic output may be provided to the user&#39;s fingers using components  26 . Haptic output  28  may be used, for example, to provide the fingers of a user with a desired texture sensation as a user is touching a real or virtual object and/or may be used to simulate virtual ambient conditions (e.g., virtual wind, virtual rain, etc.). Haptic output can also be used to create detents and other haptic effects. 
     Finger devices such as devices  24 - 2  can be worn on any or all of a user&#39;s fingers (e.g., the index finger, the index finger and thumb, three of a user&#39;s fingers on one of the user&#39;s hands, some or all fingers on both hands, etc.). To enhance the sensitivity of a user&#39;s touch as the user interacts with surrounding objects, finger devices  24 - 2  may have inverted U shapes or other configurations that allow the finger devices to be worn over the top and sides of a user&#39;s finger tips while leaving the user&#39;s finger pads exposed. This allows a user to touch objects with the finger pad portions of the user&#39;s fingers during use. If desired, finger devices  24 - 2  may be worn over knuckles on a user&#39;s finger, between knuckles, and/or on other portions of a user&#39;s finger. The use of finger devices on a user&#39;s finger tips is sometimes described herein as an example. 
     Users can use controller  24 - 1  and/or finger devices  24 - 2  to interact with any suitable electronic equipment. For example, a user may use one or more finger devices to interact with a virtual reality or mixed reality system (e.g., a head-mounted device with a display), to supply input to a desktop computer, tablet computer, cellular telephone, watch, ear buds, or other accessory, or to interact with other electronic equipment. 
       FIG. 6  is a perspective view of an illustrative arrangement in which an electronic device incorporates an array of ultrasonic haptic output components. Electronic device  24  of  FIG. 6  may be a gaming base station, a computer base station, or other electronic equipment. In some arrangements, device  24  may be used in conjunction with other electronic equipment such as a television, a display, a virtual reality or mixed reality device (e.g., head-mounted equipment such as glasses, goggles, a helmet, or other device with a display). In other arrangements, device  24  may be used on its own. 
     As shown in  FIG. 6 , device  24  may include an array of ultrasonic components  26 . Ultrasonic components  26  may be located on one or more surfaces of device  24 . There may be one, two, three, ten, fifty, more than fifty, or less than fifty ultrasonic components  26  on device  24 . Components  26  may be configured to direct ultrasonic haptic output towards a user as a user interacts with device  24  and/or as a user interacts with other electronic equipment (e.g., other devices  24  in system  8 ). Components  26  may all be identical to one another, or components  26  may have different structures (e.g., ultrasonic transducers of different types, sizes, shapes, output capabilities, etc.). Components  26  may be located on some or all of the surfaces of device  24 . 
       FIG. 7  is a perspective view of an illustrative arrangement in which ultrasonic haptic output components are incorporated into multiple electronic devices and used to provide haptic output to different parts of the user&#39;s body. In the example of  FIG. 7 , electronic devices  24  include head-mounted device  24 - 1 , gaming computer base station  24 - 2 , and handheld controller  24 - 3 . Ultrasonic components  26  in head-mounted device  24 - 1  may be used to provide ultrasonic haptic output  28  to the face of user  30 , ultrasonic components  26  in gaming computer base station  24 - 2  may be used to provide ultrasonic haptic output  28  to the feet or legs of user  30 , and ultrasonic components  26  in handheld controller  24 - 3  may be used to provide ultrasonic haptic output  28  to the hands (e.g., fingers) of user  30  (as examples). Control circuitry  12  may control haptic output components  26  based on sensor data and/or based on content being displayed on head-mounted device  24 - 1 . The use of haptic output components  26  in multiple devices  24  may allow haptic output  28  to reach different parts of the user&#39;s body at the same time, which in turn may provide a more immersive experience for the user in a virtual or mixed reality gaming scenario. 
     If desired, haptic output components  26  may be used to provide haptic output to individuals that are within the vicinity of user  30 . For example, device  24 - 1  may provide haptic output  28  to one or more persons near user  30  to share the virtual reality experience with others around user  30 . The haptic output that is provided to individuals (sometimes referred to as secondary users) around user  30  may be associated with displayed content that user  30  is viewing, may be associated with content that is displayed on an external (e.g., outward-facing) display on device  24 - 1 , may be associated with audio that device  24 - 1  is providing to user  30 , and/or may be associated with input from user  30  or input from one or more individuals near user  30 . 
       FIG. 8  is a cross-sectional side view of illustrative ultrasonic haptic output components that may be used in device  10  and/or device  24 . As shown in  FIG. 8 , ultrasonic haptic output components  26  may include a transducer such as ultrasonic transducer  54  that vibrates a membrane such as membrane  50 . Ultrasonic transducer  54  may be an electromagnetic actuator, a piezoelectric actuator, a capacitive transducer, a transducer formed from electroactive polymer, or other suitable actuator. Electromagnetic actuators may include a coil and a corresponding magnet. When current is applied to the terminals of the coil, a magnetic field is generated by the coil. This magnetic field produces a force between the magnet and the coil which causes the magnet and coil to move relative to each other (e.g., vertically in the orientation of  FIG. 8 ), which in turn causes membrane  50  to vibrate in direction  58 . Transducer  54  may use a moving coil design in which the coil is moved when current is applied to its terminals or a moving magnetic design in which the magnet is moved when current is applied to the terminals of the coil. Any suitable geometry may be used for an electromagnetic actuator (rotary, linear, etc.). 
     The use of an electromagnetic actuator in components  26  is merely illustrative. If desired, transducer  54  may be a piezoelectric actuator (e.g., piezoelectric material with terminals that receive control signals that cause the piezoelectric material to vibrate membrane  50 ), an electroactive polymer that vibrates membrane  50  in response to control signals, a capacitive transducer, or other suitable transducer. 
     A suspension structure such as suspension structure  52  may be used to attach portions of membrane  50  to a rigid support structure such as support structure  48 . Support structure  48  may be part of a housing of device  10  and/or device  24 , or may be a separate support structure with an electronic device housing. Suspension structure  52  may prevent or minimize lateral movement of membrane  50  while allowing free motion of membrane  50  in directions  58 . Suspension structure  52  may be formed from an elastomeric material, foam material, resin coated material, other suitable materials, or a combination of these materials. As shown in the example of  FIG. 8 , suspension structure  52  may form a pliant interface between membrane  50  and support structure  48 . 
       FIG. 9  is a perspective view of an illustrative arrangement in which ultrasonic components are mounted on a pivot mechanism. As shown in  FIG. 9 , ultrasonic components  26  may be mounted to a support structure such as movable support structure  66 . Support structure  66  may be configured to move linearly along direction  64  and/or to rotate freely about pivot point  60  (e.g., in directions  62 ). Control circuitry  12  may control the position of support structure  66  (and therefore the position of haptic output components  26 ) based on sensor data (e.g., sensor data indicating where the user is located and therefore where haptic output should be directed) and/or based on content that is being viewed by a user on a display (e.g., a head-mounted display, a television, a computer, etc.). For example, ultrasonic component  26  may provide haptic output in a first direction towards a user&#39;s hands to simulate contact with a virtual object, and may provide haptic output in a second direction towards a user&#39;s face to simulate a breeze. If desired, some haptic output components  26  in system  8  may be provided with a movable support structure  66  (e.g., to provide haptic output in different directions) while other haptic output haptic output components  26  in system  8  may be fixed (e.g., may only generate haptic output in a single direction). 
       FIG. 10  is a cross-sectional side view of an illustrative arrangement in which ultrasonic components are formed at least partly using existing structures in an electronic device. In the example of  FIG. 10 , device  24  may be a head-mounted device having a display  68 . Display  68  may form a movable membrane that is vibrated by transducers in ultrasonic components  26 . In particular, one or more transducers  54  may be mounted behind display  68  and may be used to vibrate display  68  (or portions of display  68 ) to produce ultrasonic signals  28 . Display  68  may be a rigid display or may be a flexible display having one or more flexible polymer layers. Transducers  54  may be used to vibrate the entirety of display  68  or may be used to vibrate only a portion of display  68 . 
       FIG. 11  is a front view of an illustrative arrangement in which ultrasonic components are mounted in discrete locations around a head-mounted display. As shown in  FIG. 11 , device  24  may include ultrasonic components  26  at first, second third, and fourth locations around the periphery of head-mounted display  24 . There may be greater or fewer than four ultrasonic components  26  in device  24 . The example of  FIG. 11  is merely illustrative. 
     As shown in  FIG. 12 , ultrasonic components  26  may be mounted in an array that extends continuously around the periphery of head-mounted display  24 . 
       FIG. 13  is a perspective view of an illustrative arrangement in which an electronic device has a haptic output device that can be removed and used separately from device  24 . As shown in  FIG. 13 , electronic device  24  may include one or more recesses such as recess  70  that receives haptic output device  10 . Haptic output device  10  may be used to provide haptic output while it is housed in device  24  and/or while it is separate from device  24 . When device  10  is received within recess  70 , it may be used to provide haptic output to the user&#39;s face (e.g., in arrangements where device  24  is a head-mounted display) or other suitable part of the user&#39;s body that is close to device  24 . When device  10  is removed from recess  70 , the user may place device  10  in any suitable location to provide haptic output in the desired location. For example, a user may wear device  24  on his or her head, may remove device  10  from device  24 , and may place device  10  on a desk or other nearby surface to provide haptic output to the user&#39;s fingers or other body part. 
       FIG. 14  is a perspective view of an illustrative arrangement in which ultrasonic components are mounted on a retractable structure. As shown in  FIG. 14 , device  24  may be worn on the user&#39;s wrist or other body part and may have one or more ultrasonic components  26 . Ultrasonic components  26  may be mounted to a retractable portion of device  24 . When in use, components  26  may extend out under the user&#39;s hand and may provide haptic output to the user&#39;s fingers. When not in use, components  26  may retract inward in direction  72  (e.g., so that device  24  appears more like a bracelet). 
       FIG. 15  is a cross-sectional side view of an illustrative arrangement in which ultrasonic components are mounted behind a housing wall. As shown in  FIG. 15 , ultrasonic components  26  may be mounted behind housing wall  74 . Housing wall  74  may be a housing for electronic device  24  and/or a housing for haptic output device  10 . To allow haptic output  28  to exit through housing wall  74 , housing wall  74  may include one or more openings such as perforations  78 . Ultrasonic components  26  may emit ultrasonic signals  28  through perforations  78 . If desired, ultrasonic components  26  may also be used to clear away debris  80  from perforations  78  by emitting ultrasonic waves that push debris  80  out and away from openings  78 . 
     If desired, ultrasonic components  26  may be covered by a movable housing structure that can selectively hide and expose ultrasonic components  26 . When ultrasonic components  26  are used to provide haptic output, an actuator may be used to move the movable housing structure to expose components  26 . When ultrasonic components  26  are not in use, the movable housing structure may be moved to cover ultrasonic components  26  to hide components  26  from view. 
       FIG. 16  is a diagram illustrating how multiple ultrasonic components  26  may be mounted adjacent to one another such that ultrasonic signals  28  from multiple components  26  can interfere in a desired way. Constructive interference and destructive interference may occur in regions where signals  28  from adjacent components interfere with one another (e.g., regions  76 ). Selectively producing constructive and destructive interference in signals  28  may be used to provide a desired sensation (or set of sensations) to the user. 
     It should be understood that the foregoing examples are merely illustrative and that the arrangements described can be combined in any suitable fashion. For example, the array of components  26  of  FIG. 6  may be used on a wearable item such as wearable item  82  of  FIG. 4 ; a movable support structure such as movable support structure  66  of  FIG. 9  may be used with components  26  in any of devices  10  and/or devices  24 ; the housing holes of  FIG. 15  may be used in the head-mounted device of  FIG. 3 ; the removable haptic device  10  of  FIG. 13  may be implemented in a base station of the type shown in  FIG. 6  and/or in a handheld controller of the type shown in  FIG. 5 ; and/or system  8  may include any other suitable combination of features shown in  FIGS. 1-16 . 
     Physical environment: A physical environment refers to a physical world that people can sense and/or interact with without aid of electronic systems. Physical environments, such as a physical park, include physical articles, such as physical trees, physical buildings, and physical people. People can directly sense and/or interact with the physical environment, such as through sight, touch, hearing, taste, and smell. 
     Computer-generated reality: in contrast, a computer-generated reality (CGR) environment refers to a wholly or partially simulated environment that people sense and/or interact with via an electronic system. In CGR, a subset of a person&#39;s physical motions, or representations thereof, are tracked, and, in response, one or more characteristics of one or more virtual objects simulated in the CGR environment are adjusted in a manner that comports with at least one law of physics. For example, a CGR system may detect a person&#39;s head turning and, in response, adjust graphical content and an acoustic field presented to the person in a manner similar to how such views and sounds would change in a physical environment. In some situations (e.g., for accessibility reasons), adjustments to characteristic(s) of virtual object(s) in a CGR environment may be made in response to representations of physical motions (e.g., vocal commands). a person may sense and/or interact with a CGR object using any one of their senses, including sight, sound, touch, taste, and smell. For example, a person may sense and/or interact with audio objects that create 3D or spatial audio environment that provides the perception of point audio sources in 3D space. In another example, audio objects may enable audio transparency, which selectively incorporates ambient sounds from the physical environment with or without computer-generated audio. In some CGR environments, a person may sense and/or interact only with audio objects. Examples of CGR include virtual reality and mixed reality. 
     Virtual reality: A virtual reality (VR) environment refers to a simulated environment that is designed to be based entirely on computer-generated sensory inputs for one or more senses. A VR environment comprises a plurality of virtual objects with which a person may sense and/or interact. For example, computer-generated imagery of trees, buildings, and avatars representing people are examples of virtual objects. A person may sense and/or interact with virtual objects in the VR environment through a simulation of the person&#39;s presence within the computer-generated environment, and/or through a simulation of a subset of the person&#39;s physical movements within the computer-generated environment. 
     Mixed reality: In contrast to a VR environment, which is designed to be based entirely on computer-generated sensory inputs, a mixed reality (MR) environment refers to a simulated environment that is designed to incorporate sensory inputs from the physical environment, or a representation thereof, in addition to including computer-generated sensory inputs (e.g., virtual objects). On a virtuality continuum, a mixed reality environment is anywhere between, but not including, a wholly physical environment at one end and virtual reality environment at the other end. In some MR environments, computer-generated sensory inputs may respond to changes in sensory inputs from the physical environment. Also, some electronic systems for presenting an MR environment may track location and/or orientation with respect to the physical environment to enable virtual objects to interact with real objects (that is, physical articles from the physical environment or representations thereof). For example, a system may account for movements so that a virtual tree appears stationery with respect to the physical ground. Examples of mixed realities include augmented reality and augmented virtuality. Augmented reality: an augmented reality (AR) environment refers to a simulated environment in which one or more virtual objects are superimposed over a physical environment, or a representation thereof. For example, an electronic system for presenting an AR environment may have a transparent or translucent display through which a person may directly view the physical environment. The system may be configured to present virtual objects on the transparent or translucent display, so that a person, using the system, perceives the virtual objects superimposed over the physical environment. Alternatively, a system may have an opaque display and one or more imaging sensors that capture images or video of the physical environment, which are representations of the physical environment. The system composites the images or video with virtual objects, and presents the composition on the opaque display. A person, using the system, indirectly views the physical environment by way of the images or video of the physical environment, and perceives the virtual objects superimposed over the physical environment. As used herein, a video of the physical environment shown on an opaque display is called “pass-through video,” meaning a system uses one or more image sensor(s) to capture images of the physical environment, and uses those images in presenting the AR environment on the opaque display. Further alternatively, a system may have a projection system that projects virtual objects into the physical environment, for example, as a hologram or on a physical surface, so that a person, using the system, perceives the virtual objects superimposed over the physical environment. An augmented reality environment also refers to a simulated environment in which a representation of a physical environment is transformed by computer-generated sensory information. For example, in providing pass-through video, a system may transform one or more sensor images to impose a select perspective (e.g., viewpoint) different than the perspective captured by the imaging sensors. As another example, a representation of a physical environment may be transformed by graphically modifying (e.g., enlarging) portions thereof, such that the modified portion may be representative but not photorealistic versions of the originally captured images. As a further example, a representation of a physical environment may be transformed by graphically eliminating or obfuscating portions thereof. Augmented virtuality: an augmented virtuality (AV) environment refers to a simulated environment in which a virtual or computer generated environment incorporates one or more sensory inputs from the physical environment. The sensory inputs may be representations of one or more characteristics of the physical environment. For example, an AV park may have virtual trees and virtual buildings, but people with faces photorealistically reproduced from images taken of physical people. As another example, a virtual object may adopt a shape or color of a physical article imaged by one or more imaging sensors. As a further example, a virtual object may adopt shadows consistent with the position of the sun in the physical environment. 
     Hardware: there are many different types of electronic systems that enable a person to sense and/or interact with various CGR environments. Examples include head mounted systems, projection-based systems, heads-up displays (HUDs), vehicle windshields having integrated display capability, windows having integrated display capability, displays formed as lenses designed to be placed on a person&#39;s eyes (e.g., similar to contact lenses), headphones/earphones, speaker arrays, input systems (e.g., wearable or handheld controllers with or without haptic feedback), smartphones, tablets, and desktop/laptop computers. A head mounted system may have one or more speaker(s) and an integrated opaque display. Alternatively, a head mounted system may be configured to accept an external opaque display (e.g., a smartphone). The head mounted system may incorporate one or more imaging sensors to capture images or video of the physical environment, and/or one or more microphones to capture audio of the physical environment. Rather than an opaque display, a head mounted system may have a transparent or translucent display. The transparent or translucent display may have a medium through which light representative of images is directed to a person&#39;s eyes. The display may utilize digital light projection, OLEDs, LEDs, uLEDs, liquid crystal on silicon, laser scanning light source, or any combination of these technologies. The medium may be an optical waveguide, a hologram medium, an optical combiner, an optical reflector, or any combination thereof. In one embodiment, the transparent or translucent display may be configured to become opaque selectively. Projection-based systems may employ retinal projection technology that projects graphical images onto a person&#39;s retina. Projection systems also may be configured to project virtual objects into the physical environment, for example, as a hologram or on a physical surface. 
     As described above, one aspect of the present technology is the gathering and use of information such as sensor information. The present disclosure contemplates that in some instances, this gathered data may include personal information data that uniquely identifies or can be used to contact or locate a specific person. Such personal information data can include demographic data, location-based data, telephone numbers, email addresses, twitter ID&#39;s, home addresses, data or records relating to a user&#39;s health or level of fitness (e.g., vital signs measurements, medication information, exercise information), date of birth, eyeglasses prescription, username, password, biometric information, or any other identifying or personal information. 
     The present disclosure recognizes that the use of such personal information, in the present technology, can be used to the benefit of users. For example, the personal information data can be used to deliver targeted content that is of greater interest to the user. Accordingly, use of such personal information data enables users to calculated control of the delivered content. Further, other uses for personal information data that benefit the user are also contemplated by the present disclosure. For instance, health and fitness data may be used to provide insights into a user&#39;s general wellness, or may be used as positive feedback to individuals using technology to pursue wellness goals. 
     The present disclosure contemplates that the entities responsible for the collection, analysis, disclosure, transfer, storage, or other use of such personal information data will comply with well-established privacy policies and/or privacy practices. In particular, such entities should implement and consistently use privacy policies and practices that are generally recognized as meeting or exceeding industry or governmental requirements for maintaining personal information data private and secure. Such policies should be easily accessible by users, and should be updated as the collection and/or use of data changes. Personal information from users should be collected for legitimate and reasonable uses of the entity and not shared or sold outside of those legitimate uses. Further, such collection/sharing should occur after receiving the informed consent of the users. Additionally, such entities should consider taking any needed steps for safeguarding and securing access to such personal information data and ensuring that others with access to the personal information data adhere to their privacy policies and procedures. Further, such entities can subject themselves to evaluation by third parties to certify their adherence to widely accepted privacy policies and practices. In addition, policies and practices should be adapted for the particular types of personal information data being collected and/or accessed and adapted to applicable laws and standards, including jurisdiction-specific considerations. For instance, in the United States, collection of or access to certain health data may be governed by federal and/or state laws, such as the Health Insurance Portability and Accountability Act (HIPAA), whereas health data in other countries may be subject to other regulations and policies and should be handled accordingly. Hence different privacy practices should be maintained for different personal data types in each country. 
     Despite the foregoing, the present disclosure also contemplates embodiments in which users selectively block the use of, or access to, personal information data. That is, the present disclosure contemplates that hardware and/or software elements can be provided to prevent or block access to such personal information data. For example, the present technology can be configured to allow users to select to “opt in” or “opt out” of participation in the collection of personal information data during registration for services or anytime thereafter. In another example, users can select not to provide certain types of user data. In yet another example, users can select to limit the length of time user-specific data is maintained. In addition to providing “opt in” and “opt out” options, the present disclosure contemplates providing notifications relating to the access or use of personal information. For instance, a user may be notified upon downloading an application (“app”) that their personal information data will be accessed and then reminded again just before personal information data is accessed by the app. 
     Moreover, it is the intent of the present disclosure that personal information data should be managed and handled in a way to minimize risks of unintentional or unauthorized access or use. Risk can be minimized by limiting the collection of data and deleting data once it is no longer needed. In addition, and when applicable, including in certain health related applications, data de-identification can be used to protect a user&#39;s privacy. De-identification may be facilitated, when appropriate, by removing specific identifiers (e.g., date of birth, etc.), controlling the amount or specificity of data stored (e.g., collecting location data at a city level rather than at an address level), controlling how data is stored (e.g., aggregating data across users), and/or other methods. 
     Therefore, although the present disclosure broadly covers use of personal information data to implement one or more various disclosed embodiments, the present disclosure also contemplates that the various embodiments can also be implemented without the need for accessing such personal information data. That is, the various embodiments of the present technology are not rendered inoperable due to the lack of all or a portion of such personal information data. 
     The foregoing is merely illustrative and various modifications can be made to the described embodiments. The foregoing embodiments may be implemented individually or in any combination.

Metadata:
Filing Date: 20200708
Publication Date: 20220531
Grant Date: 20220531
Priority Date: 20190923
Inventors: WANG, PAUL X.
Assignee: APPLE INC
CPC Classifications: [{"code": "G02B2027/0154", "inventive": false, "first": false, "tree": "[]"}, {"code": "G02B27/0176", "inventive": true, "first": false, "tree": "[]"}, {"code": "B06B1/02", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06F3/011", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06F3/016", "inventive": true, "first": true, "tree": "[]"}, {"code": "G06F3/014", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06F3/011", "inventive": true, "first": false, "tree": "[]"}, {"code": "G02B27/0176", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06F3/016", "inventive": true, "first": true, "tree": "[]"}, {"code": "B06B1/0207", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06F3/017", "inventive": true, "first": false, "tree": "[]"}, {"code": "G02B2027/0154", "inventive": false, "first": false, "tree": "[]"}, {"code": "G02B27/0176", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06F3/011", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06F3/017", "inventive": true, "first": false, "tree": "[]"}, {"code": "G02B2027/0154", "inventive": false, "first": false, "tree": "[]"}, {"code": "B06B1/0207", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06F3/016", "inventive": true, "first": true, "tree": "[]"}]
Family ID: 81756459