USPatent applicationPatented

Methods for displaying and repositioning objects in an environment

Granted 18 Nov 2025 · 2 office actions

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Description

77 parts
›CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional Application No. 63/301,020, filed Jan. 19, 2022, U.S. Provisional Application No. 63/377,002, filed Sep. 23, 2022, and U.S. Provisional Application No. 63/480,494, filed Jan. 18, 2023, the contents of which are incorporated herein by reference in their entireties for all purposes.

›TECHNICAL FIELD

This relates generally to computer systems that provide computer-generated experiences, including, but no limited to, electronic devices that provide virtual reality and mixed reality experiences via a display.

›BACKGROUND

The development of computer systems for augmented reality has increased significantly in recent years. Example augmented reality environments include at least some virtual elements that replace or augment the physical world. Input devices, such as cameras, controllers, joysticks, touch-sensitive surfaces, and touch-screen displays for computer systems and other electronic computing devices are used to interact with virtual/augmented reality environments. Example virtual elements include virtual objects, such as digital images, video, text, icons, and control elements such as buttons and other graphics.

›SUMMARY · 1 of 2

Some methods and interfaces for interacting with environments that include at least some virtual elements (e.g., applications, augmented reality environments, mixed reality environments, and virtual reality environments) are cumbersome, inefficient, and limited. For example, systems that provide insufficient feedback for performing actions associated with virtual objects, systems that require a series of inputs to achieve a desired outcome in an augmented reality environment, and systems in which manipulation of virtual objects are complex, tedious, and error-prone, create a significant cognitive burden on a user, and detract from the experience with the virtual/augmented reality environment. In addition, these methods take longer than necessary, thereby wasting energy of the computer system. This latter consideration is particularly important in battery-operated devices.

Accordingly, there is a need for computer systems with improved methods and interfaces for providing computer-generated experiences to users that make interaction with the computer systems more efficient and intuitive for a user. Such methods and interfaces optionally complement or replace conventional methods for providing extended reality experiences to users. Such methods and interfaces reduce the number, extent, and/or nature of the inputs from a user by helping the user to understand the connection between provided inputs and device responses to the inputs, thereby creating a more efficient human-machine interface.

The above deficiencies and other problems associated with user interfaces for computer systems are reduced or eliminated by the disclosed systems. In some embodiments, the computer system is a desktop computer with an associated display. In some embodiments, the computer system is portable device (e.g., a notebook computer, tablet computer, or handheld device). In some embodiments, the computer system is a personal electronic device (e.g., a wearable electronic device, such as a watch, or a head-mounted device). In some embodiments, the computer system has a touchpad. In some embodiments, the computer system has one or more cameras. In some embodiments, the computer system has a touch-sensitive display (also known as a “touch screen” or “touch-screen display”). In some embodiments, the computer system has one or more eye-tracking components. In some embodiments, the computer system has one or more hand-tracking components. In some embodiments, the computer system has one or more output devices in addition to the display generation component, the output devices including one or more tactile output generators and/or one or more audio output devices. In some embodiments, the computer system has a graphical user interface (GUI), one or more processors, memory and one or more modules, programs or sets of instructions stored in the memory for performing multiple functions. In some embodiments, the user interacts with the GUI through a stylus and/or finger contacts and gestures on the touch-sensitive surface, movement of the user's eyes and hand in space relative to the GUI (and/or computer system) or the user's body as captured by cameras and other movement sensors, and/or voice inputs as captured by one or more audio input devices. In some embodiments, the functions performed through the interactions optionally include image editing, drawing, presenting, word processing, spreadsheet making, game playing, telephoning, video conferencing, e-mailing, instant messaging, workout support, digital photographing, digital videoing, web browsing, digital music playing, note taking, and/or digital video playing. Executable instructions for performing these functions are, optionally, included in a transitory and/or non-transitory computer readable storage medium or other computer program product configured for execution by one or more processors.

There is a need for electronic devices with improved methods and interfaces for interacting with content in a three-dimensional environment. Such methods and interfaces may complement or replace conventional methods for interacting with content in a three-dimensional environment. Such methods and interfaces reduce the number, extent, and/or the nature of the inputs from a user and produce a more efficient human-machine interface. For battery-operated computing devices, such methods and interfaces conserve power and increase the time between battery charges.

In some embodiments, a computer system selectively recenters virtual content to a viewpoint of a user. In some embodiments, a computer system recenters one or more virtual objects in the presence of physical or virtual obstacles. In some embodiments, a computer system selectively automatically recenters one or more virtual objects in response to the display generation component changing state. In some embodiments, a computer system selectively recenters content associated with a communication session between multiple users in response to an input detected at the computer system. In some embodiments, a computer system changes the visual prominence of content included in virtual objects based on viewpoint. In some embodiments, a computer system modifies visual prominence of one or more virtual objects based on a detected attention of a user. In some embodiments, a computer system modifies visual prominence of one or more virtual objects to resolve apparent obscuring of the one or more virtual objects. In some embodiments, a computer system modifies visual prominence of one or more virtual objects gradually in accordance with a determination that a viewpoint of a user corresponds to different regions of the three-dimensional environment. In some embodiments, a computer system modifies visual prominence of one or more portions of a virtual object when a viewpoint of a user is in proximity to the virtual object. In some embodiments, a computer system modifies visual prominence of a virtual object when one or more concurrent types of user interaction are detected. In some embodiments, a computer system changes an amount of visual impact of an environmental effect on a three-dimensional environment in which virtual content is displayed in response to detecting input(s) (e.g., user attention) shifting to different elements in the three-dimensional environment.

›SUMMARY · 2 of 2

Note that the various embodiments described above can be combined with any other embodiments described herein. The features and advantages described in the specification are not all inclusive and, in particular, many additional features and advantages will be apparent to one of ordinary skill in the art in view of the drawings, specification, and claims. Moreover, it should be noted that the language used in the specification has been principally selected for readability and instructional purposes, and may not have been selected to delineate or circumscribe the inventive subject matter.

›BRIEF DESCRIPTION OF THE DRAWINGS

For a better understanding of the various described embodiments, reference should be made to the Description of Embodiments below, in conjunction with the following drawings in which like reference numerals refer to corresponding parts throughout the figures.

FIG. 1 is a block diagram illustrating an operating environment of a computer system for providing XR experiences in accordance with some embodiments.

FIG. 2 is a block diagram illustrating a controller of a computer system that is configured to manage and coordinate a XR experience for the user in accordance with some embodiments.

FIG. 3 is a block diagram illustrating a display generation component of a computer system that is configured to provide a visual component of the XR experience to the user in accordance with some embodiments.

FIG. 4 is a block diagram illustrating a hand tracking unit of a computer system that is configured to capture gesture inputs of the user in accordance with some embodiments.

FIG. 5 is a block diagram illustrating an eye tracking unit of a computer system that is configured to capture gaze inputs of the user in accordance with some embodiments.

FIG. 6 is a flowchart illustrating a glint-assisted gaze tracking pipeline in accordance with some embodiments.

FIGS. 7 A- 7 F illustrate examples of a computer system selectively recentering virtual content to a viewpoint of a user in accordance with some embodiments.

FIGS. 8 A- 8 I is a flowchart illustrating an exemplary method of selectively recentering virtual content to a viewpoint of a user in accordance with some embodiments.

FIGS. 9 A- 9 C illustrate examples of a computer system recentering one or more virtual objects in the presence of physical or virtual obstacles in accordance with some embodiments.

FIGS. 10 A- 10 G is a flowchart illustrating a method of recentering one or more virtual objects in the presence of physical or virtual obstacles in accordance with some embodiments.

FIGS. 11 A- 11 E illustrate examples of a computer system selectively automatically recentering one or more virtual objects in response to the display generation component changing state in accordance with some embodiments.

FIGS. 12 A- 12 E is a flowchart illustrating a method of selectively automatically recentering one or more virtual objects in response to the display generation component changing state in accordance with some embodiments.

FIGS. 13 A- 13 C illustrate examples of a computer system selectively recentering content associated with a communication session between multiple users in response to an input detected at the computer system in accordance with some embodiments.

FIGS. 14 A- 14 E is a flowchart illustrating a method of selectively recentering content associated with a communication session between multiple users in response to an input detected at the computer system in accordance with some embodiments.

FIGS. 15 A- 15 J illustrate examples of a computer system changing the visual prominence of content included in virtual objects based on viewpoint in accordance with some embodiments.

FIGS. 16 A- 16 P is a flowchart illustrating a method of changing the visual prominence of content included in virtual objects based on viewpoint in accordance with some embodiments.

FIGS. 17 A- 17 E illustrate examples of a computer system changing the visual prominence of content included in virtual objects based on attention of a user of the computer system in accordance with some embodiments.

FIGS. 18 A- 18 K is a flowchart illustrating a method of modifying visual prominence of virtual objects based on attention of a user in accordance with some embodiments.

FIGS. 19 A- 19 E illustrate examples of a computer system modifying visual prominence of respective virtual objects to modify apparent obscuring of the respective virtual objects by virtual content in accordance with some embodiments.

FIGS. 20 A- 20 F is a flowchart illustrating a method of modifying visual prominence of respective virtual objects to modify apparent obscuring of the respective virtual objects by virtual content in accordance with some embodiments.

FIGS. 21 A- 21 L illustrate examples of a computer system gradually modifying visual prominence of respective virtual objects in accordance with changes in viewpoint of a user in accordance with some embodiments.

FIGS. 22 A- 22 J is a flowchart illustrating a method of gradually modifying visual prominence of respective virtual objects in accordance with changes in viewpoint of a user in accordance with some embodiments.

FIGS. 23 A- 23 E illustrate examples of a computer system modifying visual prominence of respective virtual objects based on proximity of a user to the respective virtual objects in accordance with some embodiments.

FIGS. 24 A- 24 F is a flowchart illustrating a method of modifying visual prominence of respective virtual objects based on proximity of a user to the respective virtual objects in accordance with some embodiments.

FIGS. 25 A- 25 C illustrate examples of a computer system modifying visual prominence of respective virtual objects based on one or more concurrent types of user interaction in accordance with some embodiments.

FIGS. 26 A- 26 D is a flowchart illustrating a method of modifying visual prominence of respective virtual objects based on one or more concurrent types of user interaction in accordance with some embodiments.

FIGS. 27 A- 27 J illustrate examples of a computer system concurrently displaying virtual content and environmental effects with different amounts of visual impact on a three-dimensional environment in response to the computer system detecting inputs (e.g., user attention) shifting to different elements in the three-dimensional environment in accordance with some embodiments.

FIG. 28 A- 28 I is a flowchart illustrating a method of dynamically displaying environmental effects with different amounts of visual impact on an appearance of a three-dimensional environment in which virtual content is displayed in response to detecting inputs (e.g., user attention) shifting to different elements in the three-dimensional environment in accordance with some embodiments.

›DESCRIPTION OF EMBODIMENTS · 1 of 71

The present disclosure relates to user interfaces for providing an extended reality (XR) experience to a user, in accordance with some embodiments.

The systems, methods, and GUIs described herein provide improved ways for an electronic device to facilitate interaction with and manipulate objects in a three-dimensional environment.

In some embodiments, a computer system displays virtual objects in an environment. In some embodiments, in response to an input to recenter virtual objects to a viewpoint of the user, the computer system recenters those virtual objects that meet certain criteria and does not recenter those virtual objects that do not meet such criteria. In some embodiments, virtual objects that are snapped to portions of the physical environment are not recentered. In some embodiments, virtual objects that were last placed or moved in the environment from the current viewpoint of the user are not recentered.

In some embodiments, a computer system displays virtual objects in an environment. In some embodiments, in response to an input to recenter virtual objects to a viewpoint of the user, the computer system avoids physical objects when recentering those virtual objects. In some embodiments, the computer system avoid virtual objects when recentering other virtual objects.

In some embodiments, a computer system displays virtual objects in an environment from a first viewpoint. In some embodiments, when a state of the computer system changes (e.g., from being turned on to being turned off, and then being turned on again), the computer system automatically recenters virtual objects to a new viewpoint depending on one or more characteristics of the new viewpoint. In some embodiments, the computer system does not automatically recenter the virtual objects to the new viewpoint.

In some embodiments, a computer system displays virtual objects in an environment where the virtual objects are accessible to a plurality of computer systems. In some embodiments, in response to an input to recenter virtual objects to a viewpoint of the user, the computer system does not alter the spatial arrangement of virtual objects accessible to a plurality of computer systems relative to viewpoints associated with those plurality of computer systems. In some embodiments, the computer system does alter the spatial arrangement of virtual objects not accessible to other computer systems relative to the viewpoint associated with the present computer system.

In some embodiments, a computer system displays virtual objects that include content in an environment. In some embodiments, the computer system displays the content with different visual prominence depending on the angle from which the content is visible from the current viewpoint of the user. In some embodiments, the visual prominence is greater the closer the angle is to head-on, and the visual prominence is less the further the angle is from head-on. In some embodiments, a computer system modifies visual prominence of one or more virtual objects based on a detected attention of a user. In some embodiments, a computer system modifies visual prominence of one or more virtual objects to resolve apparent obscuring of the one or more virtual objects.

FIGS. 1 - 6 provide a description of example computer systems for providing XR experiences to users (such as described below with respect to methods 800 , 1000 , 1200 , 1400 , 1600 , 1800 , and/or 2000 ). FIGS. 7 A- 7 F illustrate examples of a computer system selectively recentering virtual content to a viewpoint of a user in accordance with some embodiments. FIGS. 8 A- 8 I is a flowchart illustrating an exemplary method of selectively recentering virtual content to a viewpoint of a user in accordance with some embodiments. The user interfaces in FIGS. 7 A- 7 F are used to illustrate the processes in FIGS. 8 A- 8 I . FIGS. 9 A- 9 C illustrate examples of a computer system recentering one or more virtual objects in the presence of physical or virtual obstacles in accordance with some embodiments. FIGS. 10 A- 10 G is a flowchart illustrating a method of recentering one or more virtual objects in the presence of physical or virtual obstacles in accordance with some embodiments. The user interfaces in FIGS. 9 A- 9 C are used to illustrate the processes in FIGS. 10 A- 10 G . FIGS. 11 A- 11 E illustrate examples of a computer system selectively automatically recentering one or more virtual objects in response to the display generation component changing state in accordance with some embodiments. FIGS. 12 A- 12 E is a flowchart illustrating a method of selectively automatically recentering one or more virtual objects in response to the display generation component changing state in accordance with some embodiments. The user interfaces in FIGS. 11 A- 11 E are used to illustrate the processes in FIGS. 12 A- 12 E . FIGS. 13 A- 13 C illustrate examples of a computer system selectively recentering content associated with a communication session between multiple users in response to an input detected at the computer system in accordance with some embodiments. FIGS. 14 A- 14 E is a flowchart illustrating a method of selectively recentering content associated with a communication session between multiple users in response to an input detected at the computer system in accordance with some embodiments. The user interfaces in FIGS. 13 A- 13 C are used to illustrate the processes in FIGS. 14 A- 14 E . FIGS. 15 A- 15 J illustrate examples of a computer system changing the visual prominence of content included in virtual objects based on viewpoint in accordance with some embodiments. FIGS. 16 A- 16 P is a flowchart illustrating a method of changing the visual prominence of content included in virtual objects based on viewpoint in accordance with some embodiments. The user interfaces in FIGS. 15 A- 15 J are used to illustrate the processes in FIGS. 16 A- 16 P FIGS. 17 A- 17 E illustrate examples of a computer system changing the visual prominence of content included in virtual objects based on attention of a user of the computer system in accordance with some embodiments. FIGS. 18 A- 18 K is a flowchart illustrating a method of modifying visual prominence of virtual objects based on attention of a user in accordance with some embodiments. The user interfaces in FIGS. 17 A- 17 E are used to illustrate the processes in FIGS. 18 A- 18 K . FIGS. 19 A- 19 E illustrate examples of a computer system modifying visual prominence of respective virtual objects to modify apparent obscuring of the respective virtual objects by virtual content in accordance with some embodiments. FIGS. 20 A- 20 F is a flowchart illustrating a method of modifying visual prominence of respective virtual objects to modify apparent obscuring of the respective virtual objects by virtual content in accordance with some embodiments. The user interfaces in FIGS. 19 A- 19 E are used to illustrate the processes in FIGS. 20 A- 20 F . FIGS. 21 A- 21 L illustrate examples of a computer system gradually modifying visual prominence of respective virtual objects in accordance with changes in viewpoint of a user in accordance with some embodiments. FIGS. 22 A- 22 J is a flowchart illustrating a method of gradually modifying visual prominence of respective virtual objects in accordance with changes in viewpoint of a user in accordance with some embodiments. The user interfaces in FIGS. 21 A- 21 L are used to illustrate the processes in FIGS. 22 A- 22 J . FIGS. 23 A- 23 E illustrate examples of a computer system modifying visual prominence of respective virtual objects based on proximity of a user to the respective virtual objects in accordance with some embodiments. FIGS. 24 A- 24 F is a flowchart illustrating a method of modifying visual prominence of respective virtual objects based on proximity of a user to the respective virtual objects in accordance with some embodiments. The user interfaces in FIGS. 23 A- 23 E are used to illustrate the processes in FIGS. 24 A- 24 F . FIGS. 25 A- 25 C illustrate examples of a computer system modifying visual prominence of respective virtual objects based on one or more concurrent types of user interaction in accordance with some embodiments. FIGS. 26 A- 26 D is a flowchart illustrating a method of modifying visual prominence of respective virtual objects based on one or more concurrent types of user interaction in accordance with some embodiments. The user interfaces in FIGS. 25 A- 25 C are used to illustrate the processes in FIGS. 26 A- 26 D . FIGS. 27 A- 27 J illustrate examples of a computer system changing an amount of visual impact of an environmental effect on an appearance of a three-dimensional environment in which a first virtual content is displayed in response to detecting input, such as user attention, having shifted away from the first virtual content, and/or other input different from user attention directed to an element that is different from the first virtual content in accordance with some embodiments. FIGS. 28 A- 28 I is a flowchart illustrating a method of dynamically displaying environmental effects with different amounts of visual impact on an appearance of a three-dimensional environment in which virtual content is displayed in response to detecting inputs (e.g., user attention) shifting to different elements in the three-dimensional environment in accordance with some embodiments. The user interfaces in FIGS. 27 A- 27 J are used to illustrate the processes in FIGS. 28 A- 28 I .

›DESCRIPTION OF EMBODIMENTS · 2 of 71

The processes described below enhance the operability of the devices and make the user-device interfaces more efficient (e.g., by helping the user to provide proper inputs and reducing user mistakes when operating/interacting with the device) through various techniques, including by providing improved visual feedback to the user, reducing the number of inputs needed to perform an operation, providing additional control options without cluttering the user interface with additional displayed controls, performing an operation when a set of conditions has been met without requiring further user input, improving privacy and/or security, and/or additional techniques. These techniques also reduce power usage and improve battery life of the device by enabling the user to use the device more quickly and efficiently.

In addition, in methods described herein where one or more steps are contingent upon one or more conditions having been met, it should be understood that the described method can be repeated in multiple repetitions so that over the course of the repetitions all of the conditions upon which steps in the method are contingent have been met in different repetitions of the method. For example, if a method requires performing a first step if a condition is satisfied, and a second step if the condition is not satisfied, then a person of ordinary skill would appreciate that the claimed steps are repeated until the condition has been both satisfied and not satisfied, in no particular order. Thus, a method described with one or more steps that are contingent upon one or more conditions having been met could be rewritten as a method that is repeated until each of the conditions described in the method has been met. This, however, is not required of system or computer readable medium claims where the system or computer readable medium contains instructions for performing the contingent operations based on the satisfaction of the corresponding one or more conditions and thus is capable of determining whether the contingency has or has not been satisfied without explicitly repeating steps of a method until all of the conditions upon which steps in the method are contingent have been met. A person having ordinary skill in the art would also understand that, similar to a method with contingent steps, a system or computer readable storage medium can repeat the steps of a method as many times as are needed to ensure that all of the contingent steps have been performed.

In some embodiments, as shown in FIG. 1 , the XR experience is provided to the user via an operating environment 100 that includes a computer system 101 . The computer system 101 includes a controller 110 (e.g., processors of a portable electronic device or a remote server), a display generation component 120 (e.g., a head-mounted device (HMD), a display, a projector, or a touch-screen), one or more input devices 125 (e.g., an eye tracking device 130 , a hand tracking device 140 , other input devices 150 ), one or more output devices 155 (e.g., speakers 160 , tactile output generators 170 , and other output devices 180 ), one or more sensors 190 (e.g., image sensors, light sensors, depth sensors, tactile sensors, orientation sensors, proximity sensors, temperature sensors, location sensors, motion sensors, or velocity sensors), and optionally one or more peripheral devices 195 (e.g., home appliances or wearable devices). In some embodiments, one or more of the input devices 125 , output devices 155 , sensors 190 , and peripheral devices 195 are integrated with the display generation component 120 (e.g., in a head-mounted device or a handheld device).

When describing a XR experience, various terms are used to differentially refer to several related but distinct environments that the user may sense and/or with which a user may interact (e.g., with inputs detected by a computer system 101 generating the XR experience that cause the computer system generating the XR experience to generate audio, visual, and/or tactile feedback corresponding to various inputs provided to the computer system 101 ). The following is a subset of these terms:

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.

Extended reality: In contrast, an extended reality (XR) environment refers to a wholly or partially simulated environment that people sense and/or interact with via an electronic system. In XR, a subset of a person's physical motions, or representations thereof, are tracked, and, in response, one or more characteristics of one or more virtual objects simulated in the XR environment are adjusted in a manner that comports with at least one law of physics. For example, a XR system may detect a person'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 XR environment may be made in response to representations of physical motions (e.g., vocal commands). A person may sense and/or interact with a XR 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 a 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 XR environments, a person may sense and/or interact only with audio objects.

›DESCRIPTION OF EMBODIMENTS · 3 of 71

Examples of XR 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's presence within the computer-generated environment, and/or through a simulation of a subset of the person'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 stationary 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.

Viewpoint-locked virtual object: A virtual object is viewpoint-locked when a computer system displays the virtual object at the same location and/or position in the viewpoint of the user, even as the viewpoint of the user shifts (e.g., changes). In embodiments where the computer system is a head-mounted device, the viewpoint of the user is locked to the forward facing direction of the user's head (e.g., the viewpoint of the user is at least a portion of the field-of-view of the user when the user is looking straight ahead); thus, the viewpoint of the user remains fixed even as the user's gaze is shifted, without moving the user's head. In embodiments where the computer system has a display generation component (e.g., a display screen) that can be repositioned with respect to the user's head, the viewpoint of the user is the augmented reality view that is being presented to the user on a display generation component of the computer system. For example, a viewpoint-locked virtual object that is displayed in the upper left corner of the viewpoint of the user, when the viewpoint of the user is in a first orientation (e.g., with the user's head facing north) continues to be displayed in the upper left corner of the viewpoint of the user, even as the viewpoint of the user changes to a second orientation (e.g., with the user's head facing west). In other words, the location and/or position at which the viewpoint-locked virtual object is displayed in the viewpoint of the user is independent of the user's position and/or orientation in the physical environment. In embodiments in which the computer system is a head-mounted device, the viewpoint of the user is locked to the orientation of the user's head, such that the virtual object is also referred to as a “head-locked virtual object.”

›DESCRIPTION OF EMBODIMENTS · 4 of 71

Environment-locked virtual object: A virtual object is environment-locked (alternatively, “world-locked”) when a computer system displays the virtual object at a location and/or position in the viewpoint of the user that is based on (e.g., selected in reference to and/or anchored to) a location and/or object in the three-dimensional environment (e.g., a physical environment or a virtual environment). As the viewpoint of the user shifts, the location and/or object in the environment relative to the viewpoint of the user changes, which results in the environment-locked virtual object being displayed at a different location and/or position in the viewpoint of the user. For example, an environment-locked virtual object that is locked onto a tree that is immediately in front of a user is displayed at the center of the viewpoint of the user. When the viewpoint of the user shifts to the right (e.g., the user's head is turned to the right) so that the tree is now left-of-center in the viewpoint of the user (e.g., the tree's position in the viewpoint of the user shifts), the environment-locked virtual object that is locked onto the tree is displayed left-of-center in the viewpoint of the user. In other words, the location and/or position at which the environment-locked virtual object is displayed in the viewpoint of the user is dependent on the position and/or orientation of the location and/or object in the environment onto which the virtual object is locked. In some embodiments, the computer system uses a stationary frame of reference (e.g., a coordinate system that is anchored to a fixed location and/or object in the physical environment) in order to determine the position at which to display an environment-locked virtual object in the viewpoint of the user. An environment-locked virtual object can be locked to a stationary part of the environment (e.g., a floor, wall, table, or other stationary object) or can be locked to a moveable part of the environment (e.g., a vehicle, animal, person, or even a representation of portion of the users body that moves independently of a viewpoint of the user, such as a user's hand, wrist, arm, or foot) so that the virtual object is moved as the viewpoint or the portion of the environment moves to maintain a fixed relationship between the virtual object and the portion of the environment.

In some embodiments a virtual object that is environment-locked or viewpoint-locked exhibits lazy follow behavior which reduces or delays motion of the environment-locked or viewpoint-locked virtual object relative to movement of a point of reference which the virtual object is following. In some embodiments, when exhibiting lazy follow behavior the computer system intentionally delays movement of the virtual object when detecting movement of a point of reference (e.g., a portion of the environment, the viewpoint, or a point that is fixed relative to the viewpoint, such as a point that is between 5-300 cm from the viewpoint) which the virtual object is following. For example, when the point of reference (e.g., the portion of the environment or the viewpoint) moves with a first speed, the virtual object is moved by the device to remain locked to the point of reference but moves with a second speed that is slower than the first speed (e.g., until the point of reference stops moving or slows down, at which point the virtual object starts to catch up to the point of reference). In some embodiments, when a virtual object exhibits lazy follow behavior the device ignores small amounts of movement of the point of reference (e.g., ignoring movement of the point of reference that is below a threshold amount of movement such as movement by 0-5 degrees or movement by 0-50 cm). For example, when the point of reference (e.g., the portion of the environment or the viewpoint to which the virtual object is locked) moves by a first amount, a distance between the point of reference and the virtual object increases (e.g., because the virtual object is being displayed so as to maintain a fixed or substantially fixed position relative to a viewpoint or portion of the environment that is different from the point of reference to which the virtual object is locked) and when the point of reference (e.g., the portion of the environment or the viewpoint to which the virtual object is locked) moves by a second amount that is greater than the first amount, a distance between the point of reference and the virtual object initially increases (e.g., because the virtual object is being displayed so as to maintain a fixed or substantially fixed position relative to a viewpoint or portion of the environment that is different from the point of reference to which the virtual object is locked) and then decreases as the amount of movement of the point of reference increases above a threshold (e.g., a “lazy follow” threshold) because the virtual object is moved by the computer system to maintain a fixed or substantially fixed position relative to the point of reference. In some embodiments the virtual object maintaining a substantially fixed position relative to the point of reference includes the virtual object being displayed within a threshold distance (e.g., 1, 2, 3, 5, 15, 20, 50 cm) of the point of reference in one or more dimensions (e.g., up/down, left/right, and/or forward/backward relative to the position of the point of reference).

Hardware: There are many different types of electronic systems that enable a person to sense and/or interact with various XR 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'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'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'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. In some embodiments, the controller 110 is configured to manage and coordinate a XR experience for the user. In some embodiments, the controller 110 includes a suitable combination of software, firmware, and/or hardware. The controller 110 is described in greater detail below with respect to FIG. 2 . In some embodiments, the controller 110 is a computing device that is local or remote relative to the scene 105 (e.g., a physical environment). For example, the controller 110 is a local server located within the scene 105 . In another example, the controller 110 is a remote server located outside of the scene 105 (e.g., a cloud server or central server). In some embodiments, the controller 110 is communicatively coupled with the display generation component 120 (e.g., an HMD, a display, a projector, or a touch-screen) via one or more wired or wireless communication channels 144 (e.g., BLUETOOTH, IEEE 802.11x, IEEE 802.16x, or IEEE 802.3x). In another example, the controller 110 is included within the enclosure (e.g., a physical housing) of the display generation component 120 (e.g., an HMD, or a portable electronic device that includes a display and one or more processors), one or more of the input devices 125 , one or more of the output devices 155 , one or more of the sensors 190 , and/or one or more of the peripheral devices 195 , or share the same physical enclosure or support structure with one or more of the above.

›DESCRIPTION OF EMBODIMENTS · 5 of 71

In some embodiments, the display generation component 120 is configured to provide the XR experience (e.g., at least a visual component of the XR experience) to the user. In some embodiments, the display generation component 120 includes a suitable combination of software, firmware, and/or hardware. The display generation component 120 is described in greater detail below with respect to FIG. 3 . In some embodiments, the functionalities of the controller 110 are provided by and/or combined with the display generation component 120 .

According to some embodiments, the display generation component 120 provides a XR experience to the user while the user is virtually and/or physically present within the scene 105 .

In some embodiments, the display generation component is worn on a part of the user's body (e.g., on his/her head or on his/her hand). As such, the display generation component 120 includes one or more XR displays provided to display the XR content. For example, in various embodiments, the display generation component 120 encloses the field-of-view of the user. In some embodiments, the display generation component 120 is a handheld device (such as a smartphone or tablet) configured to present XR content, and the user holds the device with a display directed towards the field-of-view of the user and a camera directed towards the scene 105 . In some embodiments, the handheld device is optionally placed within an enclosure that is worn on the head of the user. In some embodiments, the handheld device is optionally placed on a support (e.g., a tripod) in front of the user. In some embodiments, the display generation component 120 is a XR chamber, enclosure, or room configured to present XR content in which the user does not wear or hold the display generation component 120 . Many user interfaces described with reference to one type of hardware for displaying XR content (e.g., a handheld device or a device on a tripod) could be implemented on another type of hardware for displaying XR content (e.g., an HMD or other wearable computing device). For example, a user interface showing interactions with XR content triggered based on interactions that happen in a space in front of a handheld or tripod mounted device could similarly be implemented with an HMD where the interactions happen in a space in front of the HMD and the responses of the XR content are displayed via the HMD. Similarly, a user interface showing interactions with XR content triggered based on movement of a handheld or tripod mounted device relative to the physical environment (e.g., the scene 105 or a part of the user's body (e.g., the user's eye(s), head, or hand)) could similarly be implemented with an HMD where the movement is caused by movement of the MID relative to the physical environment (e.g., the scene 105 or a part of the user's body (e.g., the user's eye(s), head, or hand)).

While pertinent features of the operating environment 100 are shown in FIG. 1 , those of ordinary skill in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity and so as not to obscure more pertinent aspects of the example embodiments disclosed herein.

FIG. 2 is a block diagram of an example of the controller 110 in accordance with some embodiments. While certain specific features are illustrated, those skilled in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity, and so as not to obscure more pertinent aspects of the embodiments disclosed herein. To that end, as a non-limiting example, in some embodiments, the controller 110 includes one or more processing units 202 (e.g., microprocessors, application-specific integrated-circuits (ASICs), field-programmable gate arrays (FPGAs), graphics processing units (GPUs), central processing units (CPUs), processing cores, and/or the like), one or more input/output (I/O) devices 206 , one or more communication interfaces 208 (e.g., universal serial bus (USB), FIREWIRE, THUNDERBOLT, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, global system for mobile communications (GSM), code division multiple access (CDMA), time division multiple access (TDMA), global positioning system (GPS), infrared (IR), BLUETOOTH, ZIGBEE, and/or the like type interface), one or more programming (e.g., I/O) interfaces 210 , a memory 220 , and one or more communication buses 204 for interconnecting these and various other components.

In some embodiments, the one or more communication buses 204 include circuitry that interconnects and controls communications between system components. In some embodiments, the one or more I/O devices 206 include at least one of a keyboard, a mouse, a touchpad, a joystick, one or more microphones, one or more speakers, one or more image sensors, one or more displays, and/or the like.

The memory 220 includes high-speed random-access memory, such as dynamic random-access memory (DRAM), static random-access memory (SRAM), double-data-rate random-access memory (DDR RAM), or other random-access solid-state memory devices. In some embodiments, the memory 220 includes non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. The memory 220 optionally includes one or more storage devices remotely located from the one or more processing units 202 . The memory 220 comprises a non-transitory computer readable storage medium. In some embodiments, the memory 220 or the non-transitory computer readable storage medium of the memory 220 stores the following programs, modules and data structures, or a subset thereof including an optional operating system 230 and a XR experience module 240 .

The operating system 230 includes instructions for handling various basic system services and for performing hardware dependent tasks. In some embodiments, the XR experience module 240 is configured to manage and coordinate one or more XR experiences for one or more users (e.g., a single XR experience for one or more users, or multiple XR experiences for respective groups of one or more users). To that end, in various embodiments, the XR experience module 240 includes a data obtaining unit 241 , a tracking unit 242 , a coordination unit 246 , and a data transmitting unit 248 .

›DESCRIPTION OF EMBODIMENTS · 6 of 71

In some embodiments, the data obtaining unit 241 is configured to obtain data (e.g., presentation data, interaction data, sensor data, or location data) from at least the display generation component 120 of FIG. 1 , and optionally one or more of the input devices 125 , output devices 155 , sensors 190 , and/or peripheral devices 195 . To that end, in various embodiments, the data obtaining unit 241 includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some embodiments, the tracking unit 242 is configured to map the scene 105 and to track the position/location of at least the display generation component 120 with respect to the scene 105 of FIG. 1 , and optionally, to one or more of the input devices 125 , output devices 155 , sensors 190 , and/or peripheral devices 195 . To that end, in various embodiments, the tracking unit 242 includes instructions and/or logic therefor, and heuristics and metadata therefor. In some embodiments, the tracking unit 242 includes hand tracking unit 244 and/or eye tracking unit 243 . In some embodiments, the hand tracking unit 244 is configured to track the position/location of one or more portions of the user's hands, and/or motions of one or more portions of the user's hands with respect to the scene 105 of FIG. 1 , relative to the display generation component 120 , and/or relative to a coordinate system defined relative to the user's hand. The hand tracking unit 244 is described in greater detail below with respect to FIG. 4 . In some embodiments, the eye tracking unit 243 is configured to track the position and movement of the user's gaze (or more broadly, the user's eyes, face, or head) with respect to the scene 105 (e.g., with respect to the physical environment and/or to the user (e.g., the user's hand)) or with respect to the XR content displayed via the display generation component 120 . The eye tracking unit 243 is described in greater detail below with respect to FIG. 5 .

In some embodiments, the coordination unit 246 is configured to manage and coordinate the XR experience presented to the user by the display generation component 120 , and optionally, by one or more of the output devices 155 and/or peripheral devices 195 . To that end, in various embodiments, the coordination unit 246 includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some embodiments, the data transmitting unit 248 is configured to transmit data (e.g., presentation data or location data) to at least the display generation component 120 , and optionally, to one or more of the input devices 125 , output devices 155 , sensors 190 , and/or peripheral devices 195 . To that end, in various embodiments, the data transmitting unit 248 includes instructions and/or logic therefor, and heuristics and metadata therefor.

Although the data obtaining unit 241 , the tracking unit 242 (e.g., including the eye tracking unit 243 and the hand tracking unit 244 ), the coordination unit 246 , and the data transmitting unit 248 are shown as residing on a single device (e.g., the controller 110 ), it should be understood that in other embodiments, any combination of the data obtaining unit 241 , the tracking unit 242 (e.g., including the eye tracking unit 243 and the hand tracking unit 244 ), the coordination unit 246 , and the data transmitting unit 248 may be located in separate computing devices.

Moreover, FIG. 2 is intended more as functional description of the various features that may be present in a particular implementation as opposed to a structural schematic of the embodiments described herein. As recognized by those of ordinary skill in the art, items shown separately could be combined and some items could be separated. For example, some functional modules shown separately in FIG. 2 could be implemented in a single module and the various functions of single functional blocks could be implemented by one or more functional blocks in various embodiments. The actual number of modules and the division of particular functions and how features are allocated among them will vary from one implementation to another and, in some embodiments, depends in part on the particular combination of hardware, software, and/or firmware chosen for a particular implementation.

FIG. 3 is a block diagram of an example of the display generation component 120 in accordance with some embodiments. While certain specific features are illustrated, those skilled in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity, and so as not to obscure more pertinent aspects of the embodiments disclosed herein. To that end, as a non-limiting example, in some embodiments the display generation component 120 (e.g., MID) includes one or more processing units 302 (e.g., microprocessors, ASICs, FPGAs, GPUs, CPUs, processing cores, and/or the like), one or more input/output (I/O) devices and sensors 306 , one or more communication interfaces 308 (e.g., USB, FIREWIRE, THUNDERBOLT, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, GSM, CDMA, TDMA, GPS, IR, BLUETOOTH, ZIGBEE, and/or the like type interface), one or more programming (e.g., I/O) interfaces 310 , one or more XR displays 312 , one or more optional interior- and/or exterior-facing image sensors 314 , a memory 320 , and one or more communication buses 304 for interconnecting these and various other components.

In some embodiments, the one or more communication buses 304 include circuitry that interconnects and controls communications between system components. In some embodiments, the one or more I/O devices and sensors 306 include at least one of an inertial measurement unit (IMU), an accelerometer, a gyroscope, a thermometer, one or more physiological sensors (e.g., blood pressure monitor, heart rate monitor, blood oxygen sensor, or blood glucose sensor), one or more microphones, one or more speakers, a haptics engine, one or more depth sensors (e.g., a structured light, a time-of-flight, or the like), and/or the like.

›DESCRIPTION OF EMBODIMENTS · 7 of 71

In some embodiments, the one or more XR displays 312 are configured to provide the XR experience to the user. In some embodiments, the one or more XR displays 312 correspond to holographic, digital light processing (DLP), liquid-crystal display (LCD), liquid-crystal on silicon (LCoS), organic light-emitting field-effect transitory (OLET), organic light-emitting diode (OLED), surface-conduction electron-emitter display (SED), field-emission display (FED), quantum-dot light-emitting diode (QD-LED), micro-electro-mechanical system (MEMS), and/or the like display types. In some embodiments, the one or more XR displays 312 correspond to diffractive, reflective, polarized, and/or holographic. waveguide displays. For example, the display generation component 120 (e.g., HMD) includes a single XR display. In another example, the display generation component 120 includes a XR display for each eye of the user. In some embodiments, the one or more XR displays 312 are capable of presenting MR and VR content. In some embodiments, the one or more XR displays 312 are capable of presenting MR or VR content.

In some embodiments, the one or more image sensors 314 are configured to obtain image data that corresponds to at least a portion of the face of the user that includes the eyes of the user (and may be referred to as an eye-tracking camera). In some embodiments, the one or more image sensors 314 are configured to obtain image data that corresponds to at least a portion of the user's hand(s) and optionally arm(s) of the user (and may be referred to as a hand-tracking camera). In some embodiments, the one or more image sensors 314 are configured to be forward-facing so as to obtain image data that corresponds to the scene as would be viewed by the user if the display generation component 120 (e.g., HMD) was not present (and may be referred to as a scene camera). The one or more optional image sensors 314 can include one or more RGB cameras (e.g., with a complimentary metal-oxide-semiconductor (CMOS) image sensor or a charge-coupled device (CCD) image sensor), one or more infrared (IR) cameras, one or more event-based cameras, and/or the like.

The memory 320 includes high-speed random-access memory, such as DRAM, SRAM, DDR RAM, or other random-access solid-state memory devices. In some embodiments, the memory 320 includes non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. The memory 320 optionally includes one or more storage devices remotely located from the one or more processing units 302 . The memory 320 comprises a non-transitory computer readable storage medium. In some embodiments, the memory 320 or the non-transitory computer readable storage medium of the memory 320 stores the following programs, modules and data structures, or a subset thereof including an optional operating system 330 and a XR presentation module 340 .

The operating system 330 includes instructions for handling various basic system services and for performing hardware dependent tasks. In some embodiments, the XR presentation module 340 is configured to present XR content to the user via the one or more XR displays 312 . To that end, in various embodiments, the XR presentation module 340 includes a data obtaining unit 342 , a XR presenting unit 344 , a XR map generating unit 346 , and a data transmitting unit 348 .

In some embodiments, the data obtaining unit 342 is configured to obtain data (e.g., presentation data, interaction data, sensor data, or location data) from at least the controller 110 of FIG. 1 . To that end, in various embodiments, the data obtaining unit 342 includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some embodiments, the XR presenting unit 344 is configured to present XR content via the one or more XR displays 312 . To that end, in various embodiments, the XR presenting unit 344 includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some embodiments, the XR map generating unit 346 is configured to generate a XR map (e.g., a 3D map of the mixed reality scene or a map of the physical environment into which computer-generated objects can be placed to generate the extended reality) based on media content data. To that end, in various embodiments, the XR map generating unit 346 includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some embodiments, the data transmitting unit 348 is configured to transmit data (e.g., presentation data or location data) to at least the controller 110 , and optionally one or more of the input devices 125 , output devices 155 , sensors 190 , and/or peripheral devices 195 . To that end, in various embodiments, the data transmitting unit 348 includes instructions and/or logic therefor, and heuristics and metadata therefor.

Although the data obtaining unit 342 , the XR presenting unit 344 , the XR map generating unit 346 , and the data transmitting unit 348 are shown as residing on a single device (e.g., the display generation component 120 of FIG. 1 ), it should be understood that in other embodiments, any combination of the data obtaining unit 342 , the XR presenting unit 344 , the XR map generating unit 346 , and the data transmitting unit 348 may be located in separate computing devices.

Moreover, FIG. 3 is intended more as a functional description of the various features that could be present in a particular implementation as opposed to a structural schematic of the embodiments described herein. As recognized by those of ordinary skill in the art, items shown separately could be combined and some items could be separated. For example, some functional modules shown separately in FIG. 3 could be implemented in a single module and the various functions of single functional blocks could be implemented by one or more functional blocks in various embodiments. The actual number of modules and the division of particular functions and how features are allocated among them will vary from one implementation to another and, in some embodiments, depends in part on the particular combination of hardware, software, and/or firmware chosen for a particular implementation.

›DESCRIPTION OF EMBODIMENTS · 8 of 71

FIG. 4 is a schematic, pictorial illustration of an example embodiment of the hand tracking device 140 . In some embodiments, hand tracking device 140 ( FIG. 1 ) is controlled by hand tracking unit 244 ( FIG. 2 ) to track the position/location of one or more portions of the user's hands, and/or motions of one or more portions of the user's hands with respect to the scene 105 of FIG. 1 (e.g., with respect to a portion of the physical environment surrounding the user, with respect to the display generation component 120 , or with respect to a portion of the user (e.g., the user's face, eyes, or head), and/or relative to a coordinate system defined relative to the user's hand. In some embodiments, the hand tracking device 140 is part of the display generation component 120 (e.g., embedded in or attached to a head-mounted device). In some embodiments, the hand tracking device 140 is separate from the display generation component 120 (e.g., located in separate housings or attached to separate physical support structures).

In some embodiments, the hand tracking device 140 includes image sensors 404 (e.g., one or more IR cameras, 3D cameras, depth cameras, and/or color cameras) that capture three-dimensional scene information that includes at least a hand 406 of a human user. The image sensors 404 capture the hand images with sufficient resolution to enable the fingers and their respective positions to be distinguished. The image sensors 404 typically capture images of other parts of the user's body, as well, or possibly all of the body, and may have either zoom capabilities or a dedicated sensor with enhanced magnification to capture images of the hand with the desired resolution. In some embodiments, the image sensors 404 also capture 2D color video images of the hand 406 and other elements of the scene. In some embodiments, the image sensors 404 are used in conjunction with other image sensors to capture the physical environment of the scene 105 , or serve as the image sensors that capture the physical environments of the scene 105 . In some embodiments, the image sensors 404 are positioned relative to the user or the user's environment in a way that a field of view of the image sensors or a portion thereof is used to define an interaction space in which hand movement captured by the image sensors are treated as inputs to the controller 110 .

In some embodiments, the image sensors 404 output a sequence of frames containing 3D map data (and possibly color image data, as well) to the controller 110 , which extracts high-level information from the map data. This high-level information is typically provided via an Application Program Interface (API) to an application running on the controller, which drives the display generation component 120 accordingly. For example, the user may interact with software running on the controller 110 by moving his hand 406 and changing his hand posture.

In some embodiments, the image sensors 404 project a pattern of spots onto a scene containing the hand 406 and capture an image of the projected pattern. In some embodiments, the controller 110 computes the 3D coordinates of points in the scene (including points on the surface of the user's hand) by triangulation, based on transverse shifts of the spots in the pattern. This approach is advantageous in that it does not require the user to hold or wear any sort of beacon, sensor, or other marker. It gives the depth coordinates of points in the scene relative to a predetermined reference plane, at a certain distance from the image sensors 404 . In the present disclosure, the image sensors 404 are assumed to define an orthogonal set of x, y, z axes, so that depth coordinates of points in the scene correspond to z components measured by the image sensors. Alternatively, the image sensors 404 (e.g., a hand tracking device) may use other methods of 3D mapping, such as stereoscopic imaging or time-of-flight measurements, based on single or multiple cameras or other types of sensors.

In some embodiments, the hand tracking device 140 captures and processes a temporal sequence of depth maps containing the user's hand, while the user moves his hand (e.g., whole hand or one or more fingers). Software running on a processor in the image sensors 404 and/or the controller 110 processes the 3D map data to extract patch descriptors of the hand in these depth maps. The software matches these descriptors to patch descriptors stored in a database 408 , based on a prior learning process, in order to estimate the pose of the hand in each frame. The pose typically includes 3D locations of the user's hand joints and finger tips.

The software may also analyze the trajectory of the hands and/or fingers over multiple frames in the sequence in order to identify gestures. The pose estimation functions described herein may be interleaved with motion tracking functions, so that patch-based pose estimation is performed only once in every two (or more) frames, while tracking is used to find changes in the pose that occur over the remaining frames. The pose, motion, and gesture information are provided via the above-mentioned API to an application program running on the controller 110 . This program may, for example, move and modify images presented on the display generation component 120 , or perform other functions, in response to the pose and/or gesture information.

In some embodiments, a gesture includes an air gesture. An air gesture is a gesture that is detected without the user touching (or independently of) an input element that is part of a device (e.g., computer system 101 , one or more input device 125 , and/or hand tracking device 140 ) and is based on detected motion of a portion (e.g., the head, one or more arms, one or more hands, one or more fingers, and/or one or more legs) of the user's body through the air including motion of the user's body relative to an absolute reference (e.g., an angle of the user's arm relative to the ground or a distance of the user's hand relative to the ground), relative to another portion of the user's body (e.g., movement of a hand of the user relative to a shoulder of the user, movement of one hand of the user relative to another hand of the user, and/or movement of a finger of the user relative to another finger or portion of a hand of the user), and/or absolute motion of a portion of the user's body (e.g., a tap gesture that includes movement of a hand in a predetermined pose by a predetermined amount and/or speed, or a shake gesture that includes a predetermined speed or amount of rotation of a portion of the user's body).

›DESCRIPTION OF EMBODIMENTS · 9 of 71

In some embodiments, input gestures used in the various examples and embodiments described herein include air gestures performed by movement of the user's finger(s) relative to other finger(s) or part(s) of the user's hand) for interacting with an XR environment (e.g., a virtual or mixed-reality environment), in accordance with some embodiments. In some embodiments, an air gesture is a gesture that is detected without the user touching an input element that is part of the device (or independently of an input element that is a part of the device) and is based on detected motion of a portion of the user's body through the air including motion of the user's body relative to an absolute reference (e.g., an angle of the user's arm relative to the ground or a distance of the user's hand relative to the ground), relative to another portion of the user's body (e.g., movement of a hand of the user relative to a shoulder of the user, movement of one hand of the user relative to another hand of the user, and/or movement of a finger of the user relative to another finger or portion of a hand of the user), and/or absolute motion of a portion of the user's body (e.g., a tap gesture that includes movement of a hand in a predetermined pose by a predetermined amount and/or speed, or a shake gesture that includes a predetermined speed or amount of rotation of a portion of the user's body).

In some embodiments in which the input gesture is an air gesture (e.g., in the absence of physical contact with an input device that provides the computer system with information about which user interface element is the target of the user input, such as contact with a user interface element displayed on a touchscreen, or contact with a mouse or trackpad to move a cursor to the user interface element), the gesture takes into account the user's attention (e.g., gaze) to determine the target of the user input (e.g., for direct inputs, as described below). Thus, in implementations involving air gestures, the input gesture is, for example, detected attention (e.g., gaze) toward the user interface element in combination (e.g., concurrent) with movement of a user's finger(s) and/or hands to perform a pinch and/or tap input, as described in more detail below.

In some embodiments, input gestures that are directed to a user interface object are performed directly or indirectly with reference to a user interface object. For example, a user input is performed directly on the user interface object in accordance with performing the input gesture with the user's hand at a position that corresponds to the position of the user interface object in the three-dimensional environment (e.g., as determined based on a current viewpoint of the user). In some embodiments, the input gesture is performed indirectly on the user interface object in accordance with the user performing the input gesture while a position of the user's hand is not at the position that corresponds to the position of the user interface object in the three-dimensional environment while detecting the user's attention (e.g., gaze) on the user interface object. For example, for direct input gesture, the user is enabled to direct the user's input to the user interface object by initiating the gesture at, or near, a position corresponding to the displayed position of the user interface object (e.g., within 0.5 cm, 1 cm, 5 cm, or a distance between 0-5 cm, as measured from an outer edge of the option or a center portion of the option). For an indirect input gesture, the user is enabled to direct the user's input to the user interface object by paying attention to the user interface object (e.g., by gazing at the user interface object) and, while paying attention to the option, the user initiates the input gesture (e.g., at any position that is detectable by the computer system) (e.g., at a position that does not correspond to the displayed position of the user interface object).

In some embodiments, input gestures (e.g., air gestures) used in the various examples and embodiments described herein include pinch inputs and tap inputs, for interacting with a virtual or mixed-reality environment, in accordance with some embodiments. For example, the pinch inputs and tap inputs described below are performed as air gestures.

In some embodiments, a pinch input is part of an air gesture that includes one or more of: a pinch gesture, a long pinch gesture, a pinch and drag gesture, or a double pinch gesture. For example, a pinch gesture that is an air gesture includes movement of two or more fingers of a hand to make contact with one another, that is, optionally, followed by an immediate (e.g., within 0-1 seconds) break in contact from each other. A long pinch gesture that is an air gesture includes movement of two or more fingers of a hand to make contact with one another for at least a threshold amount of time (e.g., at least 1 second), before detecting a break in contact with one another. For example, a long pinch gesture includes the user holding a pinch gesture (e.g., with the two or more fingers making contact), and the long pinch gesture continues until a break in contact between the two or more fingers is detected. In some embodiments, a double pinch gesture that is an air gesture comprises two (e.g., or more) pinch inputs (e.g., performed by the same hand) detected in immediate (e.g., within a predefined time period) succession of each other. For example, the user performs a first pinch input (e.g., a pinch input or a long pinch input), releases the first pinch input (e.g., breaks contact between the two or more fingers), and performs a second pinch input within a predefined time period (e.g., within 1 second or within 2 seconds) after releasing the first pinch input.

In some embodiments, a pinch and drag gesture that is an air gesture includes a pinch gesture (e.g., a pinch gesture or a long pinch gesture) performed in conjunction with (e.g., followed by) a drag input that changes a position of the user's hand from a first position (e.g., a start position of the drag) to a second position (e.g., an end position of the drag). In some embodiments, the user maintains the pinch gesture while performing the drag input, and releases the pinch gesture (e.g., opens their two or more fingers) to end the drag gesture (e.g., at the second position). In some embodiments, the pinch input and the drag input are performed by the same hand (e.g., the user pinches two or more fingers to make contact with one another and moves the same hand to the second position in the air with the drag gesture). In some embodiments, the pinch input is performed by a first hand of the user and the drag input is performed by the second hand of the user (e.g., the user's second hand moves from the first position to the second position in the air while the user continues the pinch input with the user's first hand. In some embodiments, an input gesture that is an air gesture includes inputs (e.g., pinch and/or tap inputs) performed using both of the user's two hands. For example, the input gesture includes two (e.g., or more) pinch inputs performed in conjunction with (e.g., concurrently with, or within a predefined time period of) each other. For example, a first pinch gesture performed using a first hand of the user (e.g., a pinch input, a long pinch input, or a pinch and drag input), and, in conjunction with performing the pinch input using the first hand, performing a second pinch input using the other hand (e.g., the second hand of the user's two hands). In some embodiments, movement between the user's two hands (e.g., to increase and/or decrease a distance or relative orientation between the user's two hands)

›DESCRIPTION OF EMBODIMENTS · 10 of 71

In some embodiments, a tap input (e.g., directed to a user interface element) performed as an air gesture includes movement of a user's finger(s) toward the user interface element, movement of the user's hand toward the user interface element optionally with the user's finger(s) extended toward the user interface element, a downward motion of a user's finger (e.g., mimicking a mouse click motion or a tap on a touchscreen), or other predefined movement of the user's hand. In some embodiments a tap input that is performed as an air gesture is detected based on movement characteristics of the finger or hand performing the tap gesture movement of a finger or hand away from the viewpoint of the user and/or toward an object that is the target of the tap input followed by an end of the movement. In some embodiments the end of the movement is detected based on a change in movement characteristics of the finger or hand performing the tap gesture (e.g., an end of movement away from the viewpoint of the user and/or toward the object that is the target of the tap input, a reversal of direction of movement of the finger or hand, and/or a reversal of a direction of acceleration of movement of the finger or hand).

In some embodiments, attention of a user is determined to be directed to a portion of the three-dimensional environment based on detection of gaze directed to the portion of the three-dimensional environment (optionally, without requiring other conditions). In some embodiments, attention of a user is determined to be directed to a portion of the three-dimensional environment based on detection of gaze directed to the portion of the three-dimensional environment with one or more additional conditions such as requiring that gaze is directed to the portion of the three-dimensional environment for at least a threshold duration (e.g., a dwell duration) and/or requiring that the gaze is directed to the portion of the three-dimensional environment while the viewpoint of the user is within a distance threshold from the portion of the three-dimensional environment in order for the device to determine that attention of the user is directed to the portion of the three-dimensional environment, where if one of the additional conditions is not met, the device determines that attention is not directed to the portion of the three-dimensional environment toward which gaze is directed (e.g., until the one or more additional conditions are met).

In some embodiments, the detection of a ready state configuration of a user or a portion of a user is detected by the computer system. Detection of a ready state configuration of a hand is used by a computer system as an indication that the user is likely preparing to interact with the computer system using one or more air gesture inputs performed by the hand (e.g., a pinch, tap, pinch and drag, double pinch, long pinch, or other air gesture described herein). For example, the ready state of the hand is determined based on whether the hand has a predetermined hand shape (e.g., a pre-pinch shape with a thumb and one or more fingers extended and spaced apart ready to make a pinch or grab gesture or a pre-tap with one or more fingers extended and palm facing away from the user), based on whether the hand is in a predetermined position relative to a viewpoint of the user (e.g., below the user's head and above the user's waist and extended out from the body by at least 15, 20, 25, 30, or 50 cm), and/or based on whether the hand has moved in a particular manner (e.g., moved toward a region in front of the user above the user's waist and below the user's head or moved away from the user's body or leg). In some embodiments, the ready state is used to determine whether interactive elements of the user interface respond to attention (e.g., gaze) inputs.

In some embodiments, the software may be downloaded to the controller 110 in electronic form, over a network, for example, or it may alternatively be provided on tangible, non-transitory media, such as optical, magnetic, or electronic memory media. In some embodiments, the database 408 is likewise stored in a memory associated with the controller 110 . Alternatively or additionally, some or all of the described functions of the computer may be implemented in dedicated hardware, such as a custom or semi-custom integrated circuit or a programmable digital signal processor (DSP). Although the controller 110 is shown in FIG. 4 , by way of example, as a separate unit from the image sensors 404 , some or all of the processing functions of the controller may be performed by a suitable microprocessor and software or by dedicated circuitry within the housing of the image sensors 404 (e.g., a hand tracking device) or otherwise associated with the image sensors 404 . In some embodiments, at least some of these processing functions may be carried out by a suitable processor that is integrated with the display generation component 120 (e.g., in a television set, a handheld device, or head-mounted device, for example) or with any other suitable computerized device, such as a game console or media player. The sensing functions of image sensors 404 may likewise be integrated into the computer or other computerized apparatus that is to be controlled by the sensor output.

FIG. 4 further includes a schematic representation of a depth map 410 captured by the image sensors 404 , in accordance with some embodiments. The depth map, as explained above, comprises a matrix of pixels having respective depth values. The pixels 412 corresponding to the hand 406 have been segmented out from the background and the wrist in this map. The brightness of each pixel within the depth map 410 corresponds inversely to its depth value, i.e., the measured z distance from the image sensors 404 , with the shade of gray growing darker with increasing depth. The controller 110 processes these depth values in order to identify and segment a component of the image (i.e., a group of neighboring pixels) having characteristics of a human hand. These characteristics, may include, for example, overall size, shape and motion from frame to frame of the sequence of depth maps.

›DESCRIPTION OF EMBODIMENTS · 11 of 71

FIG. 4 also schematically illustrates a hand skeleton 414 that controller 110 ultimately extracts from the depth map 410 of the hand 406 , in accordance with some embodiments. In FIG. 4 , the hand skeleton 414 is superimposed on a hand background 416 that has been segmented from the original depth map. In some embodiments, key feature points of the hand (e.g., points corresponding to knuckles, finger tips, center of the palm, or end of the hand connecting to wrist) and optionally on the wrist or arm connected to the hand are identified and located on the hand skeleton 414 . In some embodiments, location and movements of these key feature points over multiple image frames are used by the controller 110 to determine the hand gestures performed by the hand or the current state of the hand, in accordance with some embodiments.

FIG. 5 illustrates an example embodiment of the eye tracking device 130 ( FIG. 1 ). In some embodiments, the eye tracking device 130 is controlled by the eye tracking unit 243 ( FIG. 2 ) to track the position and movement of the user's gaze with respect to the scene 105 or with respect to the XR content displayed via the display generation component 120 . In some embodiments, the eye tracking device 130 is integrated with the display generation component 120 . For example, in some embodiments, when the display generation component 120 is a head-mounted device such as headset, helmet, goggles, or glasses, or a handheld device placed in a wearable frame, the head-mounted device includes both a component that generates the XR content for viewing by the user and a component for tracking the gaze of the user relative to the XR content. In some embodiments, the eye tracking device 130 is separate from the display generation component 120 . For example, when display generation component is a handheld device or a XR chamber, the eye tracking device 130 is optionally a separate device from the handheld device or XR chamber. In some embodiments, the eye tracking device 130 is a head-mounted device or part of a head-mounted device. In some embodiments, the head-mounted eye-tracking device 130 is optionally used in conjunction with a display generation component that is also head-mounted, or a display generation component that is not head-mounted. In some embodiments, the eye tracking device 130 is not a head-mounted device, and is optionally used in conjunction with a head-mounted display generation component. In some embodiments, the eye tracking device 130 is not a head-mounted device, and is optionally part of a non-head-mounted display generation component.

In some embodiments, the display generation component 120 uses a display mechanism (e.g., left and right near-eye display panels) for displaying frames including left and right images in front of a user's eyes to thus provide 3D virtual views to the user. For example, a head-mounted display generation component may include left and right optical lenses (referred to herein as eye lenses) located between the display and the user's eyes. In some embodiments, the display generation component may include or be coupled to one or more external video cameras that capture video of the user's environment for display. In some embodiments, a head-mounted display generation component may have a transparent or semi-transparent display through which a user may view the physical environment directly and display virtual objects on the transparent or semi-transparent display. In some embodiments, display generation component projects virtual objects into the physical environment. The virtual objects may be projected, for example, on a physical surface or as a holograph, so that an individual, using the system, observes the virtual objects superimposed over the physical environment. In such cases, separate display panels and image frames for the left and right eyes may not be necessary.

As shown in FIG. 5 , in some embodiments, eye tracking device 130 (e.g., a gaze tracking device) includes at least one eye tracking camera (e.g., infrared (IR) or near-IR (NIR) cameras), and illumination sources (e.g., IR or NIR light sources such as an array or ring of LEDs) that emit light (e.g., IR or NIR light) towards the user's eyes. The eye tracking cameras may be pointed towards the user's eyes to receive reflected IR or NTR light from the light sources directly from the eyes, or alternatively may be pointed towards “hot” mirrors located between the user's eyes and the display panels that reflect IR or NIR light from the eyes to the eye tracking cameras while allowing visible light to pass. The eye tracking device 130 optionally captures images of the user's eyes (e.g., as a video stream captured at 60-120 frames per second (fps)), analyze the images to generate gaze tracking information, and communicate the gaze tracking information to the controller 110 . In some embodiments, two eyes of the user are separately tracked by respective eye tracking cameras and illumination sources. In some embodiments, only one eye of the user is tracked by a respective eye tracking camera and illumination sources.

In some embodiments, the eye tracking device 130 is calibrated using a device-specific calibration process to determine parameters of the eye tracking device for the specific operating environment 100 , for example the 3D geometric relationship and parameters of the LEDs, cameras, hot mirrors (if present), eye lenses, and display screen. The device-specific calibration process may be performed at the factory or another facility prior to delivery of the AR/VR equipment to the end user. The device-specific calibration process may be an automated calibration process or a manual calibration process. A user-specific calibration process may include an estimation of a specific user's eye parameters, for example the pupil location, fovea location, optical axis, visual axis, and/or eye spacing. Once the device-specific and user-specific parameters are determined for the eye tracking device 130 , images captured by the eye tracking cameras can be processed using a glint-assisted method to determine the current visual axis and point of gaze of the user with respect to the display, in accordance with some embodiments.

›DESCRIPTION OF EMBODIMENTS · 12 of 71

As shown in FIG. 5 , the eye tracking device 130 (e.g., 130 A or 130 B) includes eye lens(es) 520 , and a gaze tracking system that includes at least one eye tracking camera 540 (e.g., infrared (IR) or near-IR (NIR) cameras) positioned on a side of the user's face for which eye tracking is performed, and an illumination source 530 (e.g., IR or NIR light sources such as an array or ring of NIR light-emitting diodes (LEDs)) that emit light (e.g., IR or NIR light) towards the user's eye(s) 592 . The eye tracking cameras 540 may be pointed towards mirrors 550 located between the user's eye(s) 592 and a display 510 (e.g., a left or right display panel of a head-mounted display, or a display of a handheld device, or a projector) that reflect IR or NIR light from the eye(s) 592 while allowing visible light to pass (e.g., as shown in the top portion of FIG. 5 ), or alternatively may be pointed towards the user's eye(s) 592 to receive reflected IR or NIR light from the eye(s) 592 (e.g., as shown in the bottom portion of FIG. 5 ).

In some embodiments, the controller 110 renders AR or VR frames 562 (e.g., left and right frames for left and right display panels) and provides the frames 562 to the display 510 . The controller 110 uses gaze tracking input 542 from the eye tracking cameras 540 for various purposes, for example in processing the frames 562 for display. The controller 110 optionally estimates the user's point of gaze on the display 510 based on the gaze tracking input 542 obtained from the eye tracking cameras 540 using the glint-assisted methods or other suitable methods. The point of gaze estimated from the gaze tracking input 542 is optionally used to determine the direction in which the user is currently looking.

The following describes several possible use cases for the user's current gaze direction, and is not intended to be limiting. As an example use case, the controller 110 may render virtual content differently based on the determined direction of the user's gaze. For example, the controller 110 may generate virtual content at a higher resolution in a foveal region determined from the user's current gaze direction than in peripheral regions. As another example, the controller may position or move virtual content in the view based at least in part on the user's current gaze direction. As another example, the controller may display particular virtual content in the view based at least in part on the user's current gaze direction. As another example use case in AR applications, the controller 110 may direct external cameras for capturing the physical environments of the XR experience to focus in the determined direction. The autofocus mechanism of the external cameras may then focus on an object or surface in the environment that the user is currently looking at on the display 510 . As another example use case, the eye lenses 520 may be focusable lenses, and the gaze tracking information is used by the controller to adjust the focus of the eye lenses 520 so that the virtual object that the user is currently looking at has the proper vergence to match the convergence of the user's eyes 592 . The controller 110 may leverage the gaze tracking information to direct the eye lenses 520 to adjust focus so that close objects that the user is looking at appear at the right distance.

In some embodiments, the eye tracking device is part of a head-mounted device that includes a display (e.g., display 510 ), two eye lenses (e.g., eye lens(es) 520 ), eye tracking cameras (e.g., eye tracking camera(s) 540 ), and light sources (e.g., light sources 530 (e.g., IR or NIR LEDs), mounted in a wearable housing. The light sources emit light (e.g., IR or NIR light) towards the user's eye(s) 592 . In some embodiments, the light sources may be arranged in rings or circles around each of the lenses as shown in FIG. 5 . In some embodiments, eight light sources 530 (e.g., LEDs) are arranged around each lens 520 as an example. However, more or fewer light sources 530 may be used, and other arrangements and locations of light sources 530 may be used.

In some embodiments, the display 510 emits light in the visible light range and does not emit light in the IR or NIR range, and thus does not introduce noise in the gaze tracking system. Note that the location and angle of eye tracking camera(s) 540 is given by way of example, and is not intended to be limiting. In some embodiments, a single eye tracking camera 540 is located on each side of the user's face. In some embodiments, two or more NIR cameras 540 may be used on each side of the user's face. In some embodiments, a camera 540 with a wider field of view (FOV) and a camera 540 with a narrower FOV may be used on each side of the user's face. In some embodiments, a camera 540 that operates at one wavelength (e.g., 850 nm) and a camera 540 that operates at a different wavelength (e.g., 940 nm) may be used on each side of the user's face.

Embodiments of the gaze tracking system as illustrated in FIG. 5 may, for example, be used in computer-generated reality, virtual reality, and/or mixed reality applications to provide computer-generated reality, virtual reality, augmented reality, and/or augmented virtuality experiences to the user.

FIG. 6 illustrates a glint-assisted gaze tracking pipeline, in accordance with some embodiments. In some embodiments, the gaze tracking pipeline is implemented by a glint-assisted gaze tracking system (e.g., eye tracking device 130 as illustrated in FIGS. 1 and 5 ). The glint-assisted gaze tracking system may maintain a tracking state. Initially, the tracking state is off or “NO”. When in the tracking state, the glint-assisted gaze tracking system uses prior information from the previous frame when analyzing the current frame to track the pupil contour and glints in the current frame. When not in the tracking state, the glint-assisted gaze tracking system attempts to detect the pupil and glints in the current frame and, if successful, initializes the tracking state to “YES” and continues with the next frame in the tracking state.

›DESCRIPTION OF EMBODIMENTS · 13 of 71

As shown in FIG. 6 , the gaze tracking cameras may capture left and right images of the user's left and right eyes. The captured images are then input to a gaze tracking pipeline for processing beginning at 610 . As indicated by the arrow returning to element 600 , the gaze tracking system may continue to capture images of the user's eyes, for example at a rate of 60 to 120 frames per second. In some embodiments, each set of captured images may be input to the pipeline for processing. However, in some embodiments or under some conditions, not all captured frames are processed by the pipeline.

At 610 , for the current captured images, if the tracking state is YES, then the method proceeds to element 640 . At 610 , if the tracking state is NO, then as indicated at 620 the images are analyzed to detect the user's pupils and glints in the images. At 630 , if the pupils and glints are successfully detected, then the method proceeds to element 640 . Otherwise, the method returns to element 610 to process next images of the user's eyes.

At 640 , if proceeding from element 610 , the current frames are analyzed to track the pupils and glints based in part on prior information from the previous frames. At 640 , if proceeding from element 630 , the tracking state is initialized based on the detected pupils and glints in the current frames. Results of processing at element 640 are checked to verify that the results of tracking or detection can be trusted. For example, results may be checked to determine if the pupil and a sufficient number of glints to perform gaze estimation are successfully tracked or detected in the current frames. At 650 , if the results cannot be trusted, then the tracking state is set to NO at element 660 , and the method returns to element 610 to process next images of the user's eyes. At 650 , if the results are trusted, then the method proceeds to element 670 . At 670 , the tracking state is set to YES (if not already YES), and the pupil and glint information is passed to element 680 to estimate the user's point of gaze.

FIG. 6 is intended to serve as one example of eye tracking technology that may be used in a particular implementation. As recognized by those of ordinary skill in the art, other eye tracking technologies that currently exist or are developed in the future may be used in place of or in combination with the glint-assisted eye tracking technology describe herein in the computer system 101 for providing XR experiences to users, in accordance with various embodiments.

In some embodiments, the captured portions of real world environment 602 are used to provide a XR experience to the user, for example, a mixed reality environment in which one or more virtual objects are superimposed over representations of real world environment 602 .

Thus, the description herein describes some embodiments of three-dimensional environments (e.g., XR environments) that include representations of real world objects and representations of virtual objects. For example, a three-dimensional environment optionally includes a representation of a table that exists in the physical environment, which is captured and displayed in the three-dimensional environment (e.g., actively via cameras and displays of an computer system, or passively via a transparent or translucent display of the computer system). As described previously, the three-dimensional environment is optionally a mixed reality system in which the three-dimensional environment is based on the physical environment that is captured by one or more sensors of the computer system and displayed via a display generation component. As a mixed reality system, the computer system is optionally able to selectively display portions and/or objects of the physical environment such that the respective portions and/or objects of the physical environment appear as if they exist in the three-dimensional environment displayed by the computer system. Similarly, the computer system is optionally able to display virtual objects in the three-dimensional environment to appear as if the virtual objects exist in the real world (e.g., physical environment) by placing the virtual objects at respective locations in the three-dimensional environment that have corresponding locations in the real world. For example, the computer system optionally displays a vase such that it appears as if a real vase is placed on top of a table in the physical environment. In some embodiments, a respective location in the three-dimensional environment has a corresponding location in the physical environment. Thus, when the computer system is described as displaying a virtual object at a respective location with respect to a physical object (e.g., such as a location at or near the hand of the user, or at or near a physical table), the computer system displays the virtual object at a particular location in the three-dimensional environment such that it appears as if the virtual object is at or near the physical object in the physical world (e.g., the virtual object is displayed at a location in the three-dimensional environment that corresponds to a location in the physical environment at which the virtual object would be displayed if it were a real object at that particular location).

In some embodiments, real world objects that exist in the physical environment that are displayed in the three-dimensional environment (e.g., and/or visible via the display generation component) can interact with virtual objects that exist only in the three-dimensional environment. For example, a three-dimensional environment can include a table and a vase placed on top of the table, with the table being a view of (or a representation of) a physical table in the physical environment, and the vase being a virtual object.

Similarly, a user is optionally able to interact with virtual objects in the three-dimensional environment using one or more hands as if the virtual objects were real objects in the physical environment. For example, as described above, one or more sensors of the computer system optionally capture one or more of the hands of the user and display representations of the hands of the user in the three-dimensional environment (e.g., in a manner similar to displaying a real world object in three-dimensional environment described above), or in some embodiments, the hands of the user are visible via the display generation component via the ability to see the physical environment through the user interface due to the transparency/translucency of a portion of the display generation component that is displaying the user interface or due to projection of the user interface onto a transparent/translucent surface or projection of the user interface onto the user's eye or into a field of view of the user's eye. Thus, in some embodiments, the hands of the user are displayed at a respective location in the three-dimensional environment and are treated as if they were objects in the three-dimensional environment that are able to interact with the virtual objects in the three-dimensional environment as if they were physical objects in the physical environment. In some embodiments, the computer system is able to update display of the representations of the user's hands in the three-dimensional environment in conjunction with the movement of the user's hands in the physical environment.

›DESCRIPTION OF EMBODIMENTS · 14 of 71

In some of the embodiments described below, the computer system is optionally able to determine the “effective” distance between physical objects in the physical world and virtual objects in the three-dimensional environment, for example, for the purpose of determining whether a physical object is directly interacting with a virtual object (e.g., whether a hand is touching, grabbing, or holding, a virtual object or within a threshold distance of a virtual object). For example, a hand directly interacting with a virtual object optionally includes one or more of a finger of a hand pressing a virtual button, a hand of a user grabbing a virtual vase, two fingers of a hand of the user coming together and pinching/holding a user interface of an application, and any of the other types of interactions described here. For example, the computer system optionally determines the distance between the hands of the user and virtual objects when determining whether the user is interacting with virtual objects and/or how the user is interacting with virtual objects. In some embodiments, the computer system determines the distance between the hands of the user and a virtual object by determining the distance between the location of the hands in the three-dimensional environment and the location of the virtual object of interest in the three-dimensional environment. For example, the one or more hands of the user are located at a particular position in the physical world, which the computer system optionally captures and displays at a particular corresponding position in the three-dimensional environment (e.g., the position in the three-dimensional environment at which the hands would be displayed if the hands were virtual, rather than physical, hands). The position of the hands in the three-dimensional environment is optionally compared with the position of the virtual object of interest in the three-dimensional environment to determine the distance between the one or more hands of the user and the virtual object. In some embodiments, the computer system optionally determines a distance between a physical object and a virtual object by comparing positions in the physical world (e.g., as opposed to comparing positions in the three-dimensional environment). For example, when determining the distance between one or more hands of the user and a virtual object, the computer system optionally determines the corresponding location in the physical world of the virtual object (e.g., the position at which the virtual object would be located in the physical world if it were a physical object rather than a virtual object), and then determines the distance between the corresponding physical position and the one of more hands of the user. In some embodiments, the same techniques are optionally used to determine the distance between any physical object and any virtual object. Thus, as described herein, when determining whether a physical object is in contact with a virtual object or whether a physical object is within a threshold distance of a virtual object, the computer system optionally performs any of the techniques described above to map the location of the physical object to the three-dimensional environment and/or map the location of the virtual object to the physical environment.

In some embodiments, the same or similar technique is used to determine where and what the gaze of the user is directed to and/or where and at what a physical stylus held by a user is pointed. For example, if the gaze of the user is directed to a particular position in the physical environment, the computer system optionally determines the corresponding position in the three-dimensional environment (e.g., the virtual position of the gaze), and if a virtual object is located at that corresponding virtual position, the computer system optionally determines that the gaze of the user is directed to that virtual object. Similarly, the computer system is optionally able to determine, based on the orientation of a physical stylus, to where in the physical environment the stylus is pointing. In some embodiments, based on this determination, the computer system determines the corresponding virtual position in the three-dimensional environment that corresponds to the location in the physical environment to which the stylus is pointing, and optionally determines that the stylus is pointing at the corresponding virtual position in the three-dimensional environment.

Similarly, the embodiments described herein may refer to the location of the user (e.g., the user of the computer system) and/or the location of the computer system in the three-dimensional environment. In some embodiments, the user of the computer system is holding, wearing, or otherwise located at or near the computer system. Thus, in some embodiments, the location of the computer system is used as a proxy for the location of the user. In some embodiments, the location of the computer system and/or user in the physical environment corresponds to a respective location in the three-dimensional environment. For example, the location of the computer system would be the location in the physical environment (and its corresponding location in the three-dimensional environment) from which, if a user were to stand at that location facing a respective portion of the physical environment that is visible via the display generation component, the user would see the objects in the physical environment in the same positions, orientations, and/or sizes as they are displayed by or visible via the display generation component of the computer system in the three-dimensional environment (e.g., in absolute terms and/or relative to each other). Similarly, if the virtual objects displayed in the three-dimensional environment were physical objects in the physical environment (e.g., placed at the same locations in the physical environment as they are in the three-dimensional environment, and having the same sizes and orientations in the physical environment as in the three-dimensional environment), the location of the computer system and/or user is the position from which the user would see the virtual objects in the physical environment in the same positions, orientations, and/or sizes as they are displayed by the display generation component of the computer system in the three-dimensional environment (e.g., in absolute terms and/or relative to each other and the real world objects).

›DESCRIPTION OF EMBODIMENTS · 15 of 71

In the present disclosure, various input methods are described with respect to interactions with a computer system. When an example is provided using one input device or input method and another example is provided using another input device or input method, it is to be understood that each example may be compatible with and optionally utilizes the input device or input method described with respect to another example. Similarly, various output methods are described with respect to interactions with a computer system. When an example is provided using one output device or output method and another example is provided using another output device or output method, it is to be understood that each example may be compatible with and optionally utilizes the output device or output method described with respect to another example. Similarly, various methods are described with respect to interactions with a virtual environment or a mixed reality environment through a computer system. When an example is provided using interactions with a virtual environment and another example is provided using mixed reality environment, it is to be understood that each example may be compatible with and optionally utilizes the methods described with respect to another example. As such, the present disclosure discloses embodiments that are combinations of the features of multiple examples, without exhaustively listing all features of an embodiment in the description of each example embodiment.

User Interfaces and Associated Processes

Attention is now directed towards embodiments of user interfaces (“UI”) and associated processes that may be implemented on a computer system, such as portable multifunction device or a head-mounted device, with a display generation component, one or more input devices, and (optionally) one or cameras.

FIGS. 7 A- 7 F illustrate examples of a computer system selectively recentering virtual content to a viewpoint of a user in accordance with some embodiments.

FIG. 7 A illustrates a three-dimensional environment 702 visible via a display generation component (e.g., display generation component 120 of FIG. 1 ) of a computer system 101 , the three-dimensional environment 702 visible from a viewpoint 726 a of a user illustrated in the overhead view (e.g., facing the back wall of the physical environment in which computer system 101 is located, and near the back left corner of the physical environment). As described above with reference to FIGS. 1 - 6 , the computer system 101 optionally includes a display generation component (e.g., a touch screen) and a plurality of image sensors (e.g., image sensors 314 of FIG. 3 ). The image sensors optionally include one or more of a visible light camera, an infrared camera, a depth sensor, or any other sensor the computer system 101 would be able to use to capture one or more images of a user or a part of the user (e.g., one or more hands of the user) while the user interacts with the computer system 101 . In some embodiments, the user interfaces illustrated and described below could also be implemented on a head-mounted display that includes a display generation component that displays the user interface or three-dimensional environment to the user, and sensors to detect the physical environment and/or movements of the user's hands (e.g., external sensors facing outwards from the user), and/or gaze of the user (e.g., internal sensors facing inwards towards the face of the user).

As shown in FIG. 7 A , computer system 101 captures one or more images of the physical environment around computer system 101 (e.g., operating environment 100 ), including one or more objects in the physical environment around computer system 101 . In some embodiments, computer system 101 displays representations of the physical environment in three-dimensional environment 702 and/or the physical environment is visible in the three-dimensional environment 702 via the display generation component 120 . For example, three-dimensional environment 702 visible via display generation component 120 includes representations of the physical floor and back and side walls of the room in which computer system 101 is located. Three-dimensional environment 702 also includes sofa 724 b (shown in the overhead view), which is not visible via the display generation component 120 from the viewpoint 726 a of the user in FIG. 7 A .

In FIG. 7 A , three-dimensional environment 702 also includes virtual objects 712 a (corresponding to object 712 b in the overhead view), and 714 a (corresponding to object 714 b in the overhead view) that are visible from viewpoint 726 a . Three-dimensional environment 702 also includes virtual object 710 b (shown in the overhead view), which is not visible via the display generation component 120 from the viewpoint 726 a of the user in FIG. 7 A . In FIG. 7 A , objects 712 a , 714 a and 710 b are two-dimensional objects. It is understood that the examples of the disclosure optionally apply equally to three-dimensional objects. Virtual objects 712 a , 714 a and 710 b are optionally one or more of user interfaces of applications (e.g., messaging user interfaces or content browsing user interfaces), three-dimensional objects (e.g., virtual clocks, virtual balls, or virtual cars) or any other element displayed by computer system 101 that is not included in the physical environment of computer system 101 .

In some embodiments, virtual objects that were last placed or repositioned from a particular prior viewpoint (or multiple prior viewpoints) of the user can be recentered to a new, current viewpoint of the user, as will be described in more detail below. For example, in FIG. 7 A , virtual objects 712 a , 714 a and 710 a were placed and/or positioned at their current locations and/or orientations in three-dimensional environment 702 —as reflected in the overhead view—from viewpoint 726 a of the user. Further, virtual object 712 a has been snapped or anchored to the back wall of the physical environment, as shown in FIG. 7 A . A virtual object optionally becomes snapped or anchored to a physical object in response to being moved, in response to user input, to a location within a threshold distance (e.g., 0.1, 0.3, 0.5, 1, 3, 5, 10, 20, 50 or 100 cm) of the physical object in three-dimensional environment 702 , as described in more detail with reference to method 800 . Further, in some embodiments, computer system 101 displays a visual indication in three-dimensional environment 702 that indicates that a virtual object is snapped or anchored to a physical object. For example, in FIG. 7 A , computer system 101 is displaying a virtual drop shadow 713 on the back wall of the room of the physical environment as if generated by virtual object 712 a (e.g., the virtual object that is snapped or anchored to the physical object). In some embodiments, computer system 101 does not display such a visual indication for virtual object 714 a , because it is optionally not snapped to or anchored to a physical object.

›DESCRIPTION OF EMBODIMENTS · 16 of 71

In FIG. 7 B , viewpoint 726 a of the user in three-dimensional environment 702 has changed to be further away from the back and left walls of the room of the physical environment, and more towards the center of the room as shown in the overhead view. Viewpoint 726 b in the overhead view corresponds to the previous viewpoint of the user shown in FIG. 7 A . The viewpoint 726 a of the user optionally changes in ways described with reference to method 800 , including movement of the user in the physical environment of the user towards the center of the room in the physical environment. Viewpoint 726 a of the user in FIG. 7 B is still oriented towards the back wall of the room.

From viewpoint 726 a shown in FIG. 7 B , virtual objects 710 a , 712 a and 714 a (which were last placed or positioned in three-dimensional environment 702 from viewpoint 726 b , as described with reference to FIG. 7 A ) are displayed at their same locations and/or orientations in three-dimensional environment 702 , just from a greater distance from viewpoint 726 a . Further, the user has placed or positioned virtual objects 706 a (corresponding to 706 b in the overhead view) and 708 a (corresponding to 708 b in the overhead view) in three-dimensional environment 702 from viewpoint 726 a in FIG. 7 B .

In FIG. 7 B , computer system 101 detects an input to recenter one or more virtual objects to viewpoint 726 a of the user (e.g., selection of a physical button of computer system 101 ), such as described in more detail with reference to method 800 . In some embodiments, virtual objects 706 a and 708 a are not moved in three-dimensional environment 702 in response to the input, because those virtual objects were last placed or repositioned in three-dimensional environment from the current viewpoint 726 a of the user. However, one or more virtual objects that were last placed or repositioned in three-dimensional environment 702 from prior viewpoint(s) of the user (e.g., viewpoint 726 b ) are optionally recentered to viewpoint 726 a , as will be described below and as described in more detail with reference to method 800 .

For example, FIG. 7 C illustrates an example result of the input illustrated in FIG. 7 B . In FIG. 7 C , objects 706 a and 708 a have remained at their locations and/or orientations in three-dimensional environment 702 in response to the recentering input. Object 712 a , despite having been last placed or repositioned in three-dimensional environment 702 from prior viewpoint 726 b , has also remained at its location and/or orientation in three-dimensional environment 702 in response to the recentering input, because object 712 a is snapped or anchored to the back wall of the physical environment of computer system 101 .

In contrast, objects 710 b and 714 a have been recentered to viewpoint 726 a of the user. In some embodiments, the relative locations and/or orientations of objects 710 b and 714 a relative to viewpoint 726 a are the same as the relative locations and/or orientations of objects 710 b and 714 a relative to viewpoint 726 b . For example, object 714 a is optionally displayed at the same location relative to viewpoint 726 a in FIG. 7 C as it was in FIG. 7 A -additionally, object 710 b is optionally not visible from viewpoint 726 a in FIG. 7 C as it was in FIG. 7 A . Further, the spatial arrangement of objects 710 b and 714 a relative to one another is optionally also maintained before and after the recentering input. Additional details about the movements of objects 710 b and 714 a in response to the recentering input are described with reference to method 800 . In this way, virtual objects associated with prior viewpoints of the user can be easily moved to the current viewpoint of the user to facilitate interaction with and/or visibility of those virtual objects.

In some embodiments, simulated environments can also be recentered to a new, current viewpoint of the user in ways similar to the ways in which virtual objects are recentered to such a viewpoint. For example, in FIG. 7 D , the viewpoint 726 a of the user is as shown in the overhead view. The user has provided input to place or reposition virtual objects 706 a and 708 a at their current positions and/or orientations in three-dimensional environment 702 from viewpoint 726 a as shown in FIG. 7 D . Further, the user has provided input to cause computer system to display simulated environment 703 from viewpoint 726 a . Simulated environment 703 optionally consumes a portion of three-dimensional environment 702 , as shown in the overhead view. Additional details about simulated environment 703 are described with reference to method 800 .

In FIG. 7 E , viewpoint 726 a has changed to that illustrated in the overhead view (e.g., moved down and oriented towards the left wall rather than the back wall in the physical environment). Viewpoint 726 a optionally moves in the ways previously described and/or as described with reference to method 800 . Virtual objects 706 a and 708 a are no longer visible via the display generation component 120 . Further, in some embodiments, computer system 101 removes simulated environment 703 from three-dimensional environment 702 in response to the movement of the viewpoint 726 a of the user, as shown in the overhead view. In some embodiments, computer system 101 maintains simulated environment 703 in three-dimensional environment 702 in response to the movement of the viewpoint 726 a of the user, though simulated environment 703 is no longer in the field of view of the three-dimensional environment 702 from the current viewpoint 726 a of the user. In FIG. 7 E , virtual objects 706 b and 708 b are also not in the field of view of the three-dimensional environment 702 from the current viewpoint 726 a of the user.

In FIG. 7 E , computer system 101 is able to detect at least two different inputs: 1) a recentering input (e.g., as described previously); or 2) an input to increase a level of immersion at which three-dimensional environment 702 is displayed. Immersion and levels of immersion are described in more detail with reference to method 800 . The recentering input is optionally depression of an input element (e.g., a depressible dial that is also rotatable, as will be described below). The input to increase the level of immersion is optionally rotation of the input element in a particular direction. Additional details about the above inputs are provided with reference to method 800 . Computer system 101 optionally responds differently to the two inputs above, as described below.

›DESCRIPTION OF EMBODIMENTS · 17 of 71

FIG. 7 F illustrates an example result of the recentering input described with reference to FIG. 7 E . In FIG. 7 F , objects 706 a and 708 a have been recentered to viewpoint 726 a of the user. In some embodiments, the relative locations and/or orientations of objects 706 a and 708 a relative to viewpoint 726 a in FIG. 7 F are the same as the relative locations and/or orientations of objects 706 a and 708 a relative to viewpoint 726 a in FIG. 7 D . For example, object 706 a is optionally displayed at the same location relative to viewpoint 726 a in FIG. 7 F as it was in FIG. 7 D . Further, the relative spatial arrangement of objects 706 a and 708 a relative to one another is optionally also maintained before and after the recentering input. Additional details about the movements of objects 706 a and 708 a in response to the recentering input are described with reference to method 800 .

In addition to objects 706 a and 708 a becoming recentered to viewpoint 726 a in FIG. 7 F in response to the recentering input, computer system 101 redisplays simulated environment 703 in three-dimensional environment 702 . As shown in FIG. 7 F , computer system 101 has placed simulated environment 703 at a different position in three-dimensional environment 702 (e.g., occupies a different portion of three-dimensional environment 702 ) than it was in FIG. 7 D . In some embodiments, the position and/or orientation of simulated environment 703 is based on the location and/or orientation of viewpoint 726 a in FIG. 7 F . For example, simulated environment 703 is optionally placed at the same distance from viewpoint 726 a in FIG. 7 F as it was from viewpoint 726 a in FIG. 7 D . Additionally or alternatively, simulated environment 703 is optionally centered on viewpoint 726 a in FIG. 7 F and/or is oriented towards viewpoint 726 a in FIG. 7 F (e.g., the orientation of viewpoint 726 a is directed towards the center of simulated environment 703 and/or the orientation of simulated environment 703 is directed towards viewpoint 726 a ). Additional details about the display of simulated environment 703 in response to the recentering input are provided with reference to method 800 .

In contrast to the recentering input, if computer system 101 in FIG. 7 E had detected an input to increase the level of immersion at which computer system was displaying three-dimensional environment 702 , computer system 101 would have optionally redisplayed simulated environment 703 in the ways described above-however, virtual objects 706 a and 708 a would have optionally not been recentered to the viewpoint 726 a in FIG. 7 F . For example, objects 706 a and 708 a would have optionally remained at their positions and/or orientations in three-dimensional environment illustrated in FIG. 7 E . Additional details of the response of computer system 101 to detecting such an input to increase the level of immersion of three-dimensional environment 702 are provided with reference to method 800 .

FIGS. 8 A- 8 I is a flowchart illustrating an exemplary method of selectively recentering virtual content to a viewpoint of a user in accordance with some embodiments. In some embodiments, the method 800 is performed at a computer system (e.g., computer system 101 in FIG. 1 such as a tablet, smartphone, wearable computer, or head mounted device) including a display generation component (e.g., display generation component 120 in FIGS. 1 , 3 , and 4 ) (e.g., a heads-up display, a display, a touchscreen, or a projector) and one or more cameras (e.g., a camera (e.g., color sensors, infrared sensors, and other depth-sensing cameras) that points downward at a user's hand or a camera that points forward from the user's head). In some embodiments, the method 800 is governed by instructions that are stored in a non-transitory computer-readable storage medium and that are executed by one or more processors of a computer system, such as the one or more processors 202 of computer system 101 (e.g., control unit 110 in FIG. 1 A ). Some operations in method 800 are, optionally, combined and/or the order of some operations is, optionally, changed.

In some embodiments, method 800 is performed at a computer system (e.g., 101 ) in communication with a display generation component and one or more input devices. For example, a mobile device (e.g., a tablet, a smartphone, a media player, or a wearable device), or a computer or other electronic device. In some embodiments, the display generation component is a display integrated with the electronic device (optionally a touch screen display), external display such as a monitor, projector, television, or a hardware component (optionally integrated or external) for projecting a user interface or causing a user interface to be visible to one or more users. In some embodiments, the one or more input devices include an electronic device or component capable of receiving a user input (e.g., capturing a user input or detecting a user input) and transmitting information associated with the user input to the computer system. Examples of input devices include a touch screen, mouse (e.g., external), trackpad (optionally integrated or external), touchpad (optionally integrated or external), remote control device (e.g., external), another mobile device (e.g., separate from the computer system), a handheld device (e.g., external), a controller (e.g., external), a camera, a depth sensor, an eye tracking device, and/or a motion sensor (e.g., a hand tracking device, a hand motion sensor). In some embodiments, the computer system is in communication with a hand tracking device (e.g., one or more cameras, depth sensors, proximity sensors, touch sensors (e.g., a touch screen, trackpad). In some embodiments, the hand tracking device is a wearable device, such as a smart glove. In some embodiments, the hand tracking device is a handheld input device, such as a remote control or stylus.

In some embodiments, while a three-dimensional environment (e.g., 702 ) is visible via the display generation component (e.g., the three-dimensional environment is generated, displayed, or otherwise caused to be viewable by the computer system (e.g., a computer-generated reality (CGR) environment such as a virtual reality (VR) environment, a mixed reality (MR) environment, or an augmented reality (AR) environment)), the three-dimensional environment including a first virtual object having a first spatial arrangement relative to a first viewpoint of a user of the three-dimensional environment which is a current viewpoint of the user of the computer system, such as objects 706 a - 714 a relative to the viewpoint 726 a in FIG. 7 B (e.g., the first virtual object is a certain distance from the current viewpoint of the user, and a certain orientation relative to the current viewpoint of the user (e.g., higher and to the right of the current viewpoint of the user). In some embodiments, the first virtual object was placed at its current location in the three-dimensional environment by the user of the computer system, whether the viewpoint of the user was the current viewpoint of the user or a previous viewpoint of the user. In some embodiments, the first viewpoint of the user corresponds to a current location and/or orientation of the user in a physical environment of the user, computer system and/or display generation component, and the computer system displays at least some portions of the three-dimensional environment from a viewpoint corresponding to the current location and/or orientation of the user in the physical environment. In some embodiments, the first virtual object is a user interface of an application, a representation of content (e.g., image, video, audio, or music), a three-dimensional rendering of an object (e.g., a tent, a building, or a car) or any other object that does not exist in the physical environment of the user), the computer system (e.g., 101 ) receives ( 802 a ), via the one or more input devices, a first input corresponding to a request to update a spatial arrangement of one or more virtual objects relative to the first viewpoint of the user to satisfy a first set of one or more criteria that specify a range of distances or a range of orientations of the one or more virtual objects relative to the first viewpoint of the user, such as in the input detected in FIG. 7 B (e.g., a “recentering” input, as described in more detail below and/or methods 1000 and/or 1400 ). In some embodiments, the three-dimensional environment includes one or more virtual objects (e.g., the first virtual object), such as application windows, operating system elements, representations of other users, and/or content items. In some embodiments, the three-dimensional environment includes representations of physical objects in the physical environment of the computer system. In some embodiments, the representations of physical objects are displayed in the three-dimensional environment via the display generation component (e.g., virtual or video passthrough). In some embodiments, the representations of physical objects are views of the physical objects in the physical environment of the computer system visible through a transparent portion of the display generation component (e.g., true or real passthrough). In some embodiments, the computer system displays the three-dimensional environment from the viewpoint of the user at a location in the three-dimensional environment corresponding to the physical location of the computer system, user and/or display generation component in the physical environment of the computer system. In some embodiments, the input corresponding to the request to update the spatial arrangement of the objects relative to the viewpoint of the user to satisfy the first one or more criteria is an input directed to a hardware button, or switch. in communication with (e.g., incorporated with) the computer system. In some embodiments, the first input is an input directed to a selectable option displayed via the display generation component. In some embodiments, the first one or more criteria include criteria satisfied when an interactive portion of the virtual objects are oriented towards the viewpoint of the user, the virtual objects do not obstruct the view of other virtual objects from the viewpoint of the user, the virtual objects are within a threshold distance (e.g., 10, 20, 30, 40, 50, 100, 200, 300, 400, 500, 1000 or 2000 centimeters) of the viewpoint of the user, and/or the virtual objects are within a threshold distance (e.g., 1, 5, 10, 20, 30, 40, 50, 100, 200, 300, 400, 500, 1000 or 2000 centimeters) of each other, and/or the like. In some embodiments, the first input is different from an input requesting to update the positions of one or more objects in the three-dimensional environment (e.g., relative to the viewpoint of the user), such as inputs for manually moving the objects in the three-dimensional environment.

›DESCRIPTION OF EMBODIMENTS · 18 of 71

In some embodiments, in response to receiving the first input ( 802 b ), in accordance with a determination that the first virtual object satisfies a second set of one or more criteria, such as objects 714 a and 710 a in FIG. 7 B (e.g., as will be described in more detail below, the second one or more criteria are optionally satisfied when the first virtual object was last placed or moved in the three-dimensional environment while the viewpoint of the user was a different viewpoint than the first viewpoint and/or when the prior viewpoint from which the first virtual object was last placed or moved in the three-dimensional environment is greater than a threshold distance (e.g., 1, 3, 5, 10, 20, 30, 50, 100, 200, 500 or 1000 cm) from the first viewpoint), the computer system (e.g., 101 ) displays ( 802 c ), in the three-dimensional environment, the first virtual object having a second spatial arrangement, different from the first spatial arrangement, relative to the first viewpoint of the user, wherein the second spatial arrangement of the first virtual object satisfies the first set of one or more criteria, such as objects 714 a and 710 a in FIG. 7 C . In some embodiments, displaying the first virtual object with the second spatial arrangement includes updating the location (e.g., and/or pose) of the first virtual object while maintaining the first viewpoint of the user at a constant location in the three-dimensional environment. In some embodiments, in response to the first input, the computer system updates the position of the first virtual object from a location not necessarily oriented around the first viewpoint of the user to a location oriented around the first viewpoint of the user.

In some embodiments, in response to receiving the first input ( 802 b ), in accordance with a determination that the first virtual object does not satisfy the second set of one or more criteria, such as objects 706 a and 708 a in FIG. 7 B , the computer system (e.g., 101 ) maintains ( 802 d ) the first spatial arrangement of the first virtual object in the three-dimensional environment relative to the first viewpoint of the user, such as shown with objects 706 a and 708 a in FIG. 7 C (e.g., not changing the location of the first virtual object in the three-dimensional environment). In some embodiments, the first virtual object is visible via the display generation component from the current viewpoint of the user. In some embodiments, the first virtual object is not visible via the display generation component from the current viewpoint of the user. In some embodiments, the computer system similarly changes (or does not change) the locations of other virtual objects in the three-dimensional environment in response to the first input. In some embodiments, inputs described with reference to method 800 are or include air gesture inputs. Changing the location of some, but not all, objects in the three-dimensional environment in response to the first input reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, when the first input is detected, the three-dimensional environment includes the first virtual object and a second virtual object, such as objects 714 a and 706 a in FIG. 7 B , respectively (e.g., having one or more characteristics of the first virtual object), the second virtual object having a third spatial arrangement relative to the first viewpoint of the user (e.g., the second virtual object is a certain distance from the current viewpoint of the user, and a certain orientation relative to the current viewpoint of the user) ( 804 a ).

In some embodiments, in response to receiving the first input, the first virtual object has the second spatial arrangement relative to the first viewpoint of the user and the second virtual object has the third spatial arrangement relative to the user ( 804 b ), such as shown with objects 714 a and 706 a in FIG. 7 C . In some embodiments, the first virtual object is recentered in response to the first input as described above, but the second virtual object is not recentered in response to the first input (e.g., remains at its current location and/or orientation relative to the first viewpoint of the user). In some embodiments, the second virtual object is not recentered because its current location and/or orientation already satisfy the first set of one or more criteria. In some embodiments, the second virtual object is not recentered because it was last placed or positioned in the three-dimensional environment from the first viewpoint of the user or is anchored to a physical object, both of which are described in greater detail below. Changing the location of some, but not all, objects in the three-dimensional environment in response to the first input reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, the second set of one or more criteria include a criterion that is not satisfied when the first virtual object was last placed or moved in the three-dimensional environment from a viewpoint that satisfies a third set of one or more criteria relative to the first viewpoint of the user, such as objects 706 a and 708 a being last placed or moved in environment 702 from viewpoint 726 a in FIG. 7 B (e.g., corresponding to a current physical position or orientation of the user in a physical environment of the user) ( 806 ). In some embodiments, the current viewpoint of the user (e.g., the location and/or orientation of the current viewpoint) correspond to a current location and/or orientation of the user (e.g., the head or torso of the user) in the physical environment of the user. In some embodiments, virtual objects that were last placed or positioned in the three-dimensional environment from the first viewpoint of the user (e.g., within a threshold distance of and/or within a threshold orientation of the current viewpoint of the user, as described in more detail below) are not recentered in response to the first input, whereas virtual objects that were last placed or positioned in the three-dimensional environment from a viewpoint different from the first viewpoint of the user (or sufficiently different in location and/or orientation from the first viewpoint of the user) are recentered in response to the first input. Changing the location of objects last placed or positioned from a prior viewpoint of the user in the three-dimensional environment in response to the first input reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

›DESCRIPTION OF EMBODIMENTS · 19 of 71

In some embodiments, the third set of one or more criteria include a criterion that is satisfied when the viewpoint is within a threshold distance (e.g., 3, 5, 50, 100, 1000, 5000 or 10000 cm) of the first viewpoint ( 808 ), such as if objects 706 a and 708 a were last placed or moved in environment 702 from a viewpoint within the threshold distance of viewpoint 726 a in FIG. 7 B . Thus, in some embodiments, if the viewpoint from which the first virtual object was last placed or positioned in the three-dimensional environment is further than the threshold distance from the current viewpoint of the user, the criterion is not satisfied, and if the viewpoint from which the first virtual object was last placed or positioned in the three-dimensional environment is closer than the threshold distance from the current viewpoint of the user, the criterion is satisfied. Changing the location of objects last placed or positioned from a prior viewpoint of the user that is relatively far from the current viewpoint in the three-dimensional environment in response to the first input reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, the third set of one or more criteria include a criterion that is satisfied when the viewpoint has an orientation in the three-dimensional environment that is within a threshold orientation (e.g., within 1, 3, 5, 10, 20, 30, 45 or 90 degrees) of an orientation of the first viewpoint in the three-dimensional environment ( 810 ), such as if objects 706 a and 708 a were last placed or moved in environment 702 from a viewpoint within the threshold orientation of viewpoint 726 a in FIG. 7 B . Thus, in some embodiments, if the orientation of the viewpoint from which the first virtual object was last placed or positioned in the three-dimensional environment is greater than the threshold orientation away from the orientation of the current viewpoint of the user, the criterion is not satisfied, and if the orientation of the viewpoint from which the first virtual object was last placed or positioned in the three-dimensional environment is less than the threshold orientation away from the orientation of the current viewpoint of the user, the criterion is satisfied. Changing the location of objects last placed or positioned from a prior viewpoint of the user that is relatively off-angle relative to the current viewpoint in the three-dimensional environment in response to the first input reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, the second set of one or more criteria include a criterion that is not satisfied when the first virtual object is anchored to a portion of a physical environment of the user, such as object 712 a being anchored to the back wall of the room in FIG. 7 B (e.g., anchored to a surface of a physical object in the physical environment of the user, such as a wall surface, or a table surface) ( 812 ). In some embodiments, the first virtual object becomes anchored to a portion of (e.g., a surface of) a physical object in response to the computer system detecting input for moving the first virtual object to within a threshold distance (e.g., 0.1, 0.3, 0.5, 1, 3, 5, 10, 20, 30 or 50 cm) of the portion of the physical object, which optionally causes the first virtual object to snap to the location and/or orientation of the portion of the physical object. Objects that are thus anchored to a physical object are optionally not recentered in response to the first input. In some embodiments, the criterion is satisfied if the first virtual object is not anchored to a physical object. Changing the location of objects that are not anchored to physical objects in the three-dimensional environment in response to the first input reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, while displaying the first virtual object in the three-dimensional environment ( 814 a ), in accordance with a determination that the first virtual object is anchored to the portion of the physical environment of the user, the computer system (e.g., 101 ) displays ( 814 b ), in the three-dimensional environment, a visual indication that the first virtual object is anchored to the portion of the physical environment, such as virtual drop shadow 713 in FIGS. 7 A- 7 B (e.g., a virtual drop shadow of the first virtual object displayed on the portion of the physical environment as if the drop shadow were cast onto the portion of the physical environment by the first virtual object and/or an icon displayed in association with the first virtual object indicating that the first virtual object is anchored or pinned to the portion of the physical environment (e.g., a pin icon)); and

In some embodiments, while displaying the first virtual object in the three-dimensional environment ( 814 a ), in accordance with a determination that the first virtual object is not anchored to the portion of the physical environment of the user, the computer system (e.g., 101 ) displays ( 814 c ), in the three-dimensional environment, the first virtual object without displaying the visual indication, such as displaying object 714 a without a virtual drop shadow in FIGS. 7 A- 7 B (e.g., the drop shadow and/or the icon are not displayed unless or until the first virtual object is anchored to a portion of the physical environment). Indicating the anchor status of the first virtual object provides feedback about the state of the first virtual object.

In some embodiments, the first virtual object is part of a collection of a plurality of virtual objects in the three-dimensional environment that satisfy the second set of one or more criteria, such as the collection of objects 710 a and 714 a in FIG. 7 B (e.g., the plurality of virtual objects were last placed or positioned in the three-dimensional environment from the same prior viewpoint of the user) ( 816 a ).

›DESCRIPTION OF EMBODIMENTS · 20 of 71

In some embodiments, the collection has a first respective spatial arrangement relative to the first viewpoint when the first input is received ( 816 b ), such as the spatial arrangement of the collection of objects 710 a and 714 a relative to viewpoint 726 a in FIG. 7 B .

In some embodiments, in response to receiving the first input, the collection is displayed with a second respective spatial arrangement, different from the first respective spatial arrangement, relative to the first viewpoint, such as the spatial arrangement of the collection of objects 710 a and 714 a relative to viewpoint 726 a in FIG. 7 C (e.g., the collection of the plurality of virtual objects is recentered (e.g., moved and/or reoriented), as a group, in response to the first input), wherein a spatial arrangement of the plurality of virtual objects in the collection relative to the first viewpoint after the first input is received satisfies the first set of one or more criteria (e.g., the virtual objects within the collection are recentered to positions and/or orientations that satisfy the first set of one or more criteria) ( 816 c ). In some embodiments, virtual objects are recentered in or based on groups in response to a recentering input. Groups of virtual objects that were last placed or positioned in the three-dimensional environment from the same prior viewpoint of the user are optionally recentered to the first viewpoint as a group, together (e.g., the virtual objects are moved to their updated locations and/or orientations together). In some embodiments, the three-dimensional environment includes a plurality of different collections of virtual objects that were last placed or positioned in the three-dimensional environment from different shared prior viewpoints of the user, and that are concurrently recentered as groups of virtual objects in response to the first input. In some embodiments, the three-dimensional environment includes a collection of virtual objects that were last placed or positioned in the three-dimensional environment from the first viewpoint of the user, and thus are not recentered as a group in response to the first input. Recentering virtual objects as groups of objects reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, before receiving the first input and while the collection has the first respective spatial arrangement relative to the first viewpoint, the plurality of virtual objects within the collection have a respective positional arrangement relative to each other, such as the positional arrangement between objects 710 a and 714 a in FIG. 7 B (e.g., the virtual objects in the collection have particular positions relative to one another, such as four virtual objects being positioned at the vertices of a square arrangement) ( 818 a )

In some embodiments, after receiving the first input and while the collection has the second respective spatial arrangement relative to the first viewpoint, the plurality of virtual objects within the collection have the respective positional arrangement relative to each other ( 818 b ), such as the positional arrangement between objects 710 a and 714 a in FIG. 7 C . For example, the relative positions of the virtual objects in the collection of virtual objects are maintained in response to the first input, even though the collection of virtual objects is repositioned and/or reoriented in the three-dimensional environment in response to the first input (e.g., the four virtual objects remain positioned at the vertices of the same square arrangement in response to the first input, though the square arrangement has a different position and/or orientation in the three-dimensional environment). Maintaining the positional arrangement of the virtual objects in the collection reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, before receiving the first input and while the collection has the first respective spatial arrangement relative to the first viewpoint, the plurality of virtual objects within the collection have a respective orientational arrangement relative to each other, such as the orientational arrangement between objects 710 a and 714 a in FIG. 7 B (e.g., the virtual objects in the collection have particular orientations relative to one another, such as four virtual objects being oriented such that the virtual objects are parallel to each other) ( 820 a )

In some embodiments, after receiving the first input and while the collection has the second respective spatial arrangement relative to the first viewpoint, the plurality of virtual objects within the collection have the respective orientational arrangement relative to each other ( 820 b ), such as the orientational arrangement between objects 710 a and 714 a in FIG. 7 C . For example, the relative orientations of the virtual objects in the collection of virtual objects are maintained in response to the first input, even though the collection of virtual objects is repositioned and/or reoriented in the three-dimensional environment in response to the first input (e.g., the four virtual objects remain parallel to each other, though the virtual objects have new positions and/or orientations in the three-dimensional environment). Maintaining the orientational arrangement of the virtual objects in the collection reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, the plurality of virtual objects in the collection were last placed or moved in the three-dimensional environment from a second viewpoint of the user, different from the first viewpoint of the user, before the first input was received, such as from viewpoint 726 a in FIG. 7 A or viewpoint 726 b in FIG. 7 B (e.g., the second viewpoint is sufficiently different from the first viewpoint, as previously described, to result in the collection of virtual objects to be recentered in response to the first input) ( 822 a ).

›DESCRIPTION OF EMBODIMENTS · 21 of 71

In some embodiments, an average orientation of the plurality of virtual objects relative to the second viewpoint while the collection has the first respective spatial arrangement relative to the first viewpoint is a respective orientation ( 822 b ), such as the average orientation of objects 714 a and 710 a relative to viewpoint 726 a in FIG. 7 A . For example, the collection of virtual objects includes three virtual objects that have their own respective orientations relative to the second viewpoint of the user (e.g., a first of the objects was relatively head on and/or in the center of the second viewpoint, a second of the objects was approximately 45 degrees to the right of center of the second viewpoint, and a third of the objects was approximately 60 degrees to the right of center of the second viewpoint). The relative orientation of the respective virtual objects is optionally relative to and/or corresponds to the orientation of the shoulders, head and/or chest of the user when the user last placed or positioned the respective virtual objects from the second viewpoint. In some embodiments, the average of the above orientations is the average of the orientations of the three virtual objects described above.

In some embodiments, while the collection has the second respective spatial arrangement relative to the first viewpoint in response to receiving the first input, the collection has the respective orientation relative to the first viewpoint of the user ( 822 c ), such as the average orientation of objects 714 a and 710 a relative to viewpoint 726 a in FIG. 7 C . For example, the group or collection of virtual objects that is recentered to the first viewpoint in response to the first input is placed in the three-dimensional environment at an orientation relative to the first viewpoint that corresponds to the average of the relative orientations of the virtual objects in the collection of virtual objects relative to the second viewpoint (e.g., when those objects were last placed or positioned in the three-dimensional environment). Thus if the average orientation of the virtual objects relative to the second viewpoint was 30 degrees to the right of the center line of the second viewpoint, the collection of virtual object is optionally oriented/placed 30 degrees to the right of the center line of the first viewpoint (e.g., while the relative positions and/or orientations of the virtual objects within the collection remain unchanged). Placing the collection of virtual objects at an average orientation relative to the first viewpoint reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, the first virtual object was last placed or moved in the three-dimensional environment from a second viewpoint of the user, different from the first viewpoint of the user, before the first input was received, such as from viewpoint 726 a in FIG. 7 A or viewpoint 726 b in FIG. 7 B (e.g., the second viewpoint is sufficiently different from the first viewpoint, as previously described, to result in the collection of virtual objects to be recentered in response to the first input) ( 824 a ).

In some embodiments, while the first virtual object has the first spatial arrangement relative to the first viewpoint of the user, the first virtual object is a first distance from the second viewpoint (e.g., and a different distance from the first viewpoint) ( 824 b ), such as the distance of object 714 a from viewpoint 726 a in FIG. 7 A .

In some embodiments, while the first virtual object has the second spatial arrangement relative to the first viewpoint of the user, the first virtual object is the first distance from the first viewpoint (e.g., and a different distance from the second viewpoint) ( 824 c ), such as the distance of object 714 a from viewpoint 726 a in FIG. 7 C . Thus, in some embodiments, when virtual objects are recentered, their distance(s) from the current viewpoint of the user is (are) based on (e.g., the same as) their distance(s) from the prior viewpoint of the user from which those virtual objects were last placed or positioned in the three-dimensional environment. Placing recentered virtual objects at distances from the viewpoint corresponding to their prior distances from a prior viewpoint of the user reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, before the first input is received, the first virtual object is located at a first location in the three-dimensional environment, such as the location of object 714 a in FIG. 7 B , and the first virtual object remains at the first location in the three-dimensional environment until an input for repositioning the first virtual object in the three-dimensional environment is received ( 826 ). In some embodiments, the first virtual object remains at its location in the three-dimensional environment (e.g., is not recentered) until an input for recentering is received or an input for moving the first virtual object (e.g., individually, separate from a recentering input) in the three-dimensional environment is received. In some embodiments, other inputs, such as an input for changing the viewpoint of the user, do not cause the first virtual object to change its location in the three-dimensional environment. Maintaining the position and/or orientation of the first virtual object in the three-dimensional environment if no recentering input is received reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, before receiving the first input, the first virtual object was last placed or moved in the three-dimensional environment from a second viewpoint of the user, different from the first viewpoint of the user ( 828 a ), such as object 708 a placed from viewpoint 726 a in FIG. 7 D .

›DESCRIPTION OF EMBODIMENTS · 22 of 71

In some embodiments, before receiving the first input ( 828 b ), while the three-dimensional environment was visible via the display generation component from the second viewpoint of the user, the computer system (e.g., 101 ) displays ( 828 c ), via the display generation component, a simulated environment and the first virtual object, such as simulated environment 703 in FIG. 7 D . For example, while the viewpoint of the user was the second viewpoint, the user provided input to the computer system to display a simulated environment in the three-dimensional environment that was visible from the second viewpoint of the user. In some embodiments, the simulated environment occupies a portion of the three-dimensional environment that is visible via the display generation component.

In some embodiments, before receiving the first input ( 828 b ), while displaying the simulated environment in the three-dimensional environment, the computer system (e.g., 101 ) detects ( 828 d ) movement of a viewpoint of the user from the second viewpoint to the first viewpoint, such as from FIG. 7 D to 7 E (e.g., movement and/or change in orientation of the user in the physical environment of the user corresponding to movement of the viewpoint of the user from the second viewpoint to the first viewpoint).

In some embodiments, before receiving the first input ( 828 b ), in response to detecting the movement of the viewpoint of the user from the second viewpoint to the first viewpoint, the computer system (e.g., 101 ) maintains ( 828 e ) the first virtual object in the three-dimensional environment, such as shown in the overhead view in FIG. 7 E (e.g., maintaining the location and/or orientation of the first virtual object in the three-dimensional environment) and ceases inclusion of at least a portion of (or all of) the simulated environment in the three-dimensional environment, such as shown with the absence of simulated environment 703 in the overhead view in FIG. 7 E (e.g., the simulated environment ceases being in existence in the three-dimensional environment). In some embodiments, the change in the viewpoint from the second viewpoint to the first viewpoint must be sufficiently large (e.g., as described previously with respect to the third set of one or more criteria) for the computer system to cease inclusion of the simulated environment in the three-dimensional environment in response to the change in the viewpoint of the user. In some embodiments, the simulated environment remains in the three-dimensional environment in response to the change in the viewpoint of the user, but is no longer visible via the display generation component (e.g., because the simulated environment is out of the field of view of the user). Ceasing inclusion of the simulated environment causes the computer system to automatically reduce resource usage and clutter in the three-dimensional environment.

In some embodiments, in response to receiving the first input while the viewpoint of the user is the first viewpoint, such as in FIG. 7 E , the computer system (e.g., 101 ) displays ( 830 ), from the first viewpoint in the three-dimensional environment, the simulated environment, such as in FIG. 7 F (e.g., optionally without changing a level of immersion of the three-dimensional environment, as described below). In some embodiments, the simulated environment is redisplayed and/or recentered to the first viewpoint in the three-dimensional environment (e.g., the new location and/or orientation at which the simulated environment is displayed in the three-dimensional environment is different from the location and/or orientation in the three-dimensional environment at which the simulated environment was last displayed from the second viewpoint of the user). For example, if the simulated environment was last displayed facing a first wall of a physical room of the user and occupying a first portion of the three-dimensional environment, when the simulated environment is redisplayed from the first viewpoint, the simulated environment is facing a second wall (different from the first) of the physical room of the user and occupying a second portion (different from the first) of the three-dimensional environment. The simulated environment is optionally redisplayed such that it is facing the first viewpoint of the user, and is centered on the first viewpoint of the user. The simulated environment is optionally redisplayed and/or recentered along with the recentering of the first virtual object, as previously described. Redisplaying the simulated environment in response to the first input reduces the number of inputs needed to view the simulated environment in the three-dimensional environment.

In some embodiments, while the viewpoint of the user is the first viewpoint and before receiving the first input, the computer system (e.g., 101 ) detects ( 832 a ), via the one or more input devices, a second input corresponding to a request to increase a level of immersion of the three-dimensional environment, such as receiving an input to increase immersion in FIG. 7 E . In some embodiments, the second input includes rotation of a rotatable mechanical input element that is integrated with and/or in communication with the computer system. In some embodiments, rotating the rotatable mechanical input element in a first direction is an input to increase the level of immersion at which the three-dimensional environment is visible via the display generation component. In some embodiments, rotating the rotatable mechanical input element in the opposite direction is an input to decrease the level of immersion at which the three-dimensional environment is visible via the display generation component.

In some embodiments, a level of immersion includes an associated degree to which the content displayed by the computer system (e.g., a simulated environment or virtual objects, otherwise referred to as “virtual content”) obscures background content (e.g., content other than the virtual content) around/behind the virtual content, optionally including the number of items of background content that are visible and the visual characteristics (e.g., colors, contrast, opacity) with which the background content is visible, and/or the angular range of the content displayed via the display generation component (e.g., 60 degrees of content displayed at low immersion, 120 degrees of content displayed at medium immersion, 180 degrees of content displayed at high immersion), and/or the proportion of the field of view visible via the display generation occupied by the virtual content (e.g., 33% of the field of view occupied by the virtual content at low immersion, 66% of the field of view occupied by the virtual content at medium immersion, 100% of the field of view occupied by the virtual content at high immersion). In some embodiments, the background content is included in a background over which the virtual content is displayed. In some embodiments, the background content includes user interfaces (e.g., user interfaces generated by the computer system corresponding to applications), virtual objects (e.g., files or representations of other users, generated by the computer system), and/or real objects (e.g., pass-through objects corresponding to real objects in the physical environment around a viewpoint of a user that are visible via the display generation component and/or visible via a transparent or translucent display generation component because the computer system does not obscure/prevent visibility of them through the display generation component). In some embodiments, at a first (e.g., low) level of immersion, the background, virtual and/or real objects are visible in an unobscured manner. For example, a simulated environment with a low level of immersion is optionally concurrently visible with the background content, which is optionally visible with full brightness, color, and/or translucency. In some embodiments, at a second (e.g., higher) level of immersion, the background, virtual and/or real objects are visible in an obscured manner (e.g., dimmed, blurred, or removed from display). For example, a respective simulated environment with a high level of immersion is displayed without the background content being concurrently visible (e.g., in a full screen or fully immersive mode). As another example, a simulated environment displayed with a medium level of immersion is concurrently visible with darkened, blurred, or otherwise de-emphasized background content. In some embodiments, the visual characteristics of the background objects vary among the background objects. For example, at a particular immersion level, one or more first background objects are visually de-emphasized (e.g., dimmed, blurred, visible with increased transparency) more than one or more second background objects, and one or more third background objects cease to be visible.

›DESCRIPTION OF EMBODIMENTS · 23 of 71

In some embodiments, in response to receiving the second input, the computer system (e.g., 101 ) displays ( 832 b ), from the first viewpoint in the three-dimensional environment, the simulated environment, such as shown in FIG. 7 F (e.g., and optionally displaying the three-dimensional environment at a higher level of immersion than before the second input was received). Thus, in some embodiments, in response to the second input, the simulated environment is redisplayed and/or recentered to the first viewpoint of the user in the same or similar ways as described above with respect to redisplaying and/or recentering the simulated environment in response to the first input. Redisplaying the simulated environment in response to the second input reduces the number of inputs needed to view the simulated environment in the three-dimensional environment.

In some embodiments, in response to receiving the second input, the electronic device maintains the first spatial arrangement of the first virtual object in the three-dimensional environment relative to the first viewpoint of the user, such as if objects 706 a and 708 a in FIG. 7 F had instead remained at their locations in environment 702 in FIG. 7 E (e.g., the first virtual object is not moved or reoriented in the three-dimensional environment in response to the second input) ( 834 ). Not recentering the first virtual object in response to the second input reduces the number of inputs needed to appropriately position virtual elements in the three-dimensional environment.

In some embodiments, the three-dimensional environment includes a first set of one or more virtual objects whose spatial arrangement relative to the first viewpoint is changed in response to receiving the first input, such as objects 710 a and 714 a in FIG. 7 B (e.g., because these virtual objects were last placed or positioned in the three-dimensional environment from a prior viewpoint of the user that is sufficiently different from the first viewpoint of the user, such as described with reference to the third set of one or more criteria), and a second set of one or more virtual object whose spatial arrangement relative to the first viewpoint is not changed in response to receiving the first input, such as objects 706 a and 708 a in FIG. 7 B (e.g., because these virtual objects were last placed or positioned in the three-dimensional environment from the first viewpoint or from a prior viewpoint of the user that is not sufficiently different from the first viewpoint of the user, such as described with reference to the third set of one or more criteria) ( 836 a ).

In some embodiments, after receiving the first input (e.g., after recentering the first set of virtual objects in the manners described above, and not recentering the second set of virtual objects, and while the first set and the second set of virtual objects are at their resulting locations and/or orientations resulting from the first input), the computer system (e.g., 101 ) detects ( 836 b ) movement of a viewpoint of the user from the first viewpoint to a second viewpoint (e.g., the second viewpoint is optionally sufficiently different from the first viewpoint of the user to allow for recentering), different from the first viewpoint, in the three-dimensional environment (e.g., corresponding to a change in orientation and/or position of the user in a physical environment of the user), wherein in response to detecting the movement of the viewpoint of the user, the three-dimensional environment is visible via the display generation component from the second viewpoint of the user and positions or orientations of the first and second sets of one or more virtual objects in the three-dimensional environment are not changed, such as movement of viewpoint 726 a away from its location in FIG. 7 C after computer system 101 displays environment 702 as in FIG. 7 C .

In some embodiments, while the three-dimensional environment is visible via the display generation component from the second viewpoint of the user, the computer system (e.g., 101 ) receives ( 836 c ), via the one or more input devices, a second input corresponding to the request to update the spatial arrangement of one or more virtual objects relative to the second viewpoint of the user to satisfy the first set of one or more criteria that specify the range of distances or the range of orientations of the one or more virtual objects relative to the second viewpoint of the user, such as an input similar to or the same as the input in FIG. 7 B (e.g., a recentering input subsequent to the recentering input described previously).

In some embodiments, in response to receiving the second input, changing positions or orientations of the first and second sets of one or more virtual objects in the three-dimensional environment such that updated positions and orientations of the first and second sets of one or more virtual objects satisfy the first set of one or more criteria relative to the second viewpoint of the user, such as recentering 706 a , 708 a , 710 a and 714 a in response to the second input (e.g., recentering both the first and the second set of virtual object in response to the subsequent recentering input in one or more of the manners described previously) ( 836 d ). Thus, while two different groups or collections of virtual objects (e.g., as previously described) are optionally treated differently in response to a first recentering input (e.g., one collection is recentered while a second collection is not recentered), in response to the first recentering input, the two collections are optionally combined and treated as a single collection going forward (e.g., according to the collection rules previously described). Thus, in response to a subsequent recentering input, the virtual objects in the combined collection of virtual objects are optionally recentered together subject to the various conditions for recentering previously described. Recentering groups of virtual objects together in response to further recentering inputs reduces the number of inputs needed to appropriately position virtual elements in the three-dimensional environment.

›DESCRIPTION OF EMBODIMENTS · 24 of 71

It should be understood that the particular order in which the operations in method 800 have been described is merely exemplary and is not intended to indicate that the described order is the only order in which the operations could be performed. One of ordinary skill in the art would recognize various ways to reorder the operations described herein.

FIGS. 9 A- 9 C illustrate examples of a computer system recentering one or more virtual objects in the presence of physical or virtual obstacles in accordance with some embodiments.

FIG. 9 A illustrates a three-dimensional environment 902 visible via a display generation component (e.g., display generation component 120 of FIG. 1 ) of a computer system 101 , the three-dimensional environment 902 visible from a viewpoint 926 a of a user illustrated in the overhead view (e.g., facing the left wall of the physical environment in which computer system 101 is located). As described above with reference to FIGS. 1 - 6 , the computer system 101 optionally includes a display generation component (e.g., a touch screen) and a plurality of image sensors (e.g., image sensors 314 of FIG. 3 ). The image sensors optionally include one or more of a visible light camera, an infrared camera, a depth sensor, or any other sensor the computer system 101 would be able to use to capture one or more images of a user or a part of the user (e.g., one or more hands of the user) while the user interacts with the computer system 101 . In some embodiments, the user interfaces illustrated and described below could also be implemented on a head-mounted display that includes a display generation component that displays the user interface or three-dimensional environment to the user, and sensors to detect the physical environment and/or movements of the user's hands (e.g., external sensors facing outwards from the user), and/or gaze of the user (e.g., internal sensors facing inwards towards the face of the user).

As shown in FIG. 9 A , computer system 101 captures one or more images of the physical environment around computer system 101 (e.g., operating environment 100 ), including one or more objects in the physical environment around computer system 101 . In some embodiments, computer system 101 displays representations of the physical environment in three-dimensional environment 902 and/or the physical environment is visible in the three-dimensional environment 902 via the display generation component 120 . For example, three-dimensional environment 902 visible via display generation component 120 includes representations of the physical floor and back and side walls of the room in which computer system 101 is located. Three-dimensional environment 902 also includes table 922 a (corresponding to 922 b in the overhead view), which is visible via the display generation component from the viewpoint 926 a in FIG. 9 A , and sofa 924 b (shown in the overhead view), which is not visible via the display generation component 120 from the viewpoint 926 a of the user in FIG. 9 A .

In FIG. 9 A , three-dimensional environment 902 also includes virtual objects 906 a (corresponding to object 906 b in the overhead view), 908 a (corresponding to object 908 b in the overhead view), and 910 a (corresponding to object 910 b in the overhead view) that are visible from viewpoint 926 a . Three-dimensional environment 902 also includes virtual objects 912 b , 914 b , 916 b , 918 b and 920 b (shown in the overhead view), which are not visible via the display generation component 120 from the viewpoint 926 a of the user in FIG. 9 A . Virtual objects 912 b , 914 b , 916 b , 918 b and 920 b are optionally virtual objects that were last placed or positioned in three-dimensional environment 902 from viewpoint 926 b (e.g., a prior viewpoint of the user), similar to as described with reference to FIGS. 7 A- 7 F and/or method 800 . In FIG. 9 A , objects 906 a , 908 a , 910 a , 912 b , 914 b , 916 b , 918 b and 920 b are two-dimensional objects, but the examples of the disclosure optionally apply equally to three-dimensional objects. Virtual objects 906 a , 908 a , 910 a , 912 b , 914 b , 916 b , 918 b and 920 b are optionally one or more of user interfaces of applications (e.g., messaging user interfaces or content browsing user interfaces), three-dimensional objects (e.g., virtual clocks, virtual balls, or virtual cars) or any other element displayed by computer system 101 that is not included in the physical environment of computer system 101 .

As described with reference to FIGS. 7 A- 7 F and/or method 800 , in some embodiments, virtual objects that were last placed or repositioned from a particular prior viewpoint (or multiple prior viewpoints) of the user can be recentered to a new, current viewpoint of the user. However, in some circumstances, locations to which those virtual objects would otherwise be recentered in the current viewpoint may already be occupied by other objects (virtual or physical) in the current viewpoint. As such, computer system 101 computer system may need to adjust or shift the locations to which the above-mentioned virtual objects will be recentered, as will be discussed in more detail below and with reference to method 1000 .

For example, in FIG. 9 A , computer system 101 detects a recentering input (e.g., as described in more detail with reference to method 1000 ). In some embodiments, in response to such a recentering input, computer system 101 displays an animation of the virtual objects being recentered moving to their initial target locations for recentering, and then shifting away from those initial target locations to final target locations if those initial target locations are already occupied by objects, as is shown in FIGS. 9 B- 9 C . In some embodiments, computer system 101 instead merely displays (an animation of) the virtual objects being recentered moving to their final target locations (e.g., as illustrated in FIG. 9 C ) without displaying the virtual objects moving to their initial target locations (e.g., as illustrated in FIG. 9 B ).

›DESCRIPTION OF EMBODIMENTS · 25 of 71

Referring to FIG. 9 B , in some embodiments, computer system 101 displays the virtual objects being recentered being moved to their initial target locations in response to the recentering input in FIG. 9 A . For example, virtual objects 912 a , 914 a , 916 a , 918 a and 920 a are illustrated in FIG. 9 B at their initial (e.g., the locations to which the objects would have been recentered if not already occupied by virtual or physical objects) and/or final target locations for recentering. Virtual object 912 a , for example, was optionally animated as moving from its location in FIG. 9 A to its location in FIG. 9 B in response to the recentering input of FIG. 9 A . The location and/or orientation of virtual object 912 a shown in FIG. 9 B is optionally determined by computer system 101 in one or more of the ways described with reference to method 800 . The location of virtual object 912 a in FIG. 9 B is optionally its final target location because the location is not occupied by another object, whether virtual or physical.

Virtual object 920 a was optionally animated as moving from its location in FIG. 9 A to its location in FIG. 9 B in response to the recentering input of FIG. 9 A . The location and/or orientation of virtual object 920 a shown in FIG. 9 B is optionally determined by computer system 101 in one or more of the ways described with reference to method 800 . The location of virtual object 920 a in FIG. 9 B is optionally its final target location because the location is not occupied by another object, whether virtual or physical.

Virtual objects 914 a , 916 a and 918 a were optionally animated as moving from their locations in FIG. 9 A to their locations in FIG. 9 B in response to the recentering input of FIG. 9 A . The locations and/or orientations of virtual objects 914 a , 916 a and 918 a shown in FIG. 9 B are optionally determined by computer system 101 in one or more of the ways described with reference to method 800 . The location of virtual objects 914 a , 916 a and 918 a in FIG. 9 B are optionally their initial target locations, and not their final target locations, because the locations are occupied by other objects, whether virtual or physical. For example, virtual object 914 a has been recentered—optionally according to one or more features of method 800 —to a location that is within and/or behind and/or occupied by the left wall of the physical environment of computer system 101 . Virtual object 916 a has been recentered—optionally according to one or more features of method 800 —to a location that is within and/or occupied by table 922 a . Finally, virtual object 918 a has been recentered—optionally according to one or more features of method 800 —to a location that is within and/or occupied by virtual object 910 a.

Further, in some embodiments, virtual objects that were last placed or repositioned in three-dimensional environment 902 from the current viewpoint 926 a that are not overlapping and/or colliding with others of those virtual objects are not moved in three-dimensional environment 902 in response to the recentering input, such as reflected by virtual object 910 a not moving in response to the recentering input. However, in some embodiments, virtual objects that were last placed or repositioned in three-dimensional environment 902 from the current viewpoint 926 a that are overlapping and/or colliding with others of those virtual objects are moved in three-dimensional environment 902 in response to the recentering input, such as reflected by virtual objects 906 a and 908 a . For example, in FIG. 9 A , virtual object 908 a was obscuring virtual object 906 a from viewpoint 926 a . Therefore, in response to the recentering input, computer system 101 has moved virtual objects 906 a and 908 b apart so as to reduce and/or eliminate the obstruction of virtual object 906 a by virtual object 908 a . Additional details about how computer system 101 shifts such overlapping or colliding virtual objects are provided with reference to method 800 .

In some embodiments, in response to receiving the recentering input and/or during the movement of the virtual objects in response to the recentering input, computer system 101 modifies display of virtual objects to indicate that recentering will be, is and/or has occurred, as reflected by the cross-hatched pattern of the one or more virtual objects displayed by computer system 101 in FIG. 9 B . For example, computer system 101 optionally reduces an opacity of, reduces a brightness of, reduces a color saturation of, increases a blurriness or and/or otherwise reduces the visual prominence of one or more virtual objects being displayed by computer system 101 . In some embodiments, computer system 101 applies the above-mentioned visual modification to all virtual objects displayed by computer system 101 , whether or not those virtual objects are being moved in response to the recentering input. In some embodiments, computer system 101 applies the above-mentioned visual modification to virtual objects that are being moved in response to the recentering input—whether or not those virtual objects were last placed or positioned in three-dimensional environment 902 from the current viewpoint 926 a or a prior viewpoint 926 b —but not virtual objects that are not being moved in response to the recentering input. In some embodiments, computer system 101 applies the above-mentioned visual modification to virtual objects that were last placed or positioned in three-dimensional environment 902 from a prior viewpoint 926 b (e.g., the virtual objects that are being recentered to viewpoint 926 a ) but not to virtual objects that were last placed or positioned in three-dimensional environment 902 from the current viewpoint 926 a —even if such virtual objects are moving in response to the recentering input (e.g., virtual objects 906 a and/or 908 a ).

In some embodiments, as mentioned previously, computer system 101 shifts those virtual objects that have been recentered to an initial target location that includes another object to a final target location to reduce and/or eliminate the collision(s) of those recentered virtual objects with the objects that occupy their initial target locations, as described in more detail with reference to method 1000 . Computer system 101 optionally shifts the recentered virtual objects differently depending on the type of object with which the recentered virtual objects are colliding. For example, the initial target location of virtual object 914 a shown in FIG. 9 B is occupied by a physical wall in the physical environment of computer system 101 . Therefore, computer system 101 optionally moves virtual object 914 a towards viewpoint 926 a (optionally not up, down, left and/or right relative to viewpoint 926 a ) to a final target location that is clear of the physical wall, as shown in FIG. 9 C .

›DESCRIPTION OF EMBODIMENTS · 26 of 71

In contrast, the initial target location of virtual object 916 a shown in FIG. 9 B is occupied by physical table 922 a . Therefore, computer system 101 optionally moves virtual object 916 a up, down, left and/or right relative to viewpoint 926 a (optionally not towards viewpoint 926 a ) to a final target location that is clear of the physical table 922 a , as shown in FIG. 9 C . In some embodiments, computer system 101 moves the virtual object in one or more of the above directions that require the least amount of movement of the virtual object to clear the colliding object. For example, from FIG. 9 B to FIG. 9 C , computer system 101 has moved virtual object 916 a up to a final target location at which virtual object 916 a is no longer colliding with physical table 922 a.

As a final example, the initial target location of virtual object 918 a shown in FIG. 9 B is occupied by virtual object 910 a . Therefore, computer system 101 optionally moves virtual object 918 a up, down, left, and/or right relative to, and/or towards or away from, viewpoint 926 a to a final target location that is clear of virtual object 910 a , as shown in FIG. 9 C . In some embodiments, computer system 101 moves the virtual object in one or more of the above directions that require the least amount of movement of the virtual object to clear the colliding object. For example, from FIG. 9 B to FIG. 9 C , computer system 101 has moved virtual object 918 a left to a final target location at which virtual object 918 a is no longer colliding with virtual object 910 a.

As mentioned above, virtual objects other than virtual objects 914 a , 916 a and 918 a are optionally not moved by computer system 101 from FIG. 9 B to 9 C . Computer system 101 optionally at least partially or fully reverses the visual modification of a given virtual object described with reference to FIG. 9 B in response to the virtual object reaching its final target location. In some embodiments, computer system 101 at least partially or fully reverses the visual modification of the virtual objects described with reference to FIG. 9 B in response to every virtual object reaching their final target location. The partial or full reversal of the visual modification of virtual objects described with reference to FIG. 9 B is optionally reflected in FIG. 9 C by the lack of cross-hatched pattern in the displayed virtual objects.

FIGS. 10 A- 10 G is a flowchart illustrating a method of recentering one or more virtual objects in the presence of physical or virtual obstacles in accordance with some embodiments. In some embodiments, the method 1000 is performed at a computer system (e.g., computer system 101 in FIG. 1 such as a tablet, smartphone, wearable computer, or head mounted device) including a display generation component (e.g., display generation component 120 in FIGS. 1 , 3 , and 4 ) (e.g., a heads-up display, a display, a touchscreen, or a projector) and one or more cameras (e.g., a camera (e.g., color sensors, infrared sensors, and other depth-sensing cameras) that points downward at a user's hand or a camera that points forward from the user's head). In some embodiments, the method 1000 is governed by instructions that are stored in a non-transitory computer-readable storage medium and that are executed by one or more processors of a computer system, such as the one or more processors 202 of computer system 101 (e.g., controller 110 in FIG. 1 A ). Some operations in method 1000 are, optionally, combined and/or the order of some operations is, optionally, changed.

In some embodiments, method 1000 is performed at a computer system (e.g., 101 ) in communication with a display generation component and one or more input devices. In some embodiments, the computer system has one or more characteristics of the computer system of method 800 . In some embodiments, the display generation component has one or more characteristics of the display generation component of method 800 . In some embodiments, the one or more input devices have one or more of the characteristics of the one or more input devices of method 800 .

In some embodiments, while a three-dimensional environment (e.g., 902 ) (e.g., the three-dimensional environment optionally has one or more characteristics of the three-dimensional environment of method 800 ) is visible via the display generation component from a first viewpoint of a user (e.g., such as described with reference to method 800 ), such as viewpoint 926 a in FIG. 9 A , the three-dimensional environment including a first virtual object at a first location in the three-dimensional environment, such as object 916 a in FIG. 9 A (e.g., the first virtual object optionally has one or more characteristics of the first virtual object in method 800 . In some embodiments, the first virtual object was placed, last reoriented or last moved at the first location in the three-dimensional environment by the user of the computer system while the viewpoint of the user was a viewpoint prior to the first viewpoint), the computer system (e.g., 101 ) receives ( 1002 a ), via the one or more input devices, a first input corresponding to a request to update a spatial arrangement of the first virtual object relative to the first viewpoint of the user to satisfy a first set of one or more criteria that specify a range of distances or a range of orientations of virtual objects relative to the first viewpoint of the user, such as the input in FIG. 9 A (e.g., such as described with reference to method 800 . The first input optionally has one or more of the characteristics of the first input (e.g., a recentering input) described with reference to methods 800 and/or 1400 ).

In some embodiments, in response to receiving the first input ( 1002 b ), in accordance with a determination that a second location (e.g., the location to which the computer system will move the first virtual object if no object already exists at the second location, such as according to one or more aspects of method 800 ) in the three-dimensional environment, that satisfies the first set of one or more criteria, is unoccupied by objects, such as the location at which object 912 a is shown in FIG. 9 B (e.g., does not include a respective object whether virtual or physical, does not include any virtual or physical objects of a respective type, or does not include any virtual or physical objects), wherein a spatial arrangement of the second location relative to the first viewpoint of the user satisfies the first set of one or more criteria (e.g., the distance and/or orientation of the second location relative to the first viewpoint of the user satisfies the first one or more criteria, such as described with reference to method 800 . In some embodiments, the spatial arrangement of the second location relative to the first viewpoint corresponds to (e.g., is the same as) the spatial arrangement of the first location relative to the prior viewpoint of the user from which the first virtual object was last placed or moved), the computer system (e.g., 101 ) displays ( 1002 c ) the first virtual object at (e.g., moving the first virtual object to) the second location in the three-dimensional environment, such as the location at which object 912 a is shown in FIG. 9 C . In some embodiments, the orientation of the first virtual object at the second location relative to the first viewpoint corresponds to (e.g., is the same as) the orientation of the first virtual object at the first location when the first input was received relative to the prior viewpoint of the user from which the first virtual object was last placed or moved.

›DESCRIPTION OF EMBODIMENTS · 27 of 71

In some embodiments, in response to receiving the first input ( 1002 b ), in accordance with a determination that the second location in the three-dimensional environment, that satisfies the first set of one or more criteria, is occupied, such as the location at which object 916 a is shown in FIG. 9 B (e.g., includes at least one respective object whether physical or virtual, or includes one or more virtual or physical objects of the respective type), the computer system (e.g., 101 ) displays ( 1002 d ) the first virtual object at (e.g., moving the first virtual object to) a third location in the three-dimensional environment, that satisfies the first set of one or more criteria, wherein the third location is spaced apart from the second location in the three-dimensional environment, such as the location at which object 916 a is shown in FIG. 9 C . In some embodiments, the orientation of the first virtual object at the third location relative to the first viewpoint corresponds to (e.g., is the same as) the orientation of the first virtual object at the first location when the first input was received relative to the prior viewpoint of the user from which the first virtual object was last placed or moved. In some embodiments, the orientation of the first virtual object at the third location relative to the first viewpoint is different from the orientation of the first virtual object at the first location when the first input was received relative to the prior viewpoint of the user from which the first virtual object was last placed or moved. In some embodiments, the spatial arrangement of the third location relative to the first viewpoint is different from the spatial arrangement of the first location relative to the prior viewpoint of the user from which the first virtual object was last placed or moved. In some embodiments, the distance and/or orientation of the third location relative to the first viewpoint of the user satisfies the first one or more criteria, such as described with reference to method 800 . In some embodiments, the computer system selects the third location to be sufficiently far from the second location such that the first virtual object at the third location does not occupy any volume of the three-dimensional environment also occupied by the respective object at the second location, as will be described in more detail below. In some embodiments, inputs described with reference to method 1000 are or include air gesture inputs. Shifting the location to which a virtual object is recentered causes the computer system to automatically avoid collisions between objects in the three-dimensional environment.

In some embodiments, the second location is determined to be occupied when the second location includes a virtual object, such as the location at which object 918 a is shown in FIG. 9 B , and is occupied by object 910 a (e.g., a virtual object that has one or more of the characteristics of other virtual objects described herein and/or methods 800 , 1200 , 1400 and/or 1600 ) ( 1004 ). In some embodiments, the second location is determined to be occupied if the first virtual object, if displayed at the second location, would collide with (any part of) the virtual object. In some embodiments, the second location is determined to be occupied if the first virtual object, if displayed at the second location, would obscure (any part of) or would be obscured by (at least in part) the virtual object, whether or not the first virtual object would collide with the virtual object. Thus, in some embodiments, a recentered virtual object will be shifted to avoid collision with an existing virtual object at the second location. Shifting the location to which a virtual object is recentered causes the computer system to automatically avoid collisions between virtual objects in the three-dimensional environment.

In some embodiments, the second location is determined to be occupied when the second location corresponds to a location of a physical object in a physical environment of the user, such as the location at which object 916 a is shown in FIG. 9 B , and is occupied by table 922 a (e.g., a wall or a table) ( 1006 ). In some embodiments, the second location is determined to be occupied if the first virtual object, if displayed at the second location, would collide with (any part of) the physical object. The physical object is optionally visible via the display generation component at the second location and/or a representation of the physical object is displayed via the display generation component at the second location. In some embodiments, the second location is determined to be occupied if the first virtual object, if displayed at the second location, would obscure (any part of) or would be obscured by (at least in part) the physical object, whether or not the first virtual object would collide with the physical object. Thus, in some embodiments, a recentered virtual object will be shifted to avoid collision with an existing physical object at the second location. Shifting the location to which a virtual object is recentered causes the computer system to automatically avoid collisions between a virtual object and a physical object in the three-dimensional environment.

In some embodiments, in accordance with a determination that the second location corresponds to a location within or behind a physical wall in the physical environment of the user, such as the location at which object 914 a is shown in FIG. 9 B (e.g., the surface of the wall facing the viewpoint of the user is closer to the viewpoint of the user than the second location, such that the first virtual object if displayed at the second location would be displayed within or behind the physical wall in the three-dimensional environment), the third location is closer to the first viewpoint of the user than the second location, and the third location is in front of the physical wall relative to the first viewpoint of the user ( 1008 ), such as the location at which object 914 a is shown in FIG. 9 C . In some embodiments, if a recentered virtual object collides with a physical wall and/or is behind a physical wall in the three-dimensional environment, the computer system avoids the collision by shifting the location for the recentered virtual object closer to the viewpoint of the user (e.g., and not shifting the location for the recentered virtual object laterally with respect to the viewpoint of the user). The computer system optionally additionally performs the above in the case of other physical objects that are wall-like objects while not being walls (e.g., objects that are relatively vertical relative to the viewpoint of the user and have a size or area greater than a threshold size or area-such as 0.2, 0.5, 1, 3, 5 or 10 meters vertically and/or horizontally or 0.04, 0.25, 1, 9, 25 or 100 meters square). Shifting the location to which a virtual object is recentered towards the viewpoint of the user in the case of a wall reduces the number of inputs needed to ensure visibility and/or interactability with the virtual object in the three-dimensional environment, as lateral shifting of the location for the virtual object will not likely resolve the collision of the virtual object with the wall.

›DESCRIPTION OF EMBODIMENTS · 28 of 71

In some embodiments, in response to the first input, in accordance with a determination that the second location corresponds to a respective physical object other than a physical wall, such as the location at which object 916 a is shown in FIG. 9 B , and is occupied by table 922 a (e.g., the first virtual object at the second location collides with a table, a desk, a chair, or other physical object other than a wall or wall-like physical object), the third location is a same distance from the first viewpoint of the user as the second location, and the third location is laterally separated from the second location relative to the first viewpoint ( 1010 ), such as the location at which object 916 a is shown in FIG. 9 C . In some embodiments, if a recentered virtual object collides with a physical object other than a wall in the three-dimensional environment, the computer system avoids the collision by shifting the location for the recentered virtual object laterally (e.g., up, down, left and/or right) with respect to the viewpoint of the user (e.g., and not shifting the location for the recentered virtual object towards or away from the viewpoint of the user). Shifting the location to which a virtual object is recentered laterally with respect to the viewpoint of the user in the case of a non-wall object reduces the number of inputs needed to ensure visibility and/or interactability with the virtual object in the three-dimensional environment.

In some embodiments, when the first input is received, the three-dimensional environment further includes a second virtual object that overlaps with the first virtual object, such as objects 906 a and 908 a in FIG. 9 A (e.g., the first and second virtual objects at least partially collide with one another and/or the first virtual object at least partially obscures the second virtual object from the first viewpoint or the second virtual object at least partially obscures the first virtual object from the first viewpoint) ( 1012 a ).

In some embodiments, in response to receiving the first input, the computer system (e.g., 101 ) separates ( 1012 b ) the first and second virtual objects from each other (e.g., laterally with respect to the first viewpoint and/or towards or away from the first viewpoint) to reduce or eliminate the overlap between the first and second virtual objects, such as shown in FIG. 9 C with respect to objects 906 a and 908 a . In some embodiments, both virtual objects are moved to achieve the above separation. In some embodiments, only one of the virtual objects is moved to achieve the above separation. In some embodiments, the first and second virtual objects are both recentered in response to the first input, and in the process, are separated relative to one another to achieve the above separation. Separating overlapping virtual objects reduces the number of inputs needed to ensure visibility and/or interactability with the virtual objects in the three-dimensional environment.

In some embodiments, in response to the first input, and in accordance with a determination that the second location is occupied by a respective object (e.g., a physical object such as a wall or non-wall object, or a virtual object) ( 1014 a ), in accordance with a determination that an amount of separation from the second location in a first direction required for the first virtual object to avoid the respective object at the second location is less than an amount of separation from the second location in a second direction, different from the first direction, required for the first virtual object to avoid the respective object at the second location, the third location is separated from the second location in the first direction ( 1014 b ), such as shifting object 916 a upward rather than downward from the location at which object 916 a is shown in FIG. 9 B . For example, if shifting the location for the first virtual object in the first direction (e.g., right, left, up, down, away from the viewpoint or towards the viewpoint, or any combination of these directions) to avoid the collision or overlap of the first virtual object with the respective object requires a shift of a smaller magnitude than shifting the location for the first virtual object in the second direction (e.g., right, left, up, down, away from the viewpoint or towards the viewpoint, or any combination of these directions) to avoid the collision or overlap of the first virtual object with the respective object, the computer system optionally shifts the location for the first virtual object in the first direction (e.g., by the smaller magnitude).

In some embodiments, in response to the first input, and in accordance with a determination that the second location is occupied by a respective object (e.g., a physical object such as a wall or non-wall object, or a virtual object) ( 1014 a ), in accordance with a determination that the amount of separation from the second location in the second direction required for the first virtual object to avoid the respective object at the second location is less than the amount of separation from the second location in the first direction required for the first virtual object to avoid the respective object at the second location, the third location is separated from the second location in the second direction ( 1014 c ), such as if shifting object 916 a downward rather than upward from the location at which object 916 a is shown in FIG. 9 B would avoid table 922 a with less movement of object 916 a . For example, if shifting the location for the first virtual object in the second direction to avoid the collision or overlap of the first virtual object with the respective object requires a shift of a smaller magnitude than shifting the location for the first virtual object in the first direction to avoid the collision or overlap of the first virtual object with the respective object, the computer system optionally shifts the location for the first virtual object in the second direction (e.g., by the smaller magnitude). Therefore, in some embodiments, the computer system shifts the location for the first virtual object in the direction that requires less (e.g., the least) amount of shifting of the location for the first virtual object to avoid the collision or overlap of the first virtual object with the respective object. Shifting the first virtual object in the direction that requires less shifting automatically causes the computer system to appropriately place the first virtual object to avoid collision while maintaining the first virtual object closer to (e.g., as close as possible to) its initial target location.

›DESCRIPTION OF EMBODIMENTS · 29 of 71

In some embodiments, displaying the first virtual object at the third location includes displaying, via the display generation component, an animation of a representation of the first virtual object moving to the second location followed by an animation of the representation of the first virtual object moving from the second location to the third location ( 1016 ), such as the animation of object 916 a moving to the location shown in FIG. 9 B , and then an animation of object 916 a moving to the location shown in FIG. 9 C . In some embodiments, the computer system displays an animation of the first virtual object (e.g., a faded, visually deemphasized, darker, blurred, unsaturated and/or more translucent representation of the first virtual object) originally moving to the second location in the three-dimensional environment in response to the first input, and then subsequently displays an animation of the first virtual object (e.g., the faded, visually deemphasized, darker, blurred, unsaturated and/or more translucent representation of the first virtual object) moving from the second location to the third location in the three-dimensional environment. In some embodiments, the first and second animations occur after the first input (e.g., in response to the first input) without further input being detected. In some embodiments, when the first virtual object reaches the third location, the computer system displays the first virtual object as unfaded, no longer visually deemphasized, brighter, less blurred, with increased saturation and/or less translucent (e.g., the visual appearance the first virtual object had when the first input was received). Displaying the animation of the first virtual object first moving to the second location and then moving to the third location provides feedback about the original recentering location for the first virtual object.

In some embodiments, the third location is separated from the second location by one or more of: distance from the first viewpoint of the user, horizontal distance relative to the first viewpoint of the user, or vertical distance relative to the first viewpoint of the user ( 1018 ). For example, the computer system optionally shifts the location for the first virtual object in any direction from the second location, such as towards or away from the viewpoint of the user, horizontally with respect to the viewpoint or the user, vertically with respect to the viewpoint of the user, or any combination of the above. Shifting the location for the first virtual object in the above directions reduces the number of inputs needed to appropriately place the first virtual object in the three-dimensional environment.

In some embodiments, the first virtual object was last placed or positioned at the first location in the three-dimensional environment from a second viewpoint of the user, different from the first viewpoint of the user (e.g., such as from a viewpoint sufficiently different from the current viewpoint of the user, as described in more detail with reference to method 800 ) ( 1020 a )

In some embodiments, in accordance with a determination that a spatial arrangement of the first location relative to the second viewpoint is a first spatial arrangement, the second location is a first respective location ( 1020 b ), such as object 920 a in FIG. 9 C . For example, if the location and/or orientation of the first virtual object relative to the second viewpoint (e.g., the viewpoint from which the first virtual object was last placed or positioned in the three-dimensional environment) was such that the first virtual object was to the right and upward relative to the second viewpoint, the computer system selects the second location such that the location and/or orientation of the first virtual object at the second location relative to the first viewpoint is also to the right and upward relative to the first viewpoint (e.g., the same relative location and/or orientation). In some embodiments, the magnitudes of the relative location and/or orientation of the second location relative to the first viewpoint is also maintained with respect to the relative location and/or orientation of the first location relative to the second viewpoint.

In some embodiments, in accordance with a determination that the spatial arrangement of the first location relative to the second viewpoint is a second spatial arrangement, different from the first spatial arrangement, the second location is a second respective location, different from the first respective location ( 1020 c ), such as if object 920 a had a different spatial arrangement relative to viewpoint 926 b in FIG. 9 A , object 920 a would optionally have that different spatial arrangement relative to viewpoint 926 a in FIG. 9 C . For example, if the location and/or orientation of the first virtual object relative to the second viewpoint was such that the first virtual object was to the left and downward relative to the second viewpoint, the computer system selects the second location such that the location and/or orientation of the first virtual object at the second location relative to the first viewpoint is also to the left and downward relative to the first viewpoint (e.g., the same relative location and/or orientation). In some embodiments, the magnitudes of the location and/or orientation of the second location relative to the first viewpoint is also maintained with respect to the relative location and/or orientation of the first location relative to the second viewpoint. Setting the target location for a recentered virtual object that is based on a location of the virtual object relative to a prior viewpoint of the user when the virtual object was last positioned in the three-dimensional environment causes the computer system to automatically place the virtual object at a prior-provided relative location for the virtual object.

In some embodiments, the first virtual object was last placed or positioned in the three-dimensional environment from a second viewpoint of the user, different from the first viewpoint (e.g., such as from a viewpoint sufficiently different from the current viewpoint of the user, as described in more detail with reference to method 800 ), and when the first input is received the three-dimensional environment further includes a second virtual object and a third virtual object that were last placed or positioned in the three-dimensional environment from the first viewpoint of the user (or a viewpoint of the user not sufficiently different from the current viewpoint of the user, as described in more detail with reference to method 800 ), the second and third virtual objects having a first respective spatial arrangement relative to the first viewpoint ( 1022 a ), such as objects 906 a , 908 a and/or 910 a in FIG. 9 A and their spatial arrangement relative to viewpoint 926 a in FIG. 9 A .

›DESCRIPTION OF EMBODIMENTS · 30 of 71

In some embodiments, in response to receiving the first input ( 1022 b ), in accordance with a determination that the second and third virtual objects are overlapping, such as objects 906 a and 908 a overlapping in FIG. 9 A (e.g., are at least partially colliding with each other in the three-dimensional environment and/or are at least partially obscuring each other from the first viewpoint of the user), the computer system (e.g., 101 ) updates ( 1022 c ) a spatial arrangement of the second and third virtual objects to be a second respective spatial arrangement relative to the first viewpoint to reduce or eliminate the overlap between the second and third virtual objects, such as shown with objects 906 a and 908 a in FIGS. 9 B and 9 C (e.g., moving and/or changing the orientations of the first, the second or both the first and second virtual objects such that the (e.g., horizontal, vertical and/or depth) distance between the objects relative to the first viewpoint increases to reduce or eliminate the collision between the two objects and/or the obscuring of the two objects).

In some embodiments, in response to receiving the first input ( 1022 b ), in accordance with a determination that the second and third virtual objects are not overlapping, such as if objects 906 a and 908 a were not overlapping in FIG. 9 A (e.g., are not at least partially colliding with each other in the three-dimensional environment and/or are not at least partially obscuring each other from the first viewpoint of the user), the computer system (e.g., 101 ) maintains ( 1022 d ) the second and third virtual objects having the first respective spatial arrangement relative to the first viewpoint, such as not moving objects 906 a and/or 908 a in response to the input of FIG. 9 A (e.g., not moving or changing the orientations of the first and the second virtual objects in the three-dimensional environment). Thus, in some embodiments, virtual objects that were last placed or positioned in the three-dimensional environment from the current viewpoint of the user do not response to the first input unless they are overlapping in the three-dimensional environment. Shifting the first and/or second virtual objects only if they are overlapping reduces the number of inputs needed to appropriately place the first and second virtual objects in the three-dimensional environment.

In some embodiments, in response to receiving the first input, the computer system (e.g., 101 ) displays ( 1024 ), via the display generation component, a visual indication indicating that the first input was received, such as the modification of the visual appearances of objects 906 a , 908 a and/or 910 a from FIG. 9 A to FIG. 9 B . In some embodiments, the visual indication is displayed for a predetermined amount of time (e.g., 0.3, 0.5, 1, 2, 3, 5 or 10 seconds) after the first input is received. In some embodiments, the visual indication is displayed for the duration of the movement of the virtual object(s) in the three-dimensional environment in response to the first input, and ceases display in response to the end of that movement. In some embodiments, the visual indication is or includes modification of the visual appearance of one or more elements that were included in the three-dimensional environment when the first input is received (e.g., modification of the visual appearance of one or more of the virtual objects that were included in the three-dimensional environment when the first input was received, as will be described in more detail below). In some embodiments, the visual indication is or includes display of an element (e.g., a notification) that was not displayed or included in the three-dimensional environment when the first input was received. Displaying an indication of the first input provides feedback about a current status of the computer system as recentering one or more virtual objects in the three-dimensional environment.

In some embodiments, when the first input is received, the first virtual object has (e.g., is displayed with) a visual characteristic having a first value (e.g., has a first brightness, has a first opacity, has a first blurriness, and/or has a first color saturation), and the visual indication indicating that the first input was received includes temporarily updating (and/or displaying) the first virtual object to have the visual characteristic having a second value, different from the first value, such as the visual appearance of object 916 a in FIG. 9 B (e.g., a second brightness less than the first brightness, a second opacity less than the first opacity, a second blurriness more than the first blurriness and/or a second color saturation less than the first color saturation), followed by displaying the first virtual object with the visual characteristic having the first value, such as the visual appearance of object 916 a in FIG. 9 C (e.g., reverting the first virtual object to having its initial visual appearance) ( 1026 ). In some embodiments, in response to the first input, the first virtual object is temporarily visually deemphasized in the three-dimensional environment (e.g., relative to the remainder of the three-dimensional environment and/or relative to parts of the three-dimensional environment that are not changing position and/or orientation in response to the first input). In some embodiments, the change in visual appearance of the first virtual object described above is maintained for the duration of the movement of the virtual object(s) in the three-dimensional environment in response to the first input, and is reverted in response to the end of that movement. In some embodiments, the above change in visual appearance additionally or alternatively applies to other virtual objects that are moved/reoriented in the three-dimensional environment in response to the first input. In some embodiments, the above change in visual appearance additionally or alternatively applies to virtual objects that are not moved/reoriented in the three-dimensional environment in response to the first input. In some embodiments, the virtual objects that are changed in visual appearance are partially or fully faded out in the three-dimensional environment in response to the first input until they become unfaded as described above. Adjusting the visual appearance of virtual object(s) in response to the first input provides feedback about a current status of the computer system as recentering one or more virtual objects in the three-dimensional environment.

›DESCRIPTION OF EMBODIMENTS · 31 of 71

In some embodiments, when the first input is received, the three-dimensional environment further includes a second virtual object at a fourth location in the three-dimensional environment (e.g., the second virtual object is an object that will be recentered in the three-dimensional environment along with the first virtual object in response to the first input), the first virtual object and the second virtual object having a first respective spatial arrangement relative to each other ( 1028 a ), such as objects 912 a and 920 a in FIG. 9 A having a spatial arrangement relative to each other.

In some embodiments, in response to receiving the first input ( 1028 b ), in accordance with the determination that the second location is unoccupied by objects, the computer system (e.g., 101 ) displays ( 1028 c ) the first virtual object at the second location and the second virtual object at a fifth location, different from the fourth location, that satisfies the first set of one or more criteria (e.g., moving and/or reorienting both the first and the second virtual objects in the three-dimensional environment in response to the first input as previously described and/or as described with reference to method 800 ), wherein the first virtual object and the second virtual object at the second and fifth locations, respectively, have the first respective spatial arrangement relative to each other, such as objects 912 a and 920 a having the same spatial arrangement relative to each other in FIG. 9 C as in FIG. 9 A (e.g., the relative orientations and/or positions of the first and second virtual objects are maintained in response to recentering those virtual objects, as described in more detail with reference to method 800 ).

In some embodiments, in response to receiving the first input ( 1028 b ), in accordance with the determination that the second location is occupied, such as with respect to object 918 a in FIG. 9 B , the computer system (e.g., 101 ) displays ( 1028 d ) the first virtual object at the third location and the second virtual object at a sixth location, different from the fourth location (e.g., optionally the same as or different from the fifth location), that satisfies the first set of one or more criteria (e.g., moving and/or reorienting both the first and the second virtual objects in the three-dimensional environment in response to the first input as previously described and/or as described with reference to method 800 , except that the locations for the first virtual object and optionally the second virtual object have been shifted by the computer system because the target location(s) for those object(s) are occupied by other objects, as previously described), wherein the first virtual object and the second virtual object at the third and sixth locations, respectively, have a second respective spatial arrangement relative to each other, different from the first respective spatial arrangement, such as objects 918 a and 920 a having a different spatial arrangement relative to each other in FIG. 9 C than in FIG. 9 A (e.g., if the target location(s) for the virtual object(s) are occupied when the first input is received, the virtual objects optionally do not maintain their relative orientations and/or positions in response to recentering those virtual objects). Maintaining the relative spatial arrangements of recentered virtual objects if possible reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

In some embodiments, when the first input is received, the three-dimensional environment includes a first respective virtual object (e.g., the first virtual object or a different virtual object) at a first respective location in the three-dimensional environment and a second respective virtual object at a second respective location in the three-dimensional environment (e.g., the first respective virtual object is being recentered in response to the first input, and the second respective virtual object is optionally being recentered in response to the first input or is optionally not being recentered in response to the first input) ( 1030 a ).

In some embodiments, in response to receiving the first input ( 1030 b ), the computer system (e.g., 101 ) displays ( 1030 c ) the second respective virtual object at a third respective location in the three-dimensional environment (e.g., different from the second respective location if the second respective virtual object is recentered in response to the first input, or the same as the second respective location if the second respective virtual object is not recentered in response to the first input).

In some embodiments, in response to receiving the first input ( 1030 b ), in accordance with a determination that a difference in distance between a fourth respective location and the third respective location from the first viewpoint of the user is greater than a threshold distance (e.g., 0.1, 0.3, 0.5, 1, 3, 5, 10, 20, 50, 100, 500, 1000 or 5000 cm difference in distance from the first viewpoint of the user), wherein the fourth respective location is further from the first viewpoint of the user than the third respective location and satisfies the first set of one or more criteria (e.g., the fourth respective location is the initial target location for the first respective virtual object in response to the first input in the ways described above and/or with reference to method 800 ), the computer system (e.g., 101 ) displays ( 1030 d ) the first respective virtual object at the fourth respective location, wherein the second respective virtual object at the third respective location at least partially obscures the first respective virtual object at the fourth respective location from the first viewpoint of the user, such as if object 918 a were recentered to and remained at a location behind object 910 a and obscured by object 910 a in FIG. 9 B because that location behind object 910 a was separated from object 910 a by at least the threshold distance (and optionally the first and second respective virtual objects do not collide in the three-dimensional environment when displayed at the fourth respective location and the third respective location, respectively). For example, the computer system recenters the first respective virtual object to the fourth respective location even if the second respective virtual object at least partially obscures the first respective virtual object from the first viewpoint of the user. Thus, in some embodiments, the computer system will shift the target locations for virtual objects in response to the first input if those virtual objects will collide with other virtual objects, but will not shift the target locations for those virtual objects in response to the first input based on virtual objects obscuring (but not colliding with) other virtual objects (or vice versa) from the viewpoint of the user, if the two objects are sufficiently separated from each other in depth with respect to the viewpoint of the user.

›DESCRIPTION OF EMBODIMENTS · 32 of 71

In some embodiments, in response to receiving the first input ( 1030 b ), in accordance with a determination that the difference in distance between the fourth respective location and the third respective location from the first viewpoint of the user is less than the threshold distance (e.g., 0.1, 0.3, 0.5, 1, 3, 5, 10, 20, 50, 100, 500, 1000 or 5000 cm difference in distance from the first viewpoint of the user), the computer system (e.g., 101 ) displays ( 1030 e ) the first respective virtual object at a fifth respective location, different from the fourth respective location, wherein the fifth respective location is further from the first viewpoint of the user than the third respective location and satisfies the first set of one or more criteria (e.g., the fifth respective location is the shifted target location for the first respective virtual object in response to the first input in the ways described above and/or with reference to method 800 ), and the second respective virtual object at the third respective location does not at least partially obscure the first respective virtual object at the fifth respective location from the first viewpoint of the user, such as if object 918 a were recentered to a location behind object 910 a in FIG. 9 B but that location behind object 910 a was not separated from object 910 a by at least the threshold distance, and computer system 101 were to therefore change the location of object 918 a so that it was not obscured by object 910 a (and optionally the first and second respective virtual objects do not collide in the three-dimensional environment when displayed at the fifth respective location and the third respective location, respectively). For example, the computer system recenters the first respective virtual object to the fifth respective location, which is selected by the computer system such that the second respective virtual object does not even partially obscure the first respective virtual object from the viewpoint of the user. Thus, in some embodiments, the computer system will shift the target locations for virtual objects in response to the first input if those virtual objects will collide with other virtual objects and/or if they will obscure other virtual objects (or vice versa) from the viewpoint of the user if the two objects are insufficiently sufficiently separated from each other in depth with respect to the viewpoint of the user. Shifting recenter locations based on collisions or line of sigh obstruction depending on the separation (in depth) of virtual objects in response to recentering reduces the number of inputs needed to appropriately place objects relative to the viewpoint of the user in response to the first input.

It should be understood that the particular order in which the operations in method 1000 have been described is merely exemplary and is not intended to indicate that the described order is the only order in which the operations could be performed. One of ordinary skill in the art would recognize various ways to reorder the operations described herein.

FIGS. 11 A- 11 E illustrate examples of a computer system selectively automatically recentering one or more virtual objects in response to the display generation component changing state in accordance with some embodiments.

FIG. 11 A illustrates a three-dimensional environment 1102 visible via a display generation component (e.g., display generation component 120 of FIG. 1 ) of a computer system 101 , the three-dimensional environment 1102 visible from a viewpoint 1126 of a user illustrated in the overhead view (e.g., facing the left wall of a first room 1103 a in the physical environment in which computer system 101 is located). As described above with reference to FIGS. 1 - 6 , the computer system 101 optionally includes a display generation component (e.g., a touch screen) and a plurality of image sensors (e.g., image sensors 314 of FIG. 3 ). The image sensors optionally include one or more of a visible light camera, an infrared camera, a depth sensor, or any other sensor the computer system 101 would be able to use to capture one or more images of a user or a part of the user (e.g., one or more hands of the user) while the user interacts with the computer system 101 . In some embodiments, the user interfaces illustrated and described below could also be implemented on a head-mounted display that includes a display generation component that displays the user interface or three-dimensional environment to the user, and sensors to detect the physical environment and/or movements of the user's hands (e.g., external sensors facing outwards from the user), and/or gaze of the user (e.g., internal sensors facing inwards towards the face of the user).

As shown in FIG. 11 A , computer system 101 captures one or more images of the physical environment around computer system 101 (e.g., operating environment 100 ), including one or more objects in the physical environment around computer system 101 . In some embodiments, computer system 101 displays representations of the physical environment in three-dimensional environment 1102 and/or the physical environment is visible in the three-dimensional environment 1102 via the display generation component 120 . For example, three-dimensional environment 1102 visible via display generation component 120 includes representations of the physical floor and back and side walls of the room 1103 a in which computer system 101 is located. Three-dimensional environment 1102 also includes table 1122 a (corresponding to 1122 b in the overhead view), which is visible via the display generation component from the viewpoint 1126 in FIG. 11 A , and sofa 1124 b (shown in the overhead view) in a second room 1103 b in the physical environment, which is not visible via the display generation component 120 from the viewpoint 1126 of the user in FIG. 11 A .

In FIG. 11 A , three-dimensional environment 1102 also includes virtual objects 1106 a (corresponding to object 1106 b in the overhead view), 1108 a (corresponding to object 1108 b in the overhead view), and 1110 a (corresponding to object 1110 b in the overhead view) that are visible from viewpoint 1126 . Virtual objects 1106 a , 1108 a and 1110 a are optionally virtual objects that were last placed or positioned in three-dimensional environment 1102 from viewpoint 1126 in FIG. 11 A , similar to as described with reference to FIGS. 7 A- 7 F and/or method 800 . In FIG. 11 A , objects 1106 a , 1108 a and 1110 a are two-dimensional objects, but the examples of the disclosure optionally apply equally to three-dimensional objects. Virtual objects 1106 a , 1108 a and 1110 a are optionally one or more of user interfaces of applications (e.g., messaging user interfaces or content browsing user interfaces), three-dimensional objects (e.g., virtual clocks, virtual balls, or virtual cars) or any other element displayed by computer system 101 that is not included in the physical environment of computer system 101 .

›DESCRIPTION OF EMBODIMENTS · 33 of 71

As described with reference to FIGS. 7 A- 7 F and/or method 800 , in some embodiments, virtual objects that were last placed or repositioned from a particular prior viewpoint (or multiple prior viewpoints) of the user can be recentered to a new, current viewpoint of the user. Thus, in some embodiments, if the viewpoint of the user changes from that illustrated in FIG. 11 A and computer system 101 detects a recentering input, computer system 101 recenters virtual objects 1106 a , 1108 a and 1110 a to that changed viewpoint as described with reference to FIGS. 7 A- 7 F and/or method 800 . However, in some embodiments, computer system 101 automatically recenters virtual objects 1106 a , 1108 a and 1110 a to the changed viewpoint of the user if the changed viewpoint of the user is sufficiently different (e.g., in location and/or orientation, such as described in more detail with reference to method 1200 ) from the prior viewpoint of the user. Further, in some embodiments, computer system 101 performs (or does not perform) such automatic recentering in response to display generation component 120 transitioning from a second state (e.g., a powered-off or off state in which three-dimensional environment 1102 is not visible via the display generation component 120 ) to a first state (e.g., a powered-on or on state in which three-dimensional environment 1102 is visible via the display generation component 120 ), as will be discussed in more detail below and with reference to method 1200 . In the case of a wearable device (e.g., a head-mounted device), the display generation component is optionally in the first state while the device is being worn on the head of the user, the display generation component optionally transitions to the second state in response to detecting that the device has been removed from the head of the user, and the display generation component optionally transitions back to the first state in response to (and optionally remains in the first state while) detecting that the device has been placed on and is being worn on the head of the user.

For example, from FIG. 11 A to 11 B , display generation component 120 has transitioned from the first state to the second state, and the user has moved to a new location (e.g., new location and/or new orientation) in the physical environment of the user as compared with FIG. 11 A . For example, in FIG. 11 B , the user has moved to a new location, corresponding to a new viewpoint 1126 , in the first room 1103 a in the physical environment, and is facing the back-left wall of that room 1103 a . Three-dimensional environment 1102 is not visible or displayed via computer system 101 , because computer system 101 is optionally in an off state and/or is not being worn on the head of the user. Therefore, no virtual objects are illustrated in FIG. 11 B .

From FIG. 11 B to 11 C , display generation component 120 has transitioned from the second state to the first state while the user is at the location in the physical environment shown in FIG. 11 B (and FIG. 11 C ). As shown in FIG. 11 C , three-dimensional environment 1102 is again visible via display generation component 120 of computer system 101 . Further, the viewpoint of the user in three-dimensional environment 1102 corresponds to the updated location and/or orientation of the user in the physical environment. In FIG. 11 C , the updated location and/or orientation of the user in the physical environment and/or the viewpoint of the user in the three-dimensional environment 1102 in FIGS. 11 B and 11 C is optionally not sufficiently different from that in FIG. 11 A -therefore, computer system 101 has not automatically recentered virtual objects 1106 a , 1108 a and 1110 a to the updated viewpoint of the user in response to display generation component 120 transitioning from the second state to the first state. For example, because the user remains in the same room 1103 a in the physical environment as in FIG. 11 A , computer system 101 optionally has not automatically recentered virtual objects 1106 a , 1108 a and 1110 a to the updated viewpoint of the user. Additional or alternative criteria for automatically recentering virtual objects 1106 a , 1108 a and 1110 a to the updated viewpoint of the user are described with reference to method 1200 . As a result, in FIG. 11 C , three-dimensional environment 1102 is optionally merely visible from a different viewpoint than in FIG. 11 A , rather than being recentered to the different viewpoint in FIG. 11 C .

In contrast to FIGS. 11 B and 11 C , in FIG. 11 D display generation component 120 has transitioned from the first state to the second state, and the user has moved to a new location (e.g., new location and/or new orientation) in the physical environment of the user as compared with FIG. 11 A or FIG. 11 C . For example, in FIG. 11 D , the user has moved to a new location, corresponding to a new viewpoint 1126 , in the second room 1103 b in the physical environment, and is facing the back wall of that room 1103 b . Three-dimensional environment 1102 is not visible or displayed via computer system 101 , because computer system 101 is optionally in an off state and/or is not being worn on the head of the user. Therefore, no virtual objects are illustrated in FIG. 11 D .

From FIG. 11 D to 11 E , display generation component 120 has transitioned from the second state to the first state while the user is at the location in the physical environment shown in FIG. 11 D (and FIG. 11 E ). As shown in FIG. 11 E , three-dimensional environment 1102 is again visible via display generation component 120 of computer system 101 . Further, the viewpoint of the user in three-dimensional environment 1102 corresponds to the updated location and/or orientation of the user in the physical environment. In FIG. 11 E , the updated location and/or orientation of the user in the physical environment and/or the viewpoint of the user in the three-dimensional environment 1102 in FIGS. 11 D and 11 E is optionally sufficiently different from that in FIG. 11 A (and/or FIG. 11 C )—therefore, computer system 101 has automatically recentered virtual objects 1106 a , 1108 a and 1110 a to the updated viewpoint of the user in response to display generation component 120 transitioning from the second state to the first state. For example, because the user has moved to the second room 1103 b in the physical environment, computer system 101 optionally has automatically recentered virtual objects 1106 a , 1108 a and 1110 a to the updated viewpoint of the user as shown in FIG. 11 E . Details about how virtual objects 1106 a , 1108 a and 1110 a are recentered to the updated viewpoint of the user are provided with reference to methods 800 and/or 1000 . Additional or alternative criteria for automatically recentering virtual objects 1106 a , 1108 a and 1110 a to the updated viewpoint of the user are described with reference to method 1200 . As a result, in FIG. 11 E , three-dimensional environment 1102 is optionally recentered to and visible from a different viewpoint than in FIG. 11 A (and/or FIG. 11 C ).

›DESCRIPTION OF EMBODIMENTS · 34 of 71

In some embodiments, computer system 101 does not automatically recenter the virtual objects and/or three-dimensional environment to the updated viewpoint of the user unless the display generation component transitions from the second state to the first state while the user is at the updated location and/or viewpoint (optionally after having transitioned from the first state to the second state). For example, if the user had moved from the location and/or viewpoint illustrated in FIG. 11 A to the location and/or viewpoint illustrated in FIG. 11 E while display generation component 120 remained in the first state, computer system 101 would optionally not automatically recenter virtual objects 1106 a , 1108 a and 1110 a to the updated viewpoint of the user-instead, three-dimensional environment 1102 would optionally merely be visible from the updated viewpoint of the user while virtual objects 1106 a , 1108 a and 1110 a remained at their locations in three-dimensional environment 1102 shown in FIG. 11 A . Thus, in some embodiments, a required condition for automatically recentering the three-dimensional environment and/or virtual objects to the updated viewpoint of the user is that the display generation component transitions from the second state to the first state while the user is at a location and/or viewpoint that satisfies automatic recentering criteria (e.g., sufficiently different from a prior viewpoint of the user, as described in more detail with reference to method 1200 ).

FIGS. 12 A- 12 E is a flowchart illustrating a method of selectively automatically recentering one or more virtual objects in response to the display generation component changing state in accordance with some embodiments. In some embodiments, the method 1200 is performed at a computer system (e.g., computer system 101 in FIG. 1 such as a tablet, smartphone, wearable computer, or head mounted device) including a display generation component (e.g., display generation component 120 in FIGS. 1 , 3 , and 4 ) (e.g., a heads-up display, a display, a touchscreen, or a projector) and one or more cameras (e.g., a camera (e.g., color sensors, infrared sensors, and other depth-sensing cameras) that points downward at a user's hand or a camera that points forward from the user's head). In some embodiments, the method 1200 is governed by instructions that are stored in a non-transitory computer-readable storage medium and that are executed by one or more processors of a computer system, such as the one or more processors 202 of computer system 101 (e.g., controller 110 in FIG. 1 A ). Some operations in method 1200 are, optionally, combined and/or the order of some operations is, optionally, changed.

In some embodiments, method 1200 is performed at a computer system (e.g., 101 ) in communication with a display generation component and one or more input devices. In some embodiments, the computer system has one or more characteristics of the computer system of methods 800 and/or 1000 . In some embodiments, the display generation component has one or more characteristics of the display generation component of methods 800 and/or 1000 . In some embodiments, the one or more input devices have one or more of the characteristics of the one or more input devices of methods 800 and/or 1000 .

In some embodiments, while the display generation component is operating in a first state (e.g., a state in which the display generation component is active and/or on) in which a three-dimensional environment (e.g., 1102 ) (e.g., the three-dimensional environment optionally has one or more characteristics of the three-dimensional environment of methods 800 and/or 1000 , and optionally includes at least a portion of a physical environment of a user of the computer system. In some embodiments, the (portion of the) physical environment is displayed in the three-dimensional environment via the display generation component (e.g., virtual or video passthrough). In some embodiments, the (portion of the) physical environment is a view of the (portion of the) the physical environment of the computer system visible through a transparent portion of the display generation component (e.g., true or real passthrough) is visible from a first viewpoint of a user (e.g., such as described with reference to methods 800 and/or 1000 ), and the first viewpoint of the user is associated with a first respective spatial arrangement of the user relative to the three-dimensional environment, such as in FIG. 11 A (e.g., the viewpoint from which the three-dimensional environment is displayed and/or is visible corresponds to the location and/or orientation of the user in the three-dimensional environment and/or physical environment of the user, such that if the user were to rotate their head and/or torso and/or move in the three-dimensional environment and/or their physical environment, a corresponding different portion of the three-dimensional environment would be displayed and/or visible via the display generation component), the computer system (e.g., 101 ) displays ( 1202 a ), in the three-dimensional environment, via the display generation component, a first virtual object that has a first spatial arrangement relative to the first viewpoint of the user and a second spatial arrangement relative to the three-dimensional environment, such as objects 1106 a , 1108 a and/or 1110 a in FIG. 11 A . The first virtual object optionally has one or more characteristics of the first virtual object in methods 800 and/or 1000 . The first spatial arrangement optionally corresponds to the relative location and/or relative orientation (optionally including the orientation of the first virtual object itself) of the first virtual object relative to the first viewpoint of the user in the three-dimensional environment (e.g., 10 feet from the first viewpoint, and 30 degrees to the right of the center line of the first viewpoint). The second spatial arrangement optionally corresponds to the relative location and/or relative orientation (optionally including the orientation of the first virtual object itself) of the first object relative to a reference point (e.g., the location of the user in the physical environment, the orientation of the head and/or torso of the user in the three-dimensional environment, the center of the room in which the user is located or the location of the viewpoint of the user in the three-dimensional environment) in the three-dimensional environment and/or physical environment of the user (e.g., 10 feet from the center of the room, and 30 degrees to the right of the line from the center of the room to the back wall of the room, and normal to the back wall of the room). Thus, in some embodiments, the first virtual object having a relative location in the three-dimensional environment relative to the viewpoint of the user also has a relative location relative to the physical environment that is optionally visible via the display generation component. In some embodiments, the first spatial arrangement satisfies the one or more criteria, of methods 800 and/or 1000 , that specify a range of distances or a range of orientations of virtual objects relative to the viewpoint of the user. In some embodiments, the first spatial arrangement does not satisfy those one or more criteria of methods 800 and/or 1000 .

›DESCRIPTION OF EMBODIMENTS · 35 of 71

In some embodiments, while displaying the first virtual object with the first spatial arrangement relative to the first viewpoint of the user and the second spatial arrangement relative to the three-dimensional environment, the computer system (e.g., 101 ) detects ( 1202 b ) a first event corresponding to a change in state of the display generation component to a second state different from the first state (e.g., a state in which the display generation component is inactive or off), wherein while the display generation component is in the second state, the three-dimensional environment is not visible via the display generation component, such turning off computer system 101 from FIG. 11 A to FIG. 11 B . For example, the second state is optionally activated in response to an input (e.g., first event) detected by the computer system to cease displaying and/or exit the three-dimensional environment (e.g., selection of a displayed selectable option, or selection of a hardware button included on the computer system). In some embodiments, the display generation component is included in a head-mounted device that is worn on the user's head, and when worn on the user's head, the display generation component is in the first state and the user is able to view the three-dimensional environment that is visible via the display generation component. In some embodiments, in response to detecting that the head-mounted device has been removed from the user's head (e.g., is no longer being worn by the user)—for example, the first event—the computer system transitions the display generation component to the second state.

In some embodiments, after the change in state of the display generation component from the first state to the second state (e.g., after the user has changed orientation and/or moved to a different location in the physical environment after the change in state of the display generation component from the first state to the second state) ( 1202 c ), the computer system (e.g., 101 ) detects ( 1202 d ) a second event corresponding to a change in state of the display generation component from the second state to the first state in which the three-dimensional environment is visible via the display generation component, wherein while the display generation component is in the first state after detecting the second event, the three-dimensional environment is visible, via the display generation component, from a second viewpoint, different from the first viewpoint, of the user (e.g., corresponding to the user's changed orientation and/or location in the physical environment), wherein the second viewpoint is associated with a second respective spatial arrangement of the user relative to the three-dimensional environment, such as viewpoint 1126 in FIG. 11 C . For example, the second event is optionally an input detected by the computer system to redisplay and/or enter the three-dimensional environment (e.g., selection of a displayed selectable option, or selection of a hardware button included on the computer system). In some embodiments, the second event is detecting that the head-mounted device has been placed on the user's head (e.g., is once again being worn by the user). For example, the computer system now displays the three-dimensional environment from the updated viewpoint of the user (e.g., having an updated location and/or orientation in the three-dimensional environment that corresponds to the new location and/or orientation of the user in the physical environment of the user).

In some embodiments, after the change in state of the display generation component from the first state to the second state (e.g., after the user has changed orientation and/or moved to a different location in the physical environment after the change in state of the display generation component from the first state to the second state) ( 1202 c ), in response to detecting the second event and while the three-dimensional environment is visible from the second viewpoint (e.g., the computer system transitions the display generation component to the first state in response to detecting the second event), the computer system displays, via the display generation component, the first virtual object in the three-dimensional environment ( 1202 e ), including in accordance with a determination that one or more criteria are satisfied (e.g., one or more criteria for recentering the three-dimensional environment—such as described with reference to methods 800 and/or 1000 —including the first virtual object, to the updated viewpoint of the user. The one or more criteria will be described in more detail below), displaying ( 1202 f ), in the three-dimensional environment, the first virtual object with the first spatial arrangement relative to the second viewpoint of the user and a third spatial arrangement, different from the second spatial arrangement, relative to the three-dimensional environment, such as with respect to objects 1106 a , 1108 a and/or 1110 a in FIG. 11 E . For example, because the one or more criteria are satisfied, the computer system displays the first virtual object at the same relative location and/or orientation relative to the second viewpoint as the first virtual object was displayed relative to the first viewpoint from which the three-dimensional environment was last displayed (e.g., at a different location and/or with a different orientation in the three-dimensional environment than before). In some embodiments, because the user is now in a different orientation and/or location in the three-dimensional environment and/or physical environment (e.g., the second viewpoint corresponds to the different orientation and/or location), and because the first virtual object is displayed at the same first spatial arrangement relative to the second viewpoint as it was before, the first virtual object is now displayed with a different spatial arrangement relative to the three-dimensional environment and/or physical environment that it was before (e.g., the first virtual object is no longer displayed over a physical table in the physical environment, but is now displayed over a physical sofa in the physical environment).

›DESCRIPTION OF EMBODIMENTS · 36 of 71

In some embodiments, after the change in state of the display generation component from the first state to the second state (e.g., after the user has changed orientation and/or moved to a different location in the physical environment after the change in state of the display generation component from the first state to the second state) ( 1202 c ), in response to detecting the second event and while the three-dimensional environment is visible from the second viewpoint (e.g., the computer system transitions the display generation component to the first state in response to detecting the second event), the computer system displays, via the display generation component, the first virtual object in the three-dimensional environment ( 1202 e ), including in accordance with a determination that the one or more criteria are not satisfied, displaying ( 1202 g ), in the three-dimensional environment, the first virtual object with a fourth spatial arrangement, different from the first spatial arrangement, relative to the second viewpoint of the user and the second spatial arrangement relative to the three-dimensional environment, such as with respect to object 1110 a in FIG. 11 C . For example, because the one or more criteria are not satisfied, the computer system displays the first virtual object at a different relative location and/or orientation relative to the second viewpoint than when the first virtual object was displayed relative to the first viewpoint from which the three-dimensional environment was last displayed (e.g., at the same location and/or with the same orientation in the three-dimensional environment as before). Thus, because the first virtual object is not repositioned in the three-dimensional environment, the first virtual object is optionally displayed with the same second spatial arrangement relative to the three-dimensional environment and/or physical environment as it was before (e.g., the first virtual object is still displayed over the physical table in the physical environment). In some embodiments, inputs described with reference to method 1200 are or include air gesture inputs. Selectively recentering objects based on an updated viewpoint of a user reduces the number of inputs needed to make objects accessible to the user when initiating display of the three-dimensional environment.

In some embodiments, the one or more criteria are satisfied when a duration of time between the first event and the second event is greater than a time threshold (e.g., 5 minutes, 30 minutes, 1 hr., 3 hrs., 6 hrs., 12 hrs., 24 hrs., 48 hrs., 96 hrs. or 192 hrs.), such as between FIGS. 11 A and 11 D /E, and are not satisfied when the duration of time between the first event and the second event is less than the time threshold ( 1204 ), such as between FIGS. 11 A and 11 B /C. For example, the computer system optionally does not automatically recenter the three-dimensional environment to the new viewpoint of the user in response to detecting the second event if the time since detecting the first event has been less than the time threshold, and optionally does automatically recenter the three-dimensional environment to the new viewpoint of the user in response to detecting the second event if the time since detecting the first event is greater than the time threshold. Selectively recentering objects to an updated viewpoint of a user based on time enables recentering to be performed when appropriate without displaying additional controls.

In some embodiments, the one or more criteria are satisfied when the second viewpoint of the user is greater than a threshold distance (e.g., 0.1, 0.5, 1, 3, 5, 10, 20, 50, 100 or 300 meters) from the first viewpoint of the user in the three-dimensional environment, such as between FIGS. 11 A and 11 D /E, and are not satisfied when the second viewpoint of the user is less than the threshold distance from the first viewpoint of the user in the three-dimensional environment ( 1206 ), such as between FIGS. 11 A and 11 B /C. For example, when the second event is detected if the user has moved more than the threshold distance away from a location in the user's physical environment at which the first event was detected, the computer system optionally does automatically recenter the three-dimensional environment to the new viewpoint of the user in response to detecting the second event. On the other hand, when the second event is detected if the user has not moved more than the threshold distance away from the location in the user's physical environment at which the first event was detected, the computer system optionally does not automatically recenter the three-dimensional environment to the new viewpoint of the user in response to detecting the second event. Selectively recentering objects to an updated viewpoint of a user based on distance enables recentering to be performed when appropriate without displaying additional controls.

In some embodiments, the one or more criteria are satisfied when a difference in orientation between the first and second viewpoints of the user in the three-dimensional environment is greater than a threshold (e.g., the orientation of the second viewpoint is more than 5, 10, 20, 30, 45, 90, 120 or 150 degrees rotated relative to the orientation of the first viewpoint), such as between FIGS. 11 A and 11 D /E, and are not satisfied when the difference in orientation between the first and second viewpoints of the user in the three-dimensional environment is less than the threshold ( 1208 ), such as between FIGS. 11 A and 11 B /C. For example, when the second event is detected if the user has moved and/or reoriented their head, body, shoulders and/or torso more than the threshold orientation away from the orientation of the user (e.g., user's head, body, shoulders and/or torso) in the user's physical environment at which the first event was detected, the computer system optionally does automatically recenter the three-dimensional environment to the new viewpoint of the user in response to detecting the second event. On the other hand, when the second event is detected if the user has not moved and/or reoriented their head, body, shoulders and/or torso more than the threshold orientation away from the orientation of the user (e.g., user's head, body, shoulders and/or torso) in the user's physical environment at which the first event was detected, the computer system optionally does not automatically recenter the three-dimensional environment to the new viewpoint of the user in response to detecting the second event. Selectively recentering objects to an updated viewpoint of a user based on orientation enables recentering to be performed when appropriate without displaying additional controls.

›DESCRIPTION OF EMBODIMENTS · 37 of 71

In some embodiments, the one or more criteria are satisfied when the first viewpoint of the user corresponds to a location within a first room in the three-dimensional environment and the second viewpoint of the user corresponds to a location within a second room, different from the first room, in the three-dimensional environment (e.g., when the viewpoint of the user was the first viewpoint, the user is located in a first room of the physical environment of the user, and when the viewpoint of the user is the second viewpoint, the user is located in a second room of the physical environment of the user), such as between FIGS. 11 A and 11 D /E, and are not satisfied when the first viewpoint of the user and the second viewpoint of the user correspond to locations within a same room in the three-dimensional environment ( 1210 ), such as between FIGS. 11 A and 11 B /C. In some embodiments, the one or more criteria are additionally or alternatively satisfied when the location of the user corresponding to the first viewpoint is separated from the location of the user corresponding to the second viewpoint by at least one wall in the physical environment of the user. For example, when the second event is detected if the user has moved to a different room than the room that includes a location in the user's physical environment at which the first event was detected, the computer system optionally does automatically recenter the three-dimensional environment to the new viewpoint of the user in response to detecting the second event. On the other hand, when the second event is detected if the user has not moved to a different room than the room that includes the location in the user's physical environment at which the first event was detected, the computer system optionally does not automatically recenter the three-dimensional environment to the new viewpoint of the user in response to detecting the second event. Selectively recentering objects to an updated viewpoint of a user based on the user's movement to a different room enables recentering to be performed when appropriate without displaying additional controls.

In some embodiments, while the three-dimensional environment is visible from the second viewpoint of the user, and while displaying, via the display generation component, the first virtual object with the fourth spatial arrangement relative to the second viewpoint of the user and the second spatial arrangement relative to the three-dimensional environment in accordance with the determination that the one or more criteria are not satisfied (e.g., the three-dimensional environment was not automatically recentered to the second viewpoint of the user in response to detecting the second event), such as in FIG. 11 C , the computer system (e.g., 101 ) detects ( 1012 a ), via the one or more input devices, an input corresponding to a request to update a spatial arrangement of the first virtual object relative to the second viewpoint of the user to satisfy a first set of one or more criteria that specify a range of distances or a range of orientations of virtual objects relative to the second viewpoint of the user, such as such an input being detected in FIG. 11 C (e.g., such as described with reference to method 800 . The input optionally has one or more of the characteristics of the first input (e.g., a recentering input) described with reference to methods 800 , 1000 and/or 1400 ).

In some embodiments, in response to detecting the input, the computer system (e.g., 101 ) displays ( 1012 b ), in the three-dimensional environment, the first virtual object with the first spatial arrangement relative to the second viewpoint of the user and the third spatial arrangement relative to the three-dimensional environment, such as if objects 1106 a , 1108 a and/or 1110 a were displayed in FIG. 11 C with spatial arrangements relative to viewpoint 1126 in FIG. 11 C that they had relative to viewpoint 1126 in FIG. 11 A . Thus, in some embodiments, even though the computer system did not automatically recenter the three-dimensional environment to the second viewpoint of the user in response to detecting the second event, the user is able to subsequent manually recenter the three-dimensional environment by providing input to do so. In some embodiments, the result of recentering in response to the second event and recentering in response to the user input is the same. Providing for manual recentering provides an efficient way to place virtual objects at appropriate positions in the three-dimensional environment.

In some embodiments, the input corresponding to the request to update the spatial arrangement of the first virtual object relative to the second viewpoint of the user to satisfy the first set of one or more criteria includes selection of a physical button of the computer system ( 1014 ), such as the input described with reference to FIG. 7 B . In some embodiments, the display generation component is included in a device (e.g., a physical device) that includes a physical depressible button. In some embodiments, the button is also rotatable (e.g., to increase or decrease a level of immersion at which the computer system is displaying the three-dimensional environment, as described with reference to method 800 ). In some embodiments, the device is a head-mounted device, such as a virtual or augmented reality headset. In some embodiments, the input is or includes depression of the button (and does not include rotation of the button). Providing for manual recentering via activation of a physical button provides an efficient way to place virtual objects at appropriate positions in the three-dimensional environment.

In some embodiments, the display generation component is included in a wearable device that is wearable by the user (e.g., a head-mounted device, such as a virtual or augmented reality headset or glasses), and detecting the first event includes detecting that the user is no longer wearing the wearable device (e.g., detecting that the user has removed the head-mounted device from their head, and/or detecting that the head-mounted device is no longer on the user's head) ( 1016 ). Other wearable devices are also contemplated, such as a smart watch. In some embodiments, detecting the second event includes detecting that the user has placed the head-mounted device on their head and/or detecting that the head-mounted device is again being worn by the user. Transitioning to the second state of the display generation component based on whether a user is wearing the device reduces the number of inputs needed to transition to the second state.

›DESCRIPTION OF EMBODIMENTS · 38 of 71

In some embodiments, detecting the first event includes detecting an input corresponding to a request to cease visibility of the three-dimensional environment via the display generation component ( 1018 ). For example, the input is an input to close a virtual or augmented reality experience that is being presented by the computer system. In some embodiments, the virtual or augmented reality experience is being provided by an application being run by the computer system, and the input is an input to close that application. In some embodiments, the input is an input to exit a full screen mode of the virtual or augmented reality experience. In some embodiments, the input is an input to reduce a level of immersion at which the computer system is displaying the three-dimensional environment (e.g., by rotating the physical button previously described in a first direction), such as described with reference to method 800 . In some embodiments, the second event is an input to open or initiate the virtual or augmented reality experience. In some embodiments, the second event is an input to open or launch the application providing the virtual or augmented reality experience. In some embodiments, the second event is an input to increase a level of immersion (e.g., above or to a threshold immersion level) at which the computer system is displaying the three-dimensional environment (e.g., by rotating the physical button previously described in a second direction, different from the first direction), such as described with reference to method 800 . Transitioning to the second state of the display generation component based on the user input provides an efficient way to transition to the second state.

In some embodiments, detecting the first event includes detecting an input corresponding to a request to put the display generation component in a lower power state ( 1020 ). For example, in some embodiments, the display generation component is included in a device (e.g., a head-mounted device) and the input is an input to turn off the power to the device or to put the device in a sleep or low power mode. In some embodiments, the second event is an input to turn on the power to the device or to put the device in a regular power mode (e.g., to exit the sleep or lower power mode). Transitioning to the second state of the display generation component based on whether a user is wearing the device reduces the number of inputs needed to transition to the second state.

It should be understood that the particular order in which the operations in method 1200 have been described is merely exemplary and is not intended to indicate that the described order is the only order in which the operations could be performed. One of ordinary skill in the art would recognize various ways to reorder the operations described herein.

FIGS. 13 A- 13 C illustrate examples of a computer system selectively recentering content associated with a communication session between multiple users in response to an input detected at the computer system in accordance with some embodiments.

FIG. 13 A illustrates two three-dimensional environments 1302 a and 1302 b visible via respective display generation components 120 a and 120 b (e.g., display generation component 120 of FIG. 1 ) of computer systems 101 a and 101 b . Computer system 101 a is optionally located in a first physical environment, and three-dimensional environment 1302 a is optionally visible via its display generation component 120 a , and computer system 101 b is optionally located in a second physical environment, and three-dimensional environment 1302 b is optionally visible via its display generation component 120 b . Three-dimensional environment 1302 a is visible from a viewpoint 1328 c of a user illustrated in the overhead view (e.g., facing a wall of the room in which computer system 101 a is located). Three-dimensional environment 1302 b is visible from a viewpoint 1330 c of a user illustrated in the overhead view (e.g., facing a wall of the room in which computer system 101 b is located). The overhead view optionally corresponds to a layout of the various virtual objects and/or representations of users-both of which will be described in more detail later-relative to each other in three-dimensional environment 1302 a visible via computer system 101 a . The overhead view for three-dimensional environment 1302 b visible via computer system 101 b would optionally include corresponding elements and/or would reflect corresponding relative layouts. Computer systems 101 a and 101 b are optionally participating in a communication session such that the relative locations of representations of users and shared virtual objects relative to one another in the respective three-dimensional environments displayed by the computer systems 101 a and 101 b are consistent and/or the same, as will be described in more detail below and with reference to method 1400 .

As described above with reference to FIGS. 1 - 6 , the computer system 101 a and 101 b optionally include a display generation component (e.g., a touch screen) and a plurality of image sensors 314 a and 314 b , respectively (e.g., image sensors 314 of FIG. 3 ). The image sensors optionally include one or more of a visible light camera, an infrared camera, a depth sensor, or any other sensor the computer systems 101 a and 101 b would be able to use to capture one or more images of a user or a part of the user (e.g., one or more hands of the user) while the user interacts with the computer systems 101 or 101 b . In some embodiments, the user interfaces illustrated and described below could also be implemented on a head-mounted display that includes a display generation component that displays the user interface or three-dimensional environment to the user, and sensors to detect the physical environment and/or movements of the user's hands (e.g., external sensors facing outwards from the user), and/or gaze of the user (e.g., internal sensors facing inwards towards the face of the user).

›DESCRIPTION OF EMBODIMENTS · 39 of 71

As shown in FIG. 13 A , computer system 101 a captures one or more images of the physical environment around computer system 101 a (e.g., operating environment 100 ), including one or more objects in the physical environment around computer system 101 a . In some embodiments, computer system 101 a displays representations of the physical environment in three-dimensional environment 1302 a and/or the physical environment is visible in the three-dimensional environment 1302 a via the display generation component 120 a . For example, three-dimensional environment 1302 a visible via display generation component 120 a includes representations of the physical floor and back and side walls of the room in which computer system 101 a is located. Three-dimensional environment 1302 a also includes table 1322 a , which is visible via the display generation component from the viewpoint 1328 c in FIG. 13 A .

Computer system 101 b optionally similarly captures one or more images of the physical environment around computer system 101 b (e.g., operating environment 100 ), including one or more objects in the physical environment around computer system 101 b . In some embodiments, computer system 101 b displays representations of the physical environment in three-dimensional environment 1302 b and/or the physical environment is visible in the three-dimensional environment 1302 b via the display generation component 120 b . For example, three-dimensional environment 1302 b visible via display generation component 120 b includes representations of the physical floor and back and side walls of the room in which computer system 101 b is located. Three-dimensional environment 1302 b also includes sofa 1324 a , which is visible via the display generation component from the viewpoint 1330 c in FIG. 13 A .

In FIG. 13 A , three-dimensional environment 1302 a also includes virtual objects 1306 a (corresponding to object 1306 c in the overhead view), 1308 a (corresponding to object 1308 c in the overhead view), and 1310 a (corresponding to object 1310 c in the overhead view) that are visible from viewpoint 1328 c . In FIG. 13 A , objects 1306 a , 1308 a and 1310 a are two-dimensional objects, but the examples of the disclosure optionally apply equally to three-dimensional objects. Three-dimensional environment 1302 a also includes virtual object 1312 c , which is optionally not currently visible in three-dimensional environment 1302 a from the viewpoint 1328 c of the user of computer system 101 a in FIG. 13 A . Virtual objects 1306 a , 1308 a , 1310 a and 1312 c are optionally one or more of user interfaces of applications (e.g., messaging user interfaces or content browsing user interfaces), three-dimensional objects (e.g., virtual clocks, virtual balls, or virtual cars) or any other element displayed by computer system 101 a that is not included in the physical environment of computer system 101 a . Three-dimensional environment 1302 a also includes representation 1330 a of the user of computer system 101 b , and representation 1332 a of the user of another computer system also involved in the communication session. Representations of users described herein are optionally avatars or other visual representations of their corresponding users. Additional or alternative details about such representations of users are provided with reference to method 1400 .

Three-dimensional environment 1302 b visible via computer system 101 b also includes virtual object 1308 b (corresponding to virtual object 1308 a and 1308 c ), virtual object 1310 b (corresponding to virtual object 1310 a and 1310 c ) and representation 1332 b (corresponding to representation 1332 a ) of the user of the other computer system (other than computer systems 101 a and 101 a ) also involved in the communication session. However, virtual objects 1308 b and 1310 b , and representation 1332 b , are visible from a different perspective than via computer system 101 a , corresponding to the different viewpoint 1330 c of the user of computer system 101 b as shown in the overhead view. Three-dimensional environment 1302 b visible via computer system 101 b also includes representation 1328 b of the user of computer system 101 a , visible from the viewpoint 1330 c of the user of computer system 101 b.

Returning to three-dimensional environment 1302 a , virtual objects 1308 a and 1310 a are optionally shared virtual objects (as indicated by the text “shared” in FIGS. 13 A- 13 C ). Shared virtual objects are optionally accessible and/or visible to users and/or computer systems with which they are shared in their respective three-dimensional environments. For example, three-dimensional environment 1302 b includes those shared virtual objects 1308 b and 1310 b , as shown in FIG. 13 A , because virtual objects 1308 a and 1310 a are optionally shared with computer system 101 b . In contrast, virtual object 1306 a is optionally private to computer system 101 a (as indicated by the text “private” in FIGS. 13 A- 13 C ). Virtual object 1312 c is optionally also private to computer system 101 a . Private virtual objects are optionally accessible and/or visible to the user and/or computer system to which they are private, and are not accessible and/or visible to users and/or computer systems to which they are not private. For example, three-dimensional environment 1302 b does not include a representation of virtual object 1306 a , because virtual object 1306 a is optionally private to computer system 101 a and not computer system 101 b . Additional or alternative details about shared and private virtual objects are described with reference to method 1400 .

In some embodiments, because shared virtual objects and/or representations of users are accessible and/or visible by multiple users and/or computer systems involved in the communication session, inputs to move such shared virtual objects and/or representations of users relative to the viewpoint of a given user in the communication session optionally preferably avoid moving those shared virtual objects relative to other users' viewpoints in the communication session. Further, private virtual objects are optionally shifted to avoid collisions with shared virtual objects and/or representations of users (e.g., such as described with reference to methods 1000 and/or 1400 ). Examples of the above will now be described.

›DESCRIPTION OF EMBODIMENTS · 40 of 71

In FIG. 13 A , computer system 101 b detects an input from hand 1303 b of the user of computer system 101 b to move shared virtual object 1308 b in three-dimensional environment 1302 b (e.g., an air gesture input as described with reference to method 1400 ). In response, computer system 101 b moves virtual object 1308 b away from the viewpoint 1330 c of the user in three-dimensional environment 1302 b in accordance with the input from hand 1303 b , as shown in FIG. 13 B . As a result, virtual object 1308 a (corresponding to virtual object 1308 b ) in three-dimensional environment 1302 a is correspondingly moved leftward in three-dimensional environment 1302 a by computer system 101 a , as shown in FIG. 13 B , including in the overhead view.

In FIG. 13 B , computer system 101 a detects an input to reposition and/or reorient shared virtual objects 1308 a and 1310 a and/or representations 1330 a and 1332 a relative to viewpoint 1328 c . For example, the input is optionally a recentering input detected at computer system 101 a (e.g., as described with reference to methods 800 , 1000 , 1200 and/or 1400 ) to update the relative locations and/or orientations of virtual objects 1306 a , 1308 a , 1310 a and/or 1312 a and/or representations 1330 and/or 1332 a relative to viewpoint 1328 c to satisfy one or more sets of criteria (e.g., as described with reference to methods 800 , 1000 , 1200 and/or 1400 ).

In response, computer system 101 a updates the relative locations and/or orientations of shared virtual objects and representations of users relative to viewpoint 1328 c , as shown in FIG. 13 C . For example, because virtual objects 1308 a and 1310 a are shared amongst multiple users in the communication session, computer system 101 a optionally does not change the relative locations and/or orientations of virtual objects 1308 a and 1310 a relative to the viewpoints of users other than the user of computer system 101 a (e.g., viewpoints 1330 c and 1332 c ). Rather, computer system 101 a moves viewpoint 1328 c such that virtual objects 1308 a and 1310 a move relative to viewpoint 1328 c (e.g., closer to viewpoint 1328 c ), as shown in FIG. 13 C . The movement of viewpoint 1328 c is also optionally relative to viewpoints 1330 c and 1332 c and representations 1330 a (now outside of the field of view of the user from viewpoint 1328 c ) and 1332 a in the same manner. As a result, from viewpoint 1328 c , virtual objects 1308 a and 1310 a and representations 1330 a and 1332 a have moved in three-dimensional environment 1302 a , but virtual objects 1308 b and 1310 b and representation 1332 b have not moved in three-dimensional environment 1302 b . The relative movement of viewpoint 1328 c in FIG. 13 C relative to virtual objects 1308 a and 1310 a and relative to viewpoints 1330 c and 1332 c also causes representation 1328 b in three-dimensional environment 1302 b to move accordingly, as shown in FIG. 13 C .

Further, because computer system 101 a optionally does not change the relative positions of virtual objects 1308 a and 1310 a relative to viewpoints 1330 c and 1332 c (e.g., because they are shared virtual objects), virtual objects 1308 a and 1310 a remain at their respective locations and/or orientations in FIG. 13 C even if they collide with physical objects (e.g., table 1322 a ) in three-dimensional environment 1302 a . For example, in FIG. 13 C , virtual object 1310 a is colliding with (e.g., is intersecting) table 1322 a at its target location in response to the input detected in FIG. 13 B . However, computer system 101 a optionally performs no operation with respect to the location and/or orientation of virtual object 1310 a to avoid the collision with table 1322 a (e.g., the movement of viewpoint 1328 c relative to virtual objects 1308 a and 1310 a is independent of and/or does not account for physical objects in three-dimensional environment 1302 a ).

In contrast to shared virtual objects, computer system 101 a optionally does perform operations to change the locations and/or orientations of private virtual objects to avoid collisions with other virtual objects or physical objects in response to the input detected in FIG. 13 B , because changing the locations and/or orientations of private virtual objects does not affect the three-dimensional environments displayed by other computer systems participating in the communication session (e.g., because those private virtual objects are not accessible to those other computer systems). For example, in FIG. 13 C , computer system 101 a has shifted virtual object 1306 a (e.g., rightward) from its location in FIG. 13 B in response to the input detected in FIG. 13 B to avoid a collision with virtual object 1308 a resulting from the input detected in FIG. 13 B . Further, with respect to virtual object 1312 a , its location in response to the input in FIG. 13 B would have optionally been as indicated by 1312 c ′ in the overhead view—however, at that location it would have optionally collided with table 1322 a . As a result, computer system 101 a has shifted virtual object 1312 a (e.g., away from viewpoint 1328 c ) to avoid a collision with table 1322 a . The shifting of objects to avoid collisions are optionally performed according to one or more aspects of method 1000 described previously.

FIGS. 14 A- 14 E is a flowchart illustrating a method of selectively recentering content associated with a communication session between multiple users in response to an input detected at the computer system in accordance with some embodiments. In some embodiments, the method 1400 is performed at a computer system (e.g., computer system 101 in FIG. 1 such as a tablet, smartphone, wearable computer, or head mounted device) including a display generation component (e.g., display generation component 120 in FIGS. 1 , 3 , and 4 ) (e.g., a heads-up display, a display, a touchscreen, or a projector) and one or more cameras (e.g., a camera (e.g., color sensors, infrared sensors, and other depth-sensing cameras) that points downward at a user's hand or a camera that points forward from the user's head). In some embodiments, the method 1400 is governed by instructions that are stored in a non-transitory computer-readable storage medium and that are executed by one or more processors of a computer system, such as the one or more processors 202 of computer system 101 (e.g., controller 110 in FIG. 1 A ). Some operations in method 1400 are, optionally, combined and/or the order of some operations is, optionally, changed.

›DESCRIPTION OF EMBODIMENTS · 41 of 71

In some embodiments, method 1400 is performed at a first computer system (e.g., 101 a ) in communication with a display generation component (e.g., 120 a ) and one or more input devices. In some embodiments, the computer system has one or more characteristics of the computer system of methods 800 , 1000 and/or 1200 . In some embodiments, the display generation component has one or more characteristics of the display generation component of methods 800 , 1000 and/or 1200 . In some embodiments, the one or more input devices have one or more of the characteristics of the one or more input devices of methods 800 , 1000 and/or 1200 .

In some embodiments, while a communication session between a first user of the first computer system and a second user of a second computer system is ongoing, such as with respect to computer systems 101 a and 101 b in FIG. 13 A , and a three-dimensional environment (e.g., the three-dimensional environment optionally has one or more characteristics of the three-dimensional environment of methods 800 , 1000 and/or 1200 ) is visible via the display generation component from a first viewpoint of a first user (e.g., such as described with reference to methods 800 , 1000 and/or 1200 ), such as three-dimensional environment 1302 a in FIG. 13 A , the computer system displays ( 1402 a ), via the display generation component, a plurality of virtual objects in the three-dimensional environment, including a first virtual object and a second virtual object, such as objects 1308 a and 1310 a in FIG. 13 A . In some embodiments, the first virtual object of the plurality of virtual objects is accessible to the first computer system and the second computer system ( 1402 b ), such as objects 1308 a and/or 1310 a in FIG. 13 A (and optionally additional computer systems). For example, objects within the three-dimensional environment and/or the three-dimensional environment are being displayed by both the first computer system and the second computer system, concurrently, but from different viewpoints associated with their respective users. The first computer system is optionally associated with a first user, and the second computer system is optionally associated with a second user, different from the first user. In some embodiments, the first and second computer systems are in the same physical environment (e.g., at different locations in the same room). In some embodiments, the first and second computer systems are located in different physical environments (e.g., different cities, different rooms, different states and/or different countries). In some embodiments, the first and second computer systems are in communication with each other such that the display of the objects within the three-dimensional environment and/or the three-dimensional environment by the two computer systems is coordinated (e.g., changes to the objects within the three-dimensional environment and/or the three-dimensional environment made in response to inputs from the first user of the first computer system are reflected in the display of the objects within the three-dimensional environment and/or the three-dimensional environment by the second computer system).

In some embodiments, the three-dimensional environment includes ( 1402 c ), a representation of the second user of the second computer system at a first location in the three-dimensional environment ( 1402 d ), such as representations 1330 a and/or 1332 a in FIG. 13 A (e.g., an avatar corresponding to the user of the second computer system and/or a cartoon or realistic (three-dimensional) model of the user of the second computer system; in some embodiments, the first location corresponds to the location of the viewpoint from which the second computer system is displaying the three-dimensional environment, which optionally corresponds to a physical location in the physical environment of the user of the second computer system). In some embodiments, the first virtual object (e.g., the first virtual object optionally has one or more characteristics of the virtual object(s) in methods 800 , 1000 , 1200 and/or 1600 ) that is accessible by the first computer system is displayed at a second location in the three-dimensional environment, such as objects 1308 a and/or 1310 a in FIG. 13 A , the first virtual object accessible by the second computer system ( 1402 e ). In some embodiments, the second virtual object (e.g., the second virtual object optionally has one or more characteristics of the virtual object(s) in methods 800 , 1000 , 1200 and/or 1600 ) that is accessible by the first computer system is displayed at a third location in the three-dimensional environment, the second virtual object not accessible by the second computer system ( 1402 f ), such as object 1306 a in FIG. 13 A . In some embodiments, the first virtual object is a shared virtual object (e.g., shared by the user of the first computer system with the user of the second computer system, or vice versa). A shared virtual object is optionally displayed in three-dimensional environments displayed by the computer systems with which it is shared. Thus, the first virtual object is optionally displayed by both the first and the second computer systems at the second location in their respective three-dimensional environments. Further, the users of the computer systems with which the shared virtual object is shared are optionally able to interact with the shared virtual object (e.g., provide inputs to the shared virtual object or move the shared virtual object in the three-dimensional environment(s)). In some embodiments, the second virtual object is a private virtual object (e.g., private to the user of the first computer system). A private virtual object is optionally displayed in the three-dimensional environment only by those computer systems to which it is private. Thus, the second virtual object is optionally displayed by the first computer system at the third location in the three-dimensional environment, but not displayed by the second computer system. In some embodiments, the second computer system displays an outline or other indication of the second virtual object at the third location in the three-dimensional environment displayed by the second computer system without displaying the content of the second virtual object in the three-dimensional environment, while the first computer system does display the content of the second virtual object in the three-dimensional environment displayed by the first computer system. Further, in some embodiments, only the users of the computer systems to which the private virtual object is private are able to interact with the private virtual object (e.g., provide inputs to the private virtual object, move the private virtual object in the three-dimensional environment(s)).

›DESCRIPTION OF EMBODIMENTS · 42 of 71

In some embodiments, the representation of the second user has a first spatial arrangement relative to the first virtual object ( 1402 g ), such as the spatial arrangement of 1332 a relative to object 1308 a in FIG. 13 A . For example, the orientation of the representation of the second user relative to the orientation of the first virtual object is a particular relative orientation, the distance between the representation of the second user and the first virtual object is a particular distance, the location of the representation of the second user relative to the location of the first virtual object in the three-dimensional environment is a particular relative location and/or the relative heights of the representation of the second user and the first virtual object in the three-dimensional environment are particular relative heights. In some embodiments, the second virtual object has a second spatial arrangement relative to the first virtual object and the representation of the second user ( 1402 h ), such as the spatial arrangement of object 1306 a relative to object 1308 a and representation 1332 a in FIG. 13 A . For example, the orientation of the second virtual object relative to the orientation of the first virtual object and/or the representation of the second user is a particular relative orientation, the distance between the second virtual object and the first virtual object and/or the representation of the second user is a particular distance, the location of the second virtual object relative to the location of the first virtual object and/or the representation of the second user in the three-dimensional environment is a particular relative location and/or the relative heights of the second virtual object and the first virtual object and/or the representation of the second user in the three-dimensional environment are particular relative heights.

In some embodiments, while displaying plurality of virtual objects in the three-dimensional environment, the computer system receives ( 1402 i ), via the one or more input devices, a first input corresponding to a request to update a spatial arrangement of one or more virtual objects relative to a current viewpoint of the first user, such as the input at computer system 101 a in FIG. 13 B (e.g., such as described with reference to methods 800 , 1000 and/or 1200 . The first input optionally has one or more of the characteristics of the first input (e.g., a recentering input) described with reference to methods 800 and/or 1000 ). In some embodiments, in response to receiving the first input ( 1402 j ), the computer system moves the representation of the second user and content associated with the communication session (e.g., a representation of a user in the communication session or a virtual object that is shared in the communication session, such as the first virtual object) between the first user and the second user relative to the three-dimensional environment, such as shown in FIG. 13 C (e.g., the second virtual object has a third spatial arrangement, different from the second spatial arrangement, relative to the first virtual object and the representation of the second user). In some embodiments, in accordance with a determination that at least a portion of the content associated with the communication session between the first user and the second user has been moved to a location in the three-dimensional environment that is within a threshold distance (e.g., 0.1, 0.3, 0.5, 1, 3, 5, 10, 20, 30, 50, 100, 250 or 500 cm) of the second virtual object, the computer system moves ( 14021 ) the second virtual object relative to the three-dimensional environment, such as how computer system 101 a moves virtual object 1306 a between FIGS. 13 B and 13 C due to the movement of object 1308 a between FIGS. 13 B and 13 C (e.g., moving the second virtual object away from the third location). For example, the second virtual object, which is a private virtual object, has shifted relative to the representation of the second user and/or the first virtual object and/or the current viewpoint of the first user to avoid a collision with the representation of the second user and/or the first virtual object and/or another object (e.g., virtual or physical) in the three-dimensional environment, similar to as described with reference to method 1000 .

In some embodiments, in accordance with a determination that the content associated with the communication session between the first user and the second user is not at a location in the three-dimensional environment that is within the threshold distance of the second virtual object, the computer system maintains ( 1402 m ) a position (e.g., the third location) of the second virtual object relative to the three-dimensional environment, such as if object 1308 a had not moved within the threshold distance of object 1306 a between FIGS. 13 B and 13 C , which would have optionally resulted in object 1306 a maintaining its position relative to the three-dimensional environment 1302 a (e.g., none of the content or none of the content of a particular type such as none of the representations of users or none of the shared virtual objects is at or within the threshold distance of the second virtual object in response to the first input). In some embodiments, a spatial arrangement of the representation of the second user and/or the first virtual object relative to the current viewpoint of the first user satisfies first one or more criteria that specify a range of distances or a range of orientations of one or more virtual objects and/or representations of users relative to the current viewpoint of the first user (e.g., such as described with reference to methods 800 , 1000 and/or 1200 ). In some embodiments, the first spatial arrangement of the representation of the second user relative to the first virtual object is maintained in response to the first input (e.g., the relative locations and/or orientations of the representation of the second user and the first virtual object relative to each other is the same as it was before the first input was received-thus, the spatial arrangement of shared virtual objects and/or representations of users other than the user of the first computer system is optionally maintained in response to receiving the first input, even though the spatial arrangement of the viewpoint of the user relative to the shared virtual objects and/or representations of other users has optionally changed). Thus, in some embodiments, private virtual objects are shifted in the three-dimensional environment to avoid collisions with shared items (e.g., representations of users or shared objects), but shared items are not shifted in the three-dimensional environment to avoid collisions with private items. In some embodiments, inputs described with reference to method 1400 are or include air gesture inputs. Shifting private virtual objects in response to a recentering input causes the computer system to automatically avoid conflicts between shared and private virtual objects.

›DESCRIPTION OF EMBODIMENTS · 43 of 71

In some embodiments, in response to receiving the first input ( 1404 a ), in accordance with a determination that the second virtual object that is not accessible by the second computer system (e.g., the second virtual object is private to the first computer system) is within the threshold distance of a location corresponding to a physical object in a physical environment of the first user, such as object 1312 a relative to table 1322 a in FIG. 13 C (e.g., colliding with a table, colliding with a chair, or within or behind a wall with respect to the first user's current location in the physical environment), the computer system moves ( 1404 b ) the second virtual object relative to the three-dimensional environment, such as shown with respect to the movement of object 1312 a away from table 1322 a in FIG. 13 C (e.g., in response to receiving the first input, the first computer system optionally moves private virtual objects away from their current locations in the three-dimensional environment to avoid collisions with physical objects, such as described with reference to method 1000 ). In some embodiments, in accordance with a determination that the second virtual object is not within the threshold distance of the location corresponding to the physical object (and/or not within the threshold distance of the location corresponding to any physical object), the computer system maintains ( 1404 c ) a position of the second virtual object relative to the three-dimensional environment, such as if object 1312 a had not been within the threshold distance of table 1322 a in response to the input detected in FIG. 13 B , and therefore maintaining the location of object 1312 a in FIG. 13 C . In some embodiments, if the second virtual object is not colliding with the (or any) physical object in the physical environment of the first user, the first computer system does not move the second virtual object away from its current location in the three-dimensional environment. Shifting private virtual objects that collide with physical objects causes the computer system to automatically avoid conflicts between the private virtual objects and the physical objects.

In some embodiments, in response to receiving the first input ( 1406 a ), moving the content (e.g., first virtual object) relative to the three-dimensional environment is irrespective of whether the content is within the threshold distance of a location corresponding to a physical object in a physical environment of the first user ( 1406 b ), such as shown with object 1310 a in FIG. 13 C colliding with table 1322 a . Thus, in some embodiments, the first computer system does not account for physical objects when placing and/or moving shared virtual objects in the three-dimensional environment in response to the first input. Placing or moving shared virtual objects without regard to physical objects in the environment of the first user ensures consistency of interaction with shared virtual objects across a plurality of computer systems.

In some embodiments, while the communication session between the first user of the first computer system and the second user of the second computer system is ongoing and the three-dimensional environment is visible via the display generation component from a second viewpoint of the user, different from the first viewpoint (e.g., the first user has moved in their physical environment to cause the viewpoint of the first user into the three-dimensional environment to change corresponding to the changed location and/or orientation of the first user in the physical environment of the first user), wherein the three-dimensional environment includes the plurality of virtual objects, the computer system receives ( 1408 a ), via the one or more input devices, a second input corresponding to a request to update a spatial arrangement of one or more virtual objects relative to a current viewpoint of the first user to satisfy first one or more criteria that specify a range of distances or a range of orientations of the one or more virtual objects relative to the current viewpoint of the first user (e.g., such as described with reference to methods 800 , 1000 and/or 1200 . The first input optionally has one or more of the characteristics of the first input (e.g., a recentering input) described with reference to methods 800 and/or 1000 ). In some embodiments, in response to receiving the second input, the computer system moves ( 1408 b ) the second virtual object relative to the three-dimensional environment to a fourth location in the three-dimensional environment, wherein the fourth location satisfies the first one or more criteria, such as the movement of object 1312 a from FIGS. 13 B to 13 C (e.g., the location and/or orientation of the second virtual object relative to the second viewpoint of the first user satisfies the first one or more criteria, such as described with reference to methods 800 , 1000 and/or 1200 ). For example, recentering the second virtual object, which is a private virtual object private to the first computer system, to the second viewpoint of the first user as described with reference to methods 800 , 1000 and/or 1200 . In some embodiments, the first virtual object and/or the representation of the second user are also moved relative to the three-dimensional environment in response to the second input, such as in ways similar to as described previously with respect to the first input. Recentering one or more objects to the updated viewpoint of the first user reduces the number of inputs needed to appropriately place objects in the three-dimensional environment of the first user.

In some embodiments, the first virtual object is movable relative to the three-dimensional environment based on movement input directed to the first virtual object by the second user at the second computer system ( 1410 ), such as shown with object 1308 a being moved by the user of computer system 101 b from FIG. 13 A to 13 B . For example, the second user of the second computer system, which optionally displays the first virtual object (e.g., a shared virtual object) in a three-dimensional environment displayed by the second computer system, is able to provide input to the second computer system to move the first virtual object in the three-dimensional environment displayed by the second computer system (e.g., an input including a gaze of the second user directed to the first virtual object, a pinch gesture performed by a thumb and index finger of the second user coming together and touching, and while the thumb and index finger of the second user are touching (a “pinch hand shape”) movement of the hand of the user). In some embodiments, the first virtual object is moved in the three-dimensional environment displayed by the second computer system in accordance with the movement of the hand of the second user, and the first virtual object is moved correspondingly in the three-dimensional environment displayed by the first computer system. Shared content being movable by shared users causes the first computer system to automatically coordinate the placement of shared content across multiple computer systems.

›DESCRIPTION OF EMBODIMENTS · 44 of 71

In some embodiments, the communication session is between the first user, the second user, and a third user of a third computer system (e.g., an additional user and/or computer system, similar to the second user and/or the second computer system), and a representation of the third user (e.g., similar to the representation of the second user, such as an avatar corresponding to the third user, displayed in the three-dimensional environment at a location in the three-dimensional environment displayed by the first computer system corresponding to the location of the viewpoint of the third user in the three-dimensional environment) and the representation of the second user are moved relative to the three-dimensional environment in response to receiving the first input ( 1412 ), such as the movement of both representations 1330 a and 1332 a from FIGS. 13 B to 13 C (e.g., the representation of the second user and the representation of the third user will both move (e.g., concurrently) in the three-dimensional environment in response to the first input, analogous to the movement of the representation of the second user in response to the first input). In some embodiments, the relative spatial arrangement of the representation of the first user and the representation of the second user relative to one another remains the same before and after the first input. In some embodiments, the movement (e.g., amount or direction of the movement) of the representations of the first and second users relative to the three-dimensional environment is the same in response to the first input. Moving both (or all) representations of other users in response to the first input causes the first computer system to automatically maintain proper placement of representations of users in response to the first input.

In some embodiments, the three-dimensional environment further includes a third virtual object that is accessible by the first computer system and the second computer system (e.g., an additional shared virtual object, similar to the first virtual object), and the content associated with the communication session that is moved in response to receiving the first input includes the first virtual object and the third virtual object ( 1414 ), such as the movement of both objects 1308 a and 1310 a from FIGS. 13 B to 13 C (e.g., the first virtual object and the third virtual object will both move (e.g., concurrently) in the three-dimensional environment in response to the first input, analogous to the movement of the first virtual object in response to the first input). In some embodiments, the relative spatial arrangement of the first virtual object and the third virtual object relative to one another remains the same before and after the first input. In some embodiments, the movement (e.g., amount or direction of the movement) of the first and third virtual objects relative to the three-dimensional environment is the same in response to the first input. Moving both (or all) shared virtual objects in response to the first input causes the first computer system to automatically maintain proper placement of shared virtual objects in response to the first input.

In some embodiments, the second computer system displays a second three-dimensional environment that includes a representation of the first user, such as representation 1328 b in three-dimensional environment 1302 b in FIGS. 13 A- 13 C (e.g., the three-dimensional environment displayed by the second computer system includes the shared virtual objects displayed by the first computer system, and representation(s) of user(s) other than the second user. In some embodiments, the relative spatial arrangement of those shared virtual objects and/or representation(s) of user(s) relative to one another is the same in both the three-dimensional environment displayed by the first computer system and the three-dimensional environment displayed by the second computer system. In some embodiments, the representation of the first user is displayed at a location in the second three-dimensional environment corresponding to the location of the viewpoint of the first user in the second three-dimensional environment), and in response to the first computer system receiving the first input, the representation of the first user is moved relative to the second three-dimensional environment ( 1416 ), such as the movement of representation 1328 b from FIGS. 13 B to 13 C (e.g., such that the representation of the first user appears to be moving in the three-dimensional environment displayed by the second computer system and/or three-dimensional environment(s) displayed by other computer systems other than the first computer system). In some embodiments, the movement of the representation of the first user relative to the second three-dimensional environment corresponds to the movement of the representation of the second user and the content associated with the communication session relative to the three-dimensional environment displayed by the first computer system in response to the first input (e.g., having a direction and/or magnitude based on the direction and/or magnitude of the movement of the representation of the second user and the content associated with the communication session relative to the three-dimensional environment displayed by the first computer system in response to the first input). Moving the representation of the first user in the second three-dimensional environment in response to the first input causes the computer system(s) to automatically maintain proper placement of the representation of the first user relative to shared virtual objects in response to the first input.

It should be understood that the particular order in which the operations in method 1400 have been described is merely exemplary and is not intended to indicate that the described order is the only order in which the operations could be performed. One of ordinary skill in the art would recognize various ways to reorder the operations described herein.

›DESCRIPTION OF EMBODIMENTS · 45 of 71

FIGS. 15 A- 15 J illustrate examples of a computer system changing the visual prominence of content included in virtual objects based on viewpoint in accordance with some embodiments.

FIG. 15 A illustrates a three-dimensional environment 1502 visible via a display generation component (e.g., display generation component 120 of FIG. 1 ) of a computer system 101 , the three-dimensional environment 1502 visible from a viewpoint 1526 of a user illustrated in the overhead view (e.g., facing the left wall of the physical environment in which computer system 101 is located). As described above with reference to FIGS. 1 - 6 , the computer system 101 optionally includes a display generation component (e.g., a touch screen) and a plurality of image sensors (e.g., image sensors 314 of FIG. 3 ). The image sensors optionally include one or more of a visible light camera, an infrared camera, a depth sensor, or any other sensor the computer system 101 would be able to use to capture one or more images of a user or a part of the user (e.g., one or more hands of the user) while the user interacts with the computer system 101 . In some embodiments, the user interfaces illustrated and described below could also be implemented on a head-mounted display that includes a display generation component that displays the user interface or three-dimensional environment to the user, and sensors to detect the physical environment and/or movements of the user's hands (e.g., external sensors facing outwards from the user), and/or gaze of the user (e.g., internal sensors facing inwards towards the face of the user).

As shown in FIG. 15 A , computer system 101 captures one or more images of the physical environment around computer system 101 (e.g., operating environment 100 ), including one or more objects in the physical environment around computer system 101 . In some embodiments, computer system 101 displays representations of the physical environment in three-dimensional environment 1502 and/or the physical environment is visible in the three-dimensional environment 1502 via the display generation component 120 . For example, three-dimensional environment 1502 visible via display generation component 120 includes representations of the physical floor and back and side walls of the room in which computer system 101 is located. Three-dimensional environment 1502 also includes physical object 1522 a (corresponding to 1522 b in the overhead view), which is visible via the display generation component from the viewpoint 1526 in FIG. 15 A .

In FIG. 15 A , three-dimensional environment 1502 also includes virtual objects 1506 a (corresponding to object 1506 b in the overhead view), 1508 a (corresponding to object 1508 b in the overhead view), and 1510 a (corresponding to object 1510 b in the overhead view) that are visible from viewpoint 1526 . In FIG. 15 A , objects 1506 a , 1508 a and 1510 a are two-dimensional objects, but the examples of the disclosure optionally apply equally to three-dimensional objects. Virtual objects 1506 a , 1508 a and 1510 a are optionally one or more of user interfaces of applications (e.g., messaging user interfaces or content browsing user interfaces), three-dimensional objects (e.g., virtual clocks, virtual balls, or virtual cars) or any other element displayed by computer system 101 that is not included in the physical environment of computer system 101 .

In FIG. 15 A , objects 1506 a , 1508 a and 1510 a optionally include various content on their front-facing surfaces, which are indicated in the overhead view with arrows extending out from those surfaces. For example, object 1506 a includes text content 1507 a and content 1507 b (e.g., a selectable option that is selectable to cause computer system 101 to perform an operation). Object 1508 a includes an input field 1509 a (e.g., an input field into which content, such as text, is entered in response to user input) and image content 1509 b . Object 1510 a includes content 1511 a . In some embodiments, the content included in objects 1506 a , 1508 a and/or 1510 a is additionally or alternatively other types of content described with reference to method 1600 .

When the front-facing surface of a given virtual object is viewed from viewpoint 1526 from a head-on angle (e.g., normal to the front-facing surface), computer system 101 optionally displays that content with full (or relatively high) visual prominence (e.g., full or relatively high color, full or relatively high opacity and/or no or relatively low blurring). As the viewpoint 1526 of the user changes such that the angle from which computer system 101 displays the virtual object changes, and as that angle deviates more and more from the normal of the front-facing surface, computer system 101 optionally displays the content included in that front-facing surface with less and less visual prominence (e.g., with less and less color, with more and more transparency and/or with more and more blurring). Additionally or alternatively to the change in visual prominence of the content on the front-facing surface of the virtual object, computer system 101 optionally displays the virtual object itself (e.g., the surface of the object and/or the background behind the content) with varying levels of visual prominence as well based on the angle from which computer system 101 is displaying the virtual object. In this way, computer system 101 conveys to the user information about appropriate angles from which to interact with virtual objects.

For example, in FIG. 15 A , computer system 101 is displaying three-dimensional environment 1502 from viewpoint 1526 from which the front-facing surfaces of objects 1506 a and 1508 a are displayed from a head-on angle. As a result, content 1507 a , 1507 b , 1509 a and 1509 b is optionally displayed with relatively high visual prominence. Further, objects 1506 a and 1508 a and/or the front-facing surfaces of those objects are optionally displayed with relatively high visual prominence (e.g., full or relatively high color, full or relatively high opacity and/or no or relatively low blurring).

›DESCRIPTION OF EMBODIMENTS · 46 of 71

In contrast to objects 1506 a and 1508 a , the front-facing surface of object 1510 a is displayed at a relatively off-normal angle in FIG. 15 A from viewpoint 1526 . As a result, computer system 101 optionally displays content 1511 a included in object 1510 a with relatively lower visual prominence as compared with content 1507 a , 1507 b , 1509 a and 1509 b , and displays object 1510 a and/or the front-facing surface of object 1510 a with relatively lower visual prominence as compared with objects 1506 a and 1508 a . Further, in some embodiments, when the angle from which the front-facing surface of an object such as object 1510 a is displayed is greater than a threshold angle or within a particular range of angles greater than the threshold angle such as described with reference to method 1600 , computer system 101 also overlays the object with an icon 1511 b or other representation corresponding to the object 1510 a (e.g., if object 1510 a is a user interface of an application, icon 1511 b is an icon corresponding to the application that identifies the application). Icon 1511 b optionally obscures at least a portion of content 1511 a and/or object 1510 a from viewpoint 1526 .

In FIG. 15 B , viewpoint 1526 has moved as indicated in the overhead view (e.g., in response to corresponding movement of the user in the physical environment), and as a result computer system 101 is displaying three-dimensional environment 1502 from the updated viewpoint. From viewpoint 1526 in FIG. 15 B , the front-facing surfaces of objects 1506 a and 1508 a are displayed from more of an off-normal angle than in FIG. 15 A . As a result, computer system 101 has reduced the visual prominence of content 1507 a , 1507 b , 1509 a and 1509 b as compared to FIG. 15 A , and has reduced the visual prominence of objects 1506 a and 1508 a as compared to FIG. 15 A . For example, objects 1506 a and 1506 b are displayed with more translucency than they were in FIG. 15 A . Further, computer system 101 displays icon 1507 c overlaying object 1506 a corresponding to an application associated with object 1506 a , and icon 1509 c overlaying object 1508 a corresponding to an application associated with object 1508 a (e.g., a different application than is associated with object 1506 a ). Icon 1507 c optionally obscures at least a portion of content 1507 a and/or 1507 b from viewpoint 1526 , and icon 1509 c optionally obscures at least a portion of content 1509 a and/or 1509 b from viewpoint 1526 .

In FIG. 15 B , computer system 101 is displaying three-dimensional environment 1502 from viewpoint 1526 from which the front-facing surface of object 1510 a is displayed from a head-on angle (e.g., computer system 101 received input, such as from hand 1503 , to move object 1510 a to its location/orientation in FIG. 15 B between FIG. 15 A and FIG. 15 B , such as described in more detail with reference to method 1600 ). However, object 1510 a is optionally greater than a threshold distance (e.g., 1, 3, 5, 10, 20, 50, or 100 meters) from viewpoint 1526 in FIG. 15 B . In some embodiments, computer system 101 displays objects and/or the content of those objects that are greater than the threshold distance from the viewpoint with the same or similar reduced visual prominence as computer system 101 displays off-angle objects or content. Therefore, in FIG. 15 B , computer system 101 displays object 1510 a and/or its content with reduced visual prominence, and displays icon 1511 b overlaying at least a portion of object 1510 a.

In FIG. 15 C , viewpoint 1526 has moved as indicated in the overhead view (e.g., in response to corresponding movement of the user in the physical environment), and as a result computer system 101 is displaying three-dimensional environment 1502 from the updated viewpoint. From viewpoint 1526 in FIG. 15 C , computer system is displaying objects 1506 a and 1508 a from their back-facing surfaces (e.g., the front-facing surfaces of objects 1506 a and 1508 a are oriented away from viewpoint 1526 ). When computer system 101 is displaying objects 1506 a and 1508 a from behind, regardless of the angle from which the back surfaces are visible via computer system 101 , computer system 101 optionally ceases display of the content included on the front-facing surfaces of objects 1506 a and 1508 a (e.g., content 1507 a , 1507 b , 1509 a and 1509 b ), and continues to display objects 1506 a and 1508 a with reduced visual prominence (e.g., with translucency) such as shown in FIG. 15 C . In some embodiments, no indication of content 1507 a , 1507 b , 1509 a and 1509 b is displayed-computer system 101 optionally displays objects 1506 a and 1508 a as if they are merely objects with translucency that do not include content on their front-facing surfaces. Thus, in some embodiments, portions of the back surfaces of objects 1506 a and 1508 a that are opposite the portions of the front-facing surfaces of objects 1506 a and 1508 a that include content 1507 a , 1507 b , 1509 a and 1509 b have the same visual appearance in FIG. 15 C as portions of the back surfaces of objects 1506 a and 1508 a that are opposite the portions of the front-facing surfaces of objects 1506 a and 1508 a that do not include content 1507 a , 1507 b , 1509 a and 1509 b . Computer system 101 optionally does not display icons overlaying objects 1506 a and 1508 a while displaying those objects from behind.

In FIG. 15 C , computer system 101 detects an input from hand 1503 to interact with and/or move object 1508 a . For example, computer system 101 detects hand 1503 performing an air pinch gesture (e.g., the thumb and index finger of hand 1503 coming together and touching) while a gaze of the user is directed to object 1508 a . Subsequent movement of hand 1503 while maintaining the pinch hand shape (e.g., the thumb and index finger remaining in contact) optionally causes computer system 101 to move object 1508 a in accordance with the magnitude and/or direction of the movement of hand 1503 , as described in more detail in method 1600 . In response to the input in FIG. 15 C , computer system 101 automatically reorients object 1508 a (e.g., without an orientation control input from hand 1503 ) such that the front-facing surface of object 1508 a is oriented towards viewpoint 1526 , as shown in FIG. 15 D . Because computer system 101 is now displaying object 1508 a from a head-on angle, computer system 101 increases the visual prominence of object 1508 a and redisplays content 1509 a and 1509 b at increased visual prominence. The visual prominence with which computer system 101 is displaying object 1508 a and/or content 1509 a and 1509 b is optionally the same as in FIG. 15 A .

›DESCRIPTION OF EMBODIMENTS · 47 of 71

The above-described display of objects and/or content at different visual prominences based on the angle from which computer system 101 is displaying those objects/content optionally also applies to situations in which the objects/content are accessible to a plurality of computer systems. FIG. 15 E illustrates two three-dimensional environments 1502 a and 1502 b visible via respective display generation components 120 a and 120 b (e.g., display generation component 120 of FIG. 1 ) of computer systems 101 a and 101 b . Computer system 101 a is optionally located in a first physical environment (e.g., the physical environment of FIGS. 15 A- 15 D ), and three-dimensional environment 1502 a is optionally visible via its display generation component 120 a , and computer system 101 b is optionally located in a second physical environment, and three-dimensional environment 1502 b is optionally visible via its display generation component 120 b . Three-dimensional environment 1502 a is visible from a viewpoint 1526 a of a user illustrated in the overhead view (e.g., facing a wall of the room in which computer system 101 a is located). Three-dimensional environment 1502 b is visible from a viewpoint 1526 b of a user illustrated in the overhead view (e.g., facing a wall of the room in which computer system 101 b is located). Three-dimensional environments 1502 a and 1502 b optionally both include virtual objects 1506 a , 1508 a and 1510 a (and their respective content), which are optionally accessible to both computer system 101 a and computer system 101 b ; computer systems 101 a and 101 b optionally display those objects/content from different angles. The overhead view optionally corresponds to a layout of the various virtual objects and/or viewpoints relative to each other in three-dimensional environments 1502 a and 1502 b . Computer systems 101 a and 101 b are optionally participating in a communication session such that the relative locations and/or orientations of objects 1506 a , 1508 a and 1510 a relative to one another in the respective three-dimensional environments displayed by the computer systems 101 a and 101 b are consistent and/or the same, as described in more detail with reference to methods 1400 and/or 1600 .

In FIG. 15 E , computer system 101 a is displaying objects 1506 a , 1508 a and 1510 a and their respective content from the angles and with the visual prominences and/or appearances as described with reference to FIG. 15 A . Computer system 101 b is displaying objects 1506 a and 1508 a from an off-axis angle with respect to the normals of the front-facing surfaces of those objects, such as described with reference to FIG. 15 B as a result, computer system 101 b is displaying objects 1506 a and 1508 a and their respective content with the visual prominences and/or appearances as described with reference to FIG. 15 B , including displaying icons 1507 c and 1509 c overlaying objects 1506 a and 1508 a and their content, respectively. In contrast, computer system 101 b is displaying object 1510 a from a head-on angle therefore, computer system 101 b is displaying object 1510 a and its content 1511 a at increased visual prominences and without icon 1511 b overlaying objects 1510 a and/or content 1511 a . The visual prominence with which computer system 101 b is displaying object 1510 a and/or its content 1511 a is optionally the same visual prominence with which computer system 101 a is displaying objects 1506 a and 1508 a and their respective content.

In FIG. 15 E , computer system 101 b detects an input from hand 1503 b to interact with and/or move object 1508 a . For example, computer system 101 detects hand 1503 b performing an air pinch gesture (e.g., the thumb and index finger of hand 1503 b coming together and touching) while a gaze of the user is directed to object 1508 a . Subsequent movement of hand 1503 b while maintaining the pinch hand shape (e.g., the thumb and index finger remaining in contact) optionally causes computer system 101 b to move object 1508 a in accordance with the magnitude and/or direction of the movement of hand 1503 b , as described in more detail in method 1600 . In response to the input in FIG. 15 E , computer system 101 b automatically reorients object 1508 a (e.g., without an orientation control input from hand 1503 b ) such that the front-facing surface of object 1508 a is oriented towards viewpoint 1526 b , as shown in FIG. 15 F . Because computer system 101 b is now displaying object 1508 a from a head-on angle, computer system 101 b increases the visual prominence of object 1508 a and content 1509 a and 1509 b , and ceases display of icon 1509 c overlaying object 1508 a . The visual prominence with which computer system 101 b is displaying object 1508 a and/or content 1509 a and 1509 b is optionally the same as the visual prominence with which computer system 101 b is displaying object 1510 a and content 1511 a , and/or with which computer system 101 a is displaying object 1506 a and content 1507 a and 1507 b.

In FIG. 15 F , as a result of the input in FIG. 15 E detected at computer system 101 b that caused the front-facing surface of object 1508 a to be oriented towards viewpoint 1526 b , the front-facing surface of object 1508 a is now no longer head-on with respect to viewpoint 1526 a , and is being displayed by computer system 101 a from an off-axis angle with respect to the normal of that front-facing surface, such as described with reference to FIG. 15 B or FIG. 15 E with respect to computer system 101 b . As a result, computer system 101 a is displaying object 1508 a and content 1509 a and 1509 b with reduced visual prominence and/or appearances, such as the visual prominences and/or appearances as described with reference to FIG. 15 B and/or FIG. 15 E with respect to computer system 101 b , including displaying icon 1509 c overlaying object 1508 a and its content.

FIGS. 15 G- 15 H illustrate examples of modifying visual prominence of virtual content to improve visibility of such virtual content according to embodiments of the disclosure.

›DESCRIPTION OF EMBODIMENTS · 48 of 71

In FIG. 15 G , three-dimensional environment 1502 includes virtual objects 1508 a (corresponding to object 1508 b in the overhead view), 1514 a (corresponding to object 1514 b in the overhead view), 1516 a (corresponding to object 1516 b in the overhead view), and 1518 a (corresponding to object 1518 b in the overhead view) that are visible from viewpoint 1526 a . In FIG. 15 G , objects 1508 a , 1514 a and 1516 a , and 1518 a are two-dimensional objects, but the examples of the disclosure optionally apply equally to three-dimensional objects. Virtual objects 1508 a , 1514 a and 1516 a , and 1518 a are optionally one or more of user interfaces of applications (e.g., messaging user interfaces, content browsing user interfaces, or other application user interfaces), three-dimensional objects (e.g., virtual clocks, virtual balls, virtual cars, or other simulated three-dimensional objects) or any other element displayed by computer system 101 that is not included in the physical environment of computer system 101 .

In some embodiments, objects 1508 a , 1514 a and 1516 a , and 1518 a are displayed at one or more angles and/or positions relative to viewpoint 1526 a that optionally are suboptimal for viewing respective virtual content included in a respective object. For example, objects 1508 a and 1516 a are visible to the user, however, are displayed at a location in the environment 1502 that is relatively far away from the user's viewpoint 1526 . Due to the relatively far distance, objects 1508 a and 1516 a are optionally hard to see, and/or more difficult to select and/or interact with. As another example, object 1514 a optionally is relatively close to viewpoint 1526 a . Consequently, respective virtual content included in object 1514 a optionally is difficult to view due to the exaggerated dimensions of the respective virtual content relative to viewpoint 1526 a.

In some embodiments, object 1518 a is displayed at an orientation such that a first surface (e.g., front surface) of object 1581 a including respective virtual content optionally is not visible, or difficult to view from viewpoint 1526 . For example, as seen in top-down view, an arrow extending normal to the front surface of object 1518 b indicates that a surface including such respective content is angled away from the user's viewpoint, and as such, computer system 101 optionally displays information such as a descriptor of an application corresponding to object 1518 a (e.g., the application that is displaying object 1518 a ) overlaid on the back surface of object 1518 a . In some embodiments, computer system 101 displays object 1518 a with a visual appearance including respective virtual content if viewpoint 1526 is outside a range of viewing angles relative to object 1518 a . For example, computer system optionally determines that a difference in angle between viewpoint 1526 and a vector extending normal from the front surface of object 1518 a , as shown by the arrow displayed extending from top-down view of object 1518 b , exceeds a threshold amount (e.g., 0, 5, 10, 15, 20, 25, 45, 50, 60, 70, or 80 degrees), and optionally modifies display of object 1518 a . The modification of display optionally includes ceasing display of respective virtual content within object 1518 a (e.g., within the front surface of object 1518 a ) that is otherwise visible while viewpoint 1526 is within the range of viewing angles.

Additionally or alternatively, optionally as a part of the modified display of object 1518 a , computer system 101 displays information describing respective virtual content of object 1518 a . For example, object 1518 a optionally includes text specifying that object 1518 a includes a web browsing interface (e.g., “Browser”) such that the user is aware of respective virtual content associated with object 1518 a despite being unable to view the respective virtual content itself (e.g., unable to view the contents of a web browser). In some embodiments, the displayed information additionally or alternatively includes a graphical indication of virtual content of object 1518 a , such as an icon associated with object 1518 a (e.g., the application user interface that object 1518 a is). In some embodiments, the modified visual appearance of object 1518 a includes increasing an opacity of a surface of object 1518 a , such that the surface of object 1518 a from viewpoint 1526 a appears mostly or entirely opaque. In some embodiments, at least a portion of the information describing the respective virtual content of object 1518 a is displayed regardless of viewing angle of object 1518 a . For example, computer system 101 optionally displays a persistent name of an application associated with object 1518 a , independent of a viewing angle, orientation, and/or other spatial properties of object 1518 a.

In some embodiments, the visual appearance including the information optionally suggests that object 1518 a is angled away from the user's viewpoint and optionally indicates to the user of computer system 101 that interaction with object 1518 a optionally will affect one or more operations that are different from an interaction with object 1518 a while object 1518 a optionally is angled toward viewpoint 1526 . For example, an input directed toward object 1518 a while oriented toward viewpoint 1526 optionally initiates a process to perform one or more functions associated with object 1518 a , such as a highlighting of text, a communication of a message, and or an initiation of media playback; however, if object 1518 a is oriented away from viewpoint 1526 when the same input is received, computer system 101 optionally forgoes performance of such one or more functions. Thus, the modified visual appearance of object 1518 a optionally communicates a lack of functionality and/or a modified functionality of input directed to object 1518 a.

In some embodiments, computer system 101 detects input directed toward a respective virtual object and initiates one or more operations relative to the virtual object based on a location and/or orientation of the respective virtual object relative to viewpoint 1526 . For example, computer system 101 optionally detects input directed to respective virtual object, and initiates a process to scale, move, and/or rotate the respective virtual object such that the user of computer system 101 more easily views respective content included within the respective virtual object. For example, computer system 101 optionally detects hand 1503 b perform an air gesture such as an air pinch gesture, an air pointing gesture, and/or an air waving gesture while attention of the user is directed to a virtual object. In response to the detection of concurrent attention and air gesture, computer system 101 optionally initiates a moving of the virtual object, an increasing of visual prominence of the virtual object, and/or another operation associated with the virtual object.

›DESCRIPTION OF EMBODIMENTS · 49 of 71

FIG. 15 H illustrates an enhancing of visibility of content included in virtual objects according to examples of the disclosure. For example, in response to input directed to object 1508 a in FIG. 15 G , as described previously, computer system 101 optionally initiates a scaling of object 1508 a and/or respective content included in object 1508 a . In some embodiments, the movement of object 1514 a and/or 1516 a occurs in response to initiation of input directed to a respective object. For example, computer system 101 optionally detects an air pinch gesture concurrent with attention of the user directed to a respective object, and optionally performs the movement nearly instantaneously and/or with an animation. In some embodiments, in response to an initial input directed to a respective object, computer system 101 optionally displays a visual indication indicating that the user has selected a candidate for potential movement, and in response to a subsequent input confirming the movement, performs the movement previously described. In some embodiments, the input directed to a respective object includes an input to interact with respective virtual content included in the respective object. For example, the input optionally is a selection of a text entry field, a selection of a selectable option such as a refresh button of a browser, a launching of a control panel associated with virtual content, and/or another suitable function of respective virtual content, and in response the input, computer system 101 optionally performs one or more functions associated with the input (e.g., inserts a text insertion cursor and displays a keyboard for the text entry field, refreshes a web browser, launches a user interface for modifying settings associated with virtual content) and also optionally initiates the described movement(s) of the respective virtual object. Thus, in some embodiments, computer system 101 facilitates an efficient approach for moving virtual content and objects to areas which advantageously allow improved viewing of respective virtual content, and in some embodiments, causes an initiation of interaction with respective virtual content and simultaneously moves the virtual content and/or objects.

For example, computer system 101 optionally detects an input directed to object 1508 a while object 1508 is further than threshold 1532 , and in response to the input and based on the determination that the virtual object further than threshold 1532 , enlarges object 1508 a . In some embodiments the input is detected and object 1508 is enlarged in response to the input, wherein the input additionally or alternatively corresponds to an initiation of interaction with respective content included in object 1508 (e.g., rather than an input to scale object 1508 ). In some embodiments, the respective location of object 1508 a is maintained in three-dimensional environment 1502 , as shown in the difference between object 1508 b in the top-down views illustrated in FIG. 15 G as compared to in FIG. 15 H . In some embodiments, the amount of scaling is such that the from the viewpoint 1526 , object 1508 b has assumed an updated size that corresponds to a predetermined size. For example, computer system 101 optionally scales object 1508 a such that object 1508 a optionally appears as large as if object 1508 a was moved within thresholds 1530 and 1532 . In some embodiments, respective virtual content (e.g., media, text, system user interface objects, and/or other virtual content) included in object 1508 a is similarly scaled. For example, the respective amount of scaling along one or more dimensions of object 1508 a are similarly applied to a picture that is included in object 1508 a . In some embodiments, object 1508 a is scaled such that the object 1508 presents a visual intersection between physical objects such as physical object 1522 a in the user's environment, if the scaling results in such an intersection. It is understood that a visual intersection optionally refers to apparent intersections displayed by computer system 101 between physical objects in the user's environment a virtual object, to mimic the appearance of an intersection between the physical object in the user's environment and a physical object having the virtual object's size and/or position in the environment. Thus, as shown in FIG. 15 H , physical object 1522 a optionally protrudes into object 1508 a from the viewpoint 1526 a of the user.

In some embodiments, virtual object 1516 a is moved and/or displayed at a new location in response to the inputs described with reference to FIG. 15 G . For example, computer system 101 optionally has moved object 1516 a toward viewpoint 1526 , as illustrated by the rightward movement of object 1516 b in the top-down view from as shown in FIG. 15 G to as shown in FIG. 15 H . In some embodiments, computer system 101 moves virtual object 1516 a into an improved viewing area (e.g., in between threshold 1530 and threshold 1532 ), as reflected by the movement of object 1516 b in between the dashed lines in the top-down view. In some embodiments, the movement is to a respective location in the three-dimensional environment 1502 , such as a midpoint of the improved viewing area. In some embodiments, the movement is to a respective location defined relative to the user's viewpoint 1526 a . For example, computer system 101 optionally detects a vector extending from position of viewpoint 1526 a extending toward a respective portion (e.g., a center) of object 1516 a , and optionally moves object 1516 a along that vector to a respective location within the improved viewing area (e.g., in between threshold 1530 and threshold 1532 ). In some embodiments, the movement of object 1516 a is such that object 1516 a does not obscure other virtual objects. For example, computer system 101 moves object 1516 a along the vector described previously, but optionally shifts the object 1516 a laterally to a position it otherwise would not assume to avoid an apparent visual overlap with another virtual object. In some embodiments, the movement of object 1516 a optionally is animated, such that the user is able to watch object 1516 a move through three-dimensional environment 1502 . In some embodiments, the movement of object 1516 a includes a fading out (e.g., increasing transparency) of object 1516 a at its initial position, followed by fading in (e.g., displaying with an increasing opacity) of object 1516 a at its updated position.

›DESCRIPTION OF EMBODIMENTS · 50 of 71

In some embodiments, virtual object 1514 a is moved and/or displayed at an updated location relative to viewpoint 1526 a in between threshold 1530 and threshold 1532 in response to the inputs described with reference to FIG. 15 G . For example, computer system 101 optionally has moved object 1514 a away from viewpoint 1526 a , as illustrated by the leftward movement of object 1514 b in the top-down view from as shown in FIG. 15 G to as shown in FIG. 15 H . In some embodiments, computer system 101 moves virtual object 1514 b into the improved viewing area (e.g., in between threshold 1530 and threshold 1532 ), as reflected by the movement of object 1514 b in the top-down view. In some embodiments, the movement is to a respective location in the three-dimensional environment 1502 , such as a midpoint of the improved viewing area (e.g., a midpoint of threshold 1530 and threshold 1532 ). In some embodiments, the movement is to a respective location defined relative to the user's viewpoint. For example, computer system 101 optionally detects a vector extending from position of viewpoint 1526 a extending toward a respective portion (e.g., a center) of object 1514 a , and optionally moves object 1514 a along that vector to a respective location within the improved viewing area (e.g., a midpoint of boundaries of the improved viewing area). In some embodiments, the movement of object 1514 a is such that object 1514 a does not obscure other virtual objects. For example, computer system 101 moves object 1514 a along the vector described previously, but optionally shifts the object 1514 a laterally to a position it otherwise would not assume to avoid an apparent visual overlap between another virtual object. In some embodiments, the movement of object 1514 a optionally is animated, such that the user is able to watch object 1514 a move through three-dimensional environment 1502 . In some embodiments, the movement of object 1514 a includes a fading out (e.g., increasing transparency) of object 1514 a at its initial position, followed by fading in (e.g., displaying with an increasing opacity) of object 1514 a at its updated position. Thus, both objects 1514 a and 1516 a optionally are moved to positions within the three-dimensional environment 1502 to improve visibility of the objects and/or respective virtual content included in the objects.

Although the thresholds 1530 and 1532 are shown as a pair of dashed lines extending parallel to a width of computer system 101 , it is understood that such illustration is merely one embodiment of any suitable definition of such threshold distances. For example, the threshold distances are optionally circular shaped region having an outer border (e.g., with a radius drawn from viewpoint 1526 a to threshold 1532 ) and an inner border (e.g., with a radius drawn from viewpoint 1526 a to threshold 1530 ), wherein the region optionally is centered on a respective portion of computer system 101 and/or on a respective portion of a user of computer system 101 . Additionally or alternatively, the improved region optionally is a portion of a wedge, the wedge defined by first vectors sharing an origin of a viewpoint vector extending straight ahead from viewpoint 1526 a and angled symmetrically relative to the viewpoint vector, having an outer arc (e.g., extending from viewpoint 1526 a to threshold 1532 ) intersecting the first vectors defining a far boundary of the wedge and an inner arc (e.g., extending from viewpoint 1526 a to threshold 1532 ) intersecting the first vectors defining a near boundary of the wedge.

In some embodiments, computer system 101 modifies an orientation including an angle of object 1518 a relative to viewpoint 1526 a to improve visibility of respective virtual content included in object 1518 a . For example, computer system 101 optionally detects an input directed to object 1518 a , as described with reference to FIG. 15 G . In some embodiments, in response to the input, computer system 101 rotates object 1518 a to an updated orientation such that a front surface of object 1518 a optionally is directed toward the user's viewpoint 1526 . For example, as indicated by a vector normally extending from the front surface of object 1518 b in the top down view, object 1518 a optionally is rotated to an updated orientation such that the viewing angle of respective content included in object 1518 b optionally is improved and/or optimally visible. As one example, object 1518 a optionally is rotated in response to the input such that a normal vector extending from a center of object 1518 a is directed to a location of computer system 101 and/or a respective portion of a user of computer system 101 . Such rotation optionally is analogous to rotating a flat-panel television about an axis of rotation such that the display of the television is completely oriented toward the user. In some embodiments, the rotation includes rotation along a first axis. For example, object 1518 a as shown optionally is a two-dimensional object situated in a plane that is normal to the floor of environment 1502 . In some embodiments, the axis of rotation of object 1518 a extends through the plane intersecting a center of virtual object 1518 a . For example, if the flat panel television were mounted on a pole affixed to a center of a backside of the television, the axis of rotation optionally corresponds to the pole. Additionally or alternatively, computer system 101 optionally rotates object 1518 a along another axis. For example, computer system 101 optionally rotates object 1518 a to an updated orientation to tilt the surface of object 1518 a downward or upward relative to the user's viewpoint 1526 . As a more concrete example, if object 1518 a is displayed above computer system 101 (e.g., displayed above a head of the user of the computer system), in response to the input directed to object 1518 a , computer system 101 optionally rotates object 1518 a downward, tilting the front surface of object 1518 a to point down toward viewpoint 1526 . Similarly, if object 1518 a is displayed at least partially below viewpoint 1526 , computer system 101 optionally rotates object 1518 a upward, thus tilting the front surface of object 1518 a upward toward viewpoint 1526 .

›DESCRIPTION OF EMBODIMENTS · 51 of 71

In some embodiments, computer system 101 continuously rotates respective virtual objects while the respective object is being moved. For example, computer system 101 optionally detects an input including a request to move a respective virtual object, and optionally modifies an initial orientation of the respective virtual object relative to three-dimensional environment 1502 to an updated orientation directed toward the viewpoint 1526 , as described previously. In some embodiments, the input includes a continued request to move the respective object, and the respective orientation of the respective object optionally is updated in accordance with the continued movement of the respect object such that the respective object continues to be directed toward viewpoint 1526 a (e.g., the front surface of the object continues to be directed towards viewpoint 1526 ). For example, while computer system 101 detects an air pinch gesture corresponding to a request to move object 1518 a that is maintained, computer system 101 optionally continues to move object 1518 a in accordance with the movement of the hand performing the air pinch gesture, such as a movement from a far left of the user's viewpoint to a far right of the user's viewpoint. While moving object 1518 a from the left to the right, computer system 101 optionally continuously updates the orientation of object 1518 a such that the front surface of object 1518 a continues to be visible and is continuously directed toward viewpoint 1526 .

In some embodiments, computer system 101 modifies how rotation of a respective virtual object is displayed based on an orientation of the respective virtual object. For example, if object 1518 a is within a first range of orientations relative to viewpoint 1526 , computer system 101 animates a rotation of the orientation of object 1518 a including a first animation, optionally expressly illustrating a continuous rotation of object 1518 a to an updated orientation directed toward viewpoint 1526 . If object 1518 a is not within the first range of orientations (e.g., the backward surface of object 1518 a is directed toward viewpoint 1526 a and/or object 1528 is at an orientation primarily directed away from viewpoint 1526 ), computer system 101 optionally animates the rotation including a second animation, different from the first animation. The first animation, for example, optionally includes rotating object 1518 a in its entirety, similar to as if object 1518 a were a physical object that is spun around an axis of rotation, until object 1518 a is presented at its updated orientation directed toward viewpoint 1526 . The second animation, for example, optionally includes a fading out of object 1518 a (e.g., increasing translucency until the object is no longer visible) followed by a fading in of object 1518 a at an updated orientation directed toward the user's viewpoint 1526 . Thus, if an orientation of a respective virtual object is at an extreme angle such that animating a rotation of the virtual object optionally will be computationally expensive, time consuming, and/or distracting, computer system 101 optionally animates the rotation of the virtual object with an alternative animation.

FIG. 15 I shows a plurality of virtual objects displayed within a three-dimensional environment 1502 of the user respectively displayed with levels of visual prominence based on viewing angle between the respective virtual objects and the current viewpoint 1526 of the user. For example, virtual object 1506 a is optionally displayed with a first level of visual prominence corresponding to one of a range of improved viewing angles relative to the current viewpoint 1526 of the user. For example, a vector parallel to a center of viewpoint 1526 in the overhead view is parallel, or nearly parallel to a vector normal to a surface (e.g., surface facing viewpoint 1526 ) of virtual object 1506 b . Accordingly, the computer system 101 optionally determines that the viewing angle is suitable for viewing a large portion of respective content included in virtual object 1506 a , and optionally displays virtual object 1506 a with the first level of visual prominence. Virtual objects 1508 a and 1510 a are similarly displayed with respective levels of visual prominence that are the same or different as each other, but optionally less than the first level of visual prominence because respective viewing angles associated with the virtual objects are not close to parallel, or within a threshold angle of parallel relative to the center of viewpoint 1526 , described further with reference to method 1600 . As illustrated by the pattern filling virtual objects 1508 a and 1510 a , the computer system 101 optionally decreases a level of visual prominence of respective virtual objects when a viewing angle relative to the virtual objects is not preferred (e.g., not parallel, or not nearly parallel to virtual objects). As described previously, a level of visual prominence of respective virtual objects corresponds to respective levels of visual characteristics associated with the respective virtual objects, described further below.

In some embodiments, a level of visual prominence—or the display of—a virtual edge and/or border surrounding one or more portions of a respective virtual object optionally indicate a level of visual prominence of a respective virtual object. For example, the computer system 101 optionally displays virtual object 1506 a with a first level of visual prominence (illustrated in FIGS. 15 I- 15 J by showing virtual object 1506 a with a relatively thick and dark border, although other forms of visual prominence could be used, as described in greater detail herein), and displays object 1508 a corresponding to a second (e.g., lower) level of visual prominence (e.g., with a relatively thinner and/or lighter border). As an additional example, the second level of visual prominence optionally indicates that a user of the computer system 101 is at a not preferred (or preferred) viewing angle. For example, virtual object 1506 a is optionally displayed with a relatively reduced level of visual prominence (e.g., without a border) when oriented to viewpoint 1526 , and virtual object 1508 a is optionally displayed with a relatively increased level of visual prominence (e.g., with a border) when oriented to viewpoint 1526 as shown in FIG. 15 I . In some embodiments, respective virtual objects are displayed with a pattern fill overlaying one or more portions of the virtual objects. For example, the cross-hatching fill of virtual objects 1508 a and/or 1510 a are optionally displayed by computer system 101 , with respective levels of opacity, saturation, and/or brightness also based on viewing angle between the respective virtual object and viewpoint 1526 . Levels of visual prominence are described further with reference to method 1600 .

›DESCRIPTION OF EMBODIMENTS · 52 of 71

Additionally or alternatively, the computer system 101 optionally displays and/or changes respective levels of visual prominence of a virtual shadow displayed concurrently with and/or at a position associated with a respective virtual object. For example, virtual shadow 1536 is optionally displayed with a third level of visual prominence having one or more characteristics of the levels of visual prominence described with reference to the virtual object(s), and virtual shadows 1538 and 1540 are optionally displayed with respective fourth (and/or fifth) levels of visual prominence. Virtual shadows 1536 , 1538 and 1540 in FIG. 15 I are virtually cast onto the floor of three-dimensional environment 1502 . In some embodiments, a level of visual prominence of a virtual shadow is indicated with and/or corresponds to one or more visual characteristics of the virtual shadow, including an opacity of the shadow, a brightness of a shadow, and/or the sharpness of edges of the shadow. For example, computer system 101 optionally displays a respective virtual shadow at the third level of visual prominence (e.g., relatively increased level of visual prominence) by displaying the virtual shadow as a relatively darker, more opaque, sharp-edged shadow, having a first size and/or having a first shape, as if a simulated light source casting the shadow is relatively close to a corresponding virtual object, and the computer system 101 optionally displays a respective virtual shadow with a fourth, relatively decreased level of visual prominence by displaying the virtual shadow as a relatively lighter, more translucent, diffuse-edged shadow having a second size smaller than the first size and/or having a second shape that is smaller or different than the first shape). Visual characteristics of virtual shadows are described further with reference to method 1600 . In some embodiments, the level of visual prominence of a virtual shadow is based on factors used to determine the level of visual prominence of the virtual object (e.g., the viewing angle between viewpoint 1526 and virtual objects 1506 a - 1510 a ), similarly to as described with reference to the levels of visual prominence of the virtual object. For example, the level of shadow visual prominence optionally increases proportionally or by the same amount as an increase level of visual prominence in its associated virtual object, and/or decreases proportionally or by the same amount as a decrease in level of visual prominence of its associated virtual object. In some embodiments, a position, shape, size, and/or orientation of virtual shadows are based on the position of the current viewpoint 1526 of the user, the position of the virtual objects relative to the current viewpoint 1526 and/or the three-dimensional environment 1502 , and/or the position(s) of simulated light source(s) and/or real-world light sources relative to the three dimensional environment. For example, virtual objects 1506 a - 1510 a cast virtual shadows 1536 - 1540 respectively based on one or more simulated light sources above and behind the respective virtual objects, relative to viewpoint 1526 . Virtual shadows are described further with reference to method 1600 .

In some embodiments, as described briefly above, changing levels of visual prominence includes modifying one or more visual characteristics of respective virtual content such as virtual object(s) and/or virtual shadow(s). For example, the level of visual prominence of a virtual object and/or shadow optionally includes a level of brightness of content included in the virtual content, a level of opacity of the virtual content, a level of saturation of the virtual content, a degree of a blurring technique applied to the virtual content, a size of a portion of the virtual content subject to the blurring technique, and/or other suitable visual modifications of the content, (e.g., brighter, more opaque, more saturated, less blurred and/or having a smaller sized blurring effect (e.g., less diffuse) when the level of visual prominence is relatively increased, and dimmer, more translucent, less saturated, more blurred, and/or having a larger sized blurring effect (e.g., more diffuse) when the level of visual prominence is relatively decreased), described further with reference to method 1600 . In some embodiments, such visual characteristics are changed relative to one or more portions (e.g., a center of content of an application user interface) included in the object; in some embodiments, such visual characteristics are changed relative to the entire virtual object.

In some embodiments, the computer system detects one or more inputs directed to a virtual object, and forgoes performance of one or more operations based on the one or more inputs in accordance with a determination that the target virtual object of the one or more inputs is displayed with a reduced level of visual prominence. For example, in FIG. 15 I , cursor 1528 - 1 is optionally indicative of a selection input (described herein with reference to method 1600 ) directed to virtual content 1509 a , such as a search bar, included in virtual object 1510 a . The selection input is optionally operative to initiate a text entry mode to populate virtual content 1509 a with a search query; however, as described further with reference to method 1600 , one or more operations are not performed by the computer system 101 because virtual object 1510 a is not displayed with a preferred viewing angle and/or orientation relative to viewpoint 1526 , as described further below and with reference to method 1600 .

From FIG. 15 I to FIG. 15 J , viewpoint 1526 of a user of computer system 101 changes. In response to detecting the changed viewpoint, the computer system modifies levels of visual prominence of the virtual objects 1506 a - 1510 a displayed within three-dimensional environment 1502 . For example, the orientations of the respective virtual windows relative to viewpoint 1526 are changed in accordance with the changed viewpoint (e.g., based on a change in distance and/or angle of the changed viewpoint). Respective levels of visual prominence of objects 1506 a and 1510 a , for example, are optionally decreased due to the increase in viewing angle formed between the respective objects and viewpoint 1526 as shown in FIG. 15 J relative to as shown in FIG. 15 I . Object 1508 a , on the other hand, is optionally increased in level of visual prominence. As described previously, the computer system optionally concurrently changes the level of visual prominence of respective virtual shadows while changing the level of visual prominence of virtual objects. For example, virtual shadow 1536 and virtual shadow 1540 are optionally decreased in visual prominence (e.g., lighter, more diffuse, less saturated, and/or less opaque) in response to the current viewpoint 1526 moving away from the normal extending from virtual object 1506 b and object 1510 a , respectively. Virtual shadow 1538 is optionally increased in visual prominence (e.g., is darker, less diffuse, is more saturated, and/or more opaque) in response to the change in viewpoint 1526 because the normal extending from virtual object 1508 a is closer to parallel to viewpoint 1526 . Thus, in FIG. 15 J , the level of visual prominence of respective virtual shadows are changed relative to as shown in FIG. 15 I . As described previously, the selection input directed to virtual content 1509 a did not initiate a text entry mode because the input was received while virtual object 1510 a was displayed with a relatively decreased level of visual prominence. Changes in the level of visual prominence of objects, virtual shadows, and forgoing of operation(s) in response to input(s) based on a level of visual prominence of a respective virtual object are described further with reference to method 1600 .

›DESCRIPTION OF EMBODIMENTS · 53 of 71

FIGS. 16 A- 16 P is a flowchart illustrating a method of changing the visual prominence of content included in virtual objects based on viewpoint in accordance with some embodiments. In some embodiments, the method 1600 is performed at a computer system (e.g., computer system 101 in FIG. 1 such as a tablet, smartphone, wearable computer, or head mounted device) including a display generation component (e.g., display generation component 120 in FIGS. 1 , 3 , and 4 ) (e.g., a heads-up display, a display, a touchscreen, or a projector) and one or more cameras (e.g., a camera (e.g., color sensors, infrared sensors, and other depth-sensing cameras) that points downward at a user's hand or a camera that points forward from the user's head). In some embodiments, the method 1600 is governed by instructions that are stored in a non-transitory computer-readable storage medium and that are executed by one or more processors of a computer system, such as the one or more processors 202 of computer system 101 (e.g., controller 110 in FIG. 1 A ). Some operations in method 1600 are, optionally, combined and/or the order of some operations is, optionally, changed.

In some embodiments, method 1600 is performed at a computer system (e.g., 101 ) in communication with a display generation component (e.g., 120 ) and one or more input devices. In some embodiments, the computer system has one or more characteristics of the computer system of methods 800 , 1000 , 1200 , 1400 and/or 1600 . In some embodiments, the display generation component has one or more characteristics of the display generation component of methods 800 , 1000 , 1200 , 1400 and/or 1600 . In some embodiments, the one or more input devices have one or more of the characteristics of the one or more input devices of methods 800 , 1000 , 1200 , 1400 and/or 1600 .

In some embodiments, while a three-dimensional environment (e.g., 1502 ) is visible via the display generation component from a first viewpoint (e.g., such as described with reference to methods 800 , 1000 , 1200 , 1400 and/or 1600 ) of a user of the computer system, such as viewpoint 1526 in FIG. 15 A (e.g., the three-dimensional environment optionally has one or more characteristics of the three-dimensional environment of methods 800 , 1000 , 1200 , 1400 and/or 1600 ), the computer system displays ( 1602 a ), via the display generation component, a first virtual object including first content from the first viewpoint, such as object 1506 a and content 1507 a and 1507 b in FIG. 15 A (e.g., the first virtual object is a user interface or application window of an application, such as a web browsing or content browsing application, and the first virtual object includes text content, image content, video content, one or more selectable buttons, or one or more input fields. The first virtual object optionally corresponds to or has one or more characteristics of the objects described in methods 800 , 1000 , 1200 , 1400 and/or 1600 ). In some embodiments, the first virtual object has a first size and a first shape relative to the three-dimensional environment ( 1602 b ). In some embodiments, the first virtual object is visible from a first angle from the first viewpoint ( 1602 c ). In some embodiments, while the first virtual object is viewed at the first angle from the first viewpoint, a respective visual characteristic of the first content has a first value corresponding to a first level of visual prominence of the first content in the three-dimensional environment ( 1602 d ), such as shown with object 1506 a and content 1507 a and 1507 b in FIG. 13 A .

In some embodiments, while displaying, via the display generation component, the first virtual object in the three-dimensional environment from the first viewpoint, the computer system detects ( 1602 e ) movement of a current viewpoint of the user from the first viewpoint to a second viewpoint, different from the first viewpoint, such as the movement of viewpoint 1526 from FIG. 15 A to 15 B . For example, the first viewpoint of the user is oriented towards the first content and/or the first side of the first virtual object that includes the first content. For example, the first side of the first virtual object is facing the first viewpoint, and the second opposite side of the first virtual object is facing away from the first viewpoint. In some embodiments, the first viewpoint and/or the first angle is oriented within 90 degrees of the normal of the first side of the first virtual object. The respective visual characteristic is optionally the transparency of the first content, the blurriness of the first content and/or the brightness of the first content, and the first value optionally corresponds to the respective level(s) of those visual characteristic(s). The movement of the viewpoint optionally has one or more characteristics of the movement of the viewpoint(s) described with reference to methods 800 , 1000 , 1200 and/or 1400 .

In some embodiments, in response to detecting the movement of the current viewpoint of the user from the first viewpoint to the second viewpoint, the computer system displays ( 1602 f ), in the three-dimensional environment, while the three-dimensional environment is visible from the second viewpoint of the user (e.g., the three-dimensional environment is visible from a different perspective corresponding to the second viewpoint, including displaying the first virtual object and/or the first content included in the first virtual object from the different perspective corresponding to the second viewpoint), the first virtual object from the second viewpoint, such as the display of object 1506 a in FIG. 15 B . In some embodiments, the first virtual object maintains the first size and the first shape relative to the three-dimensional environment ( 1602 g ) (e.g., the movement of the viewpoint of the user does not change the size and/or shape and/or placement of the first virtual object relative to the three-dimensional environment). In some embodiments, the movement of the viewpoint and/or the angle from which the first virtual object and/or the first content is visible does change the angular or display size of the first virtual object and/or first content due to the first virtual object and/or first content occupying more or less of the field of view of the user based on the changes in distance to the first virtual object and/or changes in angle from which the first virtual object is being displayed.

›DESCRIPTION OF EMBODIMENTS · 54 of 71

In some embodiments, the first virtual object is visible from a second angle from the second viewpoint, the second angle being different from the first angle ( 1602 h ), such as shown with object 1506 a in FIG. 15 B . In some embodiments, while the first virtual object is viewed at the second angle from the second viewpoint, the respective visual characteristic of the first content has a second value corresponding to a second level of visual prominence of the first content in the three-dimensional environment (e.g., the second value corresponds to the level of transparency of the first content, the blurriness of the first content and/or the brightness of the first content, different from the first value), the second level of visual prominence of the first content being different from the first level of visual prominence ( 1602 j ), such as shown with the difference in visual prominence of content 1507 a and 1507 between FIGS. 15 A and 15 B . For example, the second angle is further from the normal of the first side of the first virtual object and/or first content than the first angle. In some embodiments, the further the angle of visibility of the first virtual object from viewpoint of the user moves from the normal of the first side of the first virtual object and/or first content, the more the computer system reduces the visual prominence of the first content (e.g., increases the blurriness of the first content, reduces the brightness of the first content and/or increases the transparency of the first content). In some embodiments, the second angle is still oriented within 90 degrees of the normal of the first side of the first virtual object and/or first content. In some embodiments, the visual prominence of the first virtual object is not reduced (e.g., the boundary of the first virtual object is not displayed with a reduced visual prominence in response to the viewpoint of the user moving from the first viewpoint to the second viewpoint, and thus the angle of visibility of the first virtual object moving from the first angle to the second angle). In some embodiments, the angle of visibility of the first virtual object moving to being oriented closer to the normal of the first side of the first virtual object and/or first content causes the visual prominence of the first content to increase. In some embodiments, the reduced or increased visual prominence of the first content is different or separate from and/or in addition to the change in angular or display size of the first content resulting from changing the angle from which the first content is being viewed or displayed in response to the change in the viewpoint of the user. In some embodiments, inputs described with reference to method 1600 are or include air gesture inputs. Changing the level of prominence of content of an object based on the angle of visibility of the first virtual object for the user provides feedback about the relative locations of the object and the viewpoint of the user and/or angle of visibility of the first virtual object.

In some embodiments, detecting the movement of the current viewpoint of the user from the first viewpoint to the second viewpoint includes detecting movement of the user in a physical environment of the user ( 1604 ), such as the movement within the room shown from FIGS. 15 A to 15 B . For example, the head, torso, shoulders and/or body of the user changing location in a physical environment of the user and/or changing orientation in the physical environment of the user optionally corresponds to the movement of the current viewpoint in the three-dimensional environment (e.g., corresponding to the magnitude, direction and/or type of the physical movement of the user). The computer system optionally detects such movement of the user and correspondingly moves the current viewpoint of the user in the three-dimensional environment. Changing a viewpoint of the user based on changes in the position and/or orientation of the user in the physical environment enables viewpoint updates to be performed without displaying additional controls.

In some embodiments, the three-dimensional environment is visible from the first viewpoint and the second viewpoint of the user during a communication session between the user of the computer system and a second user of a second computer system, wherein the first virtual object is accessible by the computer system and the second computer system ( 1606 a ), such as the communication session between computer systems 101 a and 101 b in FIGS. 15 E- 15 F in which objects 1506 a , 1508 a and 1510 a are accessible by computer systems 101 a and 101 b (e.g., such as described with reference to method 1400 ). In some embodiments, detecting the movement of the current viewpoint of the user from the first viewpoint to the second viewpoint includes detecting movement of the first virtual object relative to the current viewpoint of the user ( 1606 b ), such as the movement of object 1508 a from FIG. 15 E to 15 F (e.g., one or more virtual objects—including the first virtual object—and/or representations of other users in the three-dimensional environment are moved relative to the current viewpoint of the user, such as described with reference to method 1400 , thus changing the relative spatial arrangement of the viewpoint of the user and the one or more virtual objects and/or representations of other users). In some embodiments, such movement of the one or more virtual objects and/or representations of other users is in response to a recentering input, such as the first input described with reference to method 1400 . In some embodiments, such movement of the one or more virtual objects and/or representations of other users is in response to an input by another user to which the first virtual object is accessible to move the first virtual object (e.g., using a gaze, pinch and movement input, such as described throughout this application). Updating the location of the first virtual object relative to the viewpoint of the user when the first virtual object is accessible to multiple users automatically ensures proper placement of the first virtual object relative to the viewpoints of the multiple users.

›DESCRIPTION OF EMBODIMENTS · 55 of 71

In some embodiments, while displaying the first virtual object from the second viewpoint, wherein the first virtual object has a first orientation relative to the second viewpoint of the user (e.g., has a particular angle relative to the normal from the second viewpoint of the user, or has a particular angle relative to a reference in the three-dimensional environment), such as displaying object 1508 a from viewpoint 1526 in FIG. 15 C , the computer system detects ( 1608 a ), via the one or more input devices, a respective input corresponding to a request to move the first virtual object relative to the second viewpoint of the user, such as the input from hand 1503 in FIG. 15 C (e.g., a gaze, pinch and hand movement while pinched input from the user, such as described with reference to method 1400 —in some embodiments, the position of the first virtual object in the three-dimensional environment changes corresponding to the magnitude and/or direction of the hand movement of the user while in the pinch hand shape). In some embodiments, in response to detecting an end of the pinch hand shape (e.g., the thumb and index finger of the hand of the user move apart), the computer system ceases moving the first virtual object in the three-dimensional environment, and the first virtual object remains at its last location in the three-dimensional environment.

In some embodiments, in response to detecting the respective input, the computer system moves ( 1608 b ) the first virtual object relative to the second viewpoint of the user in the three-dimensional environment in accordance with the respective input (e.g., based on the direction and/or magnitude of the hand movement of the user), including while moving the first virtual object relative to the second viewpoint of the user, displaying the first virtual object at one or more second orientations relative to the second viewpoint of the user, different from the first orientation relative to the second viewpoint of the user (e.g., normal to the second viewpoint of the user), wherein the one or more second orientations are based on a relative location of the first virtual object relative to the second viewpoint of the user, such as shown with object 1508 a between FIGS. 15 C and 15 D . In some embodiments, while being moved by the user, the computer system automatically reorients the first virtual object to be oriented towards (e.g., normal to) the viewpoint of the user, such that the orientation of the first virtual object relative to the reference in the three-dimensional environment changes based on its current location in the three-dimensional environment. In some embodiments, the computer system automatically reorients the first virtual object to be normal to the second viewpoint of the user in response to detecting an initiation of the respective input (e.g., detecting the thumb and index finger of the user coming together and touching, before detecting movement of the hand of the user in the pinch hand shape). Reorienting the first virtual object during movement input causes the computer system to automatically orient the first virtual object appropriately relative to the viewpoint of the user.

In some embodiments, the second level of visual prominence of the first content is less than the first level of visual prominence of the first content, and reducing the visual prominence of the first content from the first level to the second level includes fading display of the first content in the three-dimensional environment ( 1610 ), such as shown with content 1507 a , 1507 b , 1509 a and 1509 b from FIG. 15 A to FIG. 15 B (e.g., reducing a brightness of the first content and/or reducing (color) saturation of the first content). Increasing a level of visual prominence of the first content (e.g., in response to the angle of visibility of the first content approaching being normal to the first content) optionally includes increasing the brightness and/or (color) saturation of the first content. Fading display of the first content based on the angle of visibility of the first virtual object for the user provides feedback about the relative locations of the object and the viewpoint and/or angle of visibility of the first virtual object.

In some embodiments, the second level of visual prominence of the first content is less than the first level of visual prominence of the first content, and reducing the visual prominence of the first content from the first level to the second level includes blurring display of (e.g., reducing the sharpness of) the first content in the three-dimensional environment ( 1612 ), such as shown with content 1507 a , 1507 b , 1509 a and 1509 b from FIG. 15 A to FIG. 15 B . Increasing a level of visual prominence of the first content (e.g., in response to the angle of visibility of the first content approaching being normal to the first content) optionally includes increasing the sharpness of and/or reducing the blurriness of the first content. Increasing the blurriness of the first content based on the angle of visibility of the first virtual object for the user provides feedback about the relative locations of the object and the viewpoint and/or angle of visibility of the first virtual object.

In some embodiments, the second level of visual prominence of the first content is less than the first level of visual prominence of the first content, and reducing the visual prominence of the first content from the first level to the second level includes reducing opacity of (e.g., increasing the transparency of) the first content in the three-dimensional environment ( 1614 ), such as shown with content 1507 a , 1507 b , 1509 a and 1509 b from FIG. 15 A to FIG. 15 B . Increasing a level of visual prominence of the first content (e.g., in response to the angle of visibility of the first content approaching being normal to the first content) optionally includes increasing the opacity of and/or decreasing the transparency of the first content. Reducing the opacity of the first content based on the angle of visibility of the first virtual object for the user provides feedback about the relative locations of the object and the viewpoint and/or angle of visibility of the first virtual object.

›DESCRIPTION OF EMBODIMENTS · 56 of 71

In some embodiments, the first content is displayed on a first side of the first virtual object (e.g., the first virtual object is a two-dimensional object with two opposite sides, or a three-dimensional object with one or more sides, and the first content is displayed on the first side of the virtual object), the second angle is oriented toward a second side, different from the first side, of the first virtual object ( 1616 a ), such as shown with respect to objects 1506 a and 1508 a in FIG. 15 C (e.g., the angle of visibility of the first virtual object is from behind the side on which the first content is displayed. In some embodiments, the first angle is oriented toward the first side). In some embodiments, displaying the first virtual object from the second viewpoint includes ( 1616 b ), displaying the first virtual object with translucency without displaying the first content ( 1616 c ), such as shown with objects 1506 a and 1508 a in FIG. 15 C . For example, portions of the second side of the first virtual object that are opposite portions of the first side of the first virtual object that do not include the first content are optionally translucent. Portions of the second side of the first virtual object that are opposite portions of the first side of the first virtual object that do include the first content are optionally equally as translucent. In some embodiments, no indication or portion of the first content is displayed or visible from the second angle of visibility of the first virtual object—the view through the second side of the first virtual object is optionally as if no content exists or existed on the first side of the first virtual object. Hiding display of the first content based on the angle of visibility of the first virtual object for the user provides feedback about the relative locations of the object and the viewpoint and/or angle of visibility of the first virtual object.

In some embodiments, displaying the first virtual object from the first viewpoint includes displaying the first virtual object in association with a user interface element for moving the first virtual object relative to the three-dimensional environment ( 1618 a ), such as if object 1506 a in FIG. 15 A was displayed with a bar or handle element below, next to, or above object 1506 a that is selectable to move object 1506 a . For example, the user interface element is optionally a selectable user interface element (e.g., a “grabber bar”) that is displayed by the computer system in association with (e.g., below and/or adjacent to) the first virtual object to indicate that the first virtual object is movable in the three-dimensional environment. In some embodiments, selection and subsequent movement of the grabber bar (e.g., similar to movement inputs previously described) causes the computer system to move the first virtual object in the three-dimensional environment in accordance with the movement input. In some embodiments, the first virtual object is additionally movable in response to the selection and movement input being directed to the first virtual object (e.g., and not the grabber bar).

In some embodiments, displaying the first virtual object from the second viewpoint includes displaying the first virtual object in association with the user interface element for moving the first virtual object relative to the three-dimensional environment ( 1618 b ), such as if object 1506 a in FIGS. 15 B and/or 15 C was displayed with the grabber bar. For example, the computer system does not hide display of the grabber bar from different viewpoints of the user even though it is optionally reducing the visual prominence of the content in the first virtual object as the viewpoint of the user changes. In some embodiments, the grabber bar is displayed with reduced or different visual prominence from the second viewpoint (e.g., as described herein with reference to the first virtual object). In some embodiments, the grabber bar is displayed with the same visual prominence from the second viewpoint. Maintaining display of the grabber bar from different angles of visibility of the first virtual object provides feedback that the first virtual object remains a movable object in the three-dimensional environment.

In some embodiments, while displaying the first virtual object from the second viewpoint and the first content with the respective visual characteristic having the second value corresponding to the second level of visual prominence of the first content in the three-dimensional environment, wherein the second level of visual prominence of the first content is less than the first level of visual prominence of the first content, such as shown with object 1508 a in FIG. 15 E on computer system 101 b , the computer system detects ( 1620 a ), via the one or more input devices, a respective input corresponding to a request to move the first virtual object relative to the second viewpoint of the user, such as the input from hand 1503 b in FIG. 15 E directed to object 1508 a (e.g., a gaze, pinch and movement input, such as described previously for moving the first virtual object). In some embodiments, in response to detecting the respective input ( 1620 b ), the computer system moves ( 1620 c ) the first virtual object relative to the second viewpoint of the user in the three-dimensional environment in accordance with the respective input, such as moving object 1508 a in FIG. 15 F based on the input from hand 1503 b (e.g., changing the location of the first virtual object based on the direction and/or magnitude of the movement of the hand of the user). In some embodiments, the computer system displays ( 1620 d ) the first content in the first virtual object with the respective visual characteristic having a third value corresponding to a third level of visual prominence of the first content, greater than the second level of visual prominence of the first content, such as the increased visual prominence of content 1509 a / 1509 b in FIG. 15 F (e.g., increasing the level of visual prominence of the firsts content in response to the respective input). In some embodiments, the increase in the level of visual prominence is in response to detecting an initiation of the respective input (e.g., in response to detecting the thumb and index finger of the user coming together and touching, before detecting subsequent movement of the hand of the user in the pinch hand shape). Increasing the visual prominence of the first content in response to the movement input provides feedback about the content of the first virtual object during the movement input to facilitate proper placement of the first virtual object in the three-dimensional environment.

›DESCRIPTION OF EMBODIMENTS · 57 of 71

In some embodiments, before detecting the respective input and while displaying the first virtual object from the second viewpoint and the first content with the respective visual characteristic having the second value corresponding to the second level of visual prominence of the first content in the three-dimensional environment, the first virtual object has a first orientation relative to the second viewpoint of the user (and/or relative to a reference in the three-dimensional environment), the first orientation directed away from the second viewpoint ( 1622 a ), such as the orientation of object 1508 a directed away from the viewpoint of computer system 101 b in FIG. 15 E (e.g., the first virtual object is oriented such that the normal of the first content is a first angle away from being directed to the second viewpoint). In some embodiments, in response to detecting the respective input ( 1622 b ), the computer system displays ( 1622 c ), in the three-dimensional environment, the first virtual object with a second orientation relative to the second viewpoint of the user (and/or relative to the reference in the three-dimensional environment), different from the first orientation, the second orientation directed towards the second viewpoint, such as the orientation of object 1508 a directed towards the viewpoint of computer system 101 b in FIG. 15 F (e.g., the first virtual object is oriented such that the normal of the first content is a second angle, less than the first angle, away from being directed to the second viewpoint. In some embodiments, the normal of the first content is directed to the second viewpoint). As previously described, in some embodiments, the first virtual object is reoriented in response to detecting the initiation of the respective input before detecting the movement portion of the respective input. In some embodiments, the respective input causes the first virtual object and/or first content to become oriented more towards the second viewpoint of the user, thus resulting in the increased visual prominence of the first content. Automatically orienting the first virtual object towards the second viewpoint in response to the movement input provides feedback about the content of the first virtual object during the movement input to facilitate proper placement of the first virtual object in the three-dimensional environment.

In some embodiments, displaying the first virtual object includes ( 1624 a ), while the first virtual object is visible from a first range of angles, including the first angle (e.g., a range of angles relative to the normal of the first content, including zero degrees relative to the normal up to 90 degrees relative to the normal, such as angles corresponding to viewing the first content from the front. In some embodiments, the first range of angles is from 0 to 10, 0 to 20, 0 to 30, 0 to 45, 0 to 60, 0 to 75 or 0 to 90 (optionally reduced by a small amount, such as 0.1 degrees) degrees), displaying the first virtual object with a first appearance ( 1624 b ), such as the appearance of object 1506 a in FIG. 15 A (e.g., displaying the first virtual object including the first content, where the first content is displayed with relatively high visual prominence).

In some embodiments, while the first virtual object is visible from a second range of angles, different from the first range of angles, including the second angle (e.g., a range of angles relative to the normal of the first content, such as angles corresponding to viewing the first content from the side. In some embodiments, the second range of angles is from 10 to 90 (optionally reduced by a small amount, such as 0.1 degrees), 20 to 90, 30 to 90, 45 to 90, 60 to 90, or 75 to 90 degrees), the first virtual object is displayed with a second appearance different from the first appearance ( 1624 c ), such as the appearance of object 1506 a in FIG. 15 B (e.g., displaying the first virtual object including the first content, where the first content is displayed with relatively low visual prominence and/or the first virtual object is displayed with an application icon (e.g., corresponding to the first virtual object) being displayed overlaid on the first virtual object from the viewpoint of the user). Displaying the first virtual object with different visual appearances based on the angle of visibility of the first virtual object for the user provides feedback about the relative locations of the object and the viewpoint and/or angle of visibility of the first virtual object.

In some embodiments, displaying the first virtual object includes ( 1626 a ), while the first virtual object is visible from a third range of angles, different from the first range of angles and the second range of angles (e.g., a range of angles relative to the normal of the first content, such as angles corresponding to viewing the first content from behind. In some embodiments, the third range of angles is from 90 (optionally increased by a small amount, such as 0.1 degrees) to 180 degrees), displaying the first virtual object with a third appearance different from the first appearance and the second appearance ( 1626 b ), such as the appearance of object 1506 a in FIG. 15 C (e.g., displaying the first virtual object with translucency without displaying the first content, as previously described). Displaying the first virtual object with different visual appearances based on the angle of visibility of the first virtual object for the user provides feedback about the relative locations of the object and the viewpoint and/or angle of visibility of the first virtual object.

In some embodiments, while displaying, via the display generation component, the first virtual object in the three-dimensional environment from the first viewpoint, wherein respective visual characteristic of the first content has the first value corresponding to the first level of visual prominence of the first content in the three-dimensional environment and the first virtual object is a first distance, less than a threshold distance (e.g., 1, 3, 5, 10, 20, 50, 100, 500, 1,000, 5,000 or 10,000 cm), from the first viewpoint, such as the appearance of the content of objects 1506 a and 1508 a in FIG. 15 A , the computer system detects ( 1628 a ), via the one or more input devices, a respective input corresponding to a request to move the first virtual object to a location that is a second distance, different from the first distance, from the first viewpoint of the user, such as an input to move object 1506 a to the second distance from the viewpoint 1526 in FIG. 15 A (e.g., the respective input optionally has one or more of the characteristics of previously described inputs for moving virtual objects in the three-dimensional environment). In some embodiments, in response to receiving the respective input ( 1628 b ), the computer system moves ( 1628 c ) the first virtual object to the location that is the second distance from the first viewpoint of the user in accordance with the respective input.

›DESCRIPTION OF EMBODIMENTS · 58 of 71

In some embodiments, in accordance with a determination that the second distance is greater than the threshold distance (e.g., 1, 3, 5, 10, 20, 50, 100, 500, 1,000, 5,000 or 10,000 cm) from the first viewpoint of the user, the computer system displays ( 1628 d ) the first content in the first virtual object with the respective visual characteristic having a third value corresponding to a third level of visual prominence of the first content in the three-dimensional environment, the third level of visual prominence of the first content being less than the first level of visual prominence of the first content, such as the visual prominence with which the content of object 1510 a is displayed in FIG. 15 B . In some embodiments, the third value and the third level of visual prominence are the same as the second value and the second level of visual prominence, respectively. In some embodiments, the distance of the first virtual object from the viewpoint of the user does not affect the visual prominence of the first content until the first virtual object is further than the threshold distance from the viewpoint of the user. In some embodiments, for distances greater than the threshold distance, the visual prominence of the first content decreases as the first virtual object moves further from the viewpoint of the user. In some embodiments, for distances greater than the threshold distance, the visual prominence of the first content remains the third level of visual prominence independent of distance from the viewpoint. Displaying the first content with different visual appearances based on the distance of the first virtual object from the viewpoint of the user provides feedback about the relative locations of the first virtual object and the viewpoint.

In some embodiments, while displaying, via the display generation component, the first virtual object in the three-dimensional environment from the first viewpoint, the computer system displays ( 1630 a ), in the three-dimensional environment, a second virtual object that includes second content from the first viewpoint (e.g., the second virtual object optionally has one or more of the characteristics of the first virtual object, and is optionally concurrently displayed with the first virtual object in the three-dimensional environment), the respective visual characteristic of the second content having a third value corresponding to a third level of visual prominence of the second content in the three-dimensional environment, such as the visual prominence of content 1509 a / 1509 b in object 1508 a in FIG. 15 A (e.g., based on angle of visibility and/or distance from the first viewpoint, as previously described). In some embodiments, the third level of visual prominence is different from the first level of visual prominence. In some embodiments, the third level of visual prominence is the same as the first level of visual prominence.

In some embodiments, while displaying, via the display generation component, the first virtual object in the three-dimensional environment from the second viewpoint, the computer system displays ( 1630 b ), in the three-dimensional environment, the second virtual object from the second viewpoint, the respective visual characteristic of the second content having a fourth value corresponding to a fourth level of visual prominence of the second content in the three-dimensional environment, the fourth level of visual prominence being different from the third level of visual prominence, such as the visual prominence of content 1509 a / 1509 b in object 1508 a in FIG. 15 B (e.g., based on angle of visibility and/or distance from the second viewpoint, as previously described). In some embodiments, the fourth level of visual prominence is different from the second level of visual prominence. In some embodiments, the fourth level of visual prominence is the same as the second level of visual prominence. Thus, in some embodiments, the computer system applies the angle and/or distance based visual prominence adjustments to multiple virtual objects concurrently that are concurrently visible from the viewpoint of the user. Changing the level of prominence of the content of multiple objects based on the angle of visibility of the objects for the user provides feedback about the relative locations of the objects and the viewpoint of the user and/or angle of visibility of the objects.

In some embodiments, while the three-dimensional environment, such as environment 1502 , is visible via the display generation component from the first viewpoint of the user, such as viewpoint 1526 in FIG. 15 G , and the first virtual object has a first orientation relative to the first viewpoint of the user, such as object 1518 a in FIG. 15 H , and a second orientation relative to the three-dimensional environment, such as relative to environment 1502 , wherein the first orientation is directed towards the first viewpoint of the user, the computer system detects ( 1632 a ), via the one or more input devices, a respective input corresponding to a request to move the first virtual object, such as an input with hand 1503 b in FIG. 15 H , relative to the three-dimensional environment from a first location to a second location, such as movement of object 1518 a . For example, the first virtual object optionally is a window corresponding to an application user interface oriented such that the window is directed towards a position of the user within the three-dimensional environment (e.g., the normal of the front surface of the virtual object is oriented towards the viewpoint of the user). In some embodiments, the first virtual object includes a viewing plane (e.g., corresponding to a real-world display such as a curved computing monitor and/or a flat-panel television) that is pointed towards the user's position in the three-dimensional environment, or a respective portion of the user (e.g., the user's head). For example, a vector extending orthogonally from the first virtual object is oriented towards the user and/or the viewpoint of the user. In addition to the first orientation with respect to the user, the first virtual object optionally also has a second orientation with respect to the three-dimensional environment. For example, the three-dimensional environment optionally is a mixed-reality or virtual reality environment, and the first virtual object displayed within the environment optionally is placed at a particular position and/or angle with respect to the dimensions of the environment (e.g., oriented generally parallel to a vertical axis of the three-dimensional environment, wherein the vertical axis extends parallel to the user's height and/or perpendicular to the floor). In some embodiments, while the first virtual object is oriented towards the user, the computer system detects an input to move the first virtual object, such as an air gesture of a respective portion (e.g., a hand) of the user. For example, the computer system optionally detects an air pinching gesture of a hand of the user, and in accordance with a determination that the user intends to select the first virtual object (e.g., the computer system detects that the user's attention is or previously was directed to the first virtual object), initiates a process to move the first virtual object. For example, in response to the air pinching gesture, the computer system optionally tracks further movement of the hand of the user while the hand of the user remains in a pinch hand shape (e.g., the thumb and index finger touching) and moves the first virtual object based on the additional movement of the hand (e.g., in a direction and/or with a magnitude based on the direction and/or magnitude of the movement of the hand). In some embodiments, the respective input includes an input such as a gesture on a trackpad device in communication with the computer system. In some embodiments, the respective input includes actuation of a physical and/or a virtual button.

›DESCRIPTION OF EMBODIMENTS · 59 of 71

In some embodiments, in response to the respective input, the computer system displays ( 1632 b ), via the display generation component, the first virtual object at the second location in the three-dimensional environment, such as a location of object 1516 a in FIG. 15 H , wherein the first virtual object has the first orientation relative to the first viewpoint of the user and a third orientation, such as an orientation of object 1516 a in FIG. 15 H with respect to object 1518 a , different from the second orientation, relative to the three-dimensional environment. For example, while moving the first virtual object, the angular orientation of the first virtual object relative to the first viewpoint of the user is optionally maintained. While moving the previously described window, for example, the computer system optionally rotates the window in the three-dimensional environment such that even though the position of the first virtual object changes in the three-dimensional environment, content of the first virtual object is fully visible and/or oriented towards the viewpoint of the user. Thus, the first virtual object is optionally moved to a new, third orientation with respect to the three-dimensional environment, but maintains the first orientation relative to the first viewpoint of the user. In some embodiments, the respective input optionally includes actuation of a physical or virtual button, and in response to the actuation, the computer system begins to move the first virtual object. For example, in response to an upward movement of the first virtual object, the computer system optionally tilts the first virtual downwards in accordance with the upward movement. Additionally or alternatively, in some embodiments, in response to lateral movement in a respective direction relative to the viewpoint of the user, the first virtual object optionally is rotated to oppose the lateral movement (e.g., rotated leftwards in response to rightward movement of the first virtual object). Displaying the first virtual object with the first orientation relative to the first viewpoint of the user and the third orientation relative to the three-dimensional environment reduces the need to orient the first virtual object relative to the user's viewpoint after modifying the spatial orientation of the first virtual object.

In some embodiments, while the first virtual object, such as object 1514 a , is visible from the second viewpoint, wherein the first virtual object is at a first position in the three-dimensional environment, such as object 1514 a in FIG. 15 G , the computer system detects ( 1634 a ), via the one or more input devices, an indication of an input selecting the first virtual object, such as input using hand 1503 b . For example, while the first virtual object optionally is within the user's field of view, the computer system optionally detects an input selecting the first virtual object such as an air pinching gesture by the hand of the user (e.g., the tip of the thumb and index fingers coming together and touching) detected while the attention of the user is directed to the first virtual object, such as the respective input described with reference to step(s) 1632 .

In some embodiments, in response to the indication of the input selecting the first virtual object (e.g., and before detecting a movement component of the input selecting the first virtual object, if any, and/or before detecting the index finger and thumb of the user moving apart from each other), in accordance with a determination that the first position of the first virtual object satisfies one or more criteria, including a criterion that is satisfied when the first position is less than a threshold distance, such as threshold 1530 in FIG. 15 G , (e.g., 0.1, 0.25, 0.5, 1, 2.5, 5, or 10 meters) from the second viewpoint of the user, the computer system moves ( 1634 b ) the first virtual object from the first position in the three-dimensional environment to a second position in the three-dimensional environment, such as the position of object 1514 a in FIG. 15 H , wherein the second position is greater than the threshold distance from the second viewpoint of the user. For example, in response to the air pinching gesture selecting the first virtual object, the computer system optionally determines a relative spatial relationship between the first virtual object and the viewpoint of the user of the computer system. In some embodiments, the computer system is aware of the relative spatial relationship prior to detecting the input selecting the first virtual object. In some embodiments, in accordance with a determination that the first virtual object is within a threshold distance from the viewpoint of the user of the computer system, the computer system optionally moves the first virtual object further away from the user of the computer system to a second position in the three-dimensional environment, optionally to improve visibility of the first virtual object. In some embodiments, the movement of the first virtual object in response to the selection input is independent of an input including an amount of movement of a respective portion of the user. For example, in response to the input selecting the first virtual object and optionally while input(s) corresponding to a request to move the first virtual object are not received and/or ignored (e.g., movement of a predefined portion of the user optionally while maintaining an air gesture such as a pinch), the computer system optionally forgoes consideration of movement of a hand or arm of the user and optionally moves the first virtual object to the second position to a predetermined and/or calculated distance from the user viewpoint. In some embodiments, the second position is a predetermined distance away from the user (e.g., 2%, 5%, 10%, 15%, 25%, 50%, or 75% of the threshold distance). In some embodiments, the second position is determined in accordance with the dimensions of the three-dimensional environment or other virtual and/or real world objects. For example, if the first virtual object is in front of (e.g., relative to the viewpoint of the user) a real-world object (e.g., wall) or virtual wall of the three-dimensional environment, the computer system optionally moves the first virtual object no further than the real world object and/or wall. Additionally or alternatively, the first virtual object optionally is moved to prevent spatial and/or line-of-sight conflicts with physical and/or virtual objects within the three-dimensional environment from the second viewpoint of the user of the computer system. Moving the first virtual object to a second position greater than a threshold distance in response to an indication of selection of the first virtual object reduces the need for one or more inputs to manually position the first virtual object at an appropriate distance from the viewpoint of the user.

›DESCRIPTION OF EMBODIMENTS · 60 of 71

In some embodiments, while the first virtual object, such as object 1516 a as shown in FIG. 15 G , is visible from the second viewpoint, wherein the first virtual object is at a first position in the three-dimensional environment, such as the position object 1516 a as shown in FIG. 15 G , the computer system detects ( 1636 a ), via the one or more input devices, an indication of an input selecting the first virtual object, such as input with hand 1503 b . The input selecting the first virtual object optionally has one or more of the characteristics of the input described with reference to step(s) 1634 .

In some embodiments, in response to the indication of the input selecting the first virtual object, in accordance with a determination that the first position of the first virtual object satisfies one or more criteria, including a criterion that is satisfied when the first position is greater than a threshold distance from the second viewpoint of the user, such as threshold 1532 as shown in FIG. 15 G , the computer system increases ( 1636 b ) a prominence (e.g., visual prominence) of the first virtual object relative to the three-dimensional environment, such as the prominence of object 1516 a as shown in FIG. 15 H . For example, the computer system optionally detects that the first virtual object is too far (e.g., greater than a threshold distance such as 0.1, 0.25, 0.5, 1, 2.5, 5, or 10 meters) from the user, and in response to the air pinching gesture, increases prominence of the first virtual object and/or contents within the first virtual object, such as described in more detail below with reference to step(s)s 1638 - 1640 . In some embodiments, increasing prominence of the first virtual object includes increasing visibility of the first virtual object and/or its contents. In some embodiments, such increases in visibility opacifying the first virtual object. In some embodiments, the first virtual object is displayed with an additional visual effect such as a halo/glow, displayed with an added and/or modified border (e.g., a border including a specular highlight), or otherwise visually distinguished from the three-dimensional environment and/or other virtual objects. In some embodiments, the input selecting the first virtual object is separate from an input to explicitly increase visual prominence of the first virtual object. For example, in response to an indication of an input and in accordance with a determination that the input corresponds to a request to select the first virtual object, the computer system optionally increases visual prominence of the first virtual object in accordance with a predetermined or calculated increase in the visual prominence. In response to the indication of the input and in accordance with a determination that the input corresponds to a request to explicitly (e.g., manually) increase the visual prominence of the first virtual object, the computer system optionally modifies the visual prominence of the first virtual object in accordance with the input (e.g., proportionally based on movement of a respective portion of the user while maintaining a pose with the respective portion), optionally forgoing the selection and/or the predetermined or calculated increase in visual prominence. Increasing prominence of the first virtual object in response to an indication of an input selecting the first virtual object reduces the need for user inputs manipulating the first virtual object and/or other aspects of the three-dimensional environment to manually increase the prominence of the first virtual object.

In some embodiments, increasing the prominence of the first virtual object includes increasing a size of the first virtual object in the three-dimensional environment ( 1638 ), such as the scale of object 1508 a as shown in FIG. 15 H compared to as shown in FIG. 15 G . For example, the computer system optionally scales the first virtual object in response to the indication of the input selecting the first virtual object to increase the size of the first virtual object. In some embodiments, content included within the first virtual object (e.g., text and/or video) are similarly scaled or re-sized in accordance with the increased size. Increasing a size of the first virtual object when increasing the prominence of the first virtual object reduces the need for additional inputs for increasing the size of the first virtual object.

In some embodiments, increasing the prominence of the first virtual object includes moving the first virtual object to a second position in the three-dimensional environment that is less than the threshold distance from the second viewpoint of the user ( 1640 a ) such as the position of object 1516 a as shown in FIG. 15 H compared to as shown in FIG. 15 G . For example, the computer system optionally moves the first virtual object from a second position that is closer to the second viewpoint than the first position within the three-dimensional environment (e.g., within 0.1, 0.25, 0.5, 1, 2.5, 5, or 10 meters of the user). Moving the first virtual object within a threshold distance of a viewpoint of the user when increasing the prominence of the first virtual object reduces the need for additional inputs to move the first virtual object.

In some embodiments, displaying the first virtual object from the first viewpoint, such as object 1518 a as shown in FIG. 15 G , includes displaying the user interface element with a second respective visual characteristic having a third value corresponding to a third level of visual prominence ( 1642 a ), such as a grabber associated with object 1518 a . For example, the second respective visual characteristic optionally includes a size, translucency, lighting effect, and/or other visual effect applied to the user interface element, the third value of the second respective visual characteristic optionally indicative of a prominence or a current selection (e.g., after a user has selected the user interface element, optionally while a pose (e.g., an air pinch hand shape) of a respective portion of the user is maintained) of the user interface element.

›DESCRIPTION OF EMBODIMENTS · 61 of 71

In some embodiments, displaying the first virtual object from the second viewpoint includes displaying the user interface element with the second respective visual characteristic having a fourth value, different from the third value, corresponding to a fourth level of visual prominence, different from the third level of visual prominence ( 1642 b ), such as a lowered visual prominence of the grabber associated with object 1518 a . For example, the computer system optionally detects that the user of the computer system optionally is viewing the first virtual object at the second orientation, and accordingly optionally displays the user interface element with the second respective visual characteristic with a fourth value, such as a smaller size, greater amount of translucency, and/or a relatively lesser visual effect compared to the third value of the second respective visual characteristic to indicate a reduced level of visual prominence. In some embodiments, the third value corresponds to a relatively lesser amount of visual prominence, and the fourth value corresponds to a relatively greater amount of visual prominence. In some embodiments, the user interface element is still interactable to move the first virtual object while displayed with the second respective visual characteristic having the fourth value—in some embodiments, the user interface element is no longer interactable to move the first virtual object while displayed with the second respective visual characteristic having the fourth value. Displaying the user interface element with the second respective visual characteristic with the third value while the first virtual object is visible from the first viewpoint and with the fourth value while the first virtual object is visible from the second viewpoint provides visual feedback about the orientation at which the first virtual object is being displayed relative to the viewpoint of the user, and reduces inputs erroneously directed to the first virtual object.

In some embodiments, in response to detecting the respective input, such as input from hand 1503 b in FIG. 15 G , displaying, in the three-dimensional environment, the first virtual object, such as object 1518 A shown in FIG. 15 G (e.g., a window corresponding to an application user interface) with the second orientation relative to the second viewpoint of the user includes ( 1644 a ) in accordance with a determination that the first orientation of the first virtual object relative to the second viewpoint is within a first range of orientations, such as the orientation of object 1518 a in FIG. 15 G , (e.g., 0.1, 0.5, 1, 5, 10, 15, 30, 45, or 60 degrees relative to vector extending normal to a surface of the virtual object and/or 0.025, 0.1, 0.5, 1, 2.5, 5, or 10 meters away from the first virtual object), displaying, in the three-dimensional environment, an animation of the first virtual object rotating from the first orientation to the second orientation relative to the second viewpoint ( 1644 b ), such as an animation of rotation of object 1518 a to its orientation as shown in FIG. 15 H . For example, the first range of orientations optionally include a first range of viewing angles of the user from the second viewpoint. As referred to herein, a respective “viewing angle” optionally corresponds to a difference in angle and/or orientation between a current viewpoint of the user and a vector extending normal and/or orthogonally to a first surface of the first virtual object. For example, a first virtual object optionally having a shape or profile similar to a rectangular prism optionally has a normal extending from a first face (e.g., a relatively larger rectangular face), and the viewing angle optionally is measured between the user's viewpoint and the normal. In some embodiments, the first virtual object does not include a relatively flat surface, and the viewing angle is measured relative to another vector—other than the normal and/or orthogonal vectors—extending from a respective portion of the first virtual object (e.g., from a center of the first virtual object and/or away from a relatively flat portion of the first virtual object). In some embodiments, the computer system animates the first virtual object gradually turning towards the user. In some embodiments, a cross-fading of the first virtual object from the first orientation to the second orientation is not displayed while animating the rotation of the first virtual object.

In some embodiments, in response to detecting the respective input, such as input with hand 1503 b , displaying, in the three-dimensional environment, the first virtual object with the second orientation relative to the second viewpoint of the user, such as the orientation of object 1518 a , in FIG. 15 G includes in accordance with a determination that the first orientation of the first virtual object relative to the second viewpoint is within a second range of orientations (e.g., 0.5, 1, 5, 10, 15, 30, 45, 60, or 75 degrees relative to vector extending normal to a surface of the virtual object and/or 0.1, 0.5, 1, 2.5, 5, 10, or 15 meters away from the first virtual object), different from the first range of orientations, displaying, in the three-dimensional environment, a cross-fading of the first virtual object from the first orientation to the second orientation relative to the second viewpoint ( 1644 c ), such as cross-fading to the orientation of object 1518 a in FIG. 15 G . For example, the second range of orientations optionally include one or more viewing angles that are greater than the first range of viewing angles. In some embodiments, an animation rotating the first virtual object from the first orientation to the second orientation is not displayed while cross-fading the first virtual object. In some embodiments, the cross-fading includes displaying the first virtual object with a progressively reduced level of visual prominence of the first virtual object until the first virtual object is no longer, or barely visible (e.g., displayed with 0% and/or 5% opacity). In response to displaying the first virtual object with the above opacity and/or translucency, the computer system optionally begins displaying the first virtual object with a progressively increased level of opacity at the second orientation until the first virtual object is displayed with a final level of opacity (e.g., 100%), optionally corresponding to the opacity of the first virtual object when displayed at the first orientation (e.g., prior to the cross-fading). Displaying the first virtual object with an animation or cross-fading effect in accordance with a determination that the first orientation is within a first range or a second range of orientations reduces computational complexity and power consumption required to animate relatively larger rotations of the first virtual object.

›DESCRIPTION OF EMBODIMENTS · 62 of 71

In some embodiments, while the first virtual object, such as object 1518 a is visible from the third range of angles, the third appearance includes display of a respective identifier of the first virtual object, such as the text on object 1518 as shown in FIG. 15 G ( 1646 a ). For example, the first virtual object optionally is a window corresponding to an application user interface that is visible from a viewpoint of a user of the computer system within a third range of viewing angles, and the third appearance optionally includes a textual and/or graphical indicator identifying the first virtual object. Such an identifier optionally includes a graphical application icon, optionally including one or more colors based on content associated with the first virtual object (e.g., media content). In some embodiments, the textual and/or graphical indicator identifies the application of which the first virtual object is a user interface. In some embodiments, the third range of angles correspond to a range of viewing angles corresponding to a rear of the first virtual object. For example, the computer system optionally does not display the identifier while the computer system is displaying the front of the first virtual object, but as the viewpoint of the user within the three-dimensional environment changes towards the back of the first virtual object, the first virtual object appearance is modified to include the identifier. In some embodiments, the respective identifier is displayed above, in front of and/or nearby the first virtual object while the viewpoint of the user is relatively behind and/or to the side of the first virtual object, and not displayed while the viewpoint of the user is relatively in front of the first virtual object. In some embodiments, the respective identifier is displayed concurrently while the first virtual object is displayed with a second appearance (e.g., including a visual representation such as an icon) as described in more detail relative to step(s) 1624 .

In some embodiments, while the first visual object is visible from the first range of angles (and/or the second range of angles), the first appearance does not include display of the respective identifier of the first virtual object ( 1646 b ). For example, while displaying the first virtual object from the first and/or second ranges of angles, the appearance of the first virtual object does not include the previously described identifier. In some embodiments, the first appearance includes the previously described identifier. Displaying the respective identifier while the first virtual object is visible from the third range of angles provides feedback about the orientation of the user viewpoint with respect to the first virtual object, thus reducing entry of erroneous user inputs directed to the virtual object when such user inputs may not be detected, and also provides feedback about the first virtual object when the content of the first virtual object is optionally faded and thus does not, itself, provide such feedback.

In some embodiments, while displaying the first virtual object, such as object 1518 a , in the three-dimensional environment, the computer system detects, via the one or more input devices, an indication of an input directed to the first virtual object, such as input from hand 1503 b ( 1648 a ). In some embodiments, the indication of the input has one or more characteristics of the respective input described in more detail with respect to step(s) 1632 . In some embodiments, in response to detecting the indication of the input directed to the first virtual object ( 1648 b ), in accordance with a determination that the first virtual object is at a third angle, such as object 1518 a as shown in FIG. 15 H , (and/or within a first range of angles, and/or is a first orientation) with respect to the second viewpoint of the user, such as viewpoint 1526 in FIG. 15 G , different from the second angle from the second viewpoint, the computer system initiates ( 1648 c ) one or more operations based on the indication of the input directed to the first virtual object, such as an operation with respect to object 1518 G in FIG. 15 H . For example, the computer system optionally detects that the user of the computer system is at a third angle relatively medial to the first virtual object, and in response to detecting the input, initiates a process to perform one or more operations in accordance with the input. The input optionally is an input entering text into a text field included within the first virtual object, an input to modify the appearance and/or orientation of the first virtual object, and/or an input to select content included within the first virtual object (e.g., input to select a button and/or input selecting a representation of media). In some embodiments, in response to the input, the computer system initiates text entry into the text field, initiates modification (e.g., scaling, rotating, and/or modifying opacity) of the first virtual object, and/or selects content (e.g., initiates playback of media corresponding to a section and/or enlarges the media). In some embodiments, in accordance with a determination that the viewpoint of the user is within a threshold angle (e.g., 1, 5, 10, 30, 45, or 60 degrees) of a respective portion (e.g., the center of a portion and/or the normal) of the first virtual object, the computer system initiates the one or more operations in response to detecting the indication of the input directed to the first virtual object.

In some embodiments, in response to detecting the indication of the input directed to the first virtual object, in accordance with a determination that the first virtual object is at the second angle (and/or is within a second range of angles, different from the first range of angles) with respect to the second viewpoint of the user, different from the first angle, such as the angle between object 1518 a and viewpoint 1526 a as shown in FIG. 15 G , the computer system forgoes ( 1648 d ) initiation of the one or more operations based on the indication of the input directed to the first virtual object. For example, the second angle optionally corresponds to a relatively lateral angle to the first virtual object, compared to the first angle, and as such the computer system optionally modifies and/or prevents the interaction received after the first virtual object optionally is at the second angle with respect to the second viewpoint of the user. In some embodiments, the computer system forgoes performing the one or more operations in response to the input (e.g., a selection of a button) in accordance with a determination that the input was received when the second user viewpoint is outside a threshold angle (e.g., 0.5, 1, 5, 10, 15, 30, 45, 60, or 75 degrees) relative to the first virtual object. Forgoing one or more operations in accordance with a determination that the first virtual object is at a second angle with respect to the second viewpoint of the user prevents unintended interaction with the first virtual object while the user is not at an appropriate angle for interaction with the first virtual object.

›DESCRIPTION OF EMBODIMENTS · 63 of 71

In some embodiments, while displaying, via the display generation component, such as display generation component 120 , the first virtual object, such as object 1506 a , in the three-dimensional environment, such as three-dimensional environment 1502 , from the first viewpoint, the computer system, such as computer system 101 , detects ( 1650 a ) movement of the current viewpoint of the user from the first viewpoint, such as viewpoint 1526 as shown in FIG. 15 I , to a third viewpoint, such as viewpoint 1526 as shown in FIG. 15 J , wherein movement of the current viewpoint from the first viewpoint to the third viewpoint corresponds to transitioning from the first virtual object being visible from the first angle relative to a front surface of the first virtual object (e.g., relative to a normal of the front surface of the first virtual object, such as the surface of the first virtual object that is facing the viewpoint of the user) to being visible from a third angle relative to the front surface of the first virtual object, wherein the third angle is greater than the first angle. For example, as described with reference to thresholds with reference to method 2200 , the computer system optionally determines one or more thresholds with hysteresis to improve consistency of user interaction and/or appearance of the first virtual object while the user changes the current viewpoint relative to the first virtual object. The transitioning of the first virtual object between being visible at the angles described herein (e.g., the third angle, the fourth angle) and the viewpoints described herein (e.g., the third viewpoint, the fourth viewpoint) optionally have one or more characteristics of the region(s), criteria/criterion, viewpoint(s), and/or changes in levels of visual prominence described with reference to method 2200 . The front surface of the first virtual object optionally corresponds to a range of positions and/or orientations where the user of the computer system optionally changes their current viewpoint to view portion(s) of the first virtual object, similar to as the user is able to move to positions and/or orientations around a physical object such as a physical car and/or a physical display (e.g., television) to see surface(s) of the physical object.

In some embodiments, in response to (and/or while) detecting the movement of the current viewpoint of the user from the first viewpoint to the third viewpoint ( 1650 b ), in accordance with a determination that the third angle is greater than a first threshold angle (e.g., 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, or 75 degrees), the computer system displays ( 1650 c ) the first virtual object with the respective visual characteristic of the first content having a third value corresponding to a third level of visual prominence of the first content in the three-dimensional environment, for example, the level of visual prominence of object 1506 a as shown in FIG. 15 J , less than the first level of visual prominence. For example, the first threshold angle optionally corresponds to a threshold past which the computer system optionally decreases visual prominence of the first virtual object in accordance with further changes in current viewpoint exacerbating the off-angle view of the first virtual object (e.g., away from a normal from the first virtual object). Similarly, the computer system optionally establishes a threshold distance relative to the first content and/or the first virtual object (e.g., 0.001, 0.01, 0.025, 0.05, 0.1, 0.25, 0.5, 1, 2.5, 5, 10, 15, 25, 50, 100, 250, or 500 m), and when the current viewpoint changes to a respective distance past the threshold distance relative to the first virtual object, displays the respective visual characteristic of the first content with the third value (or a fourth, different value).

In some embodiments, in accordance with a determination that the third angle is less than the first threshold angle, the computer system maintains ( 1650 d ) display of the first virtual object with the respective visual characteristic of the first content having the first value corresponding to the first level of visual prominence of the first content in the three-dimensional environment, for example, the level of visual prominence of object 1506 a as shown in FIG. 15 I . For example, when the current viewpoint is less than the first threshold angle, the respective visual characteristic is maintained at its current level of visual prominence.

In some embodiments, (after detecting the movement of the current viewpoint of the user from the first viewpoint to the third viewpoint) while displaying, via the display generation component, the first virtual object in the three-dimensional environment from the third viewpoint, the computer system detects ( 1650 e ) movement of the current viewpoint of the user from the third viewpoint to a fourth viewpoint, wherein movement of the current viewpoint from the third viewpoint to the fourth viewpoint corresponds to transitioning from the first virtual object being visible from the third angle relative to a front surface of the first virtual object to being visible from a fourth angle (e.g., the same or similar to the first angle) relative to the front surface of the first virtual object, wherein the fourth angle is less than the third angle, such as shown by viewpoint 1526 back to as shown in FIG. 15 I . For example, the fourth viewpoint optionally corresponds to movement back toward the first viewing angle, thereby optionally moving back to a viewing angle less than the first threshold angle but greater than a second threshold angle (e.g., a relatively lesser threshold angle than the first threshold angle to introduce a threshold with hysteresis when changing visual prominence).

In some embodiments, in response to (and/or while) detecting the movement of the current viewpoint of the user from the third viewpoint to the fourth viewpoint ( 1650 f ), in accordance with a determination that the fourth angle is less than a second threshold angle (e.g., less than the first threshold angle), the computer system displays the first virtual object with the respective visual characteristic of the first content having a fourth value corresponding to a fourth level of visual prominence of the first content in the three-dimensional environment, wherein the fourth level of visual prominence is greater than the third level of visual prominence ( 1650 g ).

›DESCRIPTION OF EMBODIMENTS · 64 of 71

In some embodiments, in accordance with a determination that the fourth angle is greater than the second threshold angle (but optionally less than the first threshold angle), the computer system maintains display of the first virtual object with the respective visual characteristic of the first content having the third value corresponding to the third level of visual prominence of the first content in the three-dimensional environment ( 1650 h ). For example, when the fourth angle is less than the second threshold angle, the computer system determines that the user input (e.g., movement of the current viewpoint) optionally corresponds to an express request to initiate increasing of the level of visual prominence of the first virtual object. Accordingly, the computer system optionally increases the respective visual characteristic to have the fourth value (e.g., increasing a brightness, saturation, and/or opacity) of the respective characteristic. In contrast, when the fourth angle is greater than the second threshold angle, the computer system determines that the user input optionally corresponds to an ambiguity concerning whether or not the user desires a change in the respective visual characteristic. Accordingly, the computer system optionally maintains the respective visual characteristic with the third value. Similar description is optionally applied to threshold distance(s) relative to the first virtual object and/or the first content. For example, the computer system optionally decreases visual prominence of the content when the current viewpoint moves away from the first virtual object at a first threshold distance, and does not increase visual prominence of the content when the current viewpoint moves past (e.g., closer to, and/or within) the first threshold distance until the current viewpoint moves to within a second, relatively lesser threshold distance. Providing one or more thresholds with hysteresis associated with changing the level of visual prominence of the respective content reduces the likelihood that the user inadvertently changes the level of visual prominence of the respective content, thereby preventing needless inputs to correct for such inadvertent changes in visual prominence and reducing power consumed to display such inadvertent changes.

In some embodiments, while displaying the first virtual object, the computer system detects ( 1652 a ), via the one or more input devices, an input (e.g., a user input or an interaction input) directed to the first virtual object, such as indicated by cursor 1528 - 1 . The interaction input, for example, is optionally a selection of a virtual button included in the first virtual object, a scrolling of virtual content included in the first virtual object, a copying operation with reference to media (e.g., photos, video, and/or text) included in the first virtual object, and/or a modification of one or more dimensions of the first virtual object (e.g., scaling of the object). For example, the computer system optionally detects one or more inputs selecting the content included in the first virtual object such as an air gesture (e.g., an air pinch gesture including contact between an index finger and thumb of a hand of the user of the computer system, a splaying of fingers of the hand, and/or a curling of one or more fingers of the hand), a contact between a touch-sensitive surface included in and/or in communication with the computer system, and/or a blink performed by the user of the computer system toggling a selection of the content, optionally while a cursor is displayed corresponding to the respective content and/or attention of the user is directed to the respective content. While the air gesture (e.g., the contact between index finger and thumb), the contact, and/or the selection mode is maintained, the computer system optionally detects one or more movements of the user's body, a second computer system in communication with the computer system (e.g., a stylus and/or pointing device), and/or the contact between the touch-sensitive surface and a finger of the user, and moves the respective content to an updated (e.g., second position) position based on the movement. For example, the second position optionally is based on a magnitude of the movement and/or a direction of the movement.

In some embodiments, in response to detecting the interaction input ( 1652 b ) in accordance with a determination that the current viewpoint corresponds to the first viewpoint, the computer system performs ( 1652 c ) one or more operations associated with the first virtual object in accordance with the input. For example, the computer system optionally selects the virtual button, scrolls content, copies media, and/or scales the first virtual object when the current viewpoint is the first viewpoint (e.g., corresponds to a region of permitted interaction relative to the first virtual object).

In some embodiments, in accordance with a determination that the current viewpoint corresponds to the second viewpoint, the computer system forgoes ( 1652 d ) initiation of the one or more operations associated with the first virtual object in accordance with the input, such as one or more operations described with reference to virtual content 1509 a not initiating a text entry mode in FIG. 15 I . For example, when the second viewpoint is associated with a more limited range of interactions relative to the first virtual object, the computer system optionally forgoes one or more operations (e.g., does not select the button, scroll the content, copy the media, and/or scale the object). In some embodiments, a first set of operations is not performed in response to the interaction input when the current viewpoint corresponds to the second viewpoint that are performed when the interaction input is received while the current viewpoint corresponds to the first viewpoint. In some embodiments, a second set of operations are performed in response to the interaction input when the current viewpoint corresponds to the first viewpoint and the second viewpoint. Thus, the first virtual object is optionally responsive to some—but not all—inputs while the current viewpoint corresponds to the second viewpoint. Ignoring one or more inputs when the current viewpoint is the second viewpoint reduces the likelihood the user of the computer system erroneously interacts with content included in the first virtual object based on a suboptimal viewing position and/or orientation relative to the first virtual object that is outside of designated operating parameters for viewing positions and/or orientations.

›DESCRIPTION OF EMBODIMENTS · 65 of 71

In some embodiments, displaying the first virtual object with the second level of visual prominence includes displaying one or more virtual elements concurrently with the first virtual object ( 1654 ), such as an edge surrounding object 1506 a in FIGS. 15 I and/or 15 J , (e.g., that were not visible and/or displayed while displaying the first virtual object with the first level of visual prominence). For example, the one or more virtual elements optionally includes one or more edges surrounding the first virtual object, a virtual shadow cast underneath the first virtual object based on one or more real-world and/or simulated light sources, and/or a pattern overlaying portion(s) of the first virtual object. Such one or more virtual elements are optionally concurrently displayed to present an abstracted form of the first virtual object. The abstracted form optionally includes displaying the first virtual object with a less saturated appearance (e.g., with less prominent or vibrant colors), displaying the first virtual object with a reduced level of visual prominence including additional virtual elements (e.g., a border that was not previously visible), and/or reducing an opacity of one or more portions of the first virtual object. Further description of such one or more virtual elements is made with reference to method 2200 . Adding a virtual element(s) when displaying the first virtual object with the third level of visual prominence reinforces the level of visual prominence of the virtual object, thereby reducing the likelihood the user erroneously directs input to the virtual object based on mistaken assumptions about interactivity of the virtual object and indicating further inputs to modify (e.g., improve) interactivity of the virtual object.

In some embodiments, the one or more virtual elements include a virtual border surrounding the first virtual object having a third level of visual prominence ( 1656 ), such as an edge surrounding object 1506 a in FIGS. 15 I and/or 15 J . For example, the virtual border has one or more characteristics of the border(s) and/or edge(s) described with reference to method 2200 . Displaying the border optionally includes additionally displaying one or more portions of a solid or pattern fill surrounding dimensions of the first virtual object, for example, a white and/or slightly translucent line surrounding some or all of the first virtual object to indicate an outline of the first virtual object. In some embodiments, the virtual border and/or edge is not visible before the first virtual object has the third level of visual prominence. In some embodiments, the virtual border is visible before the first virtual object has the third level of visual prominence (e.g., while the first virtual object is displayed with the first and/or second levels of visual prominence), but at a lower level of visual prominence. Adding a border reinforces the level of visual prominence of a corresponding virtual object, thereby reducing the likelihood the user erroneously directs input to the virtual object based on mistaken assumptions about interactivity of the virtual object and indicating further inputs to modify (e.g., improve) interactivity of the virtual object.

In some embodiments, the one or more virtual elements include a fill pattern overlaid over the first virtual object ( 1658 ), such as object 1508 a in FIG. 15 I . For example, the fill pattern has one or more characteristics of the pattern(s) described with reference to method 2200 . The fill pattern optionally is a solid color, and/or optionally has a pattern of one or more colors such as a plaid, a diagonally striped, and/or a dotted fill pattern. Modifying the fill pattern reinforces the level of visual prominence of a corresponding virtual object, thereby reducing the likelihood the user erroneously directs input to the virtual object based on mistaken assumptions about interactivity of the virtual object and indicating further inputs to modify (e.g., improve) interactivity of the virtual object.

In some embodiments, displaying the first virtual object with the first level of visual prominence includes displaying a virtual shadow associated with the first virtual object with a third level of visual prominence ( 1660 a ), such as virtual shadows 1536 , 1358 , and/or 1540 shown in FIG. 15 I , and (for example, the virtual shadow has one or more characteristics of the virtual shadow(s) described with reference to method 2200 ) displaying the first virtual object with the second level of visual prominence includes displaying the virtual shadow associated with the first virtual object with a fourth level of visual prominence, less than the third level of visual prominence ( 1660 b ). For example, a saturation, brightness, and/or opacity of the virtual shadow is optionally modified in accordance with a respective level of visual prominence, described further with reference to method 2200 . Modifying the level of visual prominence of a virtual shadow reinforces the level of visual prominence of a corresponding virtual object, thereby reducing the likelihood the user erroneously directs input to the virtual object based on mistaken assumptions about interactivity of the virtual object and indicating further inputs to modify (e.g., improve) interactivity of the virtual object.

It should be understood that the particular order in which the operations in method 1600 have been described is merely exemplary and is not intended to indicate that the described order is the only order in which the operations could be performed. One of ordinary skill in the art would recognize various ways to reorder the operations described herein.

FIGS. 17 A- 17 E illustrate examples of a computer system changing the visual prominence of content included in virtual objects based on attention of a user of the computer system in accordance with some embodiments.

FIG. 17 A illustrates a three-dimensional environment 1702 visible via a display generation component (e.g., display generation component 120 of FIG. 1 ) of a computer system 101 , the three-dimensional environment 1702 visible from a viewpoint 1726 a of a user illustrated in the overhead view (e.g., facing the left wall of the physical environment in which computer system 101 is located). As described above with reference to FIGS. 1 - 6 , the computer system 101 optionally includes a display generation component (e.g., a touch screen) and a plurality of image sensors (e.g., image sensors 314 of FIG. 3 ). The image sensors optionally include one or more of a visible light camera, an infrared camera, a depth sensor, or any other sensor the computer system 101 would be able to use to capture one or more images of a user or a part of the user (e.g., one or more hands of the user) while the user interacts with the computer system 101 . In some embodiments, the user interfaces illustrated and described below could also be implemented on a head-mounted display that includes a display generation component that displays the user interface or three-dimensional environment to the user, and sensors to detect the physical environment and/or movements of the user's hands (e.g., external sensors facing outwards from the user), and/or gaze of the user (e.g., internal sensors facing inwards towards the surface of the user).

›DESCRIPTION OF EMBODIMENTS · 66 of 71

As shown in FIG. 17 A , computer system 101 captures one or more images of the physical environment around computer system 101 (e.g., operating environment 100 ), including one or more objects in the physical environment around computer system 101 . In some embodiments, computer system 101 displays representations of the physical environment in three-dimensional environment 1702 and/or the physical environment is visible in the three-dimensional environment 1702 via the display generation component 120 . For example, three-dimensional environment 1702 visible via display generation component 120 includes representations of the physical floor and back and side walls of the room in which computer system 101 is located. Three-dimensional environment 1702 also includes table 1722 a (corresponding to 1722 b in the overhead view), which is visible via the display generation component 120 from the viewpoint 1726 a in FIG. 17 A .

In FIG. 17 A , three-dimensional environment 1702 also includes virtual objects 1708 a (corresponding to object 1708 b in the overhead view), 1712 a (corresponding to object 1712 b in the overhead view), 1714 a (corresponding to object 1714 b in the overhead view), and 1716 a (corresponding to object 1716 b in the overhead view) that are visible from viewpoint 1726 a . In FIG. 17 A , objects 1708 a , 1712 a , 1714 a , and 1716 a are two-dimensional objects, but the examples of the disclosure optionally apply equally to three-dimensional objects. Virtual objects 1708 a , 1712 a , 1714 a , and 1716 a are optionally one or more of user interfaces of applications (e.g., messaging user interfaces and/or content browsing user interfaces), three-dimensional objects (e.g., virtual clocks, virtual balls, and/or virtual cars) or any other element displayed by computer system 101 that is not included in the physical environment of computer system 101 .

In some embodiments, computer system 101 modifies visual prominence of virtual content such as objects 1708 a , 1712 a , 1714 a , and 1716 a in response to detecting attention of a user of computer system 101 shift toward a respective object. Prior to as shown in FIG. 17 A , computer system 101 optionally detects attention 1704 - 1 move toward object 1708 a , and optionally detects attention 1704 - 1 dwell on object 1708 a for a period of time 1723 a greater than a threshold period of time (e.g., illustrated as the dashed line in time 1723 a ). In response to the dwelling of attention 1704 - 1 past the threshold period of time, computer system 101 optionally modifies a visual prominence of object 1708 a (e.g., a size, a level of translucency, and/or one or more other visual characteristics described with reference to method 1800 ).

As referred to herein, visual prominence of virtual content optionally refers to display of one or more portions of the virtual content with one or more visual characteristics such that the virtual content is optionally distinct and/or visible relative to a three-dimensional as perceived by a user of the computer system. In some embodiments, visual prominence of virtual content has one or more characteristics described with reference to displaying virtual content at a level of immersion greater and/or less than an immersion threshold. For example, the computer system optionally displays respective virtual content with one or more visual characteristics having respective values, such as a virtual content that is displayed with a level of opacity and/or brightness. The level of opacity, for example, optionally is 0% opacity (e.g., corresponding to virtual content that is not visible and/or fully translucent), 100% opacity (e.g., corresponding to virtual content that is fully visible and/or not translucent), and/or other respective percentages of opacity corresponding to a discrete and/or continuous range of opacity levels between 0% and 100%. Reducing visual prominence of a portion of virtual content, for example, optionally includes decreasing an opacity of one or more portions of the portion of virtual content to 0% opacity or to an opacity value that is lower than a current opacity value. Increasing visual prominence of the portion of the virtual content, for example, optionally includes increasing an opacity of the one or more portions of the portion of virtual content to 100% or to an opacity value that is greater than a current opacity value. Similarly, reducing visual prominence of virtual content optionally includes decreasing a level of brightness (e.g., toward a fully dimmed visual appearance at a 0% level of brightness or another brightness value that is lower than a current brightness level), and increasing visual prominence of virtual content optionally includes increasing the level of brightness (e.g., toward a fully brightened visual appearance at a 100% level of brightness or another brightness value that is higher than a current brightness level) of one or more portions of the virtual content. It is understood that additional or alternative visual characteristics optionally are included in modification of visual prominence (e.g., saturation, where increased saturation increases visual prominence and decreased saturation decreases visual prominence; blur radius, where an increased blur radius decreases visual prominence and a decreased blur radius increases visual prominence; contrast, where an increased contrast value increases visual prominence and a decreased contrast value decreases visual prominence). Changing the visual prominence of an object can include changing multiple different visual properties (e.g., opacity, brightness, saturation, blur radius, and/or contrast). Additionally, when visual prominence of a first object is increased relative to visual prominence of a second object, the change in visual prominence could be generated by increasing the visual prominence of the first object, or decreasing the visual prominence of the second object, increasing the visual prominence of both objects with the first object increasing more than the second object, or decreasing the visual prominence of both objects with the first object decreasing less than the second object.

›DESCRIPTION OF EMBODIMENTS · 67 of 71

In some embodiments, if attention is directed to a virtual object for a period time that is less than a threshold period of time, computer system 101 does not modify visual prominence of the object. For example, attention 1704 - 2 is directed to object 1714 a for a period of time 1723 b that is less than the threshold period of time described with reference to time 1723 A. As such, computer system 101 has not yet initiated modification of visual prominence of object 1714 a.

Similarly, in some embodiments, computer system 101 reduces the visual prominence of objects that are not a target of the user's attention. For example, object 1716 a is displayed and the user is not directing their attention toward object 1716 a . As such, the visual prominence of object 1716 a optionally is similar or the same to object 1714 a , because computer system optionally treats objects that are not targets of the user's attention similar to objects that are targets of the user's attention, but have yet to satisfy one or more criteria (e.g., a time-based criterion). In some embodiments, the unmodified visual prominence of a respective virtual object corresponds to a relatively reduced level of visual prominence. For example, objects 1714 a and 1716 a are optionally displayed with a level of translucency, such as 80% translucency, such that the user's focus is not erroneously directed to objects 1714 a and/or 1716 a . Additionally or alternatively, a potential rationale for displaying the objects with a reduced level of translucency optionally is that respective virtual content included in the respective objects optionally is of lesser interest to a user of the computer system, and/or does not include information that the user necessarily desires to view at all times.

In contrast, in some embodiments, objects that are not target of the user's attention are displayed with a relatively high level of visual prominence that optionally are interest of the user while their attention is directed away from the object. For example, object 1712 a optionally corresponds to a first type of virtual object that indicates and/or controls one or more characteristics of an operating system of the computer system. For example, the one or more characteristics optionally include a battery level of the computer system and/or one or more devices in communication with the computer system, notifications from respective application(s) stored in memory of the computer system, and/or one or more controls to modify characteristics of the computer system, such as a brightness of displayed virtual content, a toggle for wireless communication protocols (e.g., WiFi, or Bluetooth), and/or a notification suppression mode of computer system 101 . Information concerning such one or more characteristics optionally are helpful to inform the user as to a state of the computer system 101 , and thus optionally is displayed with a relatively higher level of visual prominence. In some embodiments, object 1712 a maintains its respective visual prominence even if attention shifts to object 1712 a (e.g., attention is not directed to object 1712 a ). For example, computer system 101 optionally detects attention of the user shift to object 1712 a and dwell on object 1712 a for an amount of time that would otherwise modify visual prominence (e.g., attention 1704 - 1 directed to object 1708 a ), but optionally forgoes an increase of visual prominence of object 1712 a at least because object 1712 a is already visually prominent.

Although illustrated as graphical objects similar to cursors of a computing mouse coupled to a personal computer, it is understood that attention indicators 1704 - 1 , 1704 - 2 , and other attention indicators described further below optionally correspond to indications of attention of the user, such as gaze-based indications of attention. Additionally or alternatively, computer system optionally determines attention of the user based on contact and/or movement of hand 1703 on trackpad 1705 . For example, attention 1704 - 1 and 1704 - 2 optionally correspond to a displayed position of a cursor based on a position and/or movement of hand 1703 on the surface of trackpad 1705 . In some embodiments, attention indicators 1704 - 1 and/or 1704 - 2 are not displayed in the three-dimensional environment 1702 .

In FIG. 17 B , computer system 101 detects attention of the user shift to respective objects that were not previously targets of the user's attention, and accordingly modifies visual prominence of those objects in environment 1702 . For example, computer system 101 optionally determines attention 1704 - 2 has dwelled on object 1714 a longer than the threshold amount of time, and optionally increases visual prominence of object 1714 a to a similar or the same level of visual prominence of object 1708 a as shown in FIG. 17 A . Thus, in some embodiments, computer system 101 displays respective virtual objects with a level of visual prominence that is applied to any respective virtual object that is a target of the user's attention (e.g., for a period of time greater than the threshold period of time). In some embodiments, computer system 101 detects that attention 1704 - 1 shown in FIG. 17 A is no longer directed to object 1708 a , and accordingly reduces visual prominence of object 1708 a . For example, attention 1704 - 1 is now directed to object 1716 a , and despite time 1723 a not reaching the threshold amount of time required to increase visual prominence of object 1716 a , computer system 101 decreases visual prominence of object 1708 a . Thus, in some embodiments, computer system 101 decreases visual prominence of a respective virtual object in response to detecting attention of the user shift away from a respective virtual object.

In some embodiments, the reducing in visual prominence of object 1704 - 1 does not occur until computer system 101 increases visual prominence of another respective object. For example, while object 1708 a optionally is displayed with a relatively increased level of visual prominence as shown in FIG. 17 A , attention of the user optionally shifts to object 1714 a , and computer system 101 optionally detects the attention of the user dwell on object 1714 a for an amount of time greater than the threshold amount of time. In response to detecting the dwelling of attention on object 1714 a past the threshold amount of time, computer system 101 optionally decreases the visual prominence of object 1704 a , and optionally increases the visual prominence of object 1714 a . Thus, in some embodiments, computer system 101 only displays first respective virtual objects with a relatively increased visual prominence if the attention of the user is directed to the first respective virtual objects (e.g., for an amount of time greater than a threshold amount of time), and in response to increasing visual prominence of the first respective virtual objects, computer system 101 displays second respective objects that are not targets of the user's attention with a relatively reduced visual prominence. In some embodiments, if attention of the user moves from a first location corresponding to a first respective portion of a respective object to a second location corresponding to a second respective portion of the same respective object, computer system 101 optionally forgoes any modification of visual prominence of the respective virtual object, as described further with reference to method 1800 .

›DESCRIPTION OF EMBODIMENTS · 68 of 71

FIG. 17 C illustrates examples of shifts of user attention to respective locations in three-dimensional environment 1702 and modifications of visual prominence of objects based on such shifts in attention. In some embodiments, computer system 101 detects an input to modify visual prominence of an object without detecting waiting for attention of the user to dwell on the object for an amount of time greater than the time threshold described with reference to FIG. 17 B . For example, from FIG. 17 B to FIG. 17 C , while attention 1704 - 1 optionally remains directed to object 1716 a , computer system 101 optionally detects an input such as an air pinch gesture performed by hand 1703 , and in response to the input, increases the visual prominence of object 1716 a . Thus, despite the fact that attention 1704 - 1 optionally has not yet remained directed toward object 1716 a for a period of time greater than the time threshold, computer system 101 optionally increases the visual prominence of object 1716 a due to an express input to increase the visual prominence. In some embodiments, the increase in visual prominence in response to the input is the same, or nearly the same as if computer system 101 had detected attention 1704 - 1 remain directed toward object 1716 a for an amount of time greater than the threshold amount of time.

In some embodiments, computer system 101 modifies and/or forgoes modification of visual prominence of a grouping of respective objects. For example, computer system optionally recognizes grouping 1732 includes object 1714 a and object 1716 a , and optionally modifies visual prominence of one or both objects if computer system 101 detects an input to modify visual prominence of a respective object within the grouping. Grouping 1732 optionally corresponds to a plurality of objects that are related, such as multiple objects corresponding to a shared text document, optionally corresponds to a group that optionally was defined by the user of the computer system, and/or has another associated relating the plurality of objects. In some embodiments, computer system 101 modifies visual prominence of the plurality of objects together, in manner similar to as described with respect to individual objects. For example, in response to optionally detecting attention of the user shift toward a respective object (e.g., object 1714 a ) included in grouping 1732 , computer system 101 optionally displays the plurality of objects (e.g., objects 1714 a and 1716 a ) with an increased level of visual prominence. Similarly, in response to optionally detecting attention of the user shift away from a respective object in the plurality of objects, computer system 101 optionally decreases the level of visual prominence of the plurality of objects. Thus, if computer system 101 detects attention of the user shift toward a first object (e.g., object 1716 a ) of grouping 1732 while a second object (e.g., object 1714 a ) is displayed with a relatively increased degree of visual prominence, computer system 101 optionally forgoes modification of visual prominence of the second object (e.g., forgoes decreasing the displayed visual prominence) because user attention is merely shifting within the grouping 1732 of objects. As described previously, computer system 101 optionally modifies a first visual prominence of object 1716 a optionally in response to an input (e.g., an air pinch gesture) to initiate such a modification in visual prominence. Additionally, in response to the input to modify visual prominence of object 1716 a , computer system 101 optionally also modifies visual prominence of object 1714 a . Similarly, in some embodiments, in response to determining that attention is not directed to object 1714 a or to object 1716 a , computer system 101 optionally reduces visual prominence of both objects, optionally simultaneously.

In some embodiments, computer system 101 detects attention of the user shift to a respective location in three-dimensional environment 1702 and maintains visual prominence of respective objects in three-dimensional environment 1702 . For example, attention 1704 - 4 optionally corresponds to a respective location in three-dimensional environment 1702 that does not correspond to virtual objects and/or content. In response to the shift in attention 1704 - 4 to the respective location not corresponding to virtual objects, computer system 101 optionally maintains respective visual prominence of one or more objects in the three-dimensional environment. For example, if object 1716 a is displayed with a relatively increased level of visual prominence before attention shifts to the respective location shown by attention 1704 - 4 , computer system optionally maintains the display of object 1716 a with the relatively increased level of visual prominence, even if attention 1704 - 4 is maintained at the respective location for an amount of time 1723 d greater than the threshold amount of time.

In some embodiments, computer system 101 maintains visual prominence of one or more virtual objects in response to attention shifting toward a respective virtual object of a particular type. For example, a first type of virtual object 1712 a optionally is a non-interactable type of object, a control user interface type of virtual object, or another type of virtual object described in further detail with reference to method 1800 . For example, object 1712 a optionally is an indication of a level of battery of computer system 101 . In some embodiments, in response to detecting attention of the user to shift to an object of the first type, computer system 101 forgoes modification of visual prominence of another object that has a relatively increased visual prominence. For example, if object 1716 a and/or object 1714 a are displayed with a relatively increased level of visual prominence as described previously, and attention of the user shifts toward object 1712 a —as indicated by attention 1704 - 5 —computer system 101 optionally maintains the visual prominence of object 1716 a and/or object 1714 a , even if attention 1704 - 5 is directed to object 1712 a for a time 1723 e that is greater than a threshold amount of time that would otherwise be optionally interpreted as a request to increase a visual prominence of object 1712 a (e.g., if object 1712 a were a second type of virtual object such as a user interface of an application that is different from the first type). Thus, in some embodiments, computer system 101 maintains visual prominence of respective virtual objects despite shifts in attention away from a respective virtual object.

›DESCRIPTION OF EMBODIMENTS · 69 of 71

FIG. 17 D illustrates examples of maintaining visual prominence of objects due to a current interaction with the object. In response to detecting attention 1704 - 2 shift toward, and dwell upon object 1714 a for a period of time 1732 b greater than a threshold amount of time, computer system 101 optionally increases a visual prominence of object 1714 a and optionally decreases visual prominence of a respective virtual object other than object 1714 a that is optionally currently displayed with a relatively increased degree of visual prominence. In some embodiments, however, if computer system 101 detects that a user of computer system 101 is currently interacting with respective virtual content included in the respective virtual object and/or with the respective virtual object itself when the period of time 1723 b surpasses the threshold, the computer system 101 optionally forgoes modification of visual prominence of the object 1714 a and/or of the respective virtual object with which the user is currently interacting.

For example, in FIG. 17 D , computer system 101 detects ongoing input directed toward respective content within object 1716 a when time 1723 b surpasses the threshold amount of time of attention 1704 - 2 being directed to object 1714 a , and optionally forgoes the modification of visual prominence of object 1714 a and/or 1716 a as described previously. Such input is described in further detail with reference to method 1800 , but as shown includes a contact of hand 1703 with trackpad 1705 and movement of hand 1703 moving the contact. The input, for example, corresponds to a selection and movement of a visual element 1734 (e.g., a scrollbar) that optionally scrolls respective content in object 1716 a , such as a scrollbar of a web browsing application. If computer system 101 detects scrolling movement 1703 - 1 is ongoing when time 1723 b surpasses the threshold, computer system 101 optionally forgoes reducing visual prominence of object 1716 a that would otherwise be performed were it not for the ongoing scrolling operation. Similarly, content 1730 included in object 1716 a optionally is a target of a “drag and drop” operation performed by hand 1703 and trackpad 1705 , similar to as a described with reference to the scrolling operation. For example, computer system 101 optionally detects a selection input (e.g., a contact of hand 1703 on trackpad 1705 ) while a cursor is directed to content 1730 , and while the selection is maintained (e.g., the contact of hand 1703 is maintained), computer system 101 optionally moves content 1730 within object 1716 a as shown by movement 1703 - 2 based on the movement of the selection input. In some embodiments, because computer system 101 detects that the drag and drop operation is ongoing when time 1723 b surpasses the threshold amount of time, computer system 101 optionally forgoes the modification of visual prominence of object 1716 a , similarly to as described previously.

In some embodiments, computer system 101 detects input directed to a visual element that is selectable to move a first virtual object, and in response to the input, forgoes modification of visual prominence of a second virtual object that is currently displayed with a relatively increased visual prominence. For example, the visual element 1718 optionally is a user interface element (e.g., a “grabber bar”) that is displayed by the computer system 101 in association with (e.g., below and/or adjacent to) object 1708 a —that is currently displayed with a relatively decreased level of visual prominence—to indicate that the object 1708 a is movable in the three-dimensional environment 1702 . In response to a selection and subsequent movement of the grabber bar (similar to other selection and movements previously described), computer system 101 optionally causes movement of object 1708 a in the three-dimensional environment in accordance with the movement input. In some embodiments, computer system 101 detects an input (e.g., attention of the user shifting toward visual element 1718 and concurrent selection from a hand of the user such as an air pinch gesture) directed toward visual element 1718 while an object other than object 1708 a is displayed with a relatively increased visual prominence. For example, while object 1716 a is displayed with a relatively increased level of visual prominence, computer system 101 optionally detects the input directed toward visual element 1718 , and in response to the input optionally maintains the relatively increased level of visual prominence of object 1716 a . Further, computer system 101 optionally maintains a relatively reduced level of visual prominence of object 1708 a , because in some embodiments, computer system 101 forgoes changing (e.g., increasing) visual prominence of a respective virtual object in accordance with a determination that the user is interacting with a respective grabber bar associated with the respective virtual object rather than the respective virtual object itself. Thus, in some embodiments, interactions with respective visual element(s) associated with respective virtual objects do not cause a modification of visual prominence of another respective virtual object that is currently displayed with a relatively increased degree of visual prominence.

In some embodiments, computer system 101 detects a second input that is similar or the same as the input directed to visual element 1718 , but is instead directed to object 1708 a , and increases visual prominence of object 1708 a and decreases visual prominence of object 1716 a in response to the second input. Such a second input optionally has one or more characteristics described with reference to FIG. 17 C (but with respect to increasing visual prominence of object 1708 a , instead of object 1716 a as shown in FIG. 17 C ), in which computer system 101 detects an input such as an air pinch gesture performed by hand 1703 , and in response to the input, optionally increases the visual prominence of object 1716 a and/or decreases visual prominence of respective one or more virtual objects that are optionally not a target of the input. Thus, in some embodiments, computer system 101 modifies or forgoes modification of visual prominence of a respective virtual object in accordance with a determination that a target of an input associated with the respective virtual object is the virtual object itself or is the grabber bar associated with the virtual object. In some embodiments, computer system 101 detects that attention 1704 - 5 is directed to an object 1712 a , and dwelled upon object 1712 a for a time 1723 e greater than a threshold amount of time.

›DESCRIPTION OF EMBODIMENTS · 70 of 71

In FIG. 17 E , computer system 101 detects attention 1704 - 5 shift away from object 1712 a , but does not decrease visual prominence of object 1712 a . In some embodiments, object 1712 a is a first type of object, such as a system or control user interface, an avatar of a user of another computer system, a media player, and/or a communication application (e.g., email, messaging, and/or real-time communication including video). In some embodiments, computer system 101 maintains respective visual prominence of such a first type of object because such first types of objects are of potential interest to the user, regardless of a target of their attention. For example, a user of computer system 101 optionally desires full view of media they are watching and/or a real-time video conferencing application with which they are participating. As such, whether computer system 101 detects shifts in attention of the user toward object 1712 a , away from object 1712 a , and/or dwelling of attention 1704 - 5 for a time 1723 e greater than a threshold amount of time, computer system 101 optionally maintains respective visual prominence of object 1712 a.

FIGS. 18 A- 18 K is a flowchart illustrating a method 1800 of modifying visual prominence of virtual objects based on attention of a user in accordance with some embodiments. In some embodiments, the method 1800 is performed at a computer system (e.g., computer system 101 in FIG. 1 such as a tablet, smartphone, wearable computer, or head mounted device) including a display generation component (e.g., display generation component 120 in FIGS. 1 , 3 , and 4 ) (e.g., a heads-up display, a display, a touchscreen, or a projector) and one or more cameras (e.g., a camera (e.g., color sensors, infrared sensors, and other depth-sensing cameras) that points downward at a user's hand or a camera that points forward from the user's head). In some embodiments, the method 1800 is governed by instructions that are stored in a non-transitory computer-readable storage medium and that are executed by one or more processors of a computer system, such as the one or more processors 202 of computer system 101 (e.g., controller 110 in FIG. 1 A ). Some operations in method 1800 are, optionally, combined and/or the order of some operations is, optionally, changed.

In some embodiments, the method 1800 is performed at a computer system in communication with a display generation component and one or more input devices. In some embodiments, the computer system has one or more of the characteristics of the computer systems of methods 800 , 1000 , 1200 , 1400 and/or 1600 . In some embodiments, the display generation component has one or more of the characteristics of the display generation components of methods 800 , 1000 , 1200 , 1400 and/or 1600 . In some embodiments, the one or more input devices have one or more of the characteristics of the one or more input devices of methods 800 , 1000 , 1200 , 1400 and/or 1600 .

In some embodiments, while displaying, via the display generation component, a first virtual object, such as object 1708 a as shown in FIG. 17 A , in a three-dimensional environment and while attention of the user, such as attention 1704 - 1 , is directed to the first visual object, the computer system displays ( 1802 a ) the first virtual object with a first level of visual prominence relative to the three-dimensional environment, such as the visual prominence of object 1708 a in FIG. 17 A . For example, the first virtual object optionally is a window or other user interface corresponding to one or more applications presented in a three-dimensional environment, such as a mixed-reality (XR), virtual reality (VR), augmented reality (AR), or real-world environment visible via visual passthrough (e.g., lens and/or camera). In some embodiments, the first virtual object has one or more of the characteristics of the three-dimensional environments of methods 800 , 1000 , 1200 , 1400 , 1600 and/or 2000 . In some embodiments, the three-dimensional environment has one or more of the characteristics of the three-dimensional environments of methods 800 , 1000 , 1200 , 1400 , 1600 and/or 2000 . In some embodiments, the first virtual environment is a simulated three-dimensional environment that is displayed in the three-dimensional environment, optionally instead of the representations of the physical environment (e.g., full immersion) or optionally concurrently with the representation of the physical environment (e.g., partial immersion). Some examples of a virtual environment include a lake environment, a mountain environment, a sunset scene, a sunrise scene, a nighttime environment, a grassland environment, and/or a concert scene. In some embodiments, a virtual environment is based on a real physical location, such as a museum, and/or an aquarium. In some embodiments, a virtual environment is an artist-designed location. Thus, displaying a virtual environment in the three-dimensional environment optionally provides the user with a virtual experience as if the user is physically located in the virtual environment. In some embodiments, the first virtual object is a user interface of an application, such as a media (e.g., video and/or audio and/or image) browsing and/or playback application, a web browser application, an email application or a messaging application. In some embodiments, one or more eye-tracking sensors in communication with and/or included in the computer system are configured to determine and monitor indications of user attention as described in this disclosure. In some embodiments, the first virtual object is an avatar representing a user of a second computer system or other device in communication with the computer system (e.g., while the computer system and the second computer system are in a communication session in which at least some or all of the three-dimensional environment is shared between the computer system and the second computer system), a representation of a virtual object (e.g., a three-dimensional model of an object such as a car, a tent, or a ball), a representation of a character, an animated and/or inanimate object, or an interactable visual element (e.g., a visual element that is selectable to initiate a corresponding operation, such as a selectable button). In response to a determination that the user's attention is directed to the first virtual object, the computer system optionally displays the first virtual object with a first visual appearance, optionally including the first level of visual prominence and/or emphasis to indicate the user's attention is directed to the first virtual object. Such first visual prominence optionally includes display of a border and/or outline surrounding the first virtual object, optionally includes displaying the first virtual object with a particular visual characteristic (e.g., displays with a first level of translucency, a first level of brightness, a first color saturation, and/or a first glowing effect), and/or optionally includes displaying the first virtual object at a first size (e.g., a size in the three-dimensional environment). In some embodiments, virtual object(s) in the environment are displayed with a first level of visual prominence if the virtual object(s) are currently selected (e.g., have been subject of the user's attention). In some embodiments, the computer system determines that the user's attention corresponds to the first virtual object and that the first virtual object corresponds to a group of a plurality of virtual objects (e.g., objects corresponding to the same application or related applications), and in response to such a determination displays some or all of the virtual objects included in the group of virtual objects with the first level of visual prominence. In some embodiments, the first level of visual prominence relative to the three-dimensional environment corresponds to a first appearance of the first virtual object. For example, the first virtual object optionally is displayed with a first level of transparency and/or with a blurring effect while the remainder of the three-dimensional environment and/or other objects in the environment are displayed with a second, different, level of transparency and/or blurring effect. In some embodiments, content included within the first virtual object, such as one or more applications included within the first virtual object, are displayed with the first level of transparency and/or the blurring effect while the remainder of the three-dimensional environment and/or other objects in the environment are displayed with a second, different, level of transparency and/or blurring effect. In some embodiments, the first level of transparency optionally corresponds to a complete or predominantly opaque appearance (e.g., 100%, 95%, 85%, 75% or 50% opaque), and the second level of transparency optionally corresponds to a predominantly translucent appearance (e.g., 70%, 60%, 50%, 30%, 20%, 10%, 5% or 0% opaque).

›DESCRIPTION OF EMBODIMENTS · 71 of 71

In some embodiments, while displaying, via the display generation component, the first virtual object with the first level of visual prominence, the computer system detects ( 1802 b ) the attention of the user of the computer system move away from the first virtual object, such as attention 1704 - 1 as shown in FIG. 17 B . For example, the user's attention optionally moves to a position in the three-dimensional environment not corresponding to a virtual object (e.g., to a position not corresponding to or including any virtual object) or optionally moves to a position corresponding to another virtual object (e.g., to a position that includes the other virtual object). In some embodiments, the computer system determines that the user's attention has shifted away from the first virtual object in accordance with a determination that the user's attention dwells on a respective position in the three-dimensional environment not corresponding to the first virtual object for at least a threshold amount of time (e.g., 0.1, 0.5, 1, 3, 5, 7, 10, or 15 seconds). In some embodiments, after displaying the first virtual object with the first level of visual prominence, the first visual appearance (e.g., prominence) is maintained while the user's attention is not directed to the first virtual object until the computer system determines the user's attention is directed to another virtual object.

In some embodiments, in response to the detecting the attention of the user of the computer system move away from the first virtual object ( 1802 c ), in accordance with a determination that the attention of the user is directed to a second virtual object, such as object 1716 a as shown in FIG. 17 A , while the second virtual object is currently displayed with a second level of visual prominence relative to the three-dimensional environment, the visual prominence of the object 1716 a as shown in FIG. 17 A (e.g., was displayed with the second level of visual prominence when the attention of the user moved away from the first virtual object), lower than the first level of visual prominence ( 1802 d ), the computer system displays ( 1802 e ), via the display generation component, the second virtual object with a third level of visual prominence that is higher than the second level of visual prominence, such as the visual prominence of object 1716 a as shown in FIG. 17 B (e.g., the third level of visual prominence is different from or the same as or substantially the same as the first level of visual prominence), while the first virtual object is displayed with a fourth level of visual prominence that is lower than the first level of visual prominence, such as the visual prominence of object 1708 a as shown in FIG. 17 B (e.g., the fourth level of visual prominence is different from or the same as or substantially the same as the second level of visual prominence). For example, the second virtual object optionally is another window or user interface corresponding to a second application, different from the first application (e.g., a media (e.g., video and/or audio and/or image) browsing and/or playback application, a web browser application, an email application or a messaging application). In some embodiments, the second virtual object has one or more characteristics

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Classifications

3 codes
IPC · International Patent Classification
Section G — Physics
  • G06F3/04815
  • G06F3/01
  • G06T15/20

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⤢ drag to zoomJan 2023Jul 2023Jan 2024Jul 2024Jan 2025Jul 2025Jan 2026USPTOApplicantNon-final rejectionResponse after non-finalFinal rejectionRequest for continued examination
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Benyam Ketema
art unit 2626 · TC 2600
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