Apple Patent | Guided consumer experience

Patent: Guided consumer experience

Drawings: Click to check drawins

Publication Number: 20210005022

Publication Date: 20210107

Applicant: Apple

Abstract

In an exemplary process for providing a guided consumer experience, product information comprising an image of a product is displayed. A communication session with a remote user is provided. While providing the communication session, the display of product information is adjusted using information received from the communication session. A representation of the product is displayed in computer-generated reality by capturing an image using a camera, generating a view of an environment by compositing a virtual object representing the product and the captured image, and displaying the view of the environment.

Claims

  1. An electronic device, comprising: one or more processors; and memory storying one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for: displaying product information comprising an image of a product; providing a communication session with a remote user; while providing the communication session, adjusting the display of product information using information received from the communication session; and displaying a representation of the product by: capturing an image using a camera; generating a view of an environment by compositing a virtual object representing the product and the captured image; and displaying the view of the environment.

  2. The electronic device of claim 1, the one or more programs further including instructions for: displaying an avatar of the remote user.

  3. The electronic device of claim 1, wherein the product information comprising the image of the product is displayed using information received from the communication session.

  4. The electronic device of claim 1, the one or more programs further including instructions for: while providing the communication session, adjusting the display of product information responsive to input of a user of the electronic device.

  5. The electronic device of claim 1, wherein compositing the virtual object and the captured image is based on a determined orientation of the electronic device, a determined position of the electronic device, or a determined pose of the electronic device.

  6. The electronic device of claim 1, wherein compositing the virtual object and the captured image is based on an identified surface in the captured image.

  7. The electronic device of claim 1, wherein compositing the virtual object and the captured image is based on an identified feature point in the captured image.

  8. The electronic device of claim 1, the one or more programs further including instructions for: adjusting the display of the view of the environment, by: capturing a second image using the camera; generating an updated view of the environment by compositing a second virtual object representing a second product and the second captured image; and displaying the generated updated view of the environment.

  9. The electronic device of claim 1, wherein generating the view of the environment includes compositing the virtual object, a virtual product demonstration, and the captured image.

  10. A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of an electronic device, the one or more programs including instructions for: displaying product information comprising an image of a product; providing a communication session with a remote user; while providing the communication session, adjusting the display of product information using information received from the communication session; and displaying a representation of the product by: capturing an image using a camera; generating a view of an environment by compositing a virtual object representing the product and the captured image; and displaying the view of the environment.

  11. The non-transitory computer-readable storage medium of claim 10, the one or more programs further including instructions for: displaying an avatar of the remote user.

  12. The non-transitory computer-readable storage medium of claim 10, wherein the product information comprising the image of the product is displayed using information received from the communication session.

  13. The non-transitory computer-readable storage medium of claim 10, the one or more programs further including instructions for: while providing the communication session, adjusting the display of product information responsive to input of a user of the electronic device.

  14. The non-transitory computer-readable storage medium of claim 10, wherein compositing the virtual object and the captured image is based on a determined orientation of the electronic device, a determined position of the electronic device, or a determined pose of the electronic device.

  15. The non-transitory computer-readable storage medium of claim 10, wherein compositing the virtual object and the captured image is based on an identified surface in the captured image or an identified feature point in the captured image.

  16. The non-transitory computer-readable storage medium of claim 10, the one or more programs further including instructions for: adjusting the display of the view of the environment, by: capturing a second image using the camera; generating an updated view of the environment by compositing a second virtual object representing a second product and the second captured image; and displaying the generated updated view of the environment.

  17. The non-transitory computer-readable storage medium of claim 10, wherein generating the view of the environment includes compositing the virtual object, a virtual product demonstration, and the captured image.

  18. A method, comprising: displaying product information comprising an image of a product; providing a communication session with a remote user; while providing the communication session, adjusting the display of product information using information received from the communication session; and displaying a representation of the product by: capturing an image using a camera; generating a view of an environment by compositing a virtual object representing the product and the captured image; and displaying the view of the environment.

  19. The method of claim 18, further comprising: displaying an avatar of the remote user.

  20. The method of claim 18, wherein the product information comprising the image of the product is displayed using information received from the communication session.

  21. The method of claim 18, further comprising: while providing the communication session, adjusting the display of product information responsive to input of a user of the electronic device.

  22. The method of claim 18, wherein compositing the virtual object and the captured image is based on a determined orientation of the electronic device, a determined position of the electronic device, or a determined pose of the electronic device.

  23. The method of claim 18, wherein compositing the virtual object and the captured image is based on an identified surface in the captured image or an identified feature point in the captured image.

  24. The method of claim 18, further comprising: adjusting the display of the view of the environment, by: capturing a second image using the camera; generating an updated view of the environment by compositing a second virtual object representing a second product and the second captured image; and displaying the generated updated view of the environment.

  25. The method of claim 18, wherein generating the view of the environment includes compositing the virtual object, a virtual product demonstration, and the captured image.

Description

CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application claims the benefit of U.S. Provisional Patent Application 62/870,396, entitled “Guided Consumer Experience,” filed Jul. 3, 2019, the content of which is incorporated herein by reference in its entirety.

BACKGROUND

  1. Field

[0002] The present disclosure relates generally to consumer experiences using an electronic device, and more specifically to techniques for providing an interactive, guided consumer experience with computer-generated reality capability.

  1. Description of Related Art

[0003] Conventional electronic consumer experiences allow a user to browse and purchase products online with an electronic device, such as a laptop or desktop computer, tablet computer, or smartphone. A user can access product information through a website or application, select a product, and purchase the product without interaction with another human.

BRIEF SUMMARY

[0004] The present disclosure describes techniques for enhancing a consumer experience, including online retail and customer support experiences. Online shopping can lack the instantaneous feedback, answers to questions, suggestions, and human connection of an in-person shopping experience. Current online consumer applications require a user to browse through menus or perform a search function to locate a product of interest. The techniques described herein provide real-time communication with a remote salesperson (via an audio and/or video electronic communication session) who can demonstrate products on the user’s device. This allows a consumer to have an interactive conversation with the salesperson, who can provide relevant products and make suggestions based on the conversation. A salesperson can cause a product to be displayed on the user’s device via the electronic communication session, and the user can manipulate the product to see various portions and features. The salesperson can also manipulate the product to point out features of the product without user input. This provides a guided, remote shopping experience that allows a salesperson to lead a user through a shopping experience, from product selection to purchase, without requiring manual input by the user, but with the flexibility to allow a user to select and interact with products as desired.

[0005] Another feature described herein is the ability to incorporate interactive, computer-generated reality capabilities into the consumer experience. For example, during a communication session with a remote user (e.g., a salesperson), a consumer can activate a camera to capture an image of the consumer’s environment, and then a view of an environment (e.g., a computer-generated reality (CGR) environment) is generated to show what a product would look like in the consumer’s current environment. While the view of the environment is displayed on the consumer’s device, the salesperson can add products to the environment, replace currently displayed products with different products, and demonstrate products and features in the computer-generated reality environment. This allows the salesperson to continue to guide the consumer through the shopping experience in computer-generated reality.

[0006] In addition to shopping, the features can also be used to enhance product support. For example, an owner of a laptop computer can initiate a communication session with a product support specialist. A virtual representation of the laptop can be displayed on the device the owner is using to communicate (e.g., a smartphone). The owner can manipulate the virtual representation to explain issues with the laptop, and the product support specialist can manipulate the virtual representation displayed on the owner’s communication device to guide the owner through the troubleshooting session to address the issues.

[0007] According to some embodiments, product information comprising an image of a product is displayed, and a communication session with a salesperson of the product is provided. While providing the communication session, the display of product information is adjusted using information received from the communication session. A representation of the product is displayed by: capturing an image using a camera, generating a view of an environment by compositing a virtual object representing the product and the captured image, and displaying the view of the environment.

[0008] According to some embodiments, systems, electronic devices, or computer-readable storage media (transitory or non-transitory) provide the described techniques.

DESCRIPTION OF THE FIGURES

[0009] For a better understanding of the various described embodiments, reference should be made to the Detailed Description below, in conjunction with the following drawings in which like reference numerals refer to corresponding parts throughout the figures.

[0010] FIGS. 1A-1B depict exemplary systems for use in various computer-generated reality technologies, according to various embodiments.

[0011] FIGS. 2A-2S illustrate user interfaces for a guided consumer experience, according to various embodiments.

[0012] FIG. 3 depicts a flow chart of an exemplary process for a guided consumer experience, according to various embodiments.

DETAILED DESCRIPTION

[0013] The following description sets forth exemplary methods, parameters, and the like. Such description is not intended as a limitation on the scope of the present disclosure but is instead provided as a description of exemplary embodiments.

[0014] Various examples of electronic systems and techniques for using such systems in relation to various computer-generated reality technologies are described.

[0015] A physical environment (or real 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 (or physical objects or real objects), 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.

[0016] In contrast, a computer-generated reality (CGR) environment refers to a wholly or partially simulated environment that people sense and/or interact with via an electronic system. In CGR, a subset of a person’s physical motions, or representations thereof, are tracked, and, in response, one or more characteristics of one or more virtual objects simulated in the CGR environment are adjusted in a manner that comports with at least one law of physics. For example, a CGR system may detect a person’s head turning and, in response, adjust graphical content and an acoustic field presented to the person in a manner similar to how such views and sounds would change in a physical environment. In some situations (e.g., for accessibility reasons), adjustments to characteristic(s) of virtual object(s) in a CGR environment may be made in response to representations of physical motions (e.g., vocal commands).

[0017] A person may sense and/or interact with a CGR object using any one of their senses, including sight, sound, touch, taste, and smell. For example, a person may sense and/or interact with audio objects that create 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 CGR environments, a person may sense and/or interact only with audio objects.

[0018] Examples of CGR include virtual reality and mixed reality.

[0019] A virtual reality (VR) environment (or virtual 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.

[0020] 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, an MR environment is anywhere between, but not including, a wholly physical environment at one end and a VR environment at the other end.

[0021] 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.

[0022] Examples of MR include augmented reality and augmented virtuality.

[0023] 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.

[0024] An AR 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.

[0025] 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.

[0026] There are many different types of electronic systems that enable a person to sense and/or interact with various CGR environments. Examples include head mounted systems, projection-based systems, heads-up displays (HUDs), vehicle windshields having integrated display capability, windows having integrated display capability, displays formed as lenses designed to be placed on a person’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 example, 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.

[0027] FIG. 1A and FIG. 1B depict exemplary system 100 for use in various computer-generated reality technologies.

[0028] In some examples, as illustrated in FIG. 1A, system 100 includes device 100a. Device 100a includes various components, such as processor(s) 102, RF circuitry(ies) 104, memory(ies) 106, image sensor(s) 108, orientation sensor(s) 110, microphone(s) 112, location sensor(s) 116, speaker(s) 118, display(s) 120, and touch-sensitive surface(s) 122. These components optionally communicate over communication bus(es) 150 of device 100a.

[0029] In some examples, elements of system 100 are implemented in a base station device (e.g., a computing device, such as a remote server, mobile device, or laptop) and other elements of the system 100 are implemented in a head-mounted display (HMD) device designed to be worn by the user, where the HMD device is in communication with the base station device. In some examples, device 100a is implemented in a base station device or a HMD device.

[0030] As illustrated in FIG. 1B, in some examples, system 100 includes two (or more) devices in communication, such as through a wired connection or a wireless connection. First device 100b (e.g., a base station device) includes processor(s) 102, RF circuitry(ies) 104, and memory(ies) 106. These components optionally communicate over communication bus(es) 150 of device 100b. Second device 100c (e.g., a head-mounted device) includes various components, such as processor(s) 102, RF circuitry(ies) 104, memory(ies) 106, image sensor(s) 108, orientation sensor(s) 110, microphone(s) 112, location sensor(s) 116, speaker(s) 118, display(s) 120, and touch-sensitive surface(s) 122. These components optionally communicate over communication bus(es) 150 of device 100c.

[0031] In some examples, system 100 is a mobile device. In some examples, system 100 is a head-mounted display (HMD) device. In some examples, system 100 is a wearable HUD device.

[0032] System 100 includes processor(s) 102 and memory(ies) 106. Processor(s) 102 include one or more general processors, one or more graphics processors, and/or one or more digital signal processors. In some examples, memory(ies) 106 are one or more non-transitory computer-readable storage mediums (e.g., flash memory, random access memory) that store computer-readable instructions configured to be executed by processor(s) 102 to perform the techniques described below.

[0033] System 100 includes RF circuitry(ies) 104. RF circuitry(ies) 104 optionally include circuitry for communicating with electronic devices, networks, such as the Internet, intranets, and/or a wireless network, such as cellular networks and wireless local area networks (LANs). RF circuitry(ies) 104 optionally includes circuitry for communicating using near-field communication and/or short-range communication, such as Bluetooth.RTM..

[0034] System 100 includes display(s) 120. In some examples, display(s) 120 include a first display (e.g., a left eye display panel) and a second display (e.g., a right eye display panel), each display for displaying images to a respective eye of the user. Corresponding images are simultaneously displayed on the first display and the second display. Optionally, the corresponding images include the same virtual objects and/or representations of the same physical objects from different viewpoints, resulting in a parallax effect that provides a user with the illusion of depth of the objects on the displays. In some examples, display(s) 120 include a single display. Corresponding images are simultaneously displayed on a first area and a second area of the single display for each eye of the user. Optionally, the corresponding images include the same virtual objects and/or representations of the same physical objects from different viewpoints, resulting in a parallax effect that provides a user with the illusion of depth of the objects on the single display.

[0035] In some examples, system 100 includes touch-sensitive surface(s) 122 for receiving user inputs, such as tap inputs and swipe inputs. In some examples, display(s) 120 and touch-sensitive surface(s) 122 form touch-sensitive display(s).

[0036] System 100 includes image sensor(s) 108. Image sensors(s) 108 optionally include one or more visible light image sensor, such as charged coupled device (CCD) sensors, and/or complementary metal-oxide-semiconductor (CMOS) sensors operable to obtain images of physical objects from the real environment. Image sensor(s) also optionally include one or more infrared (IR) sensor(s), such as a passive IR sensor or an active IR sensor, for detecting infrared light from the real environment. For example, an active IR sensor includes an IR emitter, such as an IR dot emitter, for emitting infrared light into the real environment. Image sensor(s) 108 also optionally include one or more event camera(s) configured to capture movement of physical objects in the real environment. Image sensor(s) 108 also optionally include one or more depth sensor(s) configured to detect the distance of physical objects from system 100. In some examples, system 100 uses CCD sensors, event cameras, and depth sensors in combination to detect the physical environment around system 100. In some examples, image sensor(s) 108 include a first image sensor and a second image sensor. The first image sensor and the second image sensor are optionally configured to capture images of physical objects in the real environment from two distinct perspectives. In some examples, system 100 uses image sensor(s) 108 to receive user inputs, such as hand gestures. In some examples, system 100 uses image sensor(s) 108 to detect the position and orientation of system 100 and/or display(s) 120 in the real environment. For example, system 100 uses image sensor(s) 108 to track the position and orientation of display(s) 120 relative to one or more fixed objects in the real environment.

[0037] In some examples, system 100 includes microphones(s) 112. System 100 uses microphone(s) 112 to detect sound from the user and/or the real environment of the user. In some examples, microphone(s) 112 includes an array of microphones (including a plurality of microphones) that optionally operate in tandem, such as to identify ambient noise or to locate the source of sound in space of the real environment.

[0038] System 100 includes orientation sensor(s) 110 for detecting orientation and/or movement of system 100 and/or display(s) 120. For example, system 100 uses orientation sensor(s) 110 to track changes in the position and/or orientation of system 100 and/or display(s) 120, such as with respect to physical objects in the real environment. Orientation sensor(s) 110 optionally include one or more gyroscopes and/or one or more accelerometers.

[0039] With reference now to FIGS. 2A-2S, exemplary techniques for a guided consumer experience are described.

[0040] FIG. 2A depicts electronic device 200 with display 202. In some embodiments, device 200 is a smartphone, tablet computer, laptop computer, desktop computer, or other electronic system or device with a display (e.g., device 100a or 100c in FIGS. 1A-1B). In FIG. 2A, display 202 is a touch-sensitive display. In some embodiments, device 200 is in communication with a mouse, keyboard, or other peripheral device that receives inputs.

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