{"schema_version":"1.0","canonical_url":"https://patentable.app/patents/US-9852546","patent":{"patent_number":"US-9852546","title":"Method and system for receiving gesture input via virtual control objects","assignee":null,"inventors":[],"filing_date":"2015-01-28T00:00:00.000Z","publication_date":"2017-12-26T00:00:00.000Z","cpc_codes":["G06T","G06F","G06F","G06F","G06F"],"num_claims":25,"abstract":"Aspects of the present invention provide computer systems, apparatuses, computer-executable methods and one or more non-transitory computer-readable media for receiving gesture input via virtual controls. Examples include a computer-implemented method that includes receiving data indicating a physical environment state, processing the data to determine a physical position of at least one user, determining at least one physical anchor position within the physical environment state, mapping the physical anchor position to a virtual anchor position within a virtual environment state, wherein the virtual environment state includes a plurality of virtual coordinate positions that map to at least a portion of the physical environment state, determining a particular virtual coordinate position for at least one virtual control from the plurality of virtual coordinate positions, and instructing a display device configured to display the virtual environment state to display the virtual control at the particular virtual coordinate position."},"analysis":{"summary":"The patent, \"Method and System for Receiving Gesture Input Via Virtual Control Objects\" (US-9852546), introduces a groundbreaking approach to human-computer interaction, particularly within augmented and virtual reality environments. Its core innovation lies in enabling users to interact with virtual control objects using natural physical gestures, eliminating the need for traditional handheld controllers.\n\nThe primary problem this invention solves is the current disconnect and lack of intuition often experienced with existing VR/AR input methods. Clunky physical controllers or imprecise gesture recognition systems can hinder immersion and make digital interaction feel unnatural. This patent seeks to create a seamless, intuitive bridge between a user's physical actions and their virtual counterparts.\n\nThe key technical approach involves a multi-step computer-implemented method. First, the system receives data detailing the physical environment and processes it to accurately determine the user's precise physical position. Next, it identifies physical anchor points within this real-world space. These physical anchors are then meticulously mapped to corresponding virtual anchor positions within a virtual environment. This virtual environment, comprising a network of virtual coordinate positions, precisely mirrors at least a portion of the physical space. Finally, the system determines the optimal virtual coordinate position for virtual controls (e.g., buttons, sliders) and instructs a display device to render these controls at their designated virtual locations, ready for gesture-based interaction.\n\nFrom a business perspective, this technology offers immense value across numerous applications. It promises to significantly enhance user experience in gaming, making virtual worlds more engaging and responsive. In professional settings, it can revolutionize industrial design, medical training, and architectural visualization by providing intuitive manipulation of complex 3D models. The market opportunity is substantial, particularly within the rapidly expanding AR/VR sectors, where improved interaction paradigms are critical for broader adoption and utility.","layman_explanation":"### What Problem Does This Solve?\nImagine trying to work or play in a virtual world, like a sophisticated video game or a virtual meeting room, but you're constantly fumbling with a physical controller. It feels unnatural, breaks your concentration, and can be slow. Existing solutions often require you to learn complex button combinations or perform very specific, sometimes awkward, gestures that don't feel like how you'd interact in the real world. This clunkiness makes it hard for virtual reality (VR) and augmented reality (AR) to become truly mainstream and useful for everyday tasks. The core problem is a lack of intuitive, seamless interaction that mirrors our natural human behavior.\n\n### How Does It Work?\nThe \"Method and System for Receiving Gesture Input Via Virtual Control Objects\" patent provides a clever solution to this. Think of it like this: the system first creates a super-accurate digital map of your physical surroundings and knows exactly where you are standing or moving within that space. It does this by using various sensors, much like how a modern smartphone knows its orientation or an autonomous car maps its environment. Once it understands your physical location, it identifies key reference points, like the corner of a table or a specific spot on the floor.\n\nThen, it takes these real-world reference points and 'mirrors' them in a virtual environment – a digital space that looks and feels like your real one. Now, here's the ingenious part: the system can intelligently decide to place 'virtual control objects' – essentially invisible buttons, sliders, or dials – directly into this virtual environment. These aren't physical objects; they're digital projections. But because the system knows where you are and where these virtual controls are, you can simply reach out with your hand, make a natural gesture (like pushing a button or grabbing a slider), and the system recognizes that you're interacting with that virtual control. It's like having a holographic remote control that appears exactly where and when you need it, without ever having to pick anything up.\n\n### Why Does This Matter?\nThis technology matters because it removes a significant barrier to widespread adoption and effective use of VR and AR. By making interaction intuitive and natural, it opens up new commercial opportunities and enhances existing ones. For businesses, this means more effective training simulations where employees can manipulate virtual machinery with realistic gestures, leading to faster learning and reduced errors. In design and engineering, professionals can interact with complex 3D models more fluidly, accelerating prototyping and decision-making. For consumers, it promises deeply immersive gaming and entertainment experiences where the technology fades into the background, letting the user fully engage with the content. This leads to higher user satisfaction, increased engagement, and ultimately, greater market penetration for AR/VR products and services. The return on investment comes from increased efficiency, reduced training costs, and the creation of entirely new product categories built around truly seamless human-computer interaction.\n\n### What's Next?\nThis patent lays the groundwork for a future where our digital and physical worlds are indistinguishable in terms of interaction. We can expect to see this technology integrated into next-generation AR glasses and VR headsets, making them far more powerful and user-friendly. It could lead to the development of new applications in remote collaboration, smart manufacturing, and even everyday tasks like interacting with smart home devices. As the technology matures, we might see virtual controls that adapt not just to our position, but also to our gaze, emotional state, or even learned preferences, creating truly personalized and predictive interfaces. This innovation is a crucial step towards a future where technology is not just powerful, but also invisible and intuitive.","technical_analysis":"The \"Method and System for Receiving Gesture Input Via Virtual Control Objects\" patent (US-98552546) delineates a robust computer-implemented methodology for facilitating natural, gesture-based interaction with virtual controls within a spatially aware computing environment. This technical analysis will dissect the core architectural components, algorithmic specifics, and integration implications of this innovative system.\n\n**Technical Architecture and Data Flow:**\nAt its foundation, the system operates on a continuous feedback loop between the physical and virtual realms. The initial phase involves 'receiving data indicating a physical environment state.' This input layer is critical and likely comprises data streams from various sensors such as depth cameras (e.g., Intel RealSense, Microsoft Azure Kinect), LiDAR scanners, stereo cameras, or even arrays of ultrasonic sensors. The raw sensor data provides a comprehensive point cloud or voxel representation of the physical space, including dynamic elements like user bodies and static environmental features.\n\n**User Position Determination:**\nFollowing data reception, the system 'processes the data to determine a physical position of at least one user.' This step necessitates advanced computer vision and machine learning algorithms. Techniques like skeletal tracking (e.g., OpenPose, MediaPipe), hand pose estimation, and 6-DOF (Degrees of Freedom) body tracking would be employed. The output is a highly accurate, real-time positional and orientational data stream for the user(s) in the physical coordinate system. Performance characteristics here are paramount, requiring low latency and high accuracy to ensure a responsive user experience.\n\n**Anchor Mapping and Environment Synchronization:**\nNext, the system 'determines at least one physical anchor position within the physical environment state.' These anchors could be static features (e.g., corners of a room, a table surface detected by plane segmentation) or dynamically defined points relative to the user. This physical anchor is then 'mapped to a virtual anchor position within a virtual environment state.' The virtual environment is a digital twin or a conceptual space, comprising a 'plurality of virtual coordinate positions' that are rigorously aligned with the physical environment. This mapping involves complex coordinate system transformations (e.g., rigid transformations, SLAM techniques for robust environmental mapping) to maintain spatial consistency, ensuring that a point in physical space corresponds accurately to a point in virtual space.\n\n**Virtual Control Placement Logic:**\nThe core innovation lies in 'determining a particular virtual coordinate position for at least one virtual control from the plurality of virtual coordinate positions.' This is a dynamic process. The placement logic could be context-aware, influenced by the user's current gaze, hand position, task at hand, or even predictive algorithms anticipating user intent. For instance, a virtual button might appear near the user's hand when a specific gesture is detected, or a virtual slider could be projected onto a detected flat surface. This dynamic placement enhances usability and minimizes cognitive load.\n\n**Display Instruction and Rendering:**\nFinally, the system 'instructing a display device configured to display the virtual environment state to display the virtual control at the particular virtual coordinate position.' This involves efficient rendering engines (e.g., Unity, Unreal Engine) capable of superimposing virtual graphics onto a real-world view (for AR) or rendering a fully immersive virtual scene (for VR). The integration patterns would involve robust APIs for passing positional data, virtual control configurations, and rendering commands to the display hardware (e.g., AR/VR headsets, smart glasses, projectors).\n\n**Code-Level Implications:**\nImplementation would likely involve a modular architecture. A 'Sensor Fusion Module' would aggregate and filter raw sensor data. A 'Tracking and Pose Estimation Module' would handle user localization. A 'Spatial Mapping Module' would manage physical-to-virtual environment alignment. A 'UI/UX Logic Module' would implement the dynamic virtual control placement, potentially leveraging state machines or behavior trees. Finally, a 'Rendering Module' would handle the graphical output. Performance optimization, particularly for real-time processing and rendering, would be critical, requiring efficient algorithms and potentially hardware acceleration (e.g., GPUs, dedicated AI chips).\n\nIn essence, this patent describes a sophisticated framework for creating highly intuitive and responsive gesture-driven interfaces that seamlessly blend the physical and virtual, paving the way for advanced spatial computing applications.","business_analysis":"The \"Method and System for Receiving Gesture Input Via Virtual Control Objects\" patent (US-9852546) presents a compelling business opportunity by addressing a critical pain point in the burgeoning fields of Augmented Reality (AR) and Virtual Reality (VR): intuitive interaction. As these immersive technologies mature, the market demands more natural, less cumbersome ways for users to engage with digital content. This patent offers a foundational solution that could unlock significant market value.\n\n**Market Opportunity Size:** The global AR/VR market is projected to grow exponentially, reaching hundreds of billions of dollars in the coming years. A primary driver for this growth is the development of more accessible and user-friendly interfaces. By eliminating the need for physical controllers and enabling natural gesture input, this invention directly contributes to broader market adoption across consumer, enterprise, and industrial sectors. The addressable market includes not only hardware manufacturers (who can integrate this tech) but also software developers creating applications for these platforms.\n\n**Competitive Advantages:** This technology offers several distinct competitive advantages. Firstly, it provides a superior user experience by making interaction feel more natural and less obstructive, enhancing immersion and reducing cognitive load. This differentiates products incorporating this system from those reliant on traditional, often clunky, controllers. Secondly, the dynamic placement of virtual controls, tailored to the user's physical position and context, offers unparalleled flexibility and adaptability in interface design. This allows for highly personalized and efficient workflows, a key differentiator in enterprise applications. Thirdly, by leveraging existing sensor data for environmental and user tracking, the system can potentially reduce the bill of materials for future AR/VR devices by minimizing specialized input hardware.\n\n**Revenue Potential and Business Models:** The revenue potential for this patent is multi-faceted. It could be licensed to major AR/VR headset manufacturers (e.g., Meta, Apple, HTC, Microsoft) for integration into their next-generation devices, generating significant licensing fees. Software development kits (SDKs) based on this patent could be offered to third-party developers, creating a platform ecosystem with subscription or per-application fees. Furthermore, the technology could form the basis for new product lines, such as specialized gesture-controlled industrial interfaces or immersive training simulators. Business models could include: technology licensing, royalty agreements, software-as-a-service (SaaS) for development tools, and direct product sales for niche applications.\n\n**Strategic Positioning:** Strategically, this patent positions its holders at the forefront of human-computer interaction innovation. It allows companies to move beyond hardware-centric differentiation to offer a truly unique and superior interaction paradigm. This could lead to a 'sticky' user base and strong brand loyalty. For companies in industrial automation, healthcare, or education, integrating this technology could provide a significant competitive edge in delivering more effective training, design, and operational solutions. It aligns perfectly with the trend towards more 'invisible' technology, where interfaces fade into the background, allowing users to focus on tasks and content.\n\n**ROI Projections:** Investment in developing and commercializing this technology promises a strong return. Reduced development costs for applications (due to simpler UI paradigms), increased user engagement and retention, and the ability to tap into new market segments within AR/VR all contribute to a positive ROI. Early movers in integrating this natural interaction method will likely capture significant market share and establish industry standards, leading to sustained profitability as the AR/VR market continues its rapid expansion.","faqs":[{"answer":"The \"Method and System for Receiving Gesture Input Via Virtual Control Objects\" is a groundbreaking patent (US-9852546) that describes a novel approach to human-computer interaction. At its core, this invention enables users to interact with virtual environments and digital content using natural physical gestures, eliminating the need for traditional handheld controllers. It achieves this by dynamically placing virtual control objects – such as buttons, sliders, or dials – within a virtual environment that is precisely mapped to the user's physical surroundings.\n\nThe system works by first sensing the user's physical position and movements in a real-world space. It then identifies specific physical anchor points within this environment, which are subsequently translated into corresponding virtual anchor points in a digital representation of that space. Based on the user's context and position, the system intelligently determines where to display these virtual controls, making them appear ready for interaction through gestures. This innovative method enhances immersion and makes digital interfaces significantly more intuitive and user-friendly.\n\nThis patent is poised to revolutionize fields like augmented reality (AR) and virtual reality (VR), offering a seamless bridge between physical action and digital response. It represents a significant step towards creating truly natural and engaging immersive experiences. Keywords: gesture input, virtual controls, human-computer interaction, AR/VR, patent US-9852546.","question":"What is Method and System for Receiving Gesture Input Via Virtual Control Objects?"},{"answer":"The Method and System for Receiving Gesture Input Via Virtual Control Objects operates through a sophisticated, multi-step computer-implemented process. First, it begins by receiving data about the user's physical environment state. This data typically comes from sensors like depth cameras, LiDAR, or stereo cameras, which build a real-time understanding of the physical space.\n\nNext, the system processes this data to precisely determine the physical position of the user within that environment. This involves advanced computer vision and tracking algorithms that can identify body posture, hand gestures, and overall movement. Following this, the invention identifies specific physical 'anchor positions' in the real world – these could be static features like walls or dynamic points relative to the user.\n\nCrucially, these physical anchor positions are then mapped to corresponding virtual anchor positions within a virtual environment. This virtual environment is a digital representation of the physical space, complete with a grid of virtual coordinate positions. Finally, the system intelligently determines a specific virtual coordinate position for at least one virtual control object (e.g., a virtual button) and instructs a display device (like a VR headset or AR glasses) to display this virtual control at that precise location, ready for the user to interact with it using natural gestures. Keywords: gesture recognition, virtual environment mapping, user tracking, dynamic controls, AR/VR technology.","question":"How does Method and System for Receiving Gesture Input Via Virtual Control Objects work?"},{"answer":"The Method and System for Receiving Gesture Input Via Virtual Control Objects patent primarily solves the problem of clunky and unnatural interaction in immersive digital environments, particularly in augmented reality (AR) and virtual reality (VR). Current AR/VR systems often rely on handheld physical controllers, which can break immersion, require learning complex button layouts, and generally make digital interaction feel less intuitive than real-world interactions.\n\nThis invention addresses the disconnect between a user's natural physical movements and their ability to control virtual content. It eliminates the need for physical intermediaries, allowing users to interact with digital objects and interfaces using gestures that feel natural and unconstrained. This enhances the sense of presence and reduces the cognitive load associated with operating complex digital systems.\n\nBy providing a seamless and intuitive interface, this technology removes a significant barrier to widespread adoption and effective utilization of AR/VR. It allows users to focus on the experience itself rather than the mechanics of control, making immersive technologies more accessible, engaging, and productive across various applications. Keywords: intuitive interaction, VR/AR problem, controller-free, digital interface, immersive experience, usability.","question":"What problem does Method and System for Receiving Gesture Input Via Virtual Control Objects solve?"},{"answer":"The patent \"Method and System for Receiving Gesture Input Via Virtual Control Objects\" (US-9852546) lists no specific inventors or assignee in the provided data. Patents are typically filed by individual inventors or, more commonly, by companies (assignees) who employ the inventors. The absence of this information in the abstract or provided patent data means the details of the inventors and the assigning entity are not publicly available within this specific abstract. However, such information would be fully detailed in the complete patent document available from official patent databases.\n\nUnderstanding the inventors and assignee is crucial for tracing the origins of the technology and identifying the entities driving its development and commercialization. Without this specific information, one cannot directly attribute the innovation to a particular individual or company based solely on the provided abstract. Further research into the full patent document would be required to identify the specific individuals and organizations behind this groundbreaking work. Keywords: patent inventors, patent assignee, US-98525546 details, intellectual property.","question":"Who invented Method and System for Receiving Gesture Input Via Virtual Control Objects?"},{"answer":"The Method and System for Receiving Gesture Input Via Virtual Control Objects offers several transformative benefits for users and developers alike. Firstly, it provides **highly intuitive and natural interaction**, allowing users to control virtual environments with gestures that mimic real-world actions, eliminating the learning curve associated with complex controllers.\n\nSecondly, it enables **controller-free experiences**, significantly enhancing immersion in AR/VR by removing the physical barrier of handheld devices. This allows users to feel more present and connected to the digital world. Thirdly, the system supports **dynamic and context-aware virtual control placement**, meaning virtual buttons, sliders, or menus appear precisely where and when they are needed, adapting to the user's physical position and current task, leading to greater efficiency and ease of use.\n\nFinally, this patent fosters **seamless integration between physical and virtual realities**. By accurately mapping physical environments to virtual ones, it ensures consistent and reliable interaction with virtual objects, making AR/VR applications more robust and versatile. These benefits collectively pave the way for a new generation of user-centric digital experiences. Keywords: natural interaction, immersive benefits, controller-free VR, dynamic UI, AR/VR advantages, user experience.","question":"What are the key benefits of Method and System for Receiving Gesture Input Via Virtual Control Objects?"},{"answer":"The Method and System for Receiving Gesture Input Via Virtual Control Objects distinguishes itself from prior art by offering a more integrated, dynamic, and intuitive approach to gesture-based interaction. Many existing gesture systems either rely on physical controllers (which break immersion) or use simple, fixed gesture recognition that lacks precision and context-awareness.\n\nUnlike prior art that might map a specific hand gesture directly to a system command, this invention focuses on dynamically creating and placing *virtual control objects* within the environment. This means the controls themselves are interactive digital elements that appear intelligently, rather than just abstract commands. For instance, instead of a universal 'swipe' gesture, this system allows you to 'push' a virtual button that appears on a virtual panel in front of you.\n\nFurthermore, its robust physical-to-virtual environment mapping ensures that these virtual controls are precisely aligned with the real world, making interactions feel more grounded and less prone to errors than less sophisticated tracking systems. This combination of dynamic control placement and precise spatial mapping represents a significant advancement over static interfaces or purely gesture-to-command systems. Keywords: prior art comparison, gesture control innovation, virtual controls difference, AR/VR advancements, intuitive interaction, spatial mapping.","question":"How is Method and System for Receiving Gesture Input Via Virtual Control Objects different from prior art?"},{"answer":"The Method and System for Receiving Gesture Input Via Virtual Control Objects is poised to have a transformative impact across a wide array of industries due to its ability to facilitate natural and intuitive digital interaction. The most immediate and profound impacts will be seen in:\n\n**1. Gaming and Entertainment:** By offering controller-free, highly immersive gameplay, this technology will revolutionize how users interact with virtual worlds, making games more engaging and responsive to natural movements.\n\n**2. Industrial Design and Engineering:** Professionals can manipulate complex 3D models with gestures, accelerating prototyping, design reviews, and collaborative workflows. This enhances precision and efficiency in product development.\n\n**3. Healthcare and Training:** Medical professionals can use virtual controls for surgical simulations, patient diagnostics, and rehabilitation exercises, allowing for realistic, hands-on training without risk. Training across all sectors can become more effective and immersive.\n\n**4. Education:** Interactive learning environments can become more engaging, allowing students to 'touch' and manipulate virtual objects to understand complex concepts. This fosters experiential learning.\n\n**5. Retail and E-commerce:** Customers could interact with virtual product displays, 'trying on' clothes or configuring items in a 3D space with simple gestures, enhancing the online shopping experience. Keywords: industry impact, AR/VR applications, gaming innovation, industrial design, medical training, education technology.","question":"What industries will Method and System for Receiving Gesture Input Via Virtual Control Objects impact?"},{"answer":"The patent for \"Method and System for Receiving Gesture Input Via Virtual Control Objects\" (US-9852546) has a specific timeline regarding its official filing and publication. The **Filing Date** for this patent was **2015-01-28**. This is the date when the patent application was officially submitted to the patent office, marking the beginning of the examination process and establishing the priority date for the invention.\n\nThe **Publication Date** of the patent was **2017-12-26**. This date signifies when the patent document was officially published, making its details publicly accessible. In the U.S. patent system, a patent is typically published approximately 18 months after its earliest filing date. This publication allows the public and competitors to review the innovation, while also often serving as the date from which patent claims can be enforced once granted.\n\nIt's important to distinguish between the filing date and the grant date (which is not explicitly provided in the abstract but is often near the publication date for utility patents). The publication date indicates when the information became publicly available, offering transparency into the technological advancements. Keywords: patent filing date, patent publication date, US-9852546 timeline, intellectual property dates.","question":"When was Method and System for Receiving Gesture Input Via Virtual Control Objects filed/granted?"},{"answer":"The commercial applications of the Method and System for Receiving Gesture Input Via Virtual Control Objects are extensive, driven by its capacity to create highly intuitive and engaging user experiences in digital environments. Key commercial applications include:\n\n**1. Immersive Gaming & Entertainment Platforms:** Game developers can create next-generation titles where players control characters, manipulate game objects, and navigate worlds using natural body and hand gestures, leading to deeper player engagement and new revenue streams from innovative game mechanics.\n\n**2. Enterprise Training & Simulation:** Companies can develop advanced training modules for complex machinery, dangerous procedures, or intricate tasks. Trainees interact with virtual controls and equipment as if they were real, significantly reducing training costs and improving skill retention across industries like manufacturing, aerospace, and energy.\n\n**3. Virtual Prototyping & Design:** Architects, engineers, and product designers can use the technology to manipulate 3D models in virtual space with gestures, accelerating design cycles, facilitating collaborative reviews, and reducing the need for expensive physical prototypes.\n\n**4. Remote Assistance & Collaboration Tools:** Field technicians can receive remote guidance, interacting with virtual overlays on physical equipment using gestures, while collaborators in different locations can jointly manipulate virtual objects in shared virtual workspaces.\n\n**5. Interactive Retail & E-commerce:** Retailers can create virtual showrooms or 'try-on' experiences where customers interact with products digitally using gestures, enhancing the online shopping experience and potentially increasing sales conversion. Keywords: commercial applications, AR/VR business, enterprise solutions, gaming revenue, virtual prototyping, interactive retail.","question":"What are the commercial applications of Method and System for Receiving Gesture Input Via Virtual Control Objects?"},{"answer":"The Method and System for Receiving Gesture Input Via Virtual Control Objects lays a robust foundation for numerous future developments in human-computer interaction and spatial computing. One key area of expected advancement is **enhanced contextual intelligence**. Future iterations will likely move beyond simply tracking gestures to anticipating user intent based on gaze, emotional state (via facial recognition), and even learned user preferences, making virtual controls appear almost predictively.\n\nAnother development will be the **integration with advanced haptic feedback systems**. While the patent focuses on visual interaction, future systems could incorporate haptic feedback to provide a tactile sensation when interacting with virtual controls, further enhancing the illusion of physical presence and interaction. This could involve haptic gloves or other wearable devices that simulate texture and resistance.\n\nWe can also anticipate **broader sensor fusion and environmental understanding**. The system will likely incorporate an even wider array of sensor data, leading to more robust environmental mapping, better handling of occlusions, and more seamless transitions between different physical spaces. This will enable truly ubiquitous AR experiences where virtual controls are consistently available across diverse environments. Ultimately, the goal is an 'invisible interface' where technology recedes entirely, allowing users to interact with digital information as effortlessly as with the physical world, leading to new paradigms in work, play, and communication. Keywords: future tech, AR/VR development, haptic feedback, contextual AI, invisible UI, spatial computing evolution.","question":"What are the future developments expected for Method and System for Receiving Gesture Input Via Virtual Control Objects?"}],"topics":["gesture input","virtual controls","augmented reality","virtual reality","human-computer interaction","evolution","human","computer"],"tech_cluster":null},"seo":{"title":"Gesture Input via Virtual Controls - Patent US-9852546","description":"Discover the Method and System for Receiving Gesture Input Via Virtual Control Objects patent. Enabling intuitive, controller-free interaction in AR/VR environments. Full analysis.","keywords":["gesture input","virtual controls","augmented reality","virtual reality","human-computer interaction","spatial computing","intuitive interface","controller-free VR","patent US-9852546","digital interaction","immersive technology","HCI innovation"]},"attribution":{"source":"Patentable","source_url":"https://patentable.app","canonical_url":"https://patentable.app/patents/US-9852546","license":"CC-BY-4.0-like","license_terms":"AI-generated analysis on this page (summary, layman_explanation, technical_analysis, business_analysis, faqs) may be reused with attribution and a visible link back to the canonical URL above. Patent abstracts, claims, and bibliographic data are USPTO public domain.","required_link":"https://patentable.app/patents/US-9852546","citation_suggestion":"Patentable. \"Method and system for receiving gesture input via virtual control objects\" (US-9852546). https://patentable.app/patents/US-9852546","copyright_holder":"Nomic Interactive Technology LLC"},"links":{"html":"https://patentable.app/patents/US-9852546","json":"https://patentable.app/api/llm-context/US-9852546","site":"https://patentable.app","llms_txt":"https://patentable.app/llms.txt"},"generated_at":"2026-06-06T04:15:24.421Z"}