A method for realizing vision correction based on VR interaction

By combining eyeball and brain wave parameter acquisition in VR devices and combining dynamic training of multiple training modules, personalized vision correction solutions are provided, which solves the problem of poor visual correction effect of existing VR devices, and effectively improves vision and stable.

CN110604675BActive Publication Date: 2024-12-13李牧什 +1
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Patent Information

Application Number
CN201910909775.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2019-09-25
Publication Date
2024-12-13
Estimated Expiration
2039-09-25

AI Technical Summary

Technical Problem

The existing VR equipment has simple solutions for vision correction, but the correction effect is not ideal. The traditional vision correction method is expensive and irreversible, and there is a risk of recurrence and side effects.

Method used

The user's eye tracking parameters and brain wave parameters are collected through VR equipment, and combined with the basic vision training tool module, eye rotation training tool module, focus ability training tool module and far-near movement ability training, and set dynamic tracking training, line of sight training, Dynamic focus training and far-limiting and moving training provide personalized vision correction solutions.

Benefits of technology

It realizes the system training of users' eye muscles and brain, improves vision and stabilizes them, avoids the high cost and side effects of traditional methods, and provides a safe and effective vision correction solution.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a method for realizing vision correction based on VR interaction, including a user inputting a custom vision correction target into a VR device or collecting eye tracking parameters by the VR device to set the vision correction target; according to the vision correction target, VR vision basic training tool module, eye rotation training tool module, focusing ability training tool module, near and far movement ability training tool module, combined with the vision improvement method, set dynamic tracking training, line of sight edge training, dynamic focus training, near and far movement training, as well as the number of cycles and cycle intervals, set the presentation mode of the above training; collect the user's eye tracking parameters during the training process, determine the degree of participation in the training; detect the user's brain wave parameters during the training process, and give the user corresponding training guidance. The present invention sets a more complex vision correction training method, and collects the user's eye tracking parameters and brain wave parameters, and finally obtains vision improvement and stabilization through systematic training.
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Description

Technical Field

[0001] The present invention relates to the field of VR technology, and in particular to a method for achieving vision correction based on VR interaction. Background Art

[0002] The traditional method of correcting naked eye vision is mainly through femtosecond laser surgery, which uses laser to quickly thin the cornea, thereby changing the length of the visual axis and eliminating myopia. The surgery is expensive and has certain risks. There is still a possibility of recurrence after the irreversible lens cutting during the operation. At this time, since the cornea has been thinned and the physical properties have undergone irreversible changes, there is no way to save the situation. The traditional method also includes orthokeratology correction. As the name suggests, this method is to wear a special lens on the eyeball like a contact lens. The lens will force the cornea to change its shape through direct physical compression to achieve a temporary correction effect. This method is also expensive and complicated to operate. It requires repeated wearing and removal every day. If it is not operated properly, it is very likely to suffer from other eye diseases. What is even more disappointing is that this expensive method cannot permanently correct vision, but can only correct it temporarily. The traditional method also includes low-concentration apin eye drops. First, this drug has not yet been approved for listing by the domestic drug administration. Second, this drug may only control the development and deepening of myopia and cannot restore vision. Third, there is a probability of side effects when using this drug.

[0003] After years of development, virtual reality technology has matured and the hardware supply chain is complete. Virtual reality equipment has gradually been used in vision correction. However, existing vision correction solutions are relatively simple and the correction effect is not ideal. Summary of the invention

[0004] The present invention proposes a method for realizing vision correction based on VR interaction, which solves the problem that the vision correction scheme of VR equipment in the prior art is relatively simple and the correction effect is not ideal.

[0005] The technical solution of the present invention is achieved in this way:

[0006] A method for achieving vision correction based on VR interaction, specifically comprising the following steps:

[0007] S1, the user inputs the custom vision correction target into the VR device or the VR device collects eye tracking parameters to set the vision correction target;

[0008] S2, according to the vision correction goal, the VR vision basic training tool module, the eyeball rotation training tool module, the focus ability training tool module, the near and far movement ability training tool module are combined with the vision improvement method to set dynamic tracking training, visual edge training, dynamic focus training, near and far movement training, as well as the number of cycles and cycle intervals, and set the presentation method of the above training;

[0009] S3, collecting the user's eye tracking parameters during the training process to determine the degree of training participation;

[0010] S4, detects the user's brain wave parameters during the training process, quantifies them into numerical values, and provides the user with corresponding training guidance.

[0011] As a preferred embodiment of the present invention, in step S1, the vision correction target specifically refers to correcting the user's myopia, and the user's myopia includes true myopia and pseudomyopia. The user inputting the customized vision correction target into the VR device specifically refers to the user knowing that his or her myopia is true myopia or pseudomyopia, and inputting the relevant parameters of his or her myopia into the VR device or inputting the APP or web page data terminal that controls the VR device; the VR device collecting eye tracking parameters to set the vision correction target specifically refers to that after the user puts on the VR device, the VR device plays UI interaction, collects user feedback, and determines whether the user is true myopia or pseudomyopia and the degree of binocular myopia.

[0012] As a preferred embodiment of the present invention, in step S2, the VR vision basic training tool module is used to set dynamic tracking training and identify the dynamic vision recognition accuracy of the training user.

[0013] As a preferred embodiment of the present invention, in step S2, the eye rotation training tool module is used to set the sight edge training to train the user's eye movement to the left, right, up and down.

[0014] As a preferred embodiment of the present invention, in step S2, the focusing ability training tool module is used to set dynamic focus training to train the user's eyeballs to move in circles.

[0015] As a preferred embodiment of the present invention, in step S2, the near and far movement ability training tool module is used to set near and far movement training to train the user's eye sight near and far movement.

[0016] As a preferred embodiment of the present invention, setting the presentation mode of the above-mentioned training in step S2 specifically refers to setting the VR device to play as a 2D or 3D interactive UI, setting the information that the user needs to obtain from the interactive UI, and setting the user to feedback to the VR device through eye movement and / or line of sight and / or gestures and / or voice and / or clicks after obtaining the information.

[0017] As a preferred embodiment of the present invention, step S3 collects the eye tracking parameters of the user during the training process, and determines the degree of training participation, specifically including identifying the eye rotation angle and amplitude through the eye tracking device, feeding back the viewpoint coordinates through dense vector calculation, and continuously moving the viewpoint to the calculated position, ultimately achieving precise coincidence of the viewpoint and the visual center after the eye rotation.

[0018] The beneficial effects of the present invention are as follows: through the VR vision basic training tool module, the eye movement training tool module, and the focusing ability training tool module combined with the vision improvement method, dynamic tracking training, line of sight edge training, dynamic focus training, far and near movement training, as well as the number of cycles and the cycle interval are set, the presentation method of the above training is set, a more complex vision correction training method is set, and the user's eye tracking parameters and brain wave parameters are collected, and through systematic training, vision improvement and stabilization are finally achieved. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative labor.

[0020] Figure 1 This is a flow chart of a method for realizing vision correction based on VR interaction according to the present invention;

[0021] Figure 2 This is a flow chart of providing training guidance to the user in step S4. DETAILED DESCRIPTION

[0022] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.

[0023] The principles and methods of improving vision are as follows:

[0024] Myopia is divided into true myopia and pseudomyopia, and the causes are different. Pseudomyopia is caused by fatigue of the visual system during growth and development, and spasm of the ciliary muscle, which causes the lens to be in a state of contraction all the time, so the eye can only see near but not far. True myopia is mainly caused by improper use of the eyes, which causes the eye axis to lengthen. After the visual axis lengthens, the retina moves backward, and objects in the distance cannot be seen clearly, forming myopia. The lens can be adjusted to see far or near by deformation, and the ciliary muscle is the muscle responsible for the deformation of the lens. When the ciliary muscle contracts, the lens becomes convex, and the near object can be seen clearly; when the ciliary muscle relaxes, the lens becomes flat, and the far object can be seen clearly. The lens of myopic patients becomes convex, and the ciliary muscle is in a state of contraction for a long time. The ciliary muscle can be exercised to increase its range of motion, making the lens flatter and reducing the degree of myopia.

[0025] The retina and brain are full of nervous systems. By stimulating the vision-related nerve cells in the retina and brain and increasing blood supply to improve their functions, the nervous system can perform more sophisticated signal processing after receiving visual signals, and obtain clearer processed images. When using the VR vision training system, first, relax the near vision muscles by continuously looking far away. Second, directly exercise the far vision muscles, that is, the activity of the ciliary muscle for far vision. Third, while the internal oblique muscle remains relaxed, the medial and lateral rectus muscles are stretched to shorten the eye axis. In this process, users can clearly feel the improvement in vision, and through systematic training, they can eventually achieve improved and stable vision.

[0026] In summary, vision can be improved through proper exercise of the eye muscles and the retina of the brain.

[0027] like Figure 1 and Figure 2 As shown, the present invention proposes a method for realizing vision correction based on VR interaction, which specifically includes the following steps:

[0028] S1, the user inputs the custom vision correction target into the VR device or the VR device collects eye tracking parameters to set the vision correction target;

[0029] In step S1, the vision correction target specifically refers to correcting the user's myopia, which includes true myopia and false myopia. The user inputting the customized vision correction target into the VR device specifically refers to the user knowing that his or her myopia is true myopia or false myopia, and inputting the relevant parameters of his or her myopia into the VR device or into the APP or web page data terminal that controls the VR device; the VR device collecting eye tracking parameters to set the vision correction target specifically refers to that after the user puts on the VR device, the VR device plays UI interaction, collects user feedback, and determines whether the user has true myopia or false myopia and the degree of binocular myopia.

[0030] S2, according to the vision correction goal, the VR vision basic training tool module, the eyeball rotation training tool module, the focus ability training tool module, the near and far movement ability training tool module are combined with the vision improvement method to set dynamic tracking training, visual edge training, dynamic focus training, near and far movement training, as well as the number of cycles and cycle intervals, and set the presentation method of the above training;

[0031] In step S2, the VR vision basic training tool module is used to set dynamic vision training to identify the dynamic vision recognition accuracy of the training user. The eye movement training tool module is used to set the edge of vision training to train the user's eye movement left and right and up and down. The focusing ability training tool module is used to set dynamic focus training to train the user's eye movement in circles. The near and far movement ability training tool module is used to set near and far movement training to train the user's eye vision near and far movement ability.

[0032] Setting the presentation mode of the above training in step S2 specifically refers to setting the VR device to play as a 2D or 3D interactive UI, setting the information that the user needs to obtain from the interactive UI, and setting the user to provide feedback to the VR device through eye movement and / or visual focus and / or gestures and / or voice and / or clicks after obtaining the information.

[0033] The specific implementation examples of vision correction training are as follows:

[0034] 1. Focus on the mind - Dynamic tracking training

[0035] At a random direction and 5 meters away, a balloon with an E-shaped sight mark and a drone with an E-shaped sight mark appear facing the user. The user needs to first identify the direction of the E-shaped sight mark, and then click on the letter of the sight mark through the center viewpoint and the up, down, left, and right UI interactions. If the user selects correctly, both the balloon and the drone will be shot down. The drone will launch missiles to attack the user, and the balloon recognition speed is also the key to scoring. Users need to get higher scores through continuous vision training.

[0036] 2. Focus your attention and focus your mind - training the edge of your vision

[0037] Following the system process, after a short rest of N seconds, an E-shaped sight mark facing the user appears at a distance of 5 meters. The user needs to distinguish the direction of the E-shaped sight mark, and then interact with the center viewpoint and the up, down, left, and right control UI to click on the letter of the sight mark. Then, under the guidance of the system, the eyeball moves up, down, left, and right following the movement of the elf NPC.

[0038] The above is one exercise cycle.

[0039] 3. Focus your attention and focus your mind - Dynamic focus training

[0040] Following the system process, after a short break of one second, the user will see an E1. sight mark facing the user at a distance of 5 meters. The user needs to identify the direction of the E sight mark, and then interact with the center viewpoint and the up, down, left, and right control UI to click on the letter of the sight mark. Then, under the guidance of the system, the eyeballs follow the movement of the NPC elf and move around in a large circle.

[0041] The above is a training cycle. The method of looking straight ahead and concentrating the mind is the core guidance method for training vision in this module. Simply put, this method means looking straight ahead, concentrating on observing the details of objects 5 meters and beyond, and training the ability to quickly focus and recognize images. Rapid eye focus and recognition of images is an important part of vision improvement training. Through the immersive 3D environment of virtual reality, the real visual environment can be simulated to the maximum extent, the fun of vision training can be enhanced, and users can immerse themselves in vision training. The specific form of training tools will be implemented in multiple plans.

[0042] Solution 1 is to find the difference by sight. Two piles of objects that look similar but have slight differences appear in front of you, including 2D and 3D forms. Users need to mark different parts through viewpoint plus confirmation interaction. After marking one group, they switch to another group. The more pairs of marks within the time limit, the higher the score. In the 2D solution, the image is divided into areas by coordinates, and multiple modifications are made in advance in each area, which are stored as a modified image warehouse, and then random changes are made when the objects appear.

[0043] Solution 2 is visual text. Text icons (Chinese characters or English) fly from a distance to attack the user. The user uses voice or handle to write, trying to knock the icons down halfway. If the distance is too close, no points will be scored and the combo will be interrupted.

[0044] 4. Focus your attention and focus your mind - training your vision

[0045] Following the system prompts, when the user is training, visual marks such as text, letters, numbers, the letter E, or graphics appear, and the eyes look at the visual marks. The visual marks move from near to far and from far to near in the dimensional space and unit time, and the eyes follow the visual marks for training.

[0046] The above is a training cycle.

[0047] S3, collecting the user's eye tracking parameters during the training process to determine the degree of training participation;

[0048] Step S3 collects the user's eye tracking parameters during the training process and determines the degree of training participation, specifically including identifying the eye rotation angle and amplitude through the eye tracking device, feeding back the viewpoint coordinates through intensive vector calculations, and continuously moving the viewpoint to the calculated position, ultimately achieving precise overlap between the viewpoint and the visual center after the eye rotation.

[0049] Eye movement training is an important part of vision improvement training. It can activate eye-related muscles, which can better improve the adjustment of vision. However, to achieve the ideal training effect, eye tracking technology must be used to capture the eye movement.

[0050] Therefore, the system uses a virtual reality helmet device with a built-in eye tracking module to form an organic system with methods, supervision, progress and instant feedback.

[0051] The basic method is described in detail below.

[0052] First, the traditional head-turning control of the viewing angle is abandoned, and the "dynamic viewpoint" is controlled by eye tracking. At the same time, the viewing angle is locked throughout the whole process. The benefits of locking the viewing angle are that it can reduce the dizziness caused by head shaking, and secondly, it is completely different from the traditional head-turning control of the central viewpoint, allowing users to completely forget the old operating experience and habits.

[0053] The eye tracking device identifies the angle and amplitude of eye movement, and feeds back the viewpoint coordinates through dense vector calculation, and continuously moves the viewpoint to the calculated position. Ultimately, the viewpoint and the visual center after eye movement are precisely aligned.

[0054] The tool will be equipped with a training rhythm director, a training upgrade schedule and a ladder system. The "director" will dynamically generate a combination of sight marks in the user's current field of view combined with the user's eye movement efficiency. The "director" will dynamically arrange for the user to rest their eyes, with a balance between movement and stillness, to avoid excessive or insufficient exercise that fails to achieve the training effect. Finally, the "director system" will dynamically arrange the duration and quantity of exercise. The training upgrade table is a good helper for novice users to get started and advance. First-time users will arrange graded exercises to determine whether the user's level is elementary, intermediate, advanced or top-level. Then the user's training process is also a process of constantly hitting the ceiling of the level to which they belong. Once the ceiling of the level is broken, the user will be promoted to the next level until the user reaches the top level. In the top level, users will be exposed to the ladder system and complete their eye movement training by challenging other users in the ladder system.

[0055] The specific tool training form, that is, the game content, will be implemented in multiple plans.

[0056] The solution is eye tracking, which dynamically generates sight marks within the user's visible field of view. The user moves the eyeball to move the viewpoint and uses the viewpoint to chase the sight mark. The sight mark can also be adjusted in size to train the user's ability to accurately control the eye muscles. It sounds complicated, but in fact, when using the tool, the user only needs to move the eyeball to complete most operations.

[0057] Solution 2 is eye movement matching, which generates multiple sight marks with different graphic appearances in the visual edge area. The user needs to drag an sight mark to find the same sight mark and "match" it to eliminate the sight marks with the same pattern two by two, and the users cannot touch other sight marks during the process.

[0058] Solution three is to break bricks with your eyes. Bricks of various shapes are generated in the central visual area. Users control the "balance bar" at the edge of the field of view to chase and launch a ball, which hits bricks of various shapes in the middle of the field of view, thereby eliminating the bricks and completing the game.

[0059] Solution 4: Eye movement and emmetropia. The user first looks at the visual mark at the edge, then looks at the visual mark in the middle, closes his eyes and rests for two seconds, relaxes the fundus, then opens his eyes and tries to see the visual mark in the middle that changes according to the eye chart. Then repeat this process until the user can no longer see clearly. During this period, the user can lock a certain difficulty and continue to exercise.

[0060] S4, detects the user's brain wave parameters during the training process, determines the user's concentration level / attention relaxation level / attention distraction level / user's blinking strength, and quantifies them into numerical values, and gives the user corresponding training guidance based on the prompts corresponding to the user's concentration level / attention relaxation level / attention distraction level / user's blinking strength value range.

[0061] Through brain waves, the user's concentration level is detected, the user's attention concentration level is detected, and the result is quantified into a value in the range of 0-100; the user's attention relaxation level is detected, and the result is quantified into a value in the range of 0-100; the user's attention distraction level is detected, and the result is quantified into a value in the range of 0-100; the user's blinking strength is detected, and the result is quantified into a value in the range of 0-255, so as to train and guide the user whether to concentrate on observation or to relax and rest.

[0062] Specifically, it detects the user's concentration level in the practice phase, and derives whether the user needs more concentrated training and guidance; detects the user's distraction level, and derives whether the user needs concentrated training and guidance; detects the user's relaxation level in the rest phase, and gives the user whether he needs more relaxation training and guidance; detects the blinking strength in the blinking phase, and gives the user whether he needs blinking training and guidance; and at the same time detects the blinking frequency and provides blinking behavior guidance.

[0063] The present invention uses a VR vision basic training tool module, an eye movement training tool module, a focus ability training tool module, and a far and near movement ability training tool module in combination with a vision improvement method to set the number of cycles and cycle intervals of dynamic tracking training, visual edge training, dynamic focus training, and far and near movement training, set the presentation method of the above training, set a more complex vision correction training method, and collect the user's eye tracking parameters and brain wave parameters. Through systematic training, vision improvement and stabilization are ultimately achieved.

[0064] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims

1. A VR system for improving vision, It is characterized in that A virtual reality helmet with a built-in eye-tracking module is used to form an organic system with methods, supervision, progress and instant feedback; The hardware equipment of VR system consists of virtual reality helmet, eye tracker and brain wave detector. VR system software and interaction, specifically including the following steps: S1, receiving a user-defined vision improvement target inputted by the user or collecting eye tracking parameters from a VR device to set a vision improvement target; S2, according to the vision improvement goal, the VR vision basic training tool module, eye movement training tool module, focus ability training tool module, and near and far movement ability training tool module are combined with the vision improvement method to set dynamic tracking training, visual edge training, dynamic focus training, near and far movement training, as well as the number of cycles and cycle intervals, and set the presentation method of the above training; the presentation method of the above training specifically refers to setting the VR device to play as a 2D or 3D interactive UI, setting the information that the user needs to obtain from the interactive UI, and setting the user to feedback to the VR device in one or more ways such as eye movement, visual focus, gesture, voice, and click after obtaining the information; S3, collecting the user's eye tracking parameters during the training process to determine the degree of training participation, specifically including identifying the eye rotation angle and amplitude through the eye tracking device, feeding back the viewpoint coordinates through intensive vector calculation, and continuously moving the viewpoint to the calculated position, and finally achieving accurate coincidence between the viewpoint and the visual center after the eye rotation; S4, detects the user's brain wave parameters during training, determines the user's concentration level, relaxation level, distraction level, and blinking intensity, and quantifies the results into corresponding values ​​in the range of 0-100 or 0-255, detects the user's concentration level, and derives whether the user needs more concentrated training guidance, detects the user's distraction level, and derives whether the user needs concentrated training guidance, detects the relaxation level in the rest phase, and gives the user whether he needs more relaxed training guidance, detects the blinking intensity in the blinking phase, and gives the user whether he needs blinking training guidance, and at the same time detects the blinking frequency and provides blinking behavior guidance.

2. A VR system for improving vision according to claim 1, It is characterized in that In step S1, receiving a custom vision improvement target input by a user specifically refers to the user being familiar with his or her own vision and inputting relevant parameters into the VR device or inputting the APP or web page data terminal that controls the VR device; the VR device collecting eye tracking parameters to set the vision improvement target specifically refers to after the user puts on the VR device, the VR device plays UI interaction, collects user feedback, and determines the user's vision before training.

3. The vision-enhancing VR system according to claim 1, It is characterized in that In step S2, the VR vision basic training tool module is used to set dynamic tracking training and identify the dynamic vision recognition accuracy of the training user.

4. The vision-enhancing VR system according to claim 1, It is characterized in that In step S2, the eye movement training tool module is used to set the sight edge training to train the user's eye movement to the left, right, up and down.

5. The vision-enhancing VR system according to claim 1, It is characterized in that In step S2, the focusing ability training tool module is used to set dynamic focus training to train the user's eyeballs to move in circles.

6. The vision-enhancing VR system according to claim 1, It is characterized in that In step S2, the near and far movement ability training tool module is used to set near and far movement training to train the user's eye sight near and far movement.

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