Systems and methods for improving binocular vision
By moving virtual images between different depths using an eye-tracking module and a virtual imaging module, the problem of existing devices being unable to train the eyes to focus at different depths is solved, enabling effective treatment of amblyopia and strabismus and improving binocular vision.
Patent Information
- Application Number
- CN202180005450.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2020-09-30
- Filing Date
- 2021-09-03
- Publication Date
- 2026-02-10
- Estimated Expiration
- 2041-09-03
AI Technical Summary
Existing equipment cannot effectively provide methods for training the eyes to focus at different depths, resulting in eye diseases such as amblyopia and strabismus not being effectively treated.
By using an eye-tracking module and a virtual image module, virtual images that move between two different depths are generated to stimulate and train the optic nerve of the weak eye. The eye-tracking module provides eye information to adjust the direction and position of the light signal so as to display different images in the normal eye and the weak eye, thereby increasing the amount of movement in the weak eye.
By increasing the amount of movement and visual stimulation in the weak eye, binocular vision can be improved or repaired, including the restoration of image fusion function.
Smart Images

Figure CN114616511B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a system and method for improving binocular vision, and in particular, the system and method displaying a virtual image moving from a first position to a second position based on the viewer's eye information, so as to improve the vision of the viewer's weaker eye. Background Technology
[0002] Amblyopia and strabismus are two of the most common eye diseases. Amblyopia is when the vision in one eye is significantly weaker than that in the other. It is usually caused by abnormalities in early visual development and is a leading cause of unilateral vision loss in children and young adults. Strabismus involves binocular misalignment; in strabismus, one eye may turn in a different direction relative to the other. Most strabismus is caused by abnormal neuromuscular control of eye movement. Many methods are used to diagnose and treat amblyopia and strabismus. In the case of amblyopia, glasses, contact lenses, or occlusion therapy are usually used to correct the weaker eye. In other cases, objects with frequency or color contrast stimuli are used to improve the vision of the weaker eye. Combinations of several stimuli have proven to be more effective. For strabismus, eye movements are typically used to improve the correlation of eye muscles, thereby correcting the misalignment between the eyes. In recent years, there has been some progress in using medical devices to treat myopia and amblyopia. However, these traditional devices do not provide methods for training the eyes to focus at different depths. Therefore, innovative systems and methods are needed to improve binocular vision. Summary of the Invention
[0003] This invention relates to a system and method for improving binocular vision in a viewer whose eye is abnormal or weaker than the other. The system and method stimulate the optic nerve of the eye and increase eye movement by generating visual stimuli (e.g., virtual images), thereby treating eye conditions such as strabismus, amblyopia, convergence disorder, and other eye movement disorders. The normal eye is referred to as the first eye, which may be the viewer's right or left eye. The weak or abnormal eye (collectively referred to as the weak eye) is referred to as the second eye, which may be the viewer's right or left eye (the remaining eye besides the normal eye). This invention describes a system and method that generates virtual images moving between two different depths based on the viewer's eye information to stimulate and strengthen / treat the viewer's weak eye, ultimately improving or restoring their binocular vision.
[0004] Systems that improve binocular vision include eye-tracking modules and virtual imaging modules. The eye-tracking module tracks the viewer's eyes and provides relevant information such as the pupil position, size, angle of view, and convergence angle of each eye. This eye information can be used to determine the viewer's pupil position, and even the viewer's gaze position and depth.
[0005] The virtual image module projects several normal light signals to the viewer's first eye to form a normal image, based on the viewer's eye information, such as the position of the viewer's pupils; and projects several adjustment light signals to the viewer's second eye to form an adjustment image, thereby displaying a first virtual object. The first virtual object is displayed at a first target location and a first target depth. The viewer's first eye sees the normal image of the first virtual object; the viewer's second eye sees the adjustment image of the first virtual object. The first target depth is related to the first angle between the first normal light signal and the first adjustment light signal projected into the viewer's eye.
[0006] In addition, in order for the viewer's first eye to see the normal image and the second eye to see the adjusted image, the virtual image module needs to adjust the direction and position of the normal light signals and the corresponding adjusted light signals according to the viewer's pupil position provided by the eye-tracking module, so that they can be projected into the viewer's first and second eyes respectively.
[0007] The virtual image module displays a first virtual object, which moves from a first target position and a first target depth to a second target position and a second target depth. The first target depth differs from the second target depth. The second target depth is related to a second angle between a second normal light signal and a relative second adjusted light signal. As the first virtual object moves, the viewer's eyes follow it. Therefore, the movement of the first virtual object between the two depth planes increases the motion of the weak eye and provides more stimulation to it. Consequently, the vision of the weak eye improves and eventually binocular vision is re-established.
[0008] When the virtual imaging module displays the first virtual object moving from the first target position and the first target depth to the second target position and the second target depth, the adjusted light signal projected onto the viewer's second eye changes its direction of light more than the normal light signal projected onto the viewer's first eye. Therefore, the weaker eye must move more than the normal eye to track the movement of the first virtual object. Alternatively, when the virtual imaging module displays the first virtual object moving from the first target position and the first target depth to the second target position and the second target depth, the normal light signal projected onto the viewer's first eye does not change its direction of light at all. In this case, the viewer's first eye does not need to move at all, but the viewer's second eye must move to track the movement of the first virtual object.
[0009] To improve the vision of the viewer with weak eyes, the virtual imaging module can distinguish the contrast and spatial frequency of the normal image presented to the viewer at first glance from the contrast and spatial frequency of the adjusted image presented to the viewer at second glance. Specifically, the virtual imaging module can be used to generate the adjusted image with higher contrast or lower spatial frequency compared to the relatively normal image.
[0010] The virtual image module can display the first virtual object based on the visual evoked potentials (VEPs) of one or both eyes of the viewer, including selecting appropriate contrast, spatial frequency, and the direction and speed of movement of the first virtual object. The system for improving binocular vision may further include a visual evoked potential measurement module to measure the visual evoked potentials (VEPs) of the viewer's eyes.
[0011] When the viewer practices gazing, the virtual image module can display the first virtual object at the viewer's gaze position and depth, provided by the eye-tracking module. When the viewer moves their gaze from the first gaze position and depth to a second gaze position and depth, the virtual image module moves the first virtual object according to the viewer's gaze. The virtual image module can display a second virtual object at a preset position and depth. When the viewer moves their gaze within a preset time, causing the first virtual object to move into a preset spatial range of the second virtual object, the second virtual object will change and interact with the first virtual object.
[0012] Other features and advantages of the invention will be described below, and some may be learned from the description or examples of the invention. The objectives and other advantages of the invention will be realized by the structures and methods particularly pointed out in the written description, claims, and drawings. It is to be understood that the foregoing general description and the following detailed description are exemplary and illustrative, intended to provide further explanation of the claimed invention. Attached Figure Description
[0013] Figure 1 The diagram shows an embodiment of a system with various modules in this invention.
[0014] Figure 2 The illustration shows an embodiment of the system of the present invention, which uses a head-mounted device to improve binocular vision.
[0015] Figure 3 The diagram illustrates an embodiment of the virtual image module in this invention.
[0016] Figure 4 This is a schematic diagram illustrating an embodiment of the present invention involving moving a virtual object between two different depths.
[0017] Figures 5A to 5C The illustration shows several embodiments of moving virtual objects between several different depths in this invention.
[0018] Figure 6A and 6B This is a schematic diagram illustrating an embodiment of the invention in which the weak eye moves with a virtual object.
[0019] Figures 7A to 7D This is a schematic diagram illustrating an example of an abnormal eye in this invention.
[0020] Figure 8 This is a schematic diagram illustrating an embodiment of the present invention in which the direction and angle of the light are adjusted according to the viewer's eye information.
[0021] Figure 9 The image illustrates an example of visual contrast sensitivity in this invention.
[0022] Figure 10 This is a schematic diagram illustrating an embodiment of the present invention in which the spatial frequency of virtual objects is adjusted according to different display depths.
[0023] Figure 11A and 11B This is an illustration showing an embodiment of the present invention in which a first virtual object is moved according to the viewer's gaze point to be superimposed on a second virtual image.
[0024] Figure 12 This is a schematic diagram illustrating the relationship between the virtual binocular pixels and the corresponding normal and adjusted pixels in this invention.
[0025] Figure 13 This is a schematic diagram illustrating the path of the light in this invention from the light signal generator to the light combining element, and then to the viewer's retina.
[0026] Figure 14 This is a schematic diagram illustrating the virtual binocular pixels formed by normal light signals and adjusted light signals in this invention.
[0027] Figure 15 The table illustrates an embodiment of the lookup table in this invention. Detailed Implementation
[0028] The terminology used herein is intended to describe details in specific embodiments of the invention, and all terms should be interpreted in the broadest possible sense. Certain terms will be specifically highlighted below; any limiting terms will be defined by the specific embodiments.
[0029] This invention relates to systems and methods for improving binocular vision in viewers whose one eye is abnormal or weaker than the other. Some people are born with, suffer from, or are injured in one eye, which is abnormal or weaker than the other, such as strabismus (including exotropia, hypotropia, hypertropia, and esotropia), amblyopia (lazy eye), convergence disorder, and other eye movement disorders. The normal eye is referred to as the first eye 50, which can be either the viewer's right or left eye. The weaker or abnormal eye (collectively referred to as the weak eye) is referred to as the second eye 60, which can be either the viewer's right or left eye (the other eye besides the normal eye). This invention discloses a system and method that generates virtual images moving between two different depths to stimulate and strengthen / treat the viewer's weak / abnormal eye, ultimately improving or restoring their binocular vision based on information from the viewer's eyes.
[0030] like Figure 1 As shown, a system for improving binocular vision includes an eye-tracking module 110 and a virtual imaging module 120. The eye-tracking module 110 tracks the viewer's eyes and provides relevant eye information, such as eye movement, pupil position, pupil size, viewing angle, and convergence angle for each eye. The eye-tracking module may include a first camera 112 to track the first eye and a second camera 114 to track the second eye. The virtual imaging module 120, based on the viewer's eye information, such as the position of the viewer's pupils, projects several normal light signals to the viewer's first eye to form a normal image; and projects several adjustment light signals to the viewer's second eye to form an adjustment image, thereby displaying a first virtual object. The virtual imaging module 120 includes a normal light signal generator 10, a normal light combining element 20, an adjustment light signal generator 30, and an adjustment light combining element 40. The normal light signal generator 10 generates several normal light signals, which are projected into the viewer's first eye through the normal light combining element 20 to form a normal image. The adjustment light signal generator 30 generates several adjustment light signals, which are projected into the viewer's second eye through the adjustment combining element 40 to form an adjustment image. The virtual image module 120 may further include a control element 125, which can process and store data.
[0031] The system 100 may further include a VEP measurement module 130, a user interface 140, a real object measurement module 150, and a feedback module 160. The VEP measurement module 130 measures the VEP of the viewer's eyes; VEP is an electrical signal generated in the visual cortex under visual stimulation. The virtual image module 120 can display the first virtual object in a manner based on the VEP of one or both eyes of the viewer. The user interface 140 allows the viewer or trainer to control various functions of the system 100. The user interface 140 can be operated via pedals, keyboards, mice, knobs, switches, styluses, buttons, sticks, touchscreens, etc., through sound, gestures, finger / foot movements, etc. The real object measurement module 150 measures the position and depth of real objects, which are related to the first virtual object. The real object measurement module 150 can also capture images and videos from the environment. The feedback module 160 provides feedback to the viewer, such as sound and vibration, when preset conditions are met. External server 170, not part of system 100, can provide additional computing power for more complex calculations. Each of these modules and the external server can communicate with each other via wired or wireless means. Wireless means can include WiFi, Bluetooth, Near Field Communication (NFC), network, telecommunications, radio waves (RF), etc.
[0032] like Figure 2 As shown, the system 100 further includes a support structure that can be worn on the viewer's head. The normal light signal generator 10, the adjustable light signal generator 30, the normal light combining element 20, and the adjustable light combining element 40 are all mounted on the support structure. In one embodiment, the system is a head-mounted device, such as virtual reality (VR) goggles or a pair of augmented reality (AR) / mixed reality (MR) glasses. In this case, the support structure can be a frame with or without lenses. The lenses can be prescription lenses for correcting myopia, hyperopia, etc. Furthermore, the eye-tracking module, including the first camera 112 and the second camera 114, is mounted on the support structure and tracks the viewer's eyes. The real object measurement module 150 can also be mounted on the support structure and measures the distance and depth of real objects.
[0033] The eye-tracking module 110 is used to track the positions of at least two pupils of the viewer. Furthermore, the eye-tracking module can provide more information about the viewer's eyes, including but not limited to eye movements, pupil size, viewing angle, and convergence angle for each eye. This eye information can be used not only to determine the direction and position of the light signal projecting the virtual image, but also to determine the viewer's gaze position and depth. The eye-tracking module may also include a first camera 112 to track the first eye 50 and a second camera 114 to track the second eye 60.
[0034] In addition to conventional eye-tracking cameras, the first camera 112 and the second camera 114 can be manufactured using ultra-miniature microelectromechanical systems (MEMS) technology. The first camera 112 and the second camera 114 can use infrared light emitters and sensors to detect and acquire various eye information. The eye-tracking module 110 may further include an integrated inertial measurement unit (IMU) and electronic devices that use a combination of accelerometers, gyroscopes, or magnetometers to measure and reflect the body's specific force, angular velocity, or body orientation.
[0035] like Figure 3As shown, the virtual image module 120 projects several normal light signals to the viewer's first eye 50 to form a normal image 122 based on the viewer's eye information, such as the positions of the viewer's two pupils 52 and 62, and projects corresponding adjustment light signals to the viewer's second eye 60 to form an adjustment image 124, thereby displaying a first virtual object 70, such as a tennis ball. The first virtual object 70 is displayed at a first target location and a first target depth (collectively referred to as the first target location or T1). The virtual image module 120 includes a normal light signal generator 10 to generate several normal light signals, such as NLS_1, NLS_2, and NLS_3, with values of 12, 14, and 16 respectively; a normal light combining element 20 to redirect these normal light signals onto the viewer's normal retina 54; an adjustment light signal generator 30 to generate several adjustment light signals, such as ALS_1, ALS_2, and ALS_3, with values of 32, 34, and 36 respectively; and an adjustment light combining element 40 to redirect these adjustment light signals onto the viewer's adjustment retina 64. The viewer has a normal eye 50, including a normal pupil 52 and a normal retina 54; and a weak eye 60, including an adjustment pupil 62 and an adjustment retina 64. The diameter of a human pupil is generally between 2 and 8 centimeters, partly depending on the amount of ambient light. The normal pupil size of an adult is approximately 2 to 4 centimeters in bright light and approximately 4 to 8 centimeters in dim light. The normal light signals are redirected by the normal combining element 20, pass through the normal pupil 52, and are ultimately received by the normal retina 54. The normal light signal NLS_1 refers to the rightmost light signal visible to the viewer's normal eye on a specific horizontal plane. The normal light signal NLS_2 refers to the leftmost light signal visible to the viewer's normal eye on a specific horizontal plane. After receiving the redirected normal light signals, the viewer perceives several normal pixels (forming a normal image) of the first virtual object 70 located at the first target location T1 within region A encompassed by the extensions of the redirected normal light signals NLS_1 and NLS_2. Region A is referred to as the field of view of the normal eye 50. Similarly, the adjustable light signals are redirected by the adjustable combining element 40, pass through the adjustable pupil 62, and are ultimately received by the adjustable retina 64. The adjustable light signal ALS_1 refers to the rightmost light signal visible to the viewer's weak eye on a specific horizontal plane. The adjustable light signal ALS_2 refers to the leftmost light signal visible to the viewer's weak eye on a specific horizontal plane. Upon receiving the redirected adjustment light signal, the viewer perceives several adjusted pixels of the first virtual object 70 (forming an adjusted image) within region B, which is encompassed by the extended portions of the redirected adjustment light signals ALS_1 and ALS_2. This region B is referred to as the field of vision of the weak eye 60.When several normal pixels and several adjustment pixels are displayed in region C, the overlapping area of regions A and B, the normal light signal of at least one normal pixel and the corresponding adjustment light signal of the adjustment pixel are merged, and virtual binocular pixels are displayed at a specific depth in region C. This first target depth D1 is related to the angle θ1 between the redirected normal light signal 16' and the redirected adjustment light signal 36' projected onto the viewer's retina, which is also known as the convergence angle.
[0036] As described above, the viewer's first eye 50 perceives the normal image 122 of the first virtual object 70, and the viewer's second eye 60 perceives the adjusted image 124 of the first virtual object 70. For a viewer with adequate image fusion, because their brain fuses the normal image 122 and the adjusted image 124 into a binocular virtual image, they will perceive a single first virtual object at the first target location and the first target depth. However, if the viewer has weak vision, they do not have adequate image fusion. In this case, the viewer's first eye 50 and second eye 60 will perceive the normal image 122 and the adjusted image 124 at the first normal image location and depth, and the first adjusted image location and depth, respectively (diplopia). The first normal image location and depth will be similar to, but not the first adjusted image location and depth. Furthermore, the location and depth of the first normal image and the first adjusted image are similar to the first target location and the first target depth. Similarly, the first target depth D1 is related to the angle θ1 between the first normal light signal 16' projected onto the viewer's eye and the corresponding first adjusted light signal 36'.
[0037] In addition, in order for the viewer's first eye 50 to perceive the normal image 122 and the viewer's second eye 60 to perceive the adjusted image 124, the virtual image module 120 needs to adjust the direction and position of several normal light signals and corresponding several adjusted light signals according to the position of the viewer's pupil provided by the eye tracking module 110, so that they are projected onto the viewer's first eye 50 and second eye 60 respectively.
[0038] The virtual image module 120 displays the first virtual object 70 moving from the first target location T1 to the second target location and the second target depth (collectively referred to as the second target location or T2). The first target depth D1 is different from the second target depth D2. The second target depth D2 is related to the angle θ2 between the second normal light signal 16' and the corresponding second adjustment light signal 38'. Information obtained from the eye-tracking module, including the position and tracking ability of the viewer's two pupils (especially in the weak eye), is one of the factors in selecting the second location and the second depth. The viewer's eye tracking ability can be evaluated by the speed at which the pupils track the movement of the first virtual object. The stronger the viewer's eye tracking ability, the farther the second target location will be from the first target location. After the virtual image module 120 displays the first virtual object 70 at the first target location, it displays the first virtual object 70 at the second target location within the visual persistence time (e.g., 1 / 18 of a second). The viewer's eyes will perceive the first virtual object 70 moving from the first target location T1 to the second target location T2 and moving accordingly. The movement of the first virtual object 70 between the two virtual depth planes increases the movement of the weak eye, including continuous gaze tracking and eye convergence, and provides more stimulation to the weak eye. As a result, the vision of the weak eye will be improved, and binocular vision (including image fusion function) will eventually be re-established.
[0039] like Figure 4 In the illustrated embodiment, when the virtual image module 120 displays the first virtual object 70 moving from the first target location T1 to the second target location T2, the adjusted light signal projected onto the viewer's second eye 60 will change the direction of light more than the normal light signal projected onto the viewer's first eye 50. That is, θ4 is greater than θ3. Therefore, the weaker eye needs to move (adapt) more than the normal eye to track the movement of the first virtual object 70. In cases of strabismus and amblyopia, the more the weaker eye moves compared to the normal eye, the faster the visual acuity difference between the two eyes narrows, and may even disappear. Figures 5A to 5C In another embodiment shown, when the virtual imaging module 120 displays the first virtual object 70 moving from the first target location T1 to the second target location T2, the normal light signal projected onto the viewer's first eye 50 does not change the direction of the light. In this case, the viewer's first eye 50 does not need to move at all, while the viewer's second eye needs to move more to track the movement of the first virtual object. For the reasons described above, because the weaker eye is forced to make all the movements, strabismus may be treated more effectively.
[0040] After the first virtual object 70 moves from the first target location T1 to the second target location T2, the virtual image module 120 can further display the first virtual object 70 moving from the second target location T2 to a third target location and the third target depth (collectively referred to as the third target location or T3). Similarly, there are two different embodiments for moving from the second target location T2 to the third target location T3: (1) the adjusted light signal projected onto the viewer's second eye 60 changes the light direction more than the normal light signal projected onto the viewer's first eye 50; (2) the normal light signal projected onto the viewer's first eye 50 does not change the light path, such as Figures 5A to 5C As shown. Similarly, depending on the needs of the training plan, the virtual image module 120 can continuously display the first virtual object 70 between several target locations, such as T1→T2→T3→T4.
[0041] To avoid complicating things, Figure 4 and 5A Up to 5C, the pupils are not shown moving with the first virtual object 70. Figures 6A to 6B It is shown that when the first virtual object 70 moves from the first target location T1 to the second target location T2, the second eye 60 actually moves from the left side to the middle, while the first eye 50 remains in approximately the same position.
[0042] Furthermore, in order for the viewer to perceive the virtual object at the target depth, the system 100, including the eye-tracking module 110 and the virtual image module 120, needs to be calibrated for the viewer first. Because the physical characteristics of each viewer's eyes (including interpupillary distance) are different, the system needs to be specially calibrated for the viewer to ensure that the normal light signal and the adjusted light signal are projected to the viewer's eyes, so that the viewer can perceive the virtual image displayed at the target depth.
[0043] The viewer's eye information obtained by the eye-tracking module 110, such as pupil position, pupil size, viewing angle, and convergence angle, allows the virtual image module to determine the direction and speed of the first virtual object 70's movement. For example, when the weaker eye 60 cannot keep up with the movement of the first virtual object 70, the virtual image module 120 can move the first virtual object 70 back to a position where the viewer's weaker eye can still perceive it, and slow down the movement. The virtual image module 120 can also use this viewer's eye information to determine the direction and angle of the normal light signal and adjust the light signal to ensure that both eyes, especially the weaker eye 60, receive the light signal and can perceive the first virtual object 70. Figures 7A to 7DThe diagrams illustrate hypotropia (eye looking down), hypertropia (eye looking up), exotropia (eye looking outward), and esotropia (eye looking inward). In these four conditions, the pupil of the weaker eye (60%) cannot move freely and coordinate with the pupil of the normal eye (50%). Taking exotropia as an example... Figure 8 As shown, the virtual image module 120 can adjust the direction and angle of the normal light signal and the adjusted light signal respectively, so that the weak-eyed 60 can perceive the adjusted image.
[0044] In some embodiments, the system 100 can be used to correct exotropia or other similar conditions. The virtual image module 120 can display the first virtual object 70 and slowly move it closer to and / or away from the viewer's weak eye 60. The eye-tracking module 110 provides the viewer with eye information, such as pupil position, pupil size, viewing angle, and convergence angle, allowing the virtual image module 120 to project normal light signals to the normal eye to perceive the normal image, and to project adjustment light signals to the weak eye to perceive the adjustment image. The virtual image module 120 then gradually moves the adjustment image to an appropriate direction and away from the original position of the weak eye to achieve the correction. Thus, the adjustment image perceived by the weak eye may be slightly blurry and / or the viewer's eyes may perceive diplopia (when image fusion fails, the normal image and the adjustment image separate). The human brain has a tendency and ability to automatically perform binocular accommodation to obtain a clear image of an object. Therefore, the viewer can try to slightly rotate their weak eye to regain a clear image or avoid diplopia. Once the viewer succeeds, the feedback module 120 provides feedback, such as sound or vibration, to the viewer. The virtual image module 120 can repeatedly move the adjustment image back and forth to train the weaker eye to turn in the appropriate direction, thereby improving the viewer's binocular misalignment problem.
[0045] To improve the vision of the viewer's weak eye 60, the virtual image module 120 can distinguish the contrast and spatial frequency between the normal image 122 presented to the viewer's first eye 50 and the adjusted image 124 presented to the viewer's second eye 60. Specifically, the virtual image module 120 generates an adjusted image 122 with higher resolution or lower spatial frequency compared to the normal image 124. The virtual image module 120 can select appropriate contrast and spatial frequency for the adjusted image 122, partly based on the visual contrast sensitivity of the weak eye, so that the viewer's weak eye 60 receives stronger stimulation and clearly perceives the adjusted image 124. Each eye has its own visual contrast sensitivity, just as... Figure 9As shown. The virtual vision module 120 can adjust the contrast and / or spatial frequency of the normal image 122, so that the normal eye 50 receives less stimulation and perceives the normal image 122 with lower contrast and higher spatial frequency. Therefore, the weaker eye 60 receives more movement and training, contributing to the viewer's vision. Without the system 100 improving binocular vision, the viewer would avoid movements that would prevent the weaker eye from seeing a clear image, and then the weaker eye 60 would become even weaker, or even blind.
[0046] Contrast ratio refers to the difference in brightness or color that an object (or its image or representation on a display) can distinguish. In real-world visual perception, contrast ratio is determined by the difference in color and brightness between an object and other objects within the same field of vision. A visual contrast sensitivity test can be used to plot the viewer's visual contrast sensitivity curve (also called the visual contrast sensitivity function), with the horizontal axis representing angular frequency and the vertical axis representing the contrast threshold. In this test, images presented to the viewer have different contrast ratios on the vertical axis and different angular frequencies on the horizontal axis. Parallel bars of varying widths and contrast ratios, called sine wave gratings, are viewed sequentially by the viewer and the curve is plotted. The width of the bars and the distance between them represent angular frequencies, measured in degrees as one cycle. Studies have shown that a moderate angular frequency, approximately 5-7 cycles per degree, provides optimal test results for most people, relative to low or high angular frequencies. The contrast threshold can be defined as the minimum contrast that a patient can perceive.
[0047] As described above, the virtual image module 120 can project an adjusted image 124 with higher contrast and / or lower spatial frequency to the viewer's weak eye 60. For example, with high contrast, the adjusted image 124 will be brighter than the normal image 122; the adjusted image 124 will have various colors while the normal image 122 will be a black and white image (with grayscale); the adjusted image 124 will be green while the normal image 122 will be red. With low spatial frequency, the adjusted image 124 will be the foreground of the image while the normal image 122 will be the background of the same image. The virtual image module 120 divides the image into a lower spatial frequency portion and a higher spatial frequency portion, then projects the lower spatial frequency portion (e.g., the foreground) to the weak eye 60 and the higher spatial frequency portion (e.g., the background) to the normal eye 50. In this case, the adjusted image 124 (the lower spatial frequency portion) and the normal image 122 (the higher spatial frequency portion) are of great importance for binocular fusion. Although the adjusted image and the normal image look somewhat different due to different modes and spatial frequencies, they both come from the same image.
[0048] like Figure 10As shown, when the virtual image module 120 moves the first virtual object 70 to locations at different target depths, the spatial frequency of the first virtual object 70 changes with the target depth. When the same virtual object moves to a deeper location, because it is farther from the viewer, the spatial frequency of the same virtual object automatically increases. Therefore, when the virtual object is far from the viewer, the weak-eyed 60 will have difficulty clearly perceiving the virtual object. To enable the viewer's weak eye to clearly perceive the adjusted image, the virtual image module can adjust the spatial frequency of the first virtual object (including the adjusted image and the normal image), so that the first virtual object has a lower spatial frequency when displayed at a deeper location. Figure 10 As shown, when the first virtual object 70 moves to a deeper location, for example from the first target location T1 to the second target location T2, and then to the third target location T3, the spatial frequency of the first virtual object 70 decreases, thus solving the above-mentioned problem.
[0049] The system 100 for improving binocular vision may further include a VEP measurement module 130 to measure visual evoked potentials (VEPs) in the viewer's eyes. VEPs are electrical signals generated in the visual cortex in response to visual stimulation. VEPs refer to potentials recorded from the scalp above the visual cortex, which are extracted from an electroencephalogram (EEG) by signal averaging. Typically, recording electrodes are placed along the midline of the occipital lobe scalp at the back of the head. VEPs are used to quantify the functional integrity of the optic nerve, the visual circuit from the eyes to the visual cortex of the brain, and the occipital cortex. Therefore, VEPs provide important information for the virtual image module to adjust the way the first virtual object 70 is displayed, including the speed and direction of movement of the first virtual object 70, and the contrast and spatial frequency of the adjusted image 124.
[0050] The VEP measurement module 130 continuously measures the VEP of one or both eyes of a viewer and provides this information to the virtual image module. Measurements can be performed in real-time or periodically after the viewer's weaker eye has improved. VEP reflects the degree to which the viewer's weaker eye can perceive the adjusted image. VEP also reflects whether the viewer's eye, particularly the weaker eye, has remained fixed over a period of time. For example, when the viewer's weaker eye is not fixed and performs certain movements, the VEP of the weaker eye may fluctuate. However, when the viewer's weaker eye remains fixed, the VEP of the weaker eye may remain approximately the same. Therefore, the virtual image module can display the first virtual object based on the VEP of one or both of the viewer's eyes, including selecting appropriate contrast and spatial frequency, as well as the direction and speed of motion of the first virtual object.
[0051] Even if the system does not include the VEP measurement module, the virtual image module 120 can still display the first virtual object 70 based on the VEP of one or both of the viewer's eyes. The separate VEP measurement module can transmit the VEP of one or both of the viewer's eyes via wired or wireless means. Wireless means can include WiFi, Bluetooth, Near Field Communication (NFC), internet, telecommunications, radio waves (RF), etc. The VEP of one or both of the viewer's eyes can also be input into the system through the system's user interface, such as a keyboard or mouse.
[0052] The system 100 for improving binocular vision first projects an adjusted image with appropriate contrast and spatial frequency to sufficiently stimulate and move the viewer's weaker eye. As the viewer's weaker eye becomes stronger, the virtual image module can gradually reduce the contrast and / or increase the spatial frequency of the adjusted image, provided the viewer clearly perceives it, until the adjusted image is very close to the normal image. Simultaneously, moving a first virtual object from a first location to a second location trains the viewer's weaker eye to follow the image movement and perceive the depth of the first virtual object. When the viewer is able to practice gazing, the virtual image module can display the first virtual object at the viewer's gaze position and gaze depth (collectively referred to as the gaze location) provided by the eye-tracking module. When the viewer moves their gaze point from the first gaze position and first gaze depth (collectively referred to as the first gaze location or F1) to the second gaze position and second gaze depth (collectively referred to as the second gaze location or F2), the virtual image module moves the first virtual object according to the viewer's gaze point.
[0053] By using the mechanism described above, which moves the first virtual object along with the viewer's gaze point, many games are designed to train the viewer's gaze and image blending abilities. The virtual image module can display a second virtual object 75 at a preset position and depth. When the viewer moves their gaze point, causing the first virtual object to move within a preset space of the second virtual object, or to superimpose onto the second virtual object for a preset time, the second virtual object will change and interact with the first virtual object. For example... Figure 11A and 11BIn the first example, the first virtual object 70 is a aiming cursor that moves from F1 to F2 and then to F3 according to the viewer's gaze point, while the second virtual object 75 is a shooting target, such as a fighter jet. When the first virtual object 70 (i.e., the aiming cursor) moves and overlaps with the second virtual object 75 (i.e., the fighter jet), the second virtual object 75 displays an explosion to provide feedback to the viewer, letting them know that the second virtual object 75 has been hit and destroyed. In the second example, the first virtual object is a bowling ball, and the second virtual object is a pile of bowling pins. When the viewer moves their gaze point so that the bowling ball overlaps with the pile of pins (hit), the virtual image module displays some pins falling to provide feedback to the viewer about the hit. In the third example, the first virtual object is a "snake" composed of several blocks that moves according to the viewer's gaze point and "eats" other blocks, i.e., the second virtual object. These blocks can be composed of patterns with various contrasts and spatial frequencies. Therefore, the moving snake can enhance the stimulation of the viewer's visual cortex and promote better training results.
[0054] This system 100 can interact with reality. Similar to the shooting game mentioned above, the viewer can move their gaze point within a preset time, causing a first virtual object (such as a aiming cursor) to move within a preset range of a real object (such as a teapot on a table). The virtual image module can then display a virtual object (such as fireworks) as feedback to inform the viewer that the real object has been hit. These feedback scenarios and other parameters in the training game, such as the preset spatial range, preset time, and the virtual object used for feedback, can be preset by the viewer or trainer. Therefore, the training game can be set so that the aiming cursor overlaps with the real object for at least three seconds.
[0055] The system 100 may further include a real object measurement module 150 to measure the position and depth of a real object, such as a clock or picture hanging on a wall. The real object can be a moving object, such as a remote-controlled airplane or a dog. The real object measurement module 150 connects to other modules of the system and can continuously or periodically measure the position and depth of the real object relative to the object measurement module (or the observer), and transmit the relevant information to the virtual image module to determine whether feedback conditions are met. For example, after receiving this information, the control module 125 can calculate the distance between the first virtual object (such as a aiming cursor) and the real object, determining whether the first virtual object overlaps with the real object. The distance between the real object and the real object measurement module 150 (or the viewer's eyes) changes over time. In one scenario, the real object 105, such as a remote-controlled airplane, may move during gameplay. In another scenario, the system 100 may be worn by an observer (such as a patient) who may move their head during gameplay. Therefore, it is necessary to measure and calculate the distance between the real object and the viewer's eye to accurately determine whether the feedback conditions are met. The real object measurement module 150 may include a gyroscope, an indoor / outdoor global positioning system (GPS), and distance measurement elements (i.e., transmitter and sensor) to accurately track changes in the position or depth of the real object.
[0056] In addition to displaying virtual objects, such as an exploding airplane, the system 100 can provide other types of feedback, such as sound or vibration. Therefore, the system 100 may further include a feedback module 160 that generates feedback when feedback conditions are met. This feedback module can be a speaker that produces sound (such as an explosion) or a vibration generator to provide different types of vibration. The type of feedback can be set by the observer or the trainer through the user interface 140.
[0057] The following sections will discuss in detail the virtual image module 120, the method for generating virtual objects 70 and 75 at specific locations and depths, and the method for moving the virtual objects as needed. The entire contents of PCT International Application PCT / US20 / 59317, filed November 6, 2020, entitled "SYSTEM AND METHOD FOR DISPLAYING AN OBJECT WITH DEPTHS", are incorporated herein by reference.
[0058] like Figure 12As shown, the viewer perceives the first virtual object, namely the tennis ball 70, in the area C in front of the viewer. The image of the tennis ball virtual object 70 displayed at the first target location T1 (depth D1) is represented by the first binocular pixel 72 (the midpoint of its image); when the first virtual object 70 moves to the second target location T2 (depth D2), it is represented by the second binocular pixel 74. The first angle between the first redirected normal light signal 16' (the first normal light signal) and the corresponding first redirected adjustment light signal 36' (the first adjustment light signal) is θ1. The first depth D1 is related to the first angle θ1. In particular, the first depth of the first virtual binocular pixel of the first virtual object 70 can be determined by the first angle θ1 between the first redirected normal light signal and the light extension path of the corresponding first redirected adjustment light signal. As a result, the first depth D1 of the first virtual binocular pixel 72 can be approximated by the following formula:
[0059]
[0060] The distance between the normal pupil 52 and the adjustable pupil 62 is the interpupillary distance (IPD). Similarly, the second angle between the second redirected normal light signal 18' (the second normal light signal) and the corresponding second redirected adjustable light signal 36' (the second adjustable light signal) is θ2. The second depth D1 is related to the second angle θ2. In particular, the second depth of the second virtual binocular pixels of the virtual object 70 can be determined by the same formula, by the second angle θ2 between the second redirected normal light signal and the light extension path of the corresponding first redirected adjustable light signal. Because the second virtual binocular pixels 74 and the first virtual binocular pixels 72 are perceived at a greater distance from the viewer (greater depth), the second angle θ2 will be smaller than the first angle θ1.
[0061] Furthermore, although the redirected normal light signal 16' of NLS_2 and the redirected adjustment light signal 72 of ALS_2 jointly display the first virtual binocular pixels 72 at the first depth D1, the redirected normal light signal 16' of NLS_2 may have the same or different viewing angles as the corresponding redirected adjustment light signal 36' of ALS_2. In other words, although the first angle θ1 determines the depth of the first virtual binocular pixels 72, the redirected normal light signal 16' of NLS_2 and the corresponding redirected adjustment light signal 36' of ALS_2 may have parallax. Therefore, the intensity of red, green, and blue (RGB) light and / or the brightness of the normal light signal and the adjustment light signal can be approximately the same, or they can be slightly different due to shadows, viewing angles, etc., to achieve a better 3D effect.
[0062] As described above, these normal light signals are generated by the normal light signal generator 10, redirected by the normal light combining element 20, and then scanned by the normal retina to form a normal image 122 on the normal retina. Figure 13 The normal retinal image 86 in the image. Similarly, the several adjustment light signals are generated by the adjustment light signal generator 30, redirected by the adjustment combining element 40, and then scanned by the adjustment retina to form an adjustment image 124 on the adjustment retina. Figure 13 Adjusting retinal images (96). For example... Figure 12 In the illustrated embodiment, normal image 122 comprises 36 normal pixels (6x6 matrix) and adjusted image 124 also comprises 36 adjusted pixels (6x6 matrix). In another embodiment, normal image 122 may comprise 921,600 normal pixels (1280x720 matrix) and adjusted image 124 may also comprise 921,600 adjusted pixels (1280x720 matrix). The virtual image module 120 is used to generate several normal light signals and corresponding several adjusted light signals, which respectively form normal image 122 on the normal retina and adjusted image 124 on the adjusted retina. As a result, the viewer perceives virtual objects with a specific depth due to image fusion.
[0063] refer to Figure 12 The first normal light signal 16 from the normal light signal generator 10 is received and reflected by the normal light combining element 20. The first redirected normal light signal 16' passes through the normal pupil 52 and reaches the viewer's normal retina, displaying the normal retina pixel R43. The corresponding adjustable light signal 36 from the adjustable light signal generator 30 is received and reflected by the adjustable light combining element 40. The first redirected adjustable light signal 36' passes through the adjustable pupil 62 and reaches the viewer's adjustable retina, displaying the adjustable pixel L33. As a result of image fusion, the viewer perceives the first virtual object 70 at a first depth D1, the depth of which is determined by the first angle between the first redirected normal light signal and the corresponding first redirected adjustable light signal. The angle between the redirected normal light signal and the corresponding adjustable light signal is determined by the relative horizontal distance between the normal pixel and the adjustable pixel. Therefore, the depth of the virtual binocular pixels is inversely proportional to the horizontal distance between the normal pixel and the corresponding adjustable pixel forming the virtual binocular pixels. In other words, the deeper the virtual binocular pixels perceived by the viewer, the smaller the horizontal distance between the normal pixel and the adjusted pixel that forms those virtual binocular pixels. For example, such as Figure 12As shown, the second virtual binocular pixel 74 perceived by the viewer is deeper (i.e., farther away than the viewer) than the first virtual binocular visual pixel 72. Therefore, on the retinal images 122, 124, the horizontal distance between the second normal pixel and the second adjustment pixel is smaller than the horizontal distance between the first normal pixel and the first adjustment pixel. Specifically, the horizontal distance between the second normal pixel R41 and the second adjustment pixel L51 forming the second virtual binocular pixel 74 is four pixels long. However, the horizontal distance between the first normal pixel R43 and the first adjustment pixel L33 forming the first virtual binocular pixel 72 is six pixels long.
[0064] like Figure 13The illustrated embodiment shows the light paths of several normal light signals and several adjustment light signals from the light signal generator. These normal light signals are generated by the normal light signal generator 10 and projected onto the normal light combining element 20 to form a normal light combining element image (RSI) 82. These normal light signals are redirected by the normal light combining element 20 and converged to a small normal pupil image (RPI) 84, passing through the normal pupil 52, and finally reaching the normal retina 54 to form a normal retinal image (RRI) 86 (normal image 122). RSI, RPI, and RRI are all composed of ixj pixels. Each normal light signal RLS(i,j) passes through the corresponding pixel, from RSI(i,j) to RPI(i,j), and then to RRI(x,y). For example, RLS(5,3) will pass from RSI(5,3) to RPI(5,3), and then to RRI(2,4). Similarly, the several adjustment light signals are generated by the adjustment light signal generator 30 and projected onto the adjustment combining element 40 to form an adjustment combining element image (LSI) 92. These adjustment light signals are redirected by the adjustment combining element 40 and converged into a micro-adjustment pupil image (LPI) 94, which passes through the adjustment pupil 62 and finally reaches the adjustment retina 64 to form an adjustment retinal image (LRI) 96 (adjustment image 124). LSI, LPI, and LRI are all composed of ixj pixels. Each adjustment light signal ALS(i,j) passes through a corresponding pixel, from LSI(i,j) to LPI(i,j), and then to LRI(x,y). For example, ALS(3,1) will pass from LSI(3,1) to LPI(3,1), and then to LRI(4,6). The (0,0) pixel is the top left pixel of each image. The pixels in the retinal image are the left-right reverse and top-bottom reversed of the corresponding pixels in the combining element image. With the relative positions of the light signal generator and the light combining element already arranged, each light signal has its own light path from the light signal generator to the retina. The normal light signal displaying normal pixels on the normal retina and the corresponding adjustable light signal displaying adjustable pixels on the adjustable retina together form virtual binocular pixels with a specific depth, which are perceived by the viewer. Therefore, the virtual binocular pixels in space can be represented by a pair of normal retinal pixels and an adjustable retinal pixel, or a pair of normal light combining element pixels and an adjustable light combining element pixel.
[0065] The virtual object perceived by the viewer in region C may include several virtual eye pixels, but in this invention, it is represented only by virtual eye pixels. To accurately describe the spatial position of the virtual eye pixels, each position is assigned a stereo coordinate system, such as XYZ coordinates; other stereo coordinate systems may be used in other embodiments. Thus, each virtual eye pixel has a stereo coordinate system: a horizontal direction, a vertical direction, and a depth direction. The horizontal direction (or X-axis direction) is along the interpupillary liner; the vertical direction (or Y-axis direction) is along the midline of the face and perpendicular to the horizontal direction; the depth direction (or Z-axis direction) is the normal to the frontal plane and perpendicular to both the horizontal and vertical directions. The horizontal and vertical coordinates are collectively referred to as position in this invention.
[0066] Figure 14 This illustrates the relationship between pixels in the normal combining element image, pixels in the adjusted combining element image, and virtual binocular pixels. As described above, each pixel in the normal combining element image corresponds to a pixel (normal pixel) in the normal retinal image. Each pixel in the adjusted combining element image corresponds to a pixel (adjusted pixel) in the adjusted retinal image. However, the pixels in the retinal image are left-right reversed and upside down compared to their corresponding pixels in the combining element image. For a normal retinal image consisting of 36 (6x6) normal pixels and an adjusted retinal image consisting of 36 (6x6) adjusted pixels, assuming all light signals are within the field of view (FOV) of the viewer's two eyes, there are 216 (6x6x6) virtual binocular pixels (displayed as a single point) in region C. The ray extension path of the redirected normal light signal intersects with the ray extension paths of all redirected adjusted light signals in the same row of the image. Similarly, the ray extension path of the redirected adjusted light signal intersects with the ray extension paths of all redirected normal light signals in the same row of the image. Therefore, each floor will have 36 (6x6) virtual binocular visions, and there are a total of six floors in the space. Although in Figure 14 In the image, they appear to be parallel lines, but the intersection of adjacent light rays and the formation of virtual binocular pixels represents a small angle between them. Normal pixels and their corresponding adjustment pixels (i.e., in the same row as the normal and adjustment retinal images) at approximately the same height in the retina typically merge earlier. Therefore, normal pixels pair with adjustment pixels in the same row of the retinal image to form virtual binocular pixels.
[0067] like Figure 15 As shown, a lookup table was created to facilitate the identification of normal and adjusted pixel pairs for each virtual binocular pixel. For example, 216 virtual binocular pixels consist of 36 normal pixels and 36 adjusted pixels, numbered from 1 to 216. The first (1 stThe virtual binocular pixel VBP(1) represents the normal pixel RRI(1,1) and the adjusted pixel LRI(1,1). The second (2) nd The virtual binocular pixels VBP(2) represent the normal pixel RRI(2,1) and the adjusted pixel LRI(1,1). This seventh (7) th The virtual binocular pixel VBP(7) represents the normal pixel RRI(1,1) and the adjusted pixel LRI(2,1). This is the thirty-seventh (37) th The virtual binocular pixels VBP(37) represent the normal pixel RRI(1,2) and the adjusted pixel LRI(1,2). This is the 216th (216) th The virtual binocular pixels (VBP) (216) represent the normal pixel RRI (6,6) and the adjusted pixel LRI (6,6). Therefore, to display a specific virtual binocular pixel of a virtual object in space to the viewer, it is necessary to determine which pair of normal and adjusted pixels can be used to generate the corresponding normal and adjusted light signals. Furthermore, each row of the virtual binocular pixels in the lookup table includes an index that directs to the memory address storing the perceptual depth (z) and perceptual position (x,y) of the VBP. Additional information can also be stored in the VBP, such as size ratio, the number of overlapping objects, and sequence depth. Size ratio is the relative size information of a specific VBP compared to a standard VBP. For example, when the virtual object is displayed on a standard VBP one meter in front of the viewer, the size ratio can be set to 1. Therefore, for a specific VBP 90 centimeters in front of the viewer, the size ratio can be set to 1.2. Similarly, for a specific VBP 1.5 meters in front of the viewer, the size ratio can be set to 0.8. As the virtual object moves from a first depth to a second depth, the size ratio can be used to determine the displayed size of the virtual object. In this invention, the size ratio can be the magnification. The number of overlapping items is the number of items that are partially or completely covered by other items due to overlapping. The sequence depth includes the depth order of each overlapping image. For example, there are three overlapping images. The sequence depth of the first image at the very front is set to 1.
[0068] The sequence depth of the second image, which is covered by the first image, is set to 2. The number of overlapping images and the sequence depth are used to determine which image and which part of the image should be displayed when various overlapping items move.
[0069] The lookup table is created by the following steps: Step 1: Obtain a virtual map of a person based on the observer's IPD. This virtual map is created by the virtual image module during startup or calibration and specifies the boundary of region C within which the observer can perceive virtual objects with depth due to the fusion of the normal retinal image and the adjusted retinal image. Step 2: Calculate the convergence angle for each depth (each point on the Z-axis) in the Z-axis direction to determine a pair of normal and adjusted pixels on the normal and adjusted retinal images, regardless of their X and Y coordinates. Step 3: Move the pair of normal and adjusted pixels along the X-axis direction to determine the X and Z coordinates of each pair of normal and adjusted pixels at a specific depth, regardless of their Y coordinates. Step 4: Move the pair of normal and adjusted pixels along the Y-axis direction to determine the Y coordinate of each pair of normal and adjusted pixels. Therefore, the three-dimensional coordinate system, such as XYZ, of each pair of normal and adjusted pixels on the normal and adjusted retinal images can be determined to establish the lookup table. Furthermore, steps 3 and 4 can be interchanged.
[0070] The light signal generators 10 and 30 can be lasers, light-emitting diodes (LEDs), including mini LEDs and micro LEDs, organic light-emitting diodes (OLEDs), or superluminescent light-emitting diodes (SLDs), liquid crystal on silicon (LCoS), liquid crystal displays (LCDs), or any combination thereof as their light source. In one embodiment, the light signal generators 10 and 30 are laser scanning projectors (LBS projectors), which consist of a light source (including red, green, and blue lasers), color modifiers (e.g., dual-color combiners and polarizing combiners), and a two-dimensional adjustable reflector (e.g., a two-dimensional microelectromechanical system (MEMS) mirror). The two-dimensional adjustable reflector can be replaced by two one-dimensional reflectors, such as two one-dimensional MEMS mirrors. The LBS projector sequentially generates and scans light signals to form a two-dimensional image at a preset resolution, for example, 1280x720 pixels per frame. Therefore, the projector generates pixel light signals and projects them onto the combiner elements 20 and 40 at once. In order for the viewer's eye to see the planar image, the LBS projector needs to sequentially generate the light signal of each pixel (e.g., 1280x720 light signals) within the visual persistence time (e.g., 1 / 18 of a second). Therefore, the duration of each light signal is approximately 60.28 nanoseconds.
[0071] In another embodiment, the light signal generators 10 and 30 may be digital light processing projectors (DLP projectors) capable of generating a planar color image in a single pass. Texas Instruments' DLP technology is one of several technologies that can be used to manufacture DLP projectors. The complete planar color image (possibly composed of 1280x720 pixels) is simultaneously projected onto the light combining elements 20 and 40.
[0072] The light combining elements 20 and 40 receive and redirect several light signals generated by the light signal generators 10 and 30. In one embodiment, the light combining elements 20 and 40 reflect the light signals, so the redirected light signals are on the same side as the incident light signals. In another embodiment, the light combining elements 20 and 40 refract the light signals, so the redirected light signals are on different sides from the incident light signals. When the light combining elements 20 and 40 act as a refractive mirror, their reflectivity varies considerably, from 20% to 80%, depending in part on the power of the light signal generator. Those skilled in the art know how to determine an appropriate reflectivity based on the characteristics of the light signal generator and the light combining elements. Furthermore, the light combining elements 20 and 40 are optically transparent to ambient light on the other side of the incident light signals, so the viewer can see the real-time image simultaneously. The range of transparency varies greatly depending on the application. For AR / MR applications, the transparency is preferably greater than 50%, for example, approximately 75% in one embodiment.
[0073] The light-combining element 20, 40 can be made of eyeglasses or a lens-like plastic material, coated with a specific material (such as metal) to make it partially transparent and partially reflective. One advantage of using a reflective light-combining element to direct the light signal to the viewer's eye, rather than a waveguide as in the prior art, is the elimination of undesirable diffraction effects, such as ghosting, color displacement, etc.
[0074] The description of the embodiments provided above is intended to enable those skilled in the art to make and use the invention. Various modifications to these embodiments will be apparent to those skilled in the art, and the basic principles established herein can be applied to other embodiments without inventive effort. Therefore, the subject matter claimed herein is not limited to the embodiments shown herein, but is to be accorded the broadest scope consistent with the principles and novel features disclosed herein. Other embodiments are contemplated to be within the spirit and scope of the invention disclosed herein. Therefore, the invention is intended to cover modifications and variations that fall within the scope of the appended claims and their equivalents.
Claims
1. A system for improving binocular vision, the system comprising: An eye-tracking module is used to provide information about the viewer's eyes; as well as The virtual image module projects several normal light signals to the viewer's normal eye to form a normal image including several normal pixels, based on the viewer's eye information from the eye-tracking module, and projects corresponding several adjustment light signals to the viewer's weak eye to form an adjustment image including several adjustment pixels, so as to display a first virtual object, which includes several virtual binocular pixels, each of which has a three-dimensional coordinate in the horizontal, vertical and depth directions; The normal light signals are projected onto the normal eye field of view between the rightmost and leftmost light signals on the horizontal plane visible to a normal eye, while the adjustable light signals are projected onto the weak eye field of view between the rightmost and leftmost light signals on the horizontal plane visible to a weak eye. This causes the normal light signal displaying at least one normal pixel and the corresponding adjustable light signal displaying at least one adjustable pixel to be fused at a specific depth in the overlapping area of the normal and weak eye fields of view, displaying at least one virtual binocular pixel of the virtual object. The virtual image module moves the first virtual object from the first target position and the first target depth to the second target position and the second target depth; The first target depth is related to a first angle between a first normal optical signal among the plurality of normal optical signals and a corresponding first adjusted optical signal among the plurality of adjusted optical signals; the second target depth is related to a second angle between a second normal optical signal among the plurality of normal optical signals and a corresponding second adjusted optical signal among the plurality of adjusted optical signals; and the first target depth and the second target depth are different. When the virtual image module displays the first virtual object moving from the first target position and the first target depth to the second target position and the second target depth, the adjustment light signal projected onto the viewer's weak eye changes more in the direction of light than the normal light signal projected onto the viewer's normal eye.
2. The system as described in claim 1, wherein when the virtual image module displays the first virtual object moving from the first target position and the first target depth to the second target position and the second target depth, the normal light signal projected onto the viewer's normal eye does not change the direction of the light.
3. The system as described in claim 1, wherein when the virtual image module displays the first virtual object moving from the second target position and the second target depth to the third target position and the third target depth, the adjustment light signal projected onto the viewer's weak eye changes more in the light direction than the normal light signal projected onto the viewer's normal eye; The third target depth is related to the third angle between a third normal optical signal among the plurality of normal optical signals and a third adjustment optical signal among the plurality of adjustment optical signals, and the third target depth is different from the second target depth.
4. The system as described in claim 1, wherein when the first virtual object moves from the first target depth to the second target depth and the second target depth is deeper, the first virtual object has a lower spatial frequency, and the virtual image module adjusts the spatial frequency of the first virtual object.
5. The system as described in claim 1, wherein the eye-tracking module provides information about the viewer's eyes, including at least one pupil position, pupil size, viewing angle, convergence angle, gaze position, and gaze depth.
6. The system as claimed in claim 1, wherein the eye-tracking module includes a first camera for the normal eye and a second camera for the weak eye.
7. The system as described in claim 1, wherein the virtual image module displays the first virtual object according to the viewer's pupil position provided by the eye-tracking module, so that the normal eye perceives the normal image and the weak eye simultaneously perceives the adjusted image.
8. The system as described in claim 1, further comprising: A visual evoked potential (VEP) measurement module for measuring the visual evoked potentials of the viewer's eyes; and The virtual image module displays the first virtual object based on the visual evoked potential (VEP) from the visual evoked potential measurement module.
9. The system as described in claim 8, wherein the virtual image module moves the first virtual object based on the viewer's visual evoked potential or the viewer's pupil position.
10. The system as claimed in claim 1, wherein the adjusted image has higher contrast or lower spatial frequency than the corresponding normal image.
11. The system as claimed in claim 1, wherein the virtual image module selects the contrast and spatial frequency based on the visual evoked potentials (VEPs) of the viewer's eyes.
12. The system as described in claim 1, wherein the adjusted image is different from the normal image, but the relationship between the adjusted image and the normal image must be sufficient to achieve binocular fusion.
13. The system as claimed in claim 1, wherein the eye-tracking module provides the viewer's eye gaze position and gaze depth to the virtual image module; wherein the first target position and the first target depth are respectively the first gaze position and the first gaze depth, and the second target position and the second target depth are respectively the second gaze position and the second gaze depth.
14. The system as described in claim 13, wherein the virtual image module displays a second virtual object at a preset position and a preset depth, and when the first virtual object moves into a preset space range of the second virtual object, the second virtual object changes and interacts with the first virtual object within a preset time period.
15. The system of claim 14, wherein when the first virtual object moves and overlaps with the second virtual object, the second virtual object changes and interacts with the first virtual object.
16. The system of claim 13, further comprising: A real object measurement module used to measure the position and depth of real objects.
17. The system as described in claim 16, wherein when the first virtual object moves to a preset spatial range of the real object, a feedback is given to the viewer.
18. The system as described in claim 14, wherein the first virtual object is a targeting cursor, and when the first virtual object overlaps with the second virtual object within a preset time, the second virtual object changes and displays an explosion.
19. The system as described in claim 14, wherein the first virtual object is a bowling ball, the second virtual object is a stack of bowling pins, and the stack of pins interacts with the bowling ball when the first virtual object overlaps with the second virtual object.
20. The system of claim 13, wherein the virtual image module is calibrated for the viewer so that the viewer can perceive the first virtual object at the gaze position and gaze depth.
21. The system as claimed in claim 1, wherein the virtual imaging module further includes a control unit for processing the normal light signal and the corresponding adjustment light signal.
22. The system of claim 1, wherein the virtual image module further comprises: A normal light signal generator generates several normal light signals for the normal image of the first virtual object; A normal light combining element redirects these several normal light signals to the retina of the viewer's normal eye; Adjust the light signal generator to generate several adjustment light signals for the adjusted image of the first virtual object; as well as Adjust the light combining element to redirect the several adjustment light signals to the retina of the viewer's weak eye.
23. The system of claim 22, further comprising: A supporting structure, worn on the viewer's head; The eye-tracking module is supported by the support structure, the normal light signal generator and the adjustment light signal generator are supported by the support structure, and the normal light combining element and the adjustment light combining element are supported by the support structure.
24. The system as described in claim 1, further comprising: User interface for controlling the eye-tracking module and the virtual image module.
25. The system as described in claim 1, further comprising: The feedback module is used to provide feedback to the viewer when a preset situation occurs.
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