A method and system for screening ADHD based on game interaction and eye tracking
By using a game-based ADHD screening system that integrates game interaction and eye tracking, and leveraging virtual reality devices and eye-tracking data for assessment, the system addresses the subjectivity issues of existing ADHD assessment methods, achieving more accurate and objective ADHD screening.
Patent Information
- Application Number
- CN202310315525.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-03-28
- Publication Date
- 2025-10-28
- Estimated Expiration
- 2043-03-28
AI Technical Summary
Current ADHD assessment methods mainly rely on interviews and questionnaires, which are highly subjective, cannot be objectively quantified, and are difficult to systematically manage the progression of the disease.
An ADHD screening system based on game interaction and eye tracking is adopted. It utilizes virtual reality devices, eye-tracking interaction modules, and data evaluation modules to screen for ADHD by evaluating eye-tracking data through eye-tracking interaction tasks in shooting games and support vector machine classifiers.
It provides more objective parameters and indicators, improves the accuracy and external validity of ADHD screening, and can automatically adjust the task scenario to assist medical professionals in making a preliminary diagnosis.
Smart Images

Figure CN116392123B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of medical technology, specifically to a method and system for screening ADHD based on game interaction and eye tracking. Background Technology
[0002] Attention deficit hyperactivity disorder (ADHD), also known as ADHD, refers to a group of syndromes that occur in childhood and are characterized by significant difficulty concentrating, short attention span, hyperactivity, or impulsivity and irritability compared to children of the same age. These symptoms are chronic and persistent, leading to slower physical development than children of the same age, and causing physical, academic, and interpersonal difficulties and burdens for patients and their families. However, current assessments of ADHD mainly rely on interviews, questionnaires, and clinical observation, which are highly subjective, subject to bias, and situational, making objective quantification difficult and hindering systematic management of assessment results and disease progression.
[0003] Therefore, how to better and more effectively screen and assess ADHD has become an urgent problem for those skilled in the art. Summary of the Invention
[0004] In view of the above problems, this specification is proposed to provide an ADHD screening system and method based on game interaction and eye tracking that overcomes or at least partially solves the above problems.
[0005] Other features and advantages disclosed herein will become apparent from the following detailed description, or may be learned in part by practice of this disclosure.
[0006] In a first aspect, embodiments of this application provide an ADHD screening system based on game interaction and eye tracking, including a virtual reality device module, a task scene module, an eye-tracking interaction module, an eye-tracking data module, and an evaluation module, wherein: the task scene module is used to establish a virtual reality environment and an eye-tracking interaction task scene; the virtual reality device module is used to display the virtual reality environment to the user and perform eye-tracking interaction tasks in the eye-tracking interaction task scene; the eye-tracking interaction module is used to perform eye-tracking interaction with the user according to the eye-tracking interaction task; the eye-tracking data module is used to collect eye-tracking data when the user performs eye-tracking interaction and send the eye-tracking data to the evaluation module; the evaluation module is used to receive the eye-tracking data sent by the eye-tracking data module, evaluate the eye-tracking data through a data evaluation model, and output the evaluation result.
[0007] In some embodiments, the virtual reality device module includes a head-mounted display, a controller, and an eye tracker, wherein: the head-mounted display is used to display the eye-tracking interaction task interface in the virtual reality environment and play the sound effects corresponding to the eye-tracking interaction task; the controller is used to complete the configuration of the ADHD screening system and execute the eye-tracking interaction task in the eye-tracking interaction task scenario; and the eye tracker is used to capture the user's eye movements and record and track the user's eye movement trajectory.
[0008] In some embodiments, the eye-tracking interaction task in the eye-tracking interaction module includes several eye-tracking interaction sub-tasks. Each eye-tracking interaction sub-task includes a guidance phase and a testing phase. The guidance phase is a demonstration phase of eye-tracking interaction to the user, and the testing phase is a phase in which the user performs eye-tracking interaction.
[0009] In some embodiments, the eye-tracking interaction module is a shooting game interaction module. The shooting game interaction module includes several eye-tracking interaction sub-tasks, including a normal mode shooting task, a specific target shooting task, and a reverse shooting task. The normal mode shooting task involves finding floating balloons in different life scenarios and shooting at them. The specific target shooting task involves finding a specific target among balloons of different colors and shapes and shooting at it. The reverse shooting task involves placing a distracting stimulus next to the user's gaze point, and the user needs to move to the horizontal mirror position of the distracting stimulus to shoot.
[0010] In some embodiments, in the shooting game interaction module, when a user performs an eye-tracking interaction sub-task, a marker is displayed in the center of the eye-tracking interaction task interface. The marker is used to prompt the user to perform fixation and prepare to start the game. After a first preset duration, the marker in the center of the eye-tracking interaction task interface disappears, and the user enters the guidance phase of the eye-tracking interaction sub-task, where the eye-tracking interaction task interface demonstrates the game interaction rules. After the guidance phase ends, the marker is displayed again in the center of the eye-tracking interaction task interface. After a second preset duration, the marker disappears, and the user enters the testing phase of the eye-tracking interaction sub-task, where the user completes a shooting action by moving their eyes to fixate on the target according to the game prompts.
[0011] In some embodiments, the system further includes a personalization processing module, which is used to mark the task scene content and order corresponding to the previous eye-tracking data after the previous eye-tracking data evaluation of the user is completed, and to reduce the frequency of occurrence of the task scene content and order corresponding to the previous eye-tracking data when the user enters the next eye-tracking data evaluation.
[0012] In some embodiments, the evaluation module includes an evaluation submodule, which is used to evaluate eye-tracking data using a support vector machine and output evaluation results.
[0013] In some embodiments, before evaluating eye-tracking data using a support vector machine and outputting the evaluation results, the method further includes: acquiring eye-tracking test sample data, which includes post-test eye-tracking data from healthy individuals and ADHD patients; dividing the eye-tracking test sample data into an eye-tracking data sample training set and an eye-tracking data sample test set; and training and testing the support vector machine using cross-validation based on the eye-tracking data sample training set and the eye-tracking data sample test set, while adjusting the model parameters in the support vector machine to obtain a trained support vector machine.
[0014] In some embodiments, eye-tracking data includes, but is not limited to, two-dimensional coordinates of the fixation point, eye trajectory, fixation time, saccade time, average saccade time, and saccade direction error rate.
[0015] Secondly, embodiments of this application provide a method for screening ADHD based on game interaction and eye tracking, applied to an ADHD screening system based on game interaction and eye tracking, including: establishing a virtual reality environment and an eye-tracking interaction task scenario; displaying the virtual reality environment to the user and performing an eye-tracking interaction task in the eye-tracking interaction task scenario; performing eye-tracking interaction with the user according to the eye-tracking interaction task; collecting eye-tracking data when the user performs eye-tracking interaction and sending the eye-tracking data to an evaluation module; receiving the eye-tracking data through the evaluation module, evaluating the eye-tracking data through a data evaluation model, and outputting the evaluation result.
[0016] This application embodiment can establish a virtual reality environment and an eye-tracking interaction task scenario; then show the virtual reality environment to the user and perform an eye-tracking interaction task in the eye-tracking interaction task scenario; then perform eye-tracking interaction with the user according to the eye-tracking interaction task; then collect the user's eye-tracking data during the eye-tracking interaction process, store the eye-tracking data and send it to the evaluation module; finally, receive the eye-tracking data sent by the eye-tracking data module, evaluate the eye-tracking data through the data evaluation model, and output the evaluation result.
[0017] This invention not only employs VR game interaction and eye-tracking technology, providing an immersive experience that more closely resembles natural reality and ensures the external validity of the test; furthermore, the reverse shooting task in the eye-tracking interaction module utilizes a reverse eye-tracking behavioral paradigm, using the error rate of eye saccade direction obtained by ADHD patients in the reverse shooting task to more effectively screen for ADHD patients; simultaneously, this application uses a trained machine learning support vector machine classifier to predict ADHD scores based on users' eye-tracking data, improving the accuracy of eye-tracking data testing for ADHD patients; moreover, this application can automatically label and adjust the content and order of task scenarios based on user test results. Compared with current methods that mainly rely on questionnaires or behavioral observation, this application can provide more objective parameter indicators to assist medical professionals in making a preliminary diagnosis of ADHD in children. Attached Figure Description
[0018] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0019] Figure 1 This is a schematic diagram of the ADHD screening system based on game interaction and eye tracking provided in an embodiment of this application;
[0020] Figure 2 This is a flowchart illustrating the ADHD screening method based on game interaction and eye tracking provided in an embodiment of this application;
[0021] Figure 3 This is a schematic diagram of the server structure provided in an embodiment of this application. Detailed Implementation
[0022] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0023] This application provides an ADHD screening system and method based on game interaction and eye tracking.
[0024] Virtual Reality (VR) technology is a computer simulation system that creates and allows users to experience virtual worlds. It utilizes real-world data and electronic signals generated by computer technology, combining these signals with various output devices to create a realistic three-dimensional virtual world that provides a multi-sensory experience, including visual, tactile, and olfactory sensations. This allows users to feel as if they are actually there. The phenomena in the virtual world can be real objects or substances invisible to the naked eye, represented through three-dimensional models. Because these phenomena are not directly observable but rather simulated through computer technology, it is called virtual reality.
[0025] Eye tracking is the process of measuring the fixation point (where a person is looking) or the movement of the eyes relative to the head. Eye-tracking technology is used in many disciplines, including cognitive science, psychology (especially psycholinguistics and visual world paradigms), human-computer interaction (HCI), human factors and ergonomics, market research, and medical research (neurological diagnostics). Specific applications include tracking eye movements in language reading, music reading, human activity recognition, advertising perception, motion, distraction detection, and cognitive load.
[0026] Attention deficit hyperactivity disorder (ADHD), also known as ADHD, is a syndrome that occurs in childhood and is characterized by significant difficulty concentrating, short attention span, hyperactivity, or impulsivity and irritability compared to children of the same age. These symptoms are chronic and persistent, leading to slower physical development than children of normal age. ADHD is a relatively common disorder in children, with a reported prevalence of 3%-5%.
[0027] Firstly, embodiments of this application provide an ADHD screening system based on game interaction and eye-tracking, such as... Figure 1 As shown, the ADHD screening system includes a virtual reality device module 100, a task scenario module 110, an eye-tracking interaction module 120, an eye-tracking data module 130, and an evaluation module 140. Specifically: the task scenario module 110 is used to establish a virtual reality environment and an eye-tracking interaction task scenario; the virtual reality device module 100 is used to display the virtual reality environment to the user and perform eye-tracking interaction tasks within the task scenario; the eye-tracking interaction module 120 is used to perform eye-tracking interaction with the user based on the task; the eye-tracking data module 130 is used to collect eye-tracking data from the user during eye-tracking interaction and send the data to the evaluation module 140; the evaluation module 140 is used to receive the eye-tracking data sent by the eye-tracking data module 130, evaluate the data using a data evaluation model, and output the evaluation results.
[0028] The eye-tracking data includes, but is not limited to, the two-dimensional coordinates of the fixation point, eye trajectory, fixation time, saccade time, average saccade time, and saccade direction error rate.
[0029] In this embodiment, the task scene module 110 can establish a virtual reality environment and task scene. The task scene module 110 is developed using the Unity engine, and the image materials within the scene can be drawn using Photoshop, etc. The eye-tracking data module 130 is used for collecting, archiving, and processing eye-tracking data. When archiving eye-tracking data, it can be backed up to the cloud. Processing the eye-tracking data corresponds to sending it to the data evaluation model in the evaluation module 140. The evaluation module 140 receives the eye-tracking data sent by the eye-tracking data module 130 and outputs an evaluation result through the data evaluation model. The evaluation result may include whether ADHD is present and the probability of ADHD.
[0030] In some embodiments, the virtual reality device module 100 includes a head-mounted display, a controller, and an eye tracker, wherein: the head-mounted display is used to display the eye-tracking interaction task interface in the virtual reality environment and play the sound effects corresponding to the eye-tracking interaction task; the controller is used to complete the configuration of the ADHD screening system and execute the eye-tracking interaction task in the eye-tracking interaction task scenario; and the eye tracker is used to capture the user's eye movements and record and track the user's eye movement trajectory.
[0031] In this embodiment, the virtual reality device module 100 is a VR all-in-one device, which may include a highly integrated head-mounted display, several controllers, an eye tracker, etc. The head-mounted display can be a VR headset, which can display a task interface and play sound effects. The controllers can be integrated into the VR headset, and can assist the user in completing system configuration and performing tasks. The eye tracker can capture eye movements and record and track the user's eye movement trajectory. In this embodiment, the VR all-in-one device can record eye movement data using an eye tracker, such as the Tobii 90Hz eye tracker. In other embodiments of this application, eye movement data can also be recorded using other devices, and this application does not impose any limitations on this.
[0032] In some embodiments, the eye-tracking interaction task in the eye-tracking interaction module 120 includes several eye-tracking interaction sub-tasks. Each eye-tracking interaction sub-task includes a guidance phase and a testing phase. The guidance phase is a phase of demonstrating eye-tracking interaction to the user, and the testing phase is a phase of the user performing eye-tracking interaction.
[0033] In some embodiments, the eye-tracking interaction module 120 is a shooting game interaction module. The shooting game interaction module includes several eye-tracking interaction sub-tasks, including a normal mode shooting task, a specific target shooting task, and a reverse shooting task. The normal mode shooting task involves finding floating balloons in different life scenarios and shooting at them. The specific target shooting task involves finding specific targets among balloons of different colors and shapes and shooting at them. The reverse shooting task involves placing a distracting stimulus next to the user's gaze point, and the user needs to move to the horizontal mirror position of the distracting stimulus to shoot.
[0034] In this embodiment, a shooting game can be used as the theme. The shooting game interaction module includes several eye-tracking interaction sub-tasks, such as normal mode shooting tasks, specific target shooting tasks, and reverse shooting tasks. Each eye-tracking interaction sub-task is divided into two phases: a guidance phase and a testing phase. The guidance phase is a game demonstration, and the testing phase is when the user officially starts the game and completes a shooting action by moving their eyes to focus on the target according to the game prompts. The normal mode shooting task could involve finding and shooting floating balloons in various everyday scenarios; the specific target shooting task could involve finding and shooting specific targets among balloons of different colors and shapes; and the reverse shooting task involved moving to a horizontal mirror image of the distracting stimulus near the fixation point to shoot.
[0035] Saccades refer to the movement of the eyeballs, which can focus the gaze on a location requiring attention in order to extract necessary information. Saccades are influenced by various factors, such as the color of an object, its motion, and the observer's state of attention. Based on their occurrence, saccades can be divided into two types: extrinsic saccades, primarily influenced by the characteristics of visual stimuli; and intrinsic saccades, primarily influenced by factors such as the target, expectations, and cognitive strategies.
[0036] The saccade direction error rate refers to the proportion of participants who make saccades in the wrong direction during a reverse saccade task. A sudden stimulus entering the visual field triggers a reflexive saccade toward the target, but reverse saccades require participants to suppress this behavior. Therefore, the saccade direction error rate reflects a participant's ability to voluntarily control saccades and is an important indicator for assessing a participant's behavioral inhibition function.
[0037] This application's embodiment of the reverse shooting task is based on the experimental paradigm of reverse saccades. During the reverse shooting task, interfering stimuli appear next to the user's fixation point during game interaction, requiring the user to move to the horizontal mirror position of the interfering stimuli to shoot. Children with ADHD have normal or near-normal neural circuits controlling extrinsic eye movements, but their oculomotor inhibition ability (i.e., the endogenous components of fixation and saccades) is deficient. Therefore, the saccade direction error rate in ADHD patients differs significantly from that of normal individuals. This application's embodiment of the reverse shooting task interacts with the user based on the experimental paradigm of reverse saccades. Furthermore, this application's embodiment can more effectively screen for ADHD patients by analyzing their saccade direction error rate in the reverse shooting task.
[0038] The reverse saccade experimental paradigm involves first presenting the user with a central fixation point in the center of the screen, followed by a target stimulus presented at a location to the left or right of the central fixation point. Unlike the traditional oriented saccade task, the reverse saccade task requires the user to focus on the opposite mirror image location instead of the peripheral target stimulus.
[0039] In some embodiments, in the shooting game interaction module, when a user performs an eye-tracking interaction sub-task, a marker is displayed in the center of the eye-tracking interaction task interface. The marker is used to prompt the user to perform fixation and prepare to start the game. After a first preset duration, the marker in the center of the eye-tracking interaction task interface disappears, and the user enters the guidance phase of the eye-tracking interaction sub-task, where the eye-tracking interaction task interface demonstrates the game interaction rules. After the guidance phase ends, the marker is displayed again in the center of the eye-tracking interaction task interface. After a second preset duration, the marker disappears, and the user enters the testing phase of the eye-tracking interaction sub-task, where the user completes a shooting action by moving their eyes to fixate on the target according to the game prompts.
[0040] In some embodiments, the system further includes a personalization processing module 150, which is used to mark the task scene content and order corresponding to the previous eye-tracking data after the previous eye-tracking data evaluation of the user is completed, and to reduce the frequency of occurrence of the task scene content and order corresponding to the previous eye-tracking data when the user enters the next eye-tracking data evaluation.
[0041] In some embodiments, the evaluation module 140 includes an evaluation submodule, which is used to evaluate eye-tracking data using a support vector machine and output evaluation results.
[0042] In some embodiments, before evaluating eye-tracking data using a support vector machine and outputting the evaluation results, the method further includes: acquiring eye-tracking test sample data, which includes post-test eye-tracking data from healthy individuals and ADHD patients; dividing the eye-tracking test sample data into an eye-tracking data sample training set and an eye-tracking data sample test set; and training and testing the support vector machine using cross-validation based on the eye-tracking data sample training set and the eye-tracking data sample test set, while adjusting the model parameters in the support vector machine to obtain a trained support vector machine.
[0043] In this embodiment, Support Vector Machines (SVMs) are a type of generalized linear classifier that performs binary classification of data using supervised learning. This embodiment uses SVMs to evaluate eye-tracking data, and before outputting the evaluation results, it also includes training the SVM. Specifically, the process involves: collecting and organizing post-test eye-tracking data from healthy individuals and ADHD patients; model evaluation: evaluating the model using cross-validation and dividing the sample data into training and validation sets; and model training: training the SVM by adjusting the relaxation factor C and gamma parameters. The trained SVM is then used to predict ADHD scores based on the user's eye-tracking data.
[0044] Furthermore, the ADHD screening system based on game interaction and eye tracking in this application embodiment includes a client 10 and a server 20. The virtual reality device module 100, task scene module 110, eye-tracking interaction module 120, eye-tracking data module 130, and evaluation module 140 are located on the client 10. When using the client 10, the user first wears a VR headset and turns it on. The client 10 automatically starts cloud storage services and backs up the collected eye-tracking data to the cloud. When entering the eye-tracking interaction module 120, a marker (such as a crosshair) appears in the center of the screen to facilitate fixation and prepare for the game. After a first preset duration (e.g., 2 seconds), the marker disappears, and the guidance phase begins, with the screen demonstrating the gameplay. After the guidance phase ends, the marker reappears in the center of the screen, disappears after a second preset duration (e.g., 2 seconds), and the test officially begins. The user moves their eyes to focus on the target according to the game prompts to complete a shooting action. In this application embodiment, the test time for each sub-task can be set to 5-10 minutes. The assessment module 140 outputs assessment results, including whether the patient has ADHD and the probability of ADHD (i.e., the accuracy of ADHD screening).
[0045] In this embodiment of the application, the server 20 and client 10 of the ADHD screening system based on game interaction and eye tracking are started simultaneously. The server 20 is used to record and back up the user ID, sub-task ID and duration of each sub-task, start and end time of the entire test; receive and back up eye tracking data, import the constructed data evaluation model into the client 10; and export the evaluation results from the client 10.
[0046] The ADHD screening system client 10 based on game interaction and eye tracking includes a task scenario module 110, an eye-tracking interaction module 120, an eye-tracking data module 130, an assessment module 140, and a server 20, all of which can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet, smart Bluetooth device, laptop, or personal computer (PC); the server can be a single server or a server cluster consisting of multiple servers.
[0047] In some embodiments, the task scenario module 110, eye-tracking interaction module 120, eye-tracking data module 130, evaluation module 140, and server 20 in client 10 can also be integrated into multiple electronic devices, such as multiple servers, and the ADHD screening method based on game interaction and eye-tracking of this application can be implemented by multiple servers.
[0048] In some embodiments, the task scenario module 110, eye-tracking interaction module 120, eye-tracking data module 130, evaluation module 140 in the client 10 and the server 20 can respectively correspond to the first server, the second server, the third server, the fourth server and the fifth server.
[0049] The system includes the following components: The first server, corresponding to the task scenario module 110, is used to establish the virtual reality environment and eye-tracking interaction task scenarios. The second server, corresponding to the eye-tracking interaction module 120, is used to perform eye-tracking interactions with the user based on the eye-tracking interaction tasks. The third server, corresponding to the eye-tracking data module 130, is used to collect eye-tracking data from the user during eye-tracking interactions and send the data to the evaluation module. The fourth server, corresponding to the evaluation module 140, is used to receive the eye-tracking data sent by the eye-tracking data module, evaluate the data using a data evaluation model, and output the evaluation results. The fifth server, corresponding to the server-side 20, is used to record and back up the user ID, sub-task ID, duration of each sub-task, start and end times of the entire test; receive and back up eye-tracking data; import the constructed data evaluation model into the client 10; and export the evaluation results from the client 10.
[0050] This invention not only employs VR game interaction and eye-tracking technology, providing an immersive experience that more closely resembles natural reality and ensures the external validity of the test; furthermore, the reverse shooting task in the eye-tracking interaction module utilizes a reverse eye-tracking behavioral paradigm, using the error rate of eye saccade direction obtained by ADHD patients in the reverse shooting task to more effectively screen for ADHD patients; simultaneously, this application uses a trained machine learning support vector machine classifier to predict ADHD scores based on users' eye-tracking data, improving the accuracy of eye-tracking data testing for ADHD patients; moreover, this application can automatically label and adjust the content and order of task scenarios based on user test results. Compared with current methods that mainly rely on questionnaires or behavioral observation, this application can provide more objective parameter indicators to assist medical professionals in making a preliminary diagnosis of ADHD in children.
[0051] Secondly, this application also provides a method for screening ADHD based on game interaction and eye tracking, such as... Figure 2 As shown, the specific process of this ADHD screening method, applied to an ADHD screening system based on game interaction and eye tracking, can be as follows:
[0052] S200, Establish virtual reality environment and eye-tracking interaction task scenarios.
[0053] S210. Present the virtual reality environment to the user and perform eye-tracking interaction tasks in the eye-tracking interaction task scenario.
[0054] In this embodiment, an eye-tracking interaction task interface can be displayed in a virtual reality environment through a head-mounted device, and the corresponding sound effects of the eye-tracking interaction task can be played; the ADHD screening system can be configured through a controller, and the eye-tracking interaction task can be executed in the eye-tracking interaction task scenario; and the user's eye movements can be captured, recorded, and tracked through an eye tracker.
[0055] S220. Perform eye-tracking interaction with the user based on the eye-tracking interaction task.
[0056] In this embodiment of the application, the eye-tracking interaction task in the eye-tracking interaction module includes several eye-tracking interaction sub-tasks. Each eye-tracking interaction sub-task includes a guidance stage and a testing stage. The guidance stage is the stage of demonstrating eye-tracking interaction to the user, and the testing stage is the stage of the user performing eye-tracking interaction.
[0057] In some embodiments, several eye-tracking interaction subtasks include a normal mode shooting task, a specific target shooting task, and a reverse shooting task, wherein: the normal mode shooting task involves finding floating balloons in different life scenarios and shooting at them; the specific target shooting task involves finding specific targets among balloons of different colors and shapes and shooting at them; and the reverse shooting task involves placing a distracting stimulus next to the user's gaze point, and the user needs to move to the horizontal mirror position of the distracting stimulus to shoot.
[0058] In some embodiments, when a user performs an eye-tracking interaction subtask, a marker is displayed in the center of the eye-tracking interaction task interface to prompt the user to perform fixation and prepare to start the game. After a first preset duration, the marker in the center of the eye-tracking interaction task interface disappears, and the user enters the guidance phase of the eye-tracking interaction subtask, where the eye-tracking interaction task interface demonstrates the game's interaction rules. After the guidance phase ends, the marker is displayed again in the center of the eye-tracking interaction task interface. After a second preset duration, the marker disappears, and the user enters the testing phase of the eye-tracking interaction subtask, where the user completes a shooting action by moving their eyes to fixate on a target according to the game prompts.
[0059] S230. Collect eye movement data when the user performs eye movement interaction, and send the eye movement data to the evaluation module.
[0060] In some embodiments, eye-tracking data includes, but is not limited to, two-dimensional coordinates of the fixation point, eye trajectory, fixation time, saccade time, average saccade time, and saccade direction error rate.
[0061] S240. Receive eye-tracking data through the evaluation module, evaluate the eye-tracking data through the data evaluation model, and output the evaluation results.
[0062] In some embodiments, eye-tracking data can also be evaluated using a support vector machine to output evaluation results.
[0063] In some embodiments, before evaluating eye-tracking data using a support vector machine and outputting the evaluation results, the method further includes: acquiring eye-tracking test sample data, which includes post-test eye-tracking data from healthy individuals and ADHD patients; dividing the eye-tracking test sample data into an eye-tracking data sample training set and an eye-tracking data sample test set; and training and testing the support vector machine using cross-validation based on the eye-tracking data sample training set and the eye-tracking data sample test set, while adjusting the model parameters in the support vector machine to obtain a trained support vector machine.
[0064] In some embodiments, after the previous eye-tracking data assessment of the user is completed, the task scene content and sequence corresponding to the previous eye-tracking data are marked, and when the user enters the next eye-tracking data assessment, the frequency of occurrence of the task scene content and sequence corresponding to the previous eye-tracking data is reduced.
[0065] This application embodiment can establish a virtual reality environment and an eye-tracking interaction task scenario; then show the virtual reality environment to the user and perform an eye-tracking interaction task in the eye-tracking interaction task scenario; then perform eye-tracking interaction with the user according to the eye-tracking interaction task; then collect the user's eye-tracking data during the eye-tracking interaction process, store the eye-tracking data and send it to the evaluation module; finally, receive the eye-tracking data sent by the eye-tracking data module, evaluate the eye-tracking data through the data evaluation model, and output the evaluation result.
[0066] This invention not only employs VR game interaction and eye-tracking technology, providing an immersive experience that more closely resembles natural reality and ensures the external validity of the test; furthermore, the reverse shooting task in the eye-tracking interaction module utilizes a reverse eye-tracking behavioral paradigm, using the error rate of eye saccade direction obtained by ADHD patients in the reverse shooting task to more effectively screen for ADHD patients; simultaneously, this application uses a trained machine learning support vector machine classifier to predict ADHD scores based on users' eye-tracking data, improving the accuracy of eye-tracking data testing for ADHD patients; moreover, this application can automatically label and adjust the content and order of task scenarios based on user test results. Compared with current methods that mainly rely on questionnaires or behavioral observation, this application can provide more objective parameter indicators to assist medical professionals in making a preliminary diagnosis of ADHD in children.
[0067] In this embodiment, a detailed description will be given using the example that each module in this embodiment is a server. For example, ... Figure 3 As shown, it illustrates a schematic diagram of the server structure involved in an embodiment of this application. Specifically:
[0068] The server may include components such as a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, a power supply 303, an input module 304, and a communication module 305. Those skilled in the art will understand that... Figure 3 The server architecture shown does not constitute a limitation on the server and may include more or fewer components than illustrated, or combine certain components, or have different component arrangements. Wherein:
[0069] The processor 301 is the control center of the server, connecting various parts of the server through various interfaces and lines. It performs various server functions and processes data by running or executing software programs and / or modules stored in the memory 302, and by calling data stored in the memory 302, thereby providing overall monitoring of the server. In some embodiments, the processor 301 may include one or more processing cores; in some embodiments, the processor 301 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may also not be integrated into the processor 301.
[0070] The memory 302 can be used to store software programs and modules. The processor 301 executes various functional applications and data processing by running the software programs and modules stored in the memory 302. The memory 302 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, application programs required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the server, etc. In addition, the memory 302 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device. Accordingly, the memory 302 may also include a memory controller to provide the processor 301 with access to the memory 302.
[0071] The server also includes a power supply 303 that supplies power to the various components. In some embodiments, the power supply 303 can be logically connected to the processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. The power supply 303 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0072] The server may also include an input module 304, which can be used to receive input numeric or character information and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.
[0073] The server may also include a communication module 305. In some embodiments, the communication module 305 may include a wireless module, through which the server can perform short-range wireless transmission, thereby providing users with wireless broadband internet access. For example, the communication module 305 can be used to help users send and receive emails, browse web pages, and access streaming media.
[0074] Although not shown, the server may also include a display unit, etc., which will not be described in detail here. Specifically, in this embodiment, the processor 301 in the server loads the executable files corresponding to the processes of one or more applications into the memory 302 according to the following instructions, and the processor 301 runs the applications stored in the memory 302, thereby realizing various functions in the ADHD screening device based on game interaction and eye tracking.
[0075] In some embodiments, a computer program product is also proposed, including a computer program or instructions that, when executed by a processor, implement the steps in any of the above-described ADHD screening methods based on game interaction and eye tracking.
[0076] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0077] As can be seen from the above, the embodiments of this application not only employ VR game interaction and eye-tracking technology, providing an immersive experience that more closely resembles natural reality and ensures the external validity of the test; furthermore, the reverse shooting task in the eye-tracking interaction module of this application utilizes the reverse eye-tracking behavioral paradigm, which can more effectively screen for ADHD patients by analyzing the error rate of eye saccade direction obtained by ADHD patients in the reverse shooting task; simultaneously, this application uses a trained machine learning support vector machine classifier to predict ADHD scores based on the user's eye-tracking data, improving the accuracy of eye-tracking data testing for ADHD patients; moreover, this application can automatically label and adjust the content and order of task scenarios based on the user's test results. Compared with current methods that mainly rely on questionnaires or behavioral observation, this application can provide more objective parameter indicators to assist medical professionals in making a preliminary diagnosis of ADHD in children.
[0078] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0079] To this end, embodiments of this application provide a computer-readable storage medium storing multiple instructions that can be loaded by a processor to execute steps in any of the ADHD screening methods based on game interaction and eye tracking provided in embodiments of this application. For example, the instructions can execute the following steps: first, establish a virtual reality environment and an eye-tracking interaction task scenario; then, display the virtual reality environment to the user and perform an eye-tracking interaction task in the eye-tracking interaction task scenario; then, perform eye-tracking interaction with the user according to the eye-tracking interaction task; next, collect the user's eye-tracking data during the eye-tracking interaction process, store the eye-tracking data, and send it to an evaluation module; finally, receive the eye-tracking data sent by the eye-tracking data module, evaluate the eye-tracking data through a data evaluation model, and output the evaluation result, etc.
[0080] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0081] According to one aspect of this application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in various optional implementations of the ADHD screening method based on game interaction and eye tracking provided in the above embodiments.
[0082] Since the instructions stored in the storage medium can execute the steps in any of the ADHD screening methods based on game interaction and eye tracking provided in the embodiments of this application, the beneficial effects that any of the ADHD screening methods based on game interaction and eye tracking provided in the embodiments of this application can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.
[0083] The above provides a detailed description of an ADHD screening method, device, server, and computer-readable storage medium based on game interaction and eye tracking, as provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and its core ideas. At the same time, those skilled in the art will recognize that there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A ADHD screening system based on game interaction and eye tracking, characterized in that, It includes a virtual reality device module, a task scenario module, an eye-tracking interaction module, an eye-tracking data module, and an evaluation module, among which: The task scenario module is used to establish virtual reality environments and eye-tracking interaction task scenarios; The virtual reality device module is used to display the virtual reality environment to the user and perform eye-tracking interaction tasks in the eye-tracking interaction task scenario; The eye-tracking interaction module is a shooting game interaction module. Several eye-tracking interaction subtasks within this module include a normal mode shooting task, a specific target shooting task, and a reverse shooting task. Specifically: the normal mode shooting task involves finding floating balloons in different everyday scenarios and shooting them; the specific target shooting task involves finding a specific target among balloons of different colors and shapes and shooting it; and the reverse shooting task involves placing a distracting stimulus near the user's gaze point, requiring the user to move to a horizontal mirror position of the distracting stimulus to shoot. The eye-tracking data module is used to collect eye-tracking data when the user performs eye-tracking interactions and send the eye-tracking data to the evaluation module; The evaluation module includes an evaluation submodule, which is used to evaluate the eye-tracking data using a support vector machine (SVM) and output the evaluation result. The training process of the SVM includes: acquiring eye-tracking test sample data, which includes post-test eye-tracking data from healthy individuals and ADHD patients; dividing the eye-tracking test sample data into an eye-tracking data training set and an eye-tracking data test set; and training and testing the SVM using cross-validation based on the eye-tracking data training set and the eye-tracking data test set, while simultaneously adjusting the model parameters in the SVM to obtain a trained SVM.
2. The ADHD screening system based on game interaction and eye tracking as described in claim 1, characterized in that, The virtual reality device module includes a head-mounted display, a controller, and an eye tracker, wherein: The head-mounted device is used to display the eye-tracking interaction task interface in the virtual reality environment and play the sound effects corresponding to the eye-tracking interaction task. The controller is used to configure the ADHD screening system and execute the eye-tracking interaction task in the eye-tracking interaction task scenario; The eye tracker is used to capture the user's eye movements and record and track the user's eye movement trajectory.
3. The ADHD screening system based on game interaction and eye tracking as described in claim 1 or 2, characterized in that, The eye-tracking interaction task in the eye-tracking interaction module includes several eye-tracking interaction sub-tasks. Each eye-tracking interaction sub-task includes a guidance phase and a testing phase. The guidance phase is a demonstration phase of eye-tracking interaction to the user, and the testing phase is a phase in which the user performs eye-tracking interaction.
4. The ADHD screening system based on game interaction and eye tracking as described in claim 3, characterized in that, In the shooting game interaction module, when the user performs the eye-tracking interaction sub-task, a marker is displayed in the center of the eye-tracking interaction task interface. The marker is used to prompt the user to perform fixation point calibration and prepare to start the game. After a first preset time, the marker in the center of the eye-tracking interaction task interface disappears, and the user enters the guidance stage of the eye-tracking interaction sub-task. The eye-tracking interaction task interface demonstrates the game interaction rules. After the guidance phase ends, the marker is displayed again in the center of the eye-tracking interaction task interface. After a second preset time, the marker disappears from the center of the eye-tracking interaction task interface, and the user enters the testing phase of the eye-tracking interaction sub-task. The user completes a shooting action by moving their eyes to look at the target according to the game prompts.
5. The ADHD screening system based on game interaction and eye tracking as described in claim 1, characterized in that, The system also includes a personalization processing module, which is used to mark the task scene content and order corresponding to the previous eye movement data after the previous eye movement data evaluation of the user is completed, and to reduce the frequency of occurrence of the task scene content and order corresponding to the previous eye movement data when the user enters the next eye movement data evaluation.
6. The ADHD screening system based on game interaction and eye tracking as described in claim 1, characterized in that, The eye-tracking data includes, but is not limited to, the two-dimensional coordinates of the fixation point, eye trajectory, fixation time, saccade time, average saccade time, and saccade direction error rate.
Citation Information
Patent Citations
Brain cognitive function detection system
CN114259205A
System and methods for use in vision assessment to determine refractive errors and neurodegenerative disorders by ocular biomarking features
US20210330185A1