Weak vision training method and system based on superposition of visual stimulation and body movement
By overlaying visual stimuli and proprioceptive training on a virtual reality display device, the problems of binocular visual balance and posture control in amblyopic patients were solved, achieving comprehensive improvement in binocular vision and posture.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- GUANGDONG GAILLON MEDICAL DEV CO LTD
- Filing Date
- 2023-09-19
- Publication Date
- 2026-07-10
Smart Images

Figure CN117205056B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the technical field of visual function training, and more specifically, to a method and system for amblyopia training based on the superposition of visual stimuli and proprioceptive movements. Background Technology
[0002] Visual impairments and defects affect billions of people worldwide. These impairments and defects include amblyopia, strabismus, convergence insufficiency, divergence insufficiency, basic exotropia, hyperconvergence, hyperdivergence, basic esotropia, fusion and convergence dysfunction, vertical strabismus, accommodative dysfunction, persistent accommodative dysacralization, accommodative paralysis, astigmatism, myopia, hyperopia, other forms of refractive errors, presbyopia, and visual defects caused by brain injury. Visual impairments can lead to problems such as perceptual eye misalignment, blurred vision, and poor three-dimensional visual perception, making it difficult for patients to track objects in their visual space and causing difficulties in daily activities such as driving or playing ball sports, thus affecting their daily lives and reducing their quality of life.
[0003] Among visual impairments, amblyopia is particularly harmful. Currently, the solutions offered for amblyopia are usually masking rather than transformative, failing to address the root cause. For example, eyeglasses, intended to alleviate various side effects of amblyopia, may actually further weaken a patient's visual abilities through their use, necessitating the acquisition of newer, higher-prescription glasses over time to maintain clear vision. This negative cycle of visual degeneration, exacerbated by the excessive elongation of the eyeball, increases the probability of developing serious eye problems later in life, such as retinal detachment, macular degeneration, and even blindness.
[0004] Furthermore, many popular therapies that attempt to address the root cause rather than mask the problem are flawed in crucial aspects. For example, the most popular treatment for amblyopia is currently occlusion therapy; however, occlusion therapy typically takes several years to resolve amblyopia, and it doesn't take into account the binocular vision of amblyopic patients. Amblyopia involves not only the weaker eye but also the neural connections and pathways between the two eyes. Because this therapy doesn't address the underlying problem, only 25% of patients treated with this method recover after treatment.
[0005] Currently, research on the neuroplasticity of visual rehabilitation is increasingly being applied to address the root causes of visual problems in rehabilitation therapy. Neuroplasticity in visual rehabilitation refers to the ability of the visual system to restore or improve visual function through structural and functional changes after injury or training. This neuroplasticity not only provides important clues for understanding the development and function of the visual system but also offers new strategies for treating various visual disorders, such as amblyopia, hemianopsia, and macular degeneration.
[0006] Many visually impaired individuals possess a structurally complete binocular visual system. Interocular inhibition can be reduced by decreasing visual function suppression in the peer eye. Therefore, repeated active split-vision perceptual learning tasks or split-vision games can significantly improve the visual acuity of amblyopic children and adults, providing energy-balanced binocular vision. Existing technology discloses a binocular split-vision training system that allows the dominant and suboptimal eyes to simultaneously see disinhibited images through a split-vision device, engaging in disinhibition training games. The dominant eye's lens filters the corresponding color in the stimulus pattern image, displaying only the background color. The suboptimal eye receives additional stimulation from the stimulus pattern image, strengthening the stimulation of the suboptimal eye. This method improves the suboptimal eye's visual acuity, removes the inhibition of the suboptimal eye by the dominant eye, and helps achieve binocular balance as early as possible. However, in this approach, visual stimulation primarily targets the suboptimal eye, failing to simultaneously stimulate the suboptimal eye and suppress the dominant eye's visual function. Furthermore, the distinction between the visual content of the dominant and suboptimal eyes is mainly formed through lens color filtering, resulting in a singular stimulation effect, poor engagement, and weak improvement in binocular visual balance.
[0007] Meanwhile, a large body of clinical evidence has shown that amblyopia affects not only visual acuity but also proprioceptive function. Amblyopia is closely related to proprioception and postural control. In amblyopic patients, both eyes fail to develop properly simultaneously, leading to impairments in visual processing and spatial perception. They often cannot perform complex spatial perception tasks such as stereopsis, depth perception, and distance perception, exhibiting instability or clumsiness when walking, running, or engaging in other sports. Amblyopic patients often have difficulty quickly adjusting to their surroundings, especially during rapid changes or rapid movement. This affects their balance and postural control during dynamic activities, as well as their dynamic assessment. For example, amblyopic patients have difficulty jumping, rotating, or turning quickly, and their activities in track and field, cycling, and driving are also significantly limited. A further impact of amblyopia on proprioception is the poor posture induced by bad habits, which is particularly common in amblyopia, strabismus, and anisometropia. For example, children with amblyopia tend to use their dominant eye more in daily life. This eye-use habit, which involves a lot of eye use in daily life and study, can lead to poor posture control, which greatly increases the incidence of scoliosis in children with amblyopia.
[0008] To more thoroughly address amblyopia and its related proprioceptive problems, and to prevent, expose, and correct the proprioceptive and postural deficiencies caused by amblyopia, patients with amblyopia not only need early visual correction and treatment to promote binocular coordination and visual perception improvement, but also need to enhance their proprioceptive and postural perception based on visual therapy, thereby improving their balance, motor control, and spatial orientation abilities in daily life. Early identification and intervention are crucial because the visual development stage in childhood is essential for establishing a solid foundation for proprioceptive and postural control. Summary of the Invention
[0009] To address the shortcomings of current methods for improving binocular vision in amblyopia, such as the inability to simultaneously stimulate the inferior eye and suppress the dominant eye's visual function, as well as the limited stimulation and weak binocular visual balance treatment effects, this invention proposes an amblyopia training method and system based on the superposition of visual stimulation and proprioceptive movements. Based on the principle of neuroplasticity in visual rehabilitation, visual stimulation content is superimposed onto the original visual image. The difference in visual stimulation between the dominant and inferior eyes helps achieve binocular balance. Simultaneously, corresponding visual effects are superimposed on the patient's proprioceptive movements during treatment, making the treatment process engaging and effective.
[0010] To achieve the above-mentioned technical effects, the technical solution of the present invention is as follows:
[0011] A method and system for amblyopia training based on the superposition of visual stimuli and proprioceptive movements, comprising:
[0012] S1. Display the original visual image on a virtual reality display device, and the visually impaired user to be trained views the original visual image using a binocular vision observation device.
[0013] S2. Superimpose visual stimulus content onto the original visual image so that the visual content observed by the weak eye and the strong eye of the amblyopic user to be trained is different, and the visual content stimulus observed by the weak eye is stronger than the visual content stimulus observed by the strong eye.
[0014] S3. Issue a proprioceptive action training instruction to the visually impaired user to be trained. When the visually impaired user completes the proprioceptive action, overlay the corresponding proprioceptive action visual effect onto the visual content in step S2.
[0015] This technical solution is based on the neuroplasticity principle of visual rehabilitation. Building upon binocular split vision, it overlays visual stimuli onto the original visual image, utilizing the difference in visual content stimulation between the stronger and weaker eye to achieve binocular balance. Furthermore, using the visual stimuli as an attention enhancement tool can improve the adherence to training and treatment for amblyopic patients. Simultaneously, during training, patients are required to perform specific proprioceptive movements. Matching these movements with the form of the visual stimuli promotes visual-proprioceptive-vestibular integration, helping to thoroughly resolve amblyopia and its related proprioceptive problems. It prevents, exposes, and corrects proprioceptive and postural defects caused by amblyopia, enhancing proprioceptive and postural perception on the basis of visual therapy, thereby improving balance, motor control, and spatial orientation abilities in daily life.
[0016] Preferably, the original visual imagery includes original visual images and original visual images;
[0017] The original visual image includes: two-dimensional image superimposed stimulus, static 3D image, dynamic visual composite background image, and dynamic 3D image, and the original visual image changes with display time;
[0018] The original visual images include: 3D game images, 2D video images, and static and dynamic digital combined images;
[0019] The dynamic visual synthesis background image contains Gaussian noise, salt and pepper noise, and brown noise.
[0020] Preferably, the visual stimulus content includes visual variable layer superimposed stimulus and two-dimensional image superimposed stimulus. The visual variable layer superimposed stimulus is used to change the visual content parameter attributes observed by the weak eye and strong eye of the amblyopic user to be trained. By superimposing two-dimensional image superimposed stimulus on the original visual image, the difference in stimulus intensity of the visual content observed by the strong eye and the weak eye is used to force the amblyopic user to be trained to use both eyes at the same time to obtain the complete visual content, so that the binocular vision tends to be balanced.
[0021] Preferably, the visual variable layer superimposed stimuli include: blur, brightness, color, transparency, noise, filter, and distortion.
[0022] Preferably, in step S2, a visual variable layer is superimposed on the original visual image to superimpose stimuli, and the specific process is as follows:
[0023] SA01. Set the training duration T1;
[0024] SA02. Perform blur training on the amblyopic user to be trained: Perform ring blur on the central area of the original visual image that can be observed by the strong eye of the amblyopic user to be trained, and blur the complementary area of the original visual image that can be observed by the weak eye. When the training time reaches T1, stop the blur training and proceed to step SA03.
[0025] SA03. Perform transparency training on the amblyopic user to be trained: Change the transparency of the original visual image. Decrease the transparency of the original visual image that can be observed by the strong eye of the amblyopic user to be trained, and increase the transparency of the original visual image that can be observed by the weak eye. Stop the transparency training when the training time reaches T1.
[0026] Here, the amblyopic user being trained has difficulty seeing the complete original visual image using only the stronger eye. By stimulating the weaker eye and inhibiting the stronger eye, the use of binocular vision is increased, allowing both the stronger and weaker eyes to simultaneously provide input to the brain's visual processing system. Due to neural plasticity, over time, the increase in binocular vision strengthens the correct neural pathways, consolidating the correct use of both eyes and thus reducing the severity of amblyopia.
[0027] Preferably, when performing fuzzy training on a visually impaired user, the fuzzy position moves on the original visual image over time; let x be the ratio of the horizontal coordinate of the fuzzy position center to the total width of the original visual image, and y be the ratio of the vertical coordinate of the fuzzy position center to the total height of the original visual image. When the fuzzy position moves on the original visual image, x,y∈(0,1).
[0028] Preferably, in step S2, a two-dimensional image superimposed stimulus is superimposed on the original visual image, and the specific process is as follows:
[0029] SB01. Set the training duration to T2;
[0030] SB02. Use the dynamic visual synthesis background image as the original visual image and set it as the background layer displayed on the virtual reality display device;
[0031] SB03. Two-dimensional image superimposed stimuli are overlaid as a foreground layer on a background layer. The two-dimensional image superimposed stimuli observable by the strong eye of the amblyopic user being trained are used as the foreground layer and blurred. The user's strong and weak eyes simultaneously observe the two-dimensional image superimposed stimuli. Training stops when the training duration reaches T2. During this process, blurring the two-dimensional image superimposed stimuli for the strong eye stimulates the weak eye, preventing the strong eye from seeing the complete foreground layer alone. This forces the user to use both eyes simultaneously to obtain complete visual content, helping to balance binocular vision.
[0032] Preferably, the original visual image is subjected to transparency processing, and a black background layer is set for the original visual image. Based on the blurred original visual image, the transparency of the upper half of the original visual image is reduced using the alpha channel, so that the visual content of the upper half of the original visual image is darkened. The content of the upper half of the original visual image and the content of the lower half of the original visual image are alternately displayed at a certain rate, so as to alternately display the blurred and darkened original visual image content, thereby activating the suppressed neural pathways with the required frequency in the visual system of the amblyopic user to be trained.
[0033] Preferably, attentional distractors are superimposed on the original visual image. These distractors are discretely distributed across the display area of the virtual reality display device, and their numbers vary. The attentional distractors include optical flow, flicker, and virtual reality interference. The generation speed, direction, and velocity of the optical flow can all be set, and it is not limited to a specific morphological representation. It moves in any direction within the visual field of the user with amblyopia to be trained, thereby training eye movements in different directions and enhancing the effect of comprehensive visual training. The flicker and virtual reality interference are displayed at a predetermined or variable rate, thereby suppressing strong visual perception and promoting the input of visual information for the amblyopic eye.
[0034] Preferably, in step S3, the motion information of the visually impaired user being trained is captured by the proprioception sensing device when completing proprioception training, and the motion information is transmitted to the virtual reality display device. The visual effect of the corresponding motion information is superimposed on the virtual reality device to form an interactive projection of proprioception and visual content.
[0035] This application also proposes an amblyopia training system based on the superposition of visual stimuli and proprioceptive actions, the system comprising:
[0036] Virtual reality display devices are used to display original visual images;
[0037] The visual variable layer superimposed stimulus module is used to change the visual content parameter attributes observed by the weak eye and strong eye of the amblyopic user to be trained, including: blur, brightness, color, transparency, noise, filter, and distortion.
[0038] A two-dimensional image overlay stimulus generator is used to overlay two-dimensional image overlay stimuli to be observed onto the original visual image.
[0039] Attention distractor generator, used to overlay attention distractors onto the original visual image;
[0040] The training duration control module is used to set the training duration and determine whether the training time has reached the set training duration.
[0041] The body motion overlay module is used to issue body motion training commands and overlay the corresponding body motion visual effects;
[0042] Binocular vision observation equipment is used to enable binocular vision of the strong eye and weak eye of amblyopic users during training.
[0043] Proprioceptive motion sensing devices are used to capture motion information of visually impaired users during proprioceptive motion training.
[0044] In this technical solution, a virtual reality display device is used to display the original visual image. The amblyopic user to be trained wears a binocular vision observation device and views the original visual image. Based on binocular vision, the training duration is set through a training duration control module. A visual variable layer superimposed stimulus module is used to superimpose a visual variable layer onto the original visual image to perform blur training and transparency training for the amblyopic user to be trained. During this process, because the visual content parameters observed by the strong eye and the weak eye are different, the amblyopic user to be trained has difficulty seeing the complete original visual image using only the strong eye. By stimulating the weak eye and inhibiting the strong eye, the use of binocular vision is increased, so that both the strong eye and the weak eye simultaneously generate input for the brain's visual processing system. Due to neural plasticity, the increase in binocular vision over time strengthens correct neural pathways, consolidating proper binocular use and thus reducing the severity of amblyopia. Using a two-dimensional image overlay stimulus generator, a two-dimensional image to be observed is overlaid onto the original visual image. The amblyopic user's strong and weak eyes simultaneously observe the overlay stimulus. During this process, the overlay stimulus to the strong eye is blurred to stimulate the weak eye, thus forcing the amblyopic user to use both eyes simultaneously to obtain complete visual content, helping to balance binocular vision. Furthermore, while the amblyopic user views the original visual image, attentional distractors are generated... The device overlays attentional distractions such as optical flow, flicker, and virtual reality interference onto the original visual image to visually interfere with the dominant eye of the amblyopic user being trained, thereby enhancing the inhibition effect on the dominant eye and improving the treatment effect of amblyopia. Simultaneously, during the training process, the proprioception module issues specific proprioception training instructions to the amblyopic user being trained. When the user completes the corresponding proprioception action, the proprioception sensing device transmits the motion information back to the proprioception module, which then overlays the visual effects corresponding to the motion information onto the original visual image, promoting the integration of vision, proprioception, and vestibular systems and enhancing the amblyopic user's perception of proprioception and posture.
[0045] Compared with the prior art, the beneficial effects of the technical solution of the present invention are:
[0046] This invention proposes an amblyopia training method and system based on the superposition of visual stimuli and proprioceptive movements. An original visual image is displayed on a virtual reality display device, and the amblyopic user to be trained views the original visual image using a binocular vision observation device. Visual stimuli are superimposed on the original visual image, ensuring that the visual content observed by the weak eye and the strong eye differs, with the visual content observed by the weak eye being stronger than that observed by the strong eye. This difference in visual content stimulation between the strong and weak eyes helps achieve binocular balance, promoting binocular coordination while using the visual stimuli as a tool to enhance attention, thus improving the training and treatment compliance of the amblyopic user. Simultaneously, during training, the patient is required to perform specific proprioceptive movements and receive corresponding visual effects, promoting visual-proprioceptive-vestibular integration. This helps to thoroughly resolve amblyopia and its proprioceptive-related problems, preventing, exposing, and correcting proprioceptive and postural defects caused by amblyopia. Building upon visual therapy, it enhances proprioceptive and postural perception, thereby improving balance, motor control, and spatial orientation abilities in daily life. Attached Figure Description
[0047] Figure 1 This is a flowchart illustrating the amblyopia training method and system based on the superposition of visual stimuli and proprioceptive actions proposed in Embodiment 1 of the present invention.
[0048] Figure 2 This is a schematic diagram of the visual variable layer superposition stimulus training process proposed in Embodiment 1 of the present invention;
[0049] Figure 3 This represents a schematic diagram of fuzzy training vision proposed in Embodiment 1 of the present invention;
[0050] Figure 4 This is a visual schematic diagram illustrating the transparency training proposed in Embodiment 1 of the present invention;
[0051] Figure 5 This is a schematic diagram of the visual variable layer superposition stimulus training process proposed in Embodiment 1 of the present invention;
[0052] Figure 6 A visual schematic diagram illustrating the alternating transparency processing of the original visual image proposed in Embodiment 2 of the present invention;
[0053] Figure 7 This diagram illustrates the structure of the amblyopia training system based on the superposition of visual stimuli and proprioceptive actions proposed in Embodiment 4 of the present invention. Detailed Implementation
[0054] The accompanying drawings are for illustrative purposes only and should not be construed as limiting the scope of this patent.
[0055] To better illustrate this embodiment, some parts of the accompanying drawings may be omitted, enlarged, or reduced, and do not represent the actual dimensions;
[0056] It is understandable to those skilled in the art that some well-known details may be omitted from the accompanying drawings.
[0057] The technical solution of the present invention will be further described below with reference to the accompanying drawings and embodiments.
[0058] The positional relationships depicted in the accompanying drawings are for illustrative purposes only and should not be construed as limiting this patent.
[0059] Example 1
[0060] like Figure 1 As shown, this embodiment proposes an amblyopia training method and system based on the superposition of visual stimuli and proprioceptive actions. See [link to relevant documentation]. Figure 1 The method includes the following steps:
[0061] S1. Display the original visual image on a virtual reality display device, and the visually impaired user to be trained views the original visual image using a binocular vision observation device.
[0062] S2. Superimpose visual stimulus content onto the original visual image so that the visual content observed by the weak eye and the strong eye of the amblyopic user to be trained is different, and the visual content stimulus observed by the weak eye is stronger than the visual content stimulus observed by the strong eye.
[0063] S3. Issue a proprioceptive action training instruction to the visually impaired user to be trained. When the visually impaired user completes the proprioceptive action, overlay the corresponding proprioceptive action visual effect onto the visual content in step S2.
[0064] In practice, the original visual imagery includes the original visual image and the original visual imagery.
[0065] The original visual image includes: two-dimensional image superimposed stimulus, static 3D image, dynamic visual composite background image, and dynamic 3D image, and the original visual image changes with display time;
[0066] The original visual images include: 3D game images, 2D video images, and static and dynamic digital combined images;
[0067] The dynamic visual synthesis background image contains Gaussian noise, salt-and-pepper noise, brown noise, or a combination of random noise of one or more frequencies. In practice, using a dynamic visual synthesis background image composed of pink noise can make the original visual image displayed on the virtual reality display device smoother for the visual experience of the user with amblyopia to be trained, thereby minimizing the potential harshness of the experience and improving the ability of the visual system of the user with amblyopia to process or fuse the visual content observed on the virtual reality display device.
[0068] In this embodiment, the visual stimulus content includes visual variable layer superimposed stimulus and two-dimensional image superimposed stimulus. The visual variable layer superimposed stimulus is used to change the visual content parameter attributes observed by the weak eye and the strong eye of the amblyopic user to be trained. By superimposing two-dimensional image superimposed stimulus on the original visual image, the difference in stimulus intensity of the visual content observed by the strong eye and the weak eye is used to force the amblyopic user to be trained to use both eyes at the same time to obtain the complete visual content, so that the binocular vision tends to be balanced.
[0069] In this embodiment, the visual variable layer superimposed stimuli include: blur, brightness, color, transparency, noise, filter, and distortion.
[0070] See Figure 2 In step S2, a visual variable layer is superimposed on the original visual image to superimpose stimuli. The specific process is as follows:
[0071] SA01. Set the training duration T1;
[0072] SA02. Perform blur training on the amblyopic user to be trained: Perform ring blurring on the central region of the original visual image that the strong eye of the amblyopic user can observe, and blur the complementary region of the original visual image that the weak eye can observe. When the training time reaches T1, stop the blur training and proceed to step SA03. In this embodiment, see... Figure 3 When performing fuzzy training on a visually impaired user, the blurred position moves across the original visual image over time. Let x be the ratio of the horizontal coordinate of the blurred position center to the total width of the original visual image, and y be the ratio of the vertical coordinate of the blurred position center to the total height of the original visual image. As the blurred position moves across the original visual image, x,y ∈ (0,1). For example, when x is 0.5 and y is 0.5, the blurred position center is located at the center of the original visual image. In practice, to ensure the fuzziness remains within the visual content range of the original visual image, the minimum values of x and y can be set to be greater than 0, and the maximum values to be less than 1.0. For example, 0.40 can be set as the minimum value of y, and 0.60 as the maximum value of y. During fuzzy training, one or more blurred features are modified at a predetermined or variable rate. These features include size, shape, and degree of fuzziness.
[0073] SA03. Perform transparency training on the amblyopic user to be trained: Change the transparency of the original visual image. Decrease the transparency of the original visual image that the strong eye of the amblyopic user to be trained can observe, and increase the transparency of the original visual image that the weak eye can observe. Stop the transparency training when the training time reaches T1. In this embodiment, see... Figure 4A black background with an RGB color value of (0,0,0) is set behind the original visual image. The transparency of the original visual image displayed to the stronger eye of the amblyopic user being trained is set to 15%. This means that each pixel in the original visual image used to display visual content in the stronger eye contains 15% of the color of the content pixel and 85% black. This makes the brightness of the visual content observed by the stronger eye less than that observed by the weaker eye. The amblyopic user being trained will find it difficult to see the complete original visual image using only the stronger eye. By stimulating the weaker eye and inhibiting the stronger eye, the use of binocular vision is increased, allowing both the stronger and weaker eyes to simultaneously generate input for the brain's visual processing system. Due to neural plasticity, over time, the increase in binocular vision strengthens the correct neural pathways, consolidating the correct use of both eyes and thus reducing the severity of amblyopia.
[0074] See Figure 5 In step S2, a two-dimensional image superimposed on the original visual image is performed, and the specific process is as follows:
[0075] SB01. Set the training duration to T2;
[0076] SB02. Use the dynamic visual synthesis background image as the original visual image and set it as the background layer displayed on the virtual reality display device;
[0077] SB03. Two-dimensional image superimposed stimuli are overlaid as a foreground layer on a background layer. The two-dimensional image superimposed stimuli observable by the strong eye of the amblyopic user being trained are used as the foreground layer and blurred. The user's strong and weak eyes simultaneously observe the two-dimensional image superimposed stimuli. Training stops when the training duration reaches T2. During this process, blurring the two-dimensional image superimposed stimuli for the strong eye stimulates the weak eye, preventing the strong eye from seeing the complete foreground layer alone. This forces the user to use both eyes simultaneously to obtain complete visual content, helping to balance binocular vision.
[0078] Example 2
[0079] In this embodiment, see Figure 6The original visual image undergoes transparency processing, with a black background layer set. While the original visual image is blurred, the transparency of the upper half is reduced using the alpha channel, darkening its visual content. The upper and lower halves of the original visual image content are then alternately displayed at a rate between approximately 2 Hz and 50 Hz. This alternation activates suppressed neural pathways in the visual system of the user with amblyopia, aligning with the required frequencies. While one eye of the user is shown a blurred and darkened original visual image, the other eye is shown a relatively clear, unprocessed original visual image, and vice versa.
[0080] In actual operation, while alternating between displaying blurred and darkened original visual image content, the contrast value of the original visual image visible to both eyes can also be adjusted at a certain rate. In this embodiment, within 20 seconds, the contrast value of the original visual image visible to both eyes is linearly modulated from the maximum normal contrast of 1.0 to the minimum low contrast of 0.05. The contrast level remains unchanged for 5 seconds at the two extreme values, and then linearly modulated to the opposite extreme value again within 20 seconds.
[0081] In this embodiment, attention interference is superimposed on the original visual image. The attention interference is discretely distributed in the display area of the virtual reality display device, and the number of interferences varies. The attention interference includes: optical flow, flicker, and virtual reality interference.
[0082] In actual operation, the generation speed, direction of motion, and speed of the optical flow can all be set, and it is not limited to a specific shape representation, including spherical, linear, and dot-shaped forms. It has a certain brightness and moves in any direction within the field of vision of the user with amblyopia to be trained, thereby training eye movements in different directions and enhancing the effect of comprehensive visual training. The flickering and virtual reality interference are displayed at a predetermined or variable rate, thereby suppressing strong eye views and promoting the input of visual information for the amblyopic eye.
[0083] After the amblyopic user to be trained enters the training, they first use a binocular vision observation device to view the original visual image displayed on the virtual reality display device. Then, visual stimuli and attentional distractors are superimposed on the original visual image. While the strong eye is disturbed by the attentional distractors, the amblyopic user observes the original visual image or the superimposed stimulus of the two-dimensional image with altered visual content parameters. Because the visual content observed by the amblyopic user's weak eye and strong eye are different, the observation process of the strong eye is suppressed and interfered with. The visual content stimulus observed by the weak eye is stronger than that observed by the strong eye, which helps to balance binocular vision.
[0084] Example 3
[0085] In this embodiment, a training instruction for proprioception is given to the user to be trained with amblyopia. When the user completes the proprioception, the corresponding visual effect of the proprioception is superimposed on the visual content.
[0086] In practice, the proprioceptive motion sensing device is used to capture the motion information of the visually impaired user during proprioceptive motion training. The motion information is then transmitted to the virtual reality display device, where the corresponding visual effects of the motion information are superimposed, forming an interactive projection of proprioceptive motion and visual content.
[0087] Specific proprioceptive actions include: the visually impaired user being trained performing specific physical actions upon receiving instructions. To achieve this, the visually impaired user can choose from various interaction methods, including operation using sensors such as a mouse, keyboard, and gamepad, or by utilizing motion / position sensors such as a gyroscope. Furthermore, users can use a motion capture system to transmit information about their body parts to a display device, thereby enabling interactive projection of body movements onto the display device.
[0088] During the training instructions for proprioception, users perform a series of specific physical actions, including: stepping in place and jumping while looking at the screen; rotating the upper body while keeping the head focused on the screen and extending the arms; swinging the arms in a crossed motion while looking at the screen; and performing a forward and backward lunge while looking at the screen. Throughout this process, the user's proprioception is matched with the visual stimulus design. For example, when the visual training stimulus is set to an up-and-down swing pattern, the proprioception is designed as an up-and-down movement of the body (such as jumping); when the visual stimulus is designed to be a forward and backward swing pattern with three-dimensional depth, the proprioception is designed as a forward and backward movement (such as a lunge).
[0089] Example 4
[0090] In this embodiment, as Figure 7 As shown, an amblyopia training system based on the superposition of visual stimuli and proprioceptive actions is proposed. The system includes:
[0091] Virtual reality display device 101, used to display original visual images;
[0092] The visual variable layer superimposed stimulus module 102 is used to change the visual content parameter attributes observed by the weak eye and strong eye of the amblyopic user to be trained, including: blur, brightness, color, transparency, noise, filter, and distortion.
[0093] Two-dimensional image overlay stimulus generator 103 is used to overlay two-dimensional image overlay stimuli to be observed onto the original visual image;
[0094] Attention distractor generator 104 is used to overlay attention distractors onto the original visual image;
[0095] The training duration control module 105 is used to set the training duration and determine whether the training time has reached the set training duration.
[0096] The body motion overlay module 106 is used to issue body motion training commands and overlay corresponding body motion visual effects.
[0097] The binocular vision observation device 107 is used to realize binocular vision of the strong eye and the weak eye of the amblyopic user during the training process;
[0098] The proprioception motion sensing device 108 is used to capture motion information of a visually impaired user during proprioception training.
[0099] In practical applications, the virtual reality display device 101 and the binocular split-view observation device 107 are matched. Neither the virtual reality display device 101 nor the binocular split-view observation device 107 is limited to a specific device. For example, the virtual reality display device 101 can be a magic mirror, a mirror display glass, a transparent cabinet, an AR display device, a VR display device, a mobile device, etc., and the binocular split-view observation device 107 can be red-blue glasses, polarized glasses, spectroscopic glasses, VR glasses, etc.
[0100] Body motion sensing devices are one or more interactive devices that can receive motion information, including sensors such as mice, keyboards, gamepads, and gyroscopes, or motion capture systems.
[0101] In this technical solution, a virtual reality display device 101 is used to display the original visual image. The amblyopic user to be trained wears a binocular vision observation device 107 and watches the original visual image. Based on binocular vision, the training duration is set by the training duration control module 105. The visual variable layer superimposed stimulation module 102 is used to superimpose the visual variable layer superimposed stimulation on the original visual image to perform blur training and transparency training for the amblyopic user to be trained. During this process, because the visual content parameters observed by the strong eye and the weak eye are different, the amblyopic user to be trained has difficulty seeing the complete original visual image using only the strong eye. By stimulating the weak eye and inhibiting the strong eye, the use of binocular vision is increased, so that the strong eye and the weak eye simultaneously generate input for the brain's visual processing system. Due to neural plasticity, the increase in binocular vision over time strengthens correct neural pathways, consolidating proper binocular use and thus reducing the severity of amblyopia. Using a 2D image overlay stimulus generator 103, a 2D image overlay stimulus to be observed is overlaid onto the original visual image. The strong and weak eyes of the amblyopic user to be trained simultaneously observe the 2D image overlay stimulus. During this process, the 2D image overlay stimulus for the strong eye is blurred to stimulate the weak eye, thereby forcing the amblyopic user to use both eyes simultaneously to obtain complete visual content, helping to balance binocular vision. Furthermore, while the amblyopic user to be trained is viewing the original visual image, an attention interference generator 104 is used to generate an attention interference stimulus on the original visual image. Attentional distractions such as optical flow, flickering, and virtual reality interference are superimposed on the original visual image to visually interfere with the dominant eye of the amblyopic user being trained, thereby enhancing the inhibition effect on the dominant eye and improving the treatment effect of amblyopia. At the same time, during the training process, the proprioception overlay module 106 issues specific proprioception training instructions to the amblyopic user being trained. When the amblyopic user completes the corresponding proprioception action, the proprioception sensing device 108 transmits the motion information back to the proprioception overlay module 106. The proprioception overlay module 106 superimposes the visual effects corresponding to the motion information onto the original visual image, promoting the integration of vision, proprioception, and vestibular systems and enhancing the amblyopic user's perception of proprioception and posture.
[0102] Obviously, the above embodiments of the present invention are merely examples for clearly illustrating the present invention, and are not intended to limit the implementation of the present invention. Those skilled in the art can make other variations or modifications based on the above description. It is neither necessary nor possible to exhaustively describe all embodiments here. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of the present invention should be included within the scope of protection of the claims of the present invention.
Claims
1. An amblyopia training system based on the superposition of visual stimuli and proprioceptive movements, characterized in that, include: Virtual reality display devices are used to display original visual images; The visual variable layer superimposed stimulus module is used to change the visual content parameter attributes observed by the weak eye and strong eye of the amblyopic user to be trained, including: blur, brightness, color, transparency, noise, filter, and distortion. A two-dimensional image overlay stimulus generator is used to overlay two-dimensional image overlay stimuli to be observed onto the original visual image. Attention distractor generator, used to overlay attention distractors onto the original visual image; The training duration control module is used to set the training duration and determine whether the training time has reached the set training duration. The body motion overlay module is used to issue body motion training commands and overlay the corresponding body motion visual effects; Binocular vision observation equipment is used to enable binocular vision of the strong eye and weak eye of amblyopic users during training. Proprioceptive motion sensing devices are used to capture motion information of visually impaired users during proprioceptive motion training. Using a proprioceptive motion sensing device to capture the motion information of a visually impaired user during proprioceptive motion training, the motion information is transmitted to a virtual reality display device, and the corresponding visual effects of the motion information are superimposed on the virtual reality device to form an interactive projection of proprioceptive motion and visual content. The process of using the system for amblyopia training is as follows: S1. Display the original visual image on a virtual reality display device, and the visually impaired user to be trained views the original visual image using a binocular vision observation device. S2. Visual stimulus content is superimposed on the original visual image so that the visual content observed by the weak eye and the strong eye of the amblyopic user to be trained is different, and the visual content stimulus observed by the weak eye is stronger than the visual content stimulus observed by the strong eye; the visual stimulus content includes visual variable layer superimposed stimulus, two-dimensional image superimposed stimulus and attentional interference. S3. Issue a proprioceptive action training instruction to the user with amblyopia who is being trained. When the user with amblyopia completes the proprioceptive action, overlay the corresponding proprioceptive action visual effect onto the visual content in step S2. The visual variable layer is superimposed on the original visual image to superimpose stimuli. The specific process is as follows: SA01. Set the training duration T1; SA02. Perform blur training on the amblyopic user to be trained: Perform ring blur on the central area of the original visual image that can be observed by the strong eye of the amblyopic user to be trained, and blur the complementary area of the original visual image that can be observed by the weak eye. When the training time reaches T1, stop the blur training and proceed to step SA03. SA03. Perform transparency training on the amblyopic user to be trained: change the transparency of the original visual image, reduce the transparency of the original visual image that can be observed by the strong eye of the amblyopic user to be trained, and increase the transparency of the original visual image that can be observed by the weak eye. Stop the transparency training when the training time reaches T1. The transparency of the original visual image is processed by setting a black background layer. Based on the blurred original visual image, the transparency of the upper part of the original visual image is reduced using the alpha channel, which darkens the visual content of the upper part of the original visual image. The content of the upper part of the original visual image is then alternated with the content of the lower part of the original visual image at a certain rate to alternately display the blurred and darkened content of the original visual image.
2. The amblyopia training system based on the superposition of visual stimulation and proprioception as described in claim 1, characterized in that, The original visual imagery includes original visual images and original visual images; The original visual image includes: two-dimensional image superimposed stimulus, static 3D image, dynamic visual composite background image, and dynamic 3D image, and the original visual image changes with display time; The original visual images include: 3D game images, 2D video images, and static and dynamic digital combined images; The dynamic visual synthesis background image contains Gaussian noise, salt and pepper noise, and brown noise.
3. The amblyopia training system based on the superposition of visual stimulation and proprioception as described in claim 2, characterized in that, The visual variable layer superimposed stimulation is used to change the visual content parameter attributes observed by the weak eye and strong eye of the amblyopic user to be trained; by superimposing two-dimensional image superimposed stimulation on the original visual image, the difference in stimulation intensity of the visual content observed by the strong eye and the weak eye is used to make the binocular vision tend to be balanced. The attentional distractions include: optical flow, flickering, and virtual reality interference.
4. The amblyopia training system based on the superposition of visual stimulation and proprioception according to claim 3, characterized in that, The visual variable layer superimposed stimuli include: blur, brightness, color, transparency, noise, filter, and distortion.
5. The amblyopia training system based on the superposition of visual stimulation and proprioception as described in claim 1, characterized in that, When performing fuzzy training on users with amblyopia, the fuzzy position moves across the original visual image over time. Let x be the ratio of the horizontal coordinate of the fuzzy position center to the total width of the original visual image, and y be the ratio of the vertical coordinate of the fuzzy position center to the total height of the original visual image. As the fuzzy position moves across the original visual image, x and y... .
6. The amblyopia training system based on the superposition of visual stimulation and proprioception according to claim 2, characterized in that, In step S2, a two-dimensional image is superimposed onto the original visual image as a stimulus. The specific process is as follows: SB01. Set the training duration to T2; SB02. Use the dynamic visual synthesis background image as the original visual image and set it as the background layer displayed on the virtual reality display device; SB03. The two-dimensional image superimposed stimulus is superimposed on the background layer as the foreground layer. The two-dimensional image superimposed stimulus that can be observed by the strong eye of the amblyopic user to be trained is used as the foreground layer and blurred. The strong eye and the weak eye of the amblyopic user to be trained observe the two-dimensional image superimposed stimulus at the same time. When the training time reaches T2, the training is stopped.