Automatic detection of visual impairment and adjustment of visual impairment settings
By automatically importing visual settings between applications and diagnosing visual impairment with vision testing games, the problem of lack of standards for existing applications in visual communication is solved, and the accessibility experience of visually impaired users is improved.
Patent Information
- Application Number
- CN202380058446.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-08-17
- Filing Date
- 2023-06-26
- Publication Date
- 2025-03-11
AI Technical Summary
The lack of standards for the settings of existing applications in visual communications has led to visual impairment. Users have difficulty maintaining consistent accessibility settings between different applications, and some users are not aware of their vision impairment.
By automatically importing visual settings between applications running on the user device, use the vision test game to diagnose visual damage, and automatically adjust the application's visual settings based on the detection results.
Improves the accessibility experience of visually impaired users among different applications, helps users identify and adapt to their vision damage, and improves the personalization and consistency of the user experience.
Smart Images

Figure CN119604911A_ABST
Abstract
Description
Technical Field
[0001] Aspects of the present disclosure relate to adjustment of device settings for visual impairment, and in particular, aspects of the present disclosure relate to detection of visual impairment and introduction of visual impairment settings. Background of the Invention
[0002] The operation of an application running on a computing device is an audio-visual experience. Vision is often the most important method of interacting with applications and computing devices. Applications often use visual communications such as text, video, and graphic animations to provide information to users. Visual communications in applications often use small fonts, small icons, and color coding to provide information to users.
[0003] The reliance on using visual communication can sometimes make it difficult for visually impaired users to operate applications and devices. Visually impaired users may suffer from a variety of different conditions that affect interaction with applications and devices. Some users may be nearsighted or farsighted, which may affect the size or distance of text and / or images displayed on the screen that the user can understand. Some users may be color blind. There are three different types of color blindness: red-green color blindness, blue-yellow color blindness, and total color blindness. The category of red-green color blindness stores two subtypes: deuteranomaly (which makes green look redder) and protanomaly (which makes red look green and reduces the brightness of red). Blue-yellow color blindness also includes two categories, tritanomaly, which makes it difficult to distinguish between blue and green and red and yellow, and tritanomaly cannot distinguish between blue and green, as well as purple and red, and yellow and pink, and it also makes all colors less bright. Finally, total color blindness is the complete inability to see color, also known as monochromatic vision. Other visual impairments can include blind spots or lack of peripheral vision. These problems may require users to move their devices to where they have vision and may have adverse effects on users of head-mounted displays.
[0004] Recently, app developers have added tools to improve the accessibility of apps and devices for visually impaired users. Modern apps often have settings that allow users to change font size, magnify portions of the screen, read text aloud, change colors for color blindness, enlarge icons, and change screen resolution. Currently, there is no standard for accessibility settings between apps, and users must set their preferences individually within each app.
[0005] Additionally, some users may not be aware that they have any vision impairment at all. Visually impaired users may attribute difficulty using an app to the app's design, or may adjust the visual settings of an app or device without realizing that they have a specific impairment.
[0006] It is within this context that aspects of the present disclosure are presented. BRIEF DESCRIPTION OF THE DRAWINGS
[0007] The teachings of the present disclosure may be readily understood by considering the following detailed description in conjunction with the accompanying drawings, in which:
[0008] Figure 1 is a flow chart depicting a method for automatic visual settings import according to aspects of the present disclosure.
[0009] Figure 2 is a graphical diagram illustrating an example implementation of automatic visual settings import in accordance with aspects of the present disclosure.
[0010] Figure 3 is a flow chart illustrating a vision testing game for testing color blindness according to aspects of the present disclosure.
[0011] Figure 4 is a drawing of an example of a color blindness vision test game according to aspects of the present disclosure.
[0012] Figure 5 is a flow chart illustrating a vision testing game for testing visual acuity according to aspects of the present disclosure.
[0013] Figure 6 is a pictorial illustration of an example of a visual acuity test game in accordance with aspects of the present disclosure.
[0014] Figure 7 is a flow chart illustrating a vision testing game for testing a user's field of vision according to aspects of the present disclosure.
[0015] Figure 8 is a system block diagram of a system for automatically detecting visual impairment and adjusting visual impairment settings in accordance with aspects of the present disclosure. DETAILED DESCRIPTION
[0016] Although the following detailed description contains many specific details for illustrative purposes, it will be appreciated by any person skilled in the art that many variations and modifications to the following details are within the scope of the present invention. Therefore, the exemplary embodiments of the present invention described below are set forth without losing the generality of the claimed invention and without imposing limitations on the claimed invention.
[0017] According to various aspects of the present disclosure, the user's experience of using applications can be improved by using vision settings from other applications and diagnosing visual impairment through interactive games. Each application running on a user device can have a vision setting set by the user. Each application can have its own vision settings, which are slightly different from each other. For example, but not limited to, an operating system (OS) may have settings for font size, icon size, and magnification, while a video game may have settings for user interface (UI) size and cursor or crosshair size. Therefore, the vision setting in one application may not have a direct correspondence with the vision setting in the second application. Therefore, in order to correctly import the settings from the second application to the first application, it may be useful to determine the relationship between the visual settings of the first and second applications. Once the relationship is determined, the settings of the second application that are the same or similar to the corresponding settings in the first application can be applied to the first application. In addition, in some implementations, the setting value can be modified to be compatible with the first application.
[0018] In some implementations, the second application may be a vision test game that is configured to test the user for one or more visual impairments. The result of the vision test game may be a vision setting for the second application. The vision setting from the test game may be imported into the first application, and the user may be notified that they have a visual impairment. This may improve the user's experience because the vision setting may be enabled or changed to suit their specific impairment. In addition, the user may not be aware that they have a visual impairment, and the vision test game may provide a convenient tool to improve the user experience without the need for a professional optometrist to diagnose the user.
[0019] Figure 1 A method for automatic vision settings import using a first application according to aspects of the present disclosure is depicted. Initially, the first application may query the second application for vision settings, as shown at 101. The second application may include an application interface that provides meta-information about the second application, such as vision settings, application type, and similar information as the first application. The second application may respond to the query of the first application with vision-related settings used by the second application. In some implementations, the first application may have a list or database of vision-related settings that other applications may implement. The first application may send a query to the second application, asking whether the second application has one or more of the settings on the list or database. Alternatively, the list or database may provide the settings to be requested based on the application or application type.
[0020] The first application may select which particular second application to query in a number of different ways. For example, the first and second applications may be stored in a memory or mass storage on a common device belonging to a given user. Alternatively, the first and second applications may be stored in different memories or mass storage associated with different devices or systems, but linked in some way to a common user, such as through a user account. In addition, the first and second devices may interoperate with a common operating system, or may be part of a common application suite. Independent of the nature of the association between the first and second applications, the nature of the query is typically that the first application determines in some way what visual settings the second application uses. As a secondary matter, the query may involve locating data corresponding to values of the visual settings, such as determining where those values are stored in the memory or mass storage.
[0021] According to certain aspects of the present disclosure, the first and second applications may be associated with different operating systems (OS). For example, a settings import system or software may be configured to detect settings for an application on one OS (e.g., Android or iOS) and then automatically apply those settings to programs on a different OS, e.g., PC applications (Windows / MacOS), consoles / PS5, etc. Alternatively, the software or system may ask the user if they want to apply the settings.
[0022] Once the vision setting used by the second application is determined, the first application may request the vision setting value at 102. Specifically, the first application may request the vision setting value having a corresponding value for the first application. The second application may send the requested vision setting and the vision setting value to the first application. Alternatively, the first application may read the vision setting value provided through the application interface. The device may determine the setting of the first application corresponding to the received setting of the second application, as shown at 103. For example, but not limited to, it may be determined that the font size set by the user on the second application is related to the UI size of the first application and the setting of the font size of the second application.
[0023] Next, in some optional implementations, the value of the setting from the second application may be modified to be compatible with the first application setting, as shown at 104. For example, but not limited to, the second application may have a font size with three settings, such as small, medium, and large, and the second application may use a point size for UI fonts, and the font size from the second application may be modified by converting the qualitative font size to a quantitative font size, for example, selecting a point font size that is close to the font size in the second application, or dividing the font point size range into three discrete sizes to match the three qualitative measurements of the font on the second device. Finally, the (optionally) modified value of the vision-related setting may be applied to the first application, as depicted at 105.
[0024] Figure 2 An example implementation of automatic visual settings import using a first application according to various aspects of the present disclosure is graphically depicted. In the illustrated implementation, a first application 207 is run on a first device 205. The first device 205 may be, for example, but not limited to, a personal computer (PC), a game console, a handheld tablet computer, an e-reader, a smart phone, or a similar device. The first device 205 may communicate 203 with a second device 201 running a second application 208. Here, the first application 207 may be, for example, but not limited to, an operating system, a video game, a web browser, a word processor, or the like. Similarly, the first application 208 may be, for example, but not limited to, an operating system, a video game, a web browser, a word processor, or the like. The second application may be different from or incompatible with the first application. Therefore, one or more settings from the second application 202 may not be directly related to, compatible with, or functional with the settings of the first application 206.
[0025] According to aspects of the present disclosure, the first or second application may include an interface that displays relevant settings, application type, etc. For example, such an interface may be used to let the user confirm whether they want to update the settings of the second application to match the common settings across the two applications.
[0026] exist Figure 2 In the example shown, settings for the first application 207 are displayed including (but not limited to) UI size, color blind mode, and on-screen keyboard. Settings for the second application 202 are displayed including but not limited to font size, UI color scheme, and on-screen keyboard. Additional settings may include but are not limited to zoom, voice-over / screen reader, high contrast, reduced motion and animation, bold text, color inversion, and closed captioning.
[0027] As shown, during the automatic import, settings from the second application 208 may be received 204 by the first application 207. The first device 205 may determine settings from the second application that correspond to settings of the first application. For example, but not limited to, it is determined that an on-screen keyboard setting from the second application directly corresponds to an on-screen keyboard setting of the first application with exactly the same setting label. Some settings may have different labels, but the correspondence is simple. As shown, the UI scheme of the second application includes setting values for a blue-yellow UI scheme. Since the blue-yellow color scheme is easily seen by red-green color blind people, the correspondence between the blue-yellow UI scheme and the red-green color blind pattern is determined. A further correspondence between the UI size of the first application and the font size of the second application may be determined. The displayed UI size setting value is a qualitative measurement of "large", while the displayed font size setting value is a quantitative measurement of "18 points". In order to facilitate the determination of the correspondence between settings and / or setting values, the first device 205 may include a database containing a list of application settings and the correspondence between the settings of the first application and the settings of the second or other applications. In yet other implementations, a decision tree may be used for each setting of the first application to determine the correspondence between the settings of the first application and the settings of the second or other applications. In some implementations, the correspondence between the settings of the two applications may be determined relative to the default settings. For example, assume that the default font size of the first application is 16 points, and the user has set the font size of the application to the next highest size, such as 24 points. If the default font size setting on the second application is 16 points, and the next highest font size is 26 points, the font size setting of the second application will be updated from the default value to increase by one size, that is, from 16 points to 26 points. In addition, the application may be able to detect the actual font size of the default setting or the selected setting, even if an application only describes the font size as small, medium or large, these settings may also correspond to point values. Once the correspondence between the settings of the first application 206 and the settings of the second application 202 is determined, some setting values may be directly imported. As shown in the example shown, the setting value for enabling the on-screen keyboard is directly imported from the second device.
[0028] In some optional implementations, the settings or setting values from the second application can be modified to be compatible with the first application. As shown in the example, the setting value 18pts of the font size setting of the second application 202 corresponding to the UI size of the first application 206 is modified to a large UI size in the first application 206. In another example shown, it is determined that the UI color scheme corresponds to the color blindness mode, and the setting value blue-yellow of the UI color scheme in the second application 202 is modified to the color blindness mode setting red-green of the first application 206.
[0029] In some implementations, the second application may include a visual test game. The visual test game may be part of a video game or other application (such as an operating system). In some implementations, the visual test game may be a standalone application. In other implementations, the visual test game (the second application) and the first application may be subroutines of a common application. Figure 3 is a flow chart illustrating a vision test game for testing color blindness according to aspects of the present disclosure. The color blindness test game may use colored targets to detect the type of color blindness of a user. In the illustrated implementation, a user or another application may start 301 the color blindness test game. In the color blindness test game, a device may display an interactive color blindness target at 302. The color blindness target may be colored, for example but not limited to, a hue corresponding to hues that are difficult for color blind people to distinguish from each other. Figure 4 An example of a color blindness vision test game according to various aspects of the present disclosure is depicted pictorially. As shown in this example, the color blindness test game displays balloons 403 as interactive color blindness targets. Balloons 403 can be colored in different colors corresponding to the tones of colors that color blindness types have difficulty distinguishing from each other. For example, but not limited to, a first balloon can be colored in red 404, a second balloon can be colored in green 405, a third balloon can be colored in blue 406, and a fourth balloon can be colored in yellow 407. Alternatively, balloons of tones for one type of color blindness can be displayed, and each type of color blindness can be tested iteratively. For example (but not limited to this), a first balloon can be colored in red 404, a second balloon can be colored in light green 405, a third balloon can be colored in lime green 406, and a fourth balloon can be colored in light red 407 to test red-green color blindness. In addition, the color blindness test can display one or more balloons that color blind people can accurately distinguish as targets randomly selected by the controlling user. Next, the device prompts the user to interact with the colored target displayed on the device, as shown at 303. Figure 4 In the illustrated implementation, a user is provided with a slingshot 401 so that the user can interact with balloons, and the user is prompted to interact with a color blind target 408, for example but not limited to, where the user is instructed to hit all green balloons with a slingshot pebble.
[0030] Next, the device waits for and detects user interaction with a color blind target, as shown at 304. In the balloon example, when the user is prompted to shoot the green balloon, the user releases a pebble 402 at a red balloon 404, indicating that the user may have difficulty distinguishing between red and green. After the user interacts with the color blind target, it is determined whether each type of color blindness has been tested, as shown at 305. If all types of color blindness have not been tested, the method can be repeated, displaying a new color blind target at 302, prompting the user to interact with a color target corresponding to a different color blindness type than previously tested at 303, and detecting the user's interaction with the color target at 304. Steps 302 to 305 can be repeated any number of times until all types of color blindness are tested, or in some implementations, a threshold confidence level is reached that the user suffers from a certain type of color blindness or that the user is not color blind. Once all types of color blindness have been tested, and in some implementations a threshold confidence level for a color blindness type or non-color blindness is reached, the application determines the user's color blindness type or non-color blindness result, as shown at 307. The result may then be provided to the first application 207 for use with application settings 206 (such as a color blind mode).
[0031] Figure 5 is a flow chart illustrating a vision test game for testing visual acuity according to aspects of the present disclosure. The visual acuity test game can use a moving target of varying size to detect the visual acuity of a user. In the illustrated implementation, a user or another application can start the visual acuity test game at 501. In the visual acuity test game, a user can be instructed to follow a path of a visual acuity test target that starts small and increases in size as the test proceeds. The system that initially runs the visual acuity test game displays a visual acuity test target 502. The visual acuity test target 503 can then be scaled to test the visual acuity of the user. In some implementations, the visual acuity test target may be scaled before it is first displayed, which can prevent the user from initially seeing the test target.
[0032] Figure 6 Depicted pictorially Figure 5604. An example of a visual acuity test game of FIG. 605. In the example shown, the visual acuity test target is a sprite; multiple instances 602, 603, 605 of the same sprite are shown here to represent the changes in the scale and movement of the sprite along the path 604 as the test progresses. The visual acuity test target can be initially scaled to, for example, but not limited to, a selected size so that the visual acuity target is not noticeable to a person sitting at an average distance from the display screen of the system and having better than average vision (e.g., a person with 20 / 15 vision sitting 6 feet from the screen). The user in the vision test game is represented by an avatar 601. After the visual acuity target is displayed at 502 and scaled at 503, the user is prompted to interact with the visual acuity target at 504. In this example, the system displays a dialog box 608 instructing the user to find and follow the sprite using his avatar 601. The system then determines at 505 whether the user interacts with the visual acuity target. In the example, the user interacts with the vision target by moving to the platform 607 where the sprite is hovering. If the user does not move or moves to a platform 606 where the sprite is not hovering, it can be determined that the user is not actually seeing the vision target.
[0033] If it is determined that the user has not interacted with the target, the system can optionally return at 506 to scale the vision target at 503, or return at 507 to display a different vision target at 502 and display the target. In some alternative implementations, the system can move the on-screen visual acuity target position at 509 after the user interacts with the target or when the user does not interact with the target, and then return to scale the target at 510. This can ensure that the user really interacts with the visual acuity target, rather than accidentally interacting with the visual acuity target. As the test proceeds, the scaling of the visual acuity target can increase with each iteration until the test is completed. The size of the visual acuity target can be increased until only the most severely visually impaired person can not see the target. When the user begins to interact with the visual acuity target, the user's visual requirements can be determined by the size of the visual acuity target. In some implementations, when the user begins to interact with the visual acuity target and thereby determines the user's visual acuity at 508, the test can end. Alternatively, the test may continue until the vision test target has been enlarged to its maximum size, in which case the user's visual acuity level may be determined by when the user consistently interacts with the visual acuity target. This implementation may ensure that the user does not accidentally interact with the visual acuity target. The visual acuity settings may then be imported into another application.
[0034] like Figure 6As shown in the example depicted in , a user may cause their avatar 601 to jump onto a platform 607 where a sprite 602 is hovering. Here, a visual acuity target, sprite 602, may be displayed and initially scaled to, for example, but not limited to, a selected size such that the visual acuity target is not perceptible to a person sitting at an average distance from the system's display screen and having better than average vision. To interact with the target, the user may navigate their avatar to the platform 607 where the sprite 602 was initially hovering. If the user moves the avatar to a different platform, such as platform 606, or remains stationary, it is determined that the user does not see the visual acuity target at the current size. The sprite may then move along, for example, a predetermined path 604 or a random path, and the size of the sprite may be scaled up to sprite 603. As the test progresses, a larger sprite 603 may hover above a new platform 609. The user may move their avatar to the platform 609 with the larger sprite 603. This may demonstrate that the user can see the visual acuity target and may therefore be associated with the user's visual acuity. To ensure that the user sees the visual acuity target, the sprite may continue to move and the size of the sprite may continue to increase until a maximum test size is reached 605. The user's visual acuity setting may then be determined based on the size of the visual acuity target when the user begins to consistently interact with the target.
[0035] Figure 7is a flow chart illustrating a vision test game for testing a user's vision according to aspects of the present disclosure. The vision test game can use a moving target to detect a user's vision problem. In the illustrated implementation, a user or another application can start 701 a vision test game. The vision test game can display a vision test target 702. The vision test target can be, for example, but not limited to, an interactive goblin or a three-dimensional object in a virtual space. It can be advantageous to use a display (such as a head-mounted display) that is a fixed distance from the user's head to perform the vision test game. The vision test target can then be moved into the user's field of vision 703. In some implementations, the user can be instructed to stick their vision to a certain point within the display, and to help stick the user's vision, an object such as a target or a fly can be displayed in the center of the display, and the user can be instructed to stick their vision to the target. The user can then be instructed to interact with the application when they see the vision test target 704. The user interaction can be, for example, but not limited to, pressing a button, pressing a key, moving a joystick, or similar actions. The test can continue 706 to move the vision test target around the user's field of vision of the user's vision until the user's entire field of vision is tested 705. Once the entire field of vision is tested, it can be determined whether the user has any vision problems. The user's field of view can be represented by a 155 degree horizontal arc and a 135 degree vertical arc that creates a cone of vision that extends 95 degrees from the center to the user's ears and 60 degrees from the center to the user's nose, 60 degrees above the center, and 75 degrees below the center. In addition, near the central retina of each eye, 15 degrees off-center toward the ear, there is a blind spot created by the eye's connection to the brain (called the optic nerve). By way of example (but not limitation), if the field of view target moves to an area 30 degrees from the center of the user's left eye, and the user is not interacting with the application, it can be determined that the user has a blind spot in that area.
[0036] system
[0037] Figure 8 800 is a block diagram of a system for automatically detecting visual impairment and adjusting visual impairment settings according to aspects of the present disclosure. By way of example and not limitation, according to aspects of the present disclosure, system 800 may be an embedded system, a mobile phone, a personal computer, a tablet computer, a portable gaming device, a workstation, a gaming console, etc.
[0038] The system 800 generally includes a central processing unit (CPU) 803 and a memory 804. The system 800 may also include well-known support functions 806, which may communicate with other components of the system, for example, via a data bus 805. Such support functions may include, but are not limited to, input / output (I / O) elements 807, power supply (P / S) 811, clock (CLK) 812, and cache 813.
[0039] The system 800 may include a display device for presenting rendered graphics to a user. In an alternative implementation, the display device may be a head mounted display 824 used in conjunction with the system 800 and for testing a user's field of vision. The display device may be in the form of a flat panel display, a head mounted display (HMD), a cathode ray tube (CRT) screen, a projector, or other device that can display visible text, numbers, graphic symbols, or images.
[0040] System 800 includes a mass storage device 815, such as a disk drive, CD-ROM drive, flash memory, solid state drive (SSD), tape drive, etc., to provide non-volatile storage for programs and / or data. System 800 may also optionally include a user interface unit 816 to facilitate interaction between system 800 and a user. User interface 816 may include a keyboard, mouse, joystick, light pen, game controller, or other devices that may be used in conjunction with a graphical user interface (GUI). System 800 may also include a network interface 814 to enable the device to communicate with other devices via a network 820. Network 820 may be a network such as a local area network (LAN), a wide area network (such as the Internet), a personal area network (such as a Bluetooth network), or other types of networks. These components may be implemented in hardware, software, or firmware, or a combination of two or more of these.
[0041] The CPU 803 may include one or more processor cores, for example, a single core, two cores, four cores, eight cores, or more cores. In some implementations, the CPU 803 may include a GPU core or multiple cores of the same accelerated processing unit (APU). The memory 804 may be in the form of an integrated circuit that provides addressable memory (e.g., random access memory (RAM), dynamic random access memory (DRAM), synchronous dynamic random access memory (SDRAM), etc.). The main memory 804 may include a first application 809 used by the processor 8003 when processing. The main memory 804 may also include visual settings 808 used during processing of the first application 809. In some implementations, a second application 810 may also be stored in the memory and processed by the CPU 803 while the first application is being processed. Alternatively, the second application may be run on a second device that communicates with the system 800. The second application 810 may include a vision test game, such as Figure 3-Figure 7 In addition, the memory 804 may also include a database 821 of the corresponding relationship between the first application and other applications. The memory 804 may also include a setting import program 822, which is configured to enable the processor to execute the following Figure 1 The method shown is used to set up the import.
[0042] The mass storage device 815 may contain an application or program 817 that is loaded into the main memory 804 when processing is started on the application 823. In addition, the mass storage 815 may contain data 818 used by the processor during processing of the first application 809 and the second application 810, generating visual settings 808, importing visual settings 822, and populating the database 821.
[0043] Aspects of the present disclosure provide for automatic adjustment of vision settings of computer programs and systems. Visually impaired persons, even those who may not be aware of such impairments, may benefit from such automated convenience.
[0044] Although the above is a complete description of the preferred embodiment of the present invention, various alternatives, modifications and equivalents may be used. Therefore, the scope of the present invention should not be determined with reference to the above description, but should instead be determined with reference to the appended claims and their full range of equivalents. Any feature described herein (whether preferred or not) may be combined with any other feature described herein (whether preferred or not). In the appended claims, Indefinite article "A" or "An" Refers to one or more quantities of the item following the article unless expressly stated otherwise. The appended claims should not be interpreted as including means-plus-function limitations unless such a limitation is explicitly recited in a given claim using the phrase "means for..."
Claims
1. A method for automatically importing visual settings using a first application running on a first device, comprising: a) requesting vision settings for a second application; b) determining a vision setting for the first application running on the first device that corresponds to the vision setting for the second application; as well as c) applying the vision setting for the second application to the corresponding vision setting of the first application running on the first device.
2. A method according to claim 1, wherein applying the vision setting includes modifying the vision setting for the second application to be compatible with the vision setting of the first application, and wherein applying the vision setting for the second application includes applying the resulting modified vision setting to the setting of the first application. The method of claim 1 , wherein the first application is a first operating system running on a first device. The method of claim 3 , wherein the second application is a second operating system running on a second device. The method of claim 1 , wherein the second application is a video game.
6. The method of claim 5, wherein the video game comprises a color blindness testing game.
7. The method of claim 6, wherein the color blindness test game comprises prompting a user to interact with one or more color targets displayed on the first device, and determining a color blindness setting based on the user's interaction with the one or more color targets.
8. The method of claim 5, wherein the video game comprises a visual acuity testing game.
9. The method of claim 8, wherein the visual acuity testing game comprises prompting a user to interact with a visual acuity target, displaying the visual acuity target on the first device, scaling the visual acuity target until the user interacts with the target, and determining a visual acuity setting based on the user's interaction with the visual acuity target.
10. The method of claim 5, wherein the video game comprises a visual field testing game.
11. The method according to claim 10, wherein the visual field test game comprises displaying one or more visual field test targets in the visual field to the user on the first device, prompting the user to interact with the one or more visual field test targets, and determining a visual field setting based on the obtained interaction between the user and the one or more visual field test targets.
12. The method of claim 1, wherein the vision settings of the first application include text size, magnification, alternative color schemes for color blindness, field of view customization, or screen resolution.
13. The method of claim 1, wherein the first application running on the first device is associated with a first user, and the second application is associated with the first user or an account used by the first user.
14. A system for automatically detecting visual impairment, comprising: processor; a memory coupled to the processor; Non-transitory instructions included in the memory, the non-transitory instructions being configured to, when executed by the processor, cause the processor to perform a method for automatic visual settings import using a first application, the method comprising: a) requesting vision settings for a second application; b) determining settings of the first application running on the processor that correspond to the vision settings for the second application; and c) applying the vision setting for the second application to a corresponding vision setting of the first application running using the processor.
15. The system of claim 14, further comprising modifying the vision settings for the second application to be compatible with the vision settings for the first application, and wherein applying the vision settings for the second application comprises applying the modified vision settings to the settings of the first application.
16. The system of claim 14, wherein the first application is a first operating system running on a processor.
17. The system of claim 16, wherein the second application is a second operating system running on a second device.
18. The system of claim 14, wherein the second application is a video game.
19. The system of claim 18, wherein the video game comprises a color blindness testing game.
20. The system of claim 19, wherein the color blindness testing game comprises prompting a user to interact with one or more color targets displayed on the first device, and determining a color blindness setting based on the user's interaction with the one or more color targets.
21. The system of claim 18, wherein the video game comprises a visual acuity testing game.
22. The system of claim 21 , wherein the visual acuity testing game comprises prompting a user to interact with a visual acuity target, displaying the visual acuity target using the processor, scaling the visual acuity target until the user interacts with the target, and determining a visual acuity setting based on the user's interaction with the visual acuity target.
23. The system of claim 18, wherein the video game comprises a visual field testing game.
24. The system of claim 23, wherein the visual field testing game comprises using the processor to display one or more visual field testing targets in a user's visual field, prompting the user to interact with the one or more visual field testing targets, and determining a visual field setting based on the resulting user's interaction with the one or more visual field testing targets.
25. The system of claim 14, wherein the vision settings of the first application include text size, magnification, alternative color schemes for color blindness, field of view customization, or screen resolution.
26. The system of claim 14, wherein the first application running on the processor is associated with a first user, and the second application is associated with the first user or an account used by the first user.
27. A computer readable medium having non-transitory instructions embodied thereon, the non-transitory instructions being configured to, when executed by a computer, cause the computer to perform a method for automatic visual settings import using a first application, the method comprising: a) requesting vision settings for a second application; b) determining settings of the first application running on the computer that correspond to the vision settings for the second application; as well as c) applying the vision settings for the second application to corresponding vision settings of the first application running on the computer.