A game auxiliary display method based on visual cognitive state and a display screen
By embedding an eye-tracking sensor and microlens display technology into the game display screen, the system can collect and analyze the player's visual state in real time, filter and output auxiliary information in a targeted manner, solving the problem of the limited auxiliary display function of existing display screens and achieving adaptive and efficient information transmission.
Patent Information
- Application Number
- CN202610662272.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2026-05-14
- Publication Date
- 2026-08-25
- Estimated Expiration
- 2046-05-14
AI Technical Summary
Existing game display screens have limited auxiliary display functions and cannot dynamically adjust according to the player's visual perception, resulting in excessive information that interferes with operation or fails to be perceived in a timely manner.
Eye movement signals are collected in real time by embedding eye movement sensing units in the gaps between screen pixel arrays. Combined with a cognitive quantification model, visual cognitive state levels are divided, key information is filtered through semantic segmentation of game screens, and auxiliary screens are output through a microlens display area driven by an independent auxiliary display channel.
It achieves adaptive auxiliary display based on the player's visual perception state, accurately conveys key information, does not interfere with core operations, and improves the game experience and performance.
Smart Images

Figure CN122195380B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of display screen assistance, and more specifically, to a game assistance display method and display screen based on visual cognitive state. Background Technology
[0002] With the rapid development of the gaming industry, players' demands for game display effects and auxiliary functions are increasing. As the core carrier for player interaction with the game, the auxiliary display capabilities of game displays directly affect players' gaming experience and performance. Currently, the auxiliary display functions of existing game displays generally suffer from core drawbacks such as limited effects and poor adaptability, failing to meet players' personalized auxiliary needs in different game scenarios and under different visual conditions.
[0003] Existing game screen assistance methods are mostly fixed and universal designs, lacking specificity and dynamic adaptability. For example, auxiliary displays are limited to basic screen parameter adjustments or simple information overlays, without dynamically adjusting to the player's real-time visual perception state. Whether the player is in a deep visual tunnel effect state of focused operation or a relaxed state, the same assistance logic is used, resulting in auxiliary information that is either too redundant and interferes with the player's core operations, or too inconspicuous to be perceived in a timely manner. Summary of the Invention
[0004] In view of the problems existing in the prior art, this application provides a game-assisted display method and display screen based on visual cognitive state.
[0005] A game-assisted display method based on visual cognitive state includes:
[0006] The eye movement sensing unit is coaxially embedded in the gap between the screen pixel array to collect the eye movement signals of the player's eyeballs in real time and extract visual feature parameters related to the player's visual cognitive state. The intensity index of the visual tunneling effect is obtained by calculating the visual feature parameters based on the preset cognitive quantification model, and the player's current visual cognitive state level is divided according to the intensity index. The original game screen to be output within the screen frame buffer is subjected to real-time semantic segmentation on the device to identify effective information within the game screen. Key information is selected according to the weight of the effective information's impact on the game, and the spatial coordinate parameters of each key information are marked. The key information is mapped to the corresponding microlens display area on the screen using its spatial coordinate parameters as the positioning reference; at the same time, the optical driving parameters of the corresponding microlens display area are calculated based on the intensity index, the preset visual perception threshold and the spatial coordinate parameters. An independent auxiliary display channel, isolated from the main display driving channel, drives the microlens display area corresponding to the spatial coordinate parameters to output auxiliary display images according to the optical driving parameters.
[0007] A game-assisted display screen based on visual cognitive state includes a screen panel, a main control chip, and a main screen driving channel and an independent auxiliary display channel that are electrically isolated from each other. The screen panel integrates a pixel display array, an eye-tracking sensor unit array, and a microlens display array. The eye-tracking sensor unit array is distributed in the pixel gaps of the pixel display array, and each eye-tracking sensor unit corresponds one-to-one with the corresponding microlens unit in the microlens display array, with their optical centers on the same vertical optical axis. The main control chip integrates a cognitive quantization module, a semantic segmentation and filtering module, a mapping and parameter calculation module, and a drive control module. The input end of the main screen driving channel is connected to the main control chip, and the output end is connected to the pixel display array, which is used to transmit the game main screen driving signal; the input end of the independent auxiliary display channel is connected to the main control chip, and the output end is connected to the microlens display array, which is used to transmit the auxiliary display driving signal. The eye-tracking sensor array is used to collect the player's eye movement signals in real time and transmit the eye movement signals to the main control chip; The cognitive quantization module is used to receive eye movement signals, extract visual feature parameters related to visual cognitive state, calculate the visual tunneling effect intensity index through a preset cognitive quantization model, and classify the player's current visual cognitive state level. The semantic segmentation and filtering module is used to perform real-time semantic segmentation of the original game screen to be output within the screen frame buffer, identify effective information in the screen and filter key information according to the weight of game impact, and mark the spatial coordinate parameters of each key information. The mapping and parameter calculation module is used to map the key information to the corresponding area of the microlens display array using the spatial coordinate parameters of the key information as the positioning reference, and at the same time calculate the optical driving parameters of the corresponding microlens display area based on the intensity index, the preset visual perception threshold and the spatial coordinate parameters. The drive control module is used to drive the corresponding microlens display area to output auxiliary display images according to the optical drive parameters through the independent auxiliary display channel.
[0008] Beneficial Effects: This application proposes a game-assisted display method and display screen based on visual cognitive state. Through collaborative closed-loop control of real-time acquisition of eye-tracking visual parameters, hierarchical judgment of visual tunneling effect, screening and positioning of key information on the screen, and precise mapping of microlens areas, an adaptive matching system between the player's dynamic visual cognitive state and the screen's directional assisted display is constructed. This system accurately matches the dynamic changes of visual tunneling effect under high-intensity competitive gameplay. Relying on spatial coordinate association benchmarks, it achieves high-precision alignment and matching between key information and the screen's directional display area. While fully preserving the original visual experience of the game and not interfering with the core operation rhythm, it significantly improves the efficiency of human eye in effectively capturing key warning information and the timeliness of information transmission.
[0009] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0010] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0011] Figure 1 This is a schematic diagram of the game auxiliary display method of this application; Figure 2 This is a schematic diagram illustrating the principle of the game auxiliary display method of this application; Figure 3 This is a schematic diagram of the visual feature parameter processing flow of this application; Figure 4 This is a schematic diagram of the key information processing flow of this application; Figure 5 This is a schematic diagram of the display screen structure module of this application.
[0012] Figure reference numerals: 1-Screen panel; 2-Main control chip; 3-Main screen driving channel; 4-Independent auxiliary display channel; 11-Pixel display array; 12-Microlens display array; 13-Eye movement sensor unit array; 21-Cognitive quantization module; 22-Semantic segmentation and filtering module; 23-Mapping and parameter calculation module; 24-Drive control module. Detailed Implementation
[0013] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those of ordinary skill in the art without creative effort are within the scope of protection of this application.
[0014] This application proposes a game-assisted display method based on visual cognitive state, which solves the technical drawbacks of traditional game display screens, such as single and fixed auxiliary modes, indiscriminate information output, easy omission of key information in high-intensity games, and mutual obstruction of vision interfering with operation. A schematic diagram of the game-assisted display method is attached. Figure 1 As shown in the attached diagram, the principle is as follows: Figure 2 As shown, the specific solution is as follows: A game-assisted display method based on visual cognitive state includes: 101. By using the eye-tracking sensing unit coaxially embedded in the gaps of the screen pixel array, the eye-tracking signals of the player's eyeballs are collected in real time, and visual feature parameters related to the player's visual cognitive state are extracted from them. 102. Based on the preset cognitive quantification model, the intensity index of the visual tunneling effect is obtained by calculating the visual feature parameters, and the player's current visual cognitive state level is divided according to the intensity index. 103. Perform real-time semantic segmentation on the device to identify effective information in the game screen by analyzing the original game screen to be output within the screen frame buffer. Select key information according to the weight of the effective information’s impact on the game, and mark the spatial coordinate parameters of each key information. 104. For key information, use its spatial coordinate parameters as the positioning reference and map it to the corresponding microlens display area on the screen (establish the mapping rules of key information in the microlens display area); at the same time, based on the intensity index, the preset visual perception threshold and the spatial coordinate parameters, calculate the optical driving parameters of the corresponding microlens display area. 105. An independent auxiliary display channel, isolated from the main screen driving channel, drives the microlens display area corresponding to the spatial coordinate parameters to output the auxiliary display screen according to the optical driving parameters.
[0015] This embodiment discloses a game assistance display method based on visual cognitive state. The core purpose is to achieve adaptive game assistance display based on the player's real-time visual cognitive state, breaking the limitation of the single auxiliary display effect of existing game screens. Through the coordinated cooperation of eye-tracking perception, image analysis, and microlens directional display, key game information is accurately and efficiently transmitted to the player without interfering with the player's core operations or destroying the original visual experience of the game. This improves the player's gaming experience and performance. All processing is completed on the screen side, without relying on any external devices or reading the underlying data of the game terminal, ensuring the stability and security of the game operation.
[0016] Step 101 involves using an eye-tracking sensor unit coaxially embedded in the gaps between the screen pixel array to collect real-time eye movement signals from the player's eyes and extract visual feature parameters related to the player's visual cognitive state. This step is fundamental to the entire method, and its core function is to acquire real-time visual state data from the player, providing raw data support for subsequent quantification of visual cognitive state and auxiliary display adaptation.
[0017] Specifically, the eye-tracking sensor unit is coaxially embedded in the gaps between the screen pixel array. This means that the eye-tracking sensor unit is integrated into the gaps between the RGB pixel arrays of the screen, and the center of each eye-tracking sensor unit is on the same vertical optical axis as the center of the corresponding microlens unit on the screen. This coaxial embedded design ensures that the eye movement signals collected by the eye-tracking sensor unit accurately correspond to the player's gaze direction, avoiding signal acquisition errors caused by the positional misalignment of the sensor unit and the microlens unit. At the same time, it does not occupy the display space of the screen pixels, does not affect the normal display effect of the screen, and is not perceptible to the player's naked eye.
[0018] Eye-tracking signals are acquired in real-time, uninterrupted mode, with the acquisition frequency matched to the screen refresh rate to ensure the capture of every subtle movement of the player's eyes. The acquired raw eye-tracking signals include various data such as the player's eye rotation angle, rotation speed, fixation point coordinates, pupil diameter changes, blink frequency, and fixation point dwell time. These raw signals undergo simple noise reduction processing to remove noise from external interference factors such as ambient light and screen self-illumination, ensuring signal accuracy. The visual feature parameters extracted from the processed raw eye-tracking signals are core parameters that directly reflect the player's visual cognitive state. Changes in these parameters can intuitively reflect the player's current visual focus, attention distribution, and peripheral visual perception ability. For example, the fixation point screen coordinates reflect the specific location where the player's gaze is currently focused, the fixation point dwell time reflects the player's level of attention to that area, the eye rotation angular velocity reflects the flexibility of the player's gaze movement, and the pupil diameter changes reflect the player's level of tension and focus. These parameters together form the basis for judging the player's visual cognitive state.
[0019] For example, when a player is playing a first-person shooter game, during the normal gameplay phase, the player's gaze will move back and forth between the aiming area in the center of the screen and the surrounding environment. At this time, the eye movement signals collected by the eye-tracking unit will show that the gaze point coordinates frequently switch between the center of the screen and the surrounding area, the eye rotation angular velocity is moderate, and the pupil diameter is within the normal range. The visual feature parameters extracted from this can reflect that the player's current visual state is relatively relaxed and the peripheral visual perception function is intact. When the player enters a critical combat phase and needs to aim at distant enemies, the gaze will be locked on the aiming point in the center of the screen for a long time. At this time, the eye movement signals collected by the eye-tracking unit will show that the gaze point coordinates are concentrated in the center area of the screen for a long time, the dwell time is significantly increased, the eye rotation angular velocity is greatly reduced, and the pupil diameter is slightly constricted. The extracted visual feature parameters can reflect that the player's current attention is highly concentrated and the peripheral visual perception ability begins to decline.
[0020] Step 102 calculates the intensity index of the visual tunneling effect based on the preset cognitive quantification model for the visual feature parameters, and classifies the player's current visual cognitive state level according to the intensity index. This step is the core control link of the whole method. Its core function is to transform the discrete visual feature parameters extracted in step 101 into quantifiable visual state indicators that can be used for subsequent auxiliary display control, providing a clear control basis for the mapping of key information and the calculation of optical parameters.
[0021] The pre-set cognitive quantification model is trained in advance based on a large amount of visual data from different game scenarios and players. The model incorporates comprehensive computational logic for multi-dimensional visual feature parameters. It can comprehensively analyze and weight various visual feature parameters extracted in step 101, such as fixation duration, eye rotation angular velocity, and pupil diameter changes, ultimately outputting a quantified value within a fixed range—the intensity index of the visual tunneling effect. The magnitude of this index directly corresponds to the strength of the player's visual tunneling effect; a higher index indicates that the player's attention is more concentrated in the central area of the screen, and the peripheral vision is more severely suppressed. Conversely, a lower index indicates that the player's attention is more scattered, and the peripheral visual perception function is more complete. Based on the intensity index of the visual tunneling effect, the player's current visual cognitive state level is classified. Different levels correspond to different levels of visual focus and peripheral visual perception ability. This hierarchical classification provides a clear judgment standard for subsequent adaptive adjustments of auxiliary displays, ensuring that the auxiliary display strategy can accurately match the player's current visual state.
[0022] For example, after the preset cognitive quantification model is calculated, the output intensity index ranges from 0 to 100. When the intensity index is in the low threshold range of 0 to 30, it is judged as a normal visual cognitive state. At this time, the player's attention is relatively scattered, the gaze can move freely, the peripheral visual perception function is complete, and the information in each area of the screen can be clearly identified.
[0023] Step 103 performs real-time semantic segmentation on the original game screen to be output within the screen frame buffer to identify effective information within the game screen. Key information is filtered out according to the weight of the effective information's impact on the game, and the spatial coordinate parameters of each key information are marked. The core function of this step is to accurately filter out key information that has an important impact on the player's game from the original game screen and determine its spatial location, providing a positioning basis for the accurate mapping of subsequent key information, ensuring that the information displayed is targeted, and avoiding redundant information from interfering with the player's operation.
[0024] The original game footage to be output within the screen frame buffer refers to each frame of screen data that is about to be transmitted to the screen after the game terminal has finished processing. This data includes all visual elements such as game scenes, characters, skill effects, information prompts, and background decorations. Real-time semantic segmentation on the device side means that the image parsing and processing are completed within the main control chip on the screen itself, without transmitting the image data to an external server or processor. This device-side processing method minimizes the latency of image parsing, ensuring that the segmentation process is synchronized with the screen refresh, and avoiding delays in auxiliary information that could negatively impact the player's gaming experience.
[0025] The specific implementation process of semantic segmentation involves using a lightweight image recognition model built into the main control chip to analyze the original game screen frame by frame, identifying all effective information in the screen that is actually meaningful to the player. This effective information includes, but is not limited to, enemy character positions, the player's own health, skill cooldown indicators, equipment and economy panels, minimap guidance, skill warning indicators, and footstep location indicators. Simultaneously, meaningless background elements, decorative effects, irrelevant particle effects, and other redundant information are excluded to ensure that all identified effective information is relevant to the player's game operations and decision-making. Key information is then selected based on the weight of its impact on the game. This involves prioritizing each type of effective information according to its influence on the player's win / loss and operational decisions, selecting core key information that directly guides the player's actions and can influence the game's outcome. This information is then prioritized for subsequent auxiliary display, while unnecessary auxiliary information with minimal impact on the game's result is excluded to avoid visual interference caused by excessive redundant information. The spatial coordinate parameters of each key piece of information refer to recording the specific position data of each selected key piece of information in the screen pixel coordinate system. These coordinate parameters can accurately reflect the specific position of the key information on the screen, as well as its orientation and distance relative to the player's current gaze point, ensuring that the key information can be accurately mapped to the corresponding microlens display area to achieve directional auxiliary display.
[0026] For example, in MOBA games, the original game screen within the frame buffer contains various elements such as friendly heroes, enemy heroes, turrets, minion waves, minimap, skill cooldown icons, equipment panel, and chat messages. Through real-time semantic segmentation on the client side, effective information such as enemy hero positions, friendly skill cooldown indicators, turret health, enemy signals on the minimap, and one's own health can be identified. When filtering key information according to its impact weight, information that directly determines the life or death of the game, such as enemy hero positions, low health indicators, and fatal skill warnings, as well as information that directly affects operational decisions, such as skill cooldown completion indicators and equipment purchase indicators, will be filtered as key information.
[0027] Step 104 maps key information to the corresponding microlens display area on the screen using its spatial coordinate parameters as the positioning reference. At the same time, based on the intensity index, the preset visual perception threshold, and the spatial coordinate parameters, the optical driving parameters of the corresponding microlens display area are calculated. This step is the core execution link for achieving adaptive auxiliary display. Its core function is to accurately match the selected key information with the microlens display area on the screen and adjust the display parameters of the microlens according to the player's current visual state to ensure that the key information can be clearly perceived by the player without interfering with the player's core operations.
[0028] The microlens display area is a dedicated region on the screen for outputting auxiliary information. Distributed at specific locations on the screen, it enables directional display; that is, after being refracted by the microlens, the auxiliary information is only perceived by the player's peripheral vision and does not enter the player's central gaze area, thus avoiding interference with the player's focus on the core operation area at the center of the screen. When mapping key information, the spatial coordinate parameters marked in step 103 are strictly used as the unique positioning reference. Based on the spatial coordinates of the key information, its specific position on the screen is determined, and then matched to the corresponding microlens display area. This ensures that the auxiliary display position of the key information is consistent with its real-time position, achieving precise alignment.
[0029] Meanwhile, the calculation of optical driving parameters requires consideration of three core factors, which together determine the display effect of the microlens. These factors ensure that the auxiliary information can adapt to the player's current visual state, allowing for clear perception without causing visual interference. Specifically, the preset visual perception threshold is set in advance based on the visual perception characteristics of ordinary players, limiting the reasonable range of parameters such as the microlens' display brightness and refraction angle to prevent parameters from being too high or too low and affecting the auxiliary effect. The spatial coordinate parameter is used to precisely adjust the refraction angle of the microlens, ensuring that the auxiliary information is accurately projected onto the player's peripheral visual area. The intensity index is used to dynamically adjust parameters such as the microlens' display brightness and pulse frequency to adapt to different levels of visual inhibition among players.
[0030] For example, when the key information is the location of an enemy hero, and its spatial coordinates indicate that the location is in the right-hand area of the screen, this key information will be mapped to the corresponding microlens display area on the right side of the screen. If the player's visual tunneling effect intensity index is high at this time, and they are in a state of deep visual perception with peripheral vision suppressed, a higher display brightness and a suitable refraction angle will be calculated to ensure that the key information can be perceived by the player. The refraction angle will be adjusted according to the position of the key information relative to the player's gaze point to ensure that the light avoids the fovea of the player's retina and does not interfere with the player's gaze at the target in the center of the screen. If the player's intensity index is low at this time, and they are in a state of normal visual perception with complete peripheral visual perception, a lower display brightness will be calculated to avoid the auxiliary information being too bright and causing visual interference.
[0031] Step 105 uses an independent auxiliary display channel, which is isolated from the main screen driving channel, to drive the microlens display area corresponding to the spatial coordinate parameters to output the auxiliary display screen according to the optical driving parameters. This step is the final execution stage of the auxiliary display. Its core function is to convert the optical driving parameters calculated in step 104 into the actual auxiliary display screen, ensuring that the auxiliary display does not interfere with the main screen and achieving accurate and delay-free auxiliary guidance.
[0032] The main screen drive channel transmits the game's main screen signal, responsible for transmitting the original game image data to the screen pixel array, driving the pixels to emit light and display the game's main screen. The independent auxiliary display channel is dedicated to transmitting the drive signal for the microlens display area. It is independent of the main screen drive channel and uses an electrical isolation design, preventing signal interference between the two. This ensures the normal display of the main screen is unaffected by the auxiliary display drive signal, and the auxiliary display drive is also unaffected by the main screen signal, guaranteeing the stability and real-time performance of the auxiliary display. Based on the optical drive parameters calculated in step 104, the drive signal is transmitted through the independent auxiliary display channel to the microlens display area corresponding to the key information's spatial coordinate parameters. This drives the microlens unit to adjust parameters such as refraction angle, display brightness, and pulse frequency, thereby outputting the auxiliary display image. This auxiliary display image is only displayed within the corresponding microlens display area. Through the directional refraction of the microlens, it is precisely projected onto the player's peripheral visual area, without obstructing the game's main screen or interfering with the player's core operations. The player can perceive the auxiliary information through peripheral vision without shifting their gaze, achieving a "know without looking" auxiliary effect.
[0033] For example, in a first-person shooter game, when a player is aiming and their gaze is locked on the target in the center of the screen, the intensity index collected by the eye-tracking sensor is high, indicating a state of depth perception, while peripheral vision is suppressed. If an enemy appears in the left-hand area of the screen frame buffer, a faint red warning image is output through a dedicated auxiliary display channel. This image is refracted directionally to the player's left peripheral visual area through the microlens. The player can perceive the enemy on the left without shifting their aim, allowing for timely action. This provides auxiliary guidance without interfering with the player's aiming, ensuring that the player can focus on the core gameplay while simultaneously obtaining crucial auxiliary information, thus improving performance.
[0034] In some specific embodiments, the method further includes: before real-time eye-tracking signal acquisition, completing the coaxial optical axis calibration of the eye-tracking sensing unit and the microlens unit, and establishing a mapping model between screen coordinates and player retinal coordinates; acquiring visual feature parameters of the player in a resting state, and calibrating the weighting coefficients of the preset visual perception threshold and cognitive quantification model; acquiring the player's operation data in the game scene, and optimizing the filtering weights and mapping rules of key information. In order to fundamentally ensure the operational accuracy, individual adaptability, and stability of the entire game auxiliary display method, and to avoid problems such as inaccurate eye-tracking signal acquisition, misjudgment of visual state, misalignment of key information mapping, and poor auxiliary display effect caused by optical path deviation, individual visual differences, and differences in gaming habits, the system will specifically perform a complete set of pre-personalized initialization calibration procedures before officially starting real-time eye-tracking signal acquisition and entering the game auxiliary display operation process.
[0035] The first core calibration step is to complete the coaxial optical axis calibration of the eye-tracking sensor unit and the microlens unit, and simultaneously establish a mapping model between screen coordinates and player retinal coordinates. The coaxial optical axis of the eye-tracking sensor unit and the microlens unit refers to the fact that the center of each eye-tracking sensor unit, the center of the corresponding microlens unit, and the optical axis of the player's gaze when looking at the screen must all be on the same straight line perpendicular to the screen plane. This coaxial relationship is a core prerequisite for ensuring accurate eye-tracking signal acquisition and accurate directional projection of auxiliary information.
[0036] The specific calibration method is as follows: After the system starts the calibration program, multiple calibration markers at different positions will be displayed on the screen in sequence. These markers are evenly distributed in the center, four corners and edge areas of the screen, covering the entire display range. The system will guide the player to look at each calibration marker in sequence. At the same time, the eye-tracking sensor unit will collect the eye movement signal of the player when looking at each marker in real time, record the acquisition angle of the eye-tracking sensor unit and the refraction angle of the microlens unit at this time, calculate the optical path deviation between the two through the algorithm, and automatically adjust the initial refraction angle of the microlens unit and the acquisition angle of the eye-tracking sensor unit until the eye movement signal acquisition position corresponding to each calibration marker point is completely consistent with the microlens projection position, ensuring that the optical paths of the two are strictly coaxial.
[0037] While completing coaxial calibration, the system establishes a one-to-one mapping model between the screen pixel coordinate system and the player's retinal coordinate system based on the eye movement signal data when the player gazes at each calibration marker point. The screen pixel coordinate system is the screen's own coordinate system, used to mark the position of each pixel, each microlens unit, and each key piece of information on the screen. The player's retinal coordinate system is the coordinate of the photosensitive area on the player's retina. This mapping model can accurately convert the coordinates of any position on the screen into the corresponding photosensitive position on the player's retina, ensuring that the light projected by the microlens can accurately point to the player's peripheral visual retinal area when mapping key information, thus avoiding misalignment of auxiliary information projection.
[0038] The second core calibration step involves collecting visual feature parameters from players in a resting state and calibrating the weighting coefficients of the preset visual perception threshold and the cognitive quantification model. The resting visual state refers to a state where the player is naturally relaxed, without the pressure of game operations, and their gaze moves freely and smoothly. In this state, the player's visual perception is at its most basic and stable level. Collecting visual feature parameters in this state can serve as a benchmark for subsequent visual state determination and auxiliary display parameter adjustments, avoiding the problem of mismatched universal parameters due to individual visual differences.
[0039] The calibration procedure guides players to maintain a seated posture and focus their gaze naturally and relaxedly on a fixed marker in the center of the screen. No deliberate focusing or eye movement is required. Players should maintain this state for 30 to 60 seconds. During this period, the eye-tracking sensor unit continuously collects the player's eye movement signals in real time and extracts visual feature parameters in this state, including average fixation point coordinates, average eye rotation angular velocity, average pupil diameter, average blink frequency, and average fixation point dwell time. These parameters are stored in the system as the player's visual baseline data.
[0040] Based on these benchmark data, the system will calibrate a preset visual perception threshold that matches the player's individual visual sensitivity. The visual perception threshold is mainly used to limit the reasonable range of parameters such as brightness and pulse frequency of the subsequent microlens display, so as to avoid visual interference caused by excessively high parameters or the inability to perceive auxiliary information due to excessively low parameters.
[0041] The third core calibration step involves collecting player action data during gameplay to optimize the filtering weights and mapping rules for key information. While the initial resting state calibration primarily adapts to differences in player visual physiology, this step focuses on aligning with players' gaming habits and information focus priorities. This ensures that the mapping of key information filtering better suits players' actual combat needs, enhancing the practicality and relevance of the auxiliary display. Specifically, the calibration program guides players into a typical game session (allowing them to choose their preferred game type and hero / character). Players complete the game according to their normal gaming habits. During this time, the system simultaneously collects various action data, including click locations, skill release timings, eye movement trajectories, response times to different types of information, and types of information ignored. It also records data such as the type, location, and frequency of key information encountered during the game. After a match, the system analyzes the collected operation data to identify the key information types that players care about most and that have the greatest impact on their operational decisions. It dynamically optimizes the filtering weight of various key information types, increases the filtering priority of core key information, reduces the filtering weight of secondary redundant information, and even directly excludes information that players do not care about. At the same time, based on the player's eye movement trajectory and operation habits, it adjusts the mapping rules between key information and the microlens display area, mapping the key information that players care about most to the microlens area that is most easily perceived by the player's eyes, thereby improving the efficiency of information delivery.
[0042] In some specific embodiments, the cognitive quantification model uses the proportion of fixation point central dwell time as the core weight, and combines it with peripheral visual saccade decay rate, pupil constriction amplitude, microsaccade amplitude decay rate, and gaze fixation stability for weighted fusion calculation to obtain the intensity index of the visual tunneling effect. When the visual tunneling effect intensity index is in the low threshold range, it is judged as a normal visual state: the player's peripheral visual perception function is intact, and the brain does not produce visual attention inhibition; when the visual tunneling effect intensity index is in the middle threshold range, it is judged as a moderate visual tunneling effect state: the player's attention is highly focused on the central operating area of the screen, and peripheral visual perception ability is weakened; when the visual tunneling effect intensity index is in the high threshold range, it is judged as a deep visual tunneling effect state: the player's gaze is locked on the center of the screen for a long time, and peripheral vision is deeply inhibited by the brain. The visual feature parameter processing flow is as follows: Figure 3 As shown.
[0043] The cognitive quantification model employs a multi-dimensional visual feature differential weighted fusion calculation logic, integrating multiple parameters that characterize the player's attention focus, eye movement patterns, and visual inhibition level for unified calculation. The fixation point center dwell rate most directly reflects the player's visual focus concentration, and therefore participates in the calculation as a core weight. Peripheral visual saccade attenuation rate, pupil constriction amplitude, microsaccade amplitude attenuation rate, and fixation stability are sequentially weighted and calculated according to preset ratios. After mutual verification and complementarity of multiple parameters, a continuously quantified visual tunneling effect intensity index is output, avoiding misjudgments caused by single visual parameters and improving the accuracy and reliability of the player's visual cognitive state grading results. The fixation point central dwell rate represents the percentage of time a player's gaze remains on the center of the screen, the area where the game is playing. A higher percentage indicates a stronger level of focus. The peripheral visual scan rate decay rate is used to compare with the normal state, reflecting the decrease in the rate at which the player's eyes scan the edge areas of the screen. The pupil contraction amplitude corresponds to the player's level of focus and tension during the game; in a state of high focus, the pupil will contract regularly. The microsaccade amplitude decay rate reflects the unconscious, minute visual tremors of the eyeball; as focus increases, the amplitude of voluntary microsaccades decreases accordingly. The fixation stability reflects the degree to which the fixation point remains fixed and does not shift; in a state of deep focus, the fixation point will be highly stable with almost no shift or tremor.
[0044] When the visual tunneling effect intensity index is in the low threshold range, it is considered a normal visual state. At this time, the player's overall vision is relaxed and natural, and their gaze can move freely across the entire screen. Peripheral visual signals can be transmitted normally and completely to the brain's visual center, and the brain will not produce targeted visual attention inhibition. The player can simultaneously and clearly identify all game information in the center, edges, and corners of the screen without the risk of missing information. For example, during idle wandering, scene exploration, and interface browsing phases, the player's gaze can move back and forth to observe the minimap, skill icons, and scene environment without any restrictions on overall visual perception.
[0045] When the visual tunneling effect intensity index is in the middle threshold range, it is judged as a moderate visual tunneling effect state. Players actively focus their attention on the core operational area in the center of the screen, such as hero combat and aiming, reducing the eye's ability to scan the entire screen. The efficiency of peripheral visual information transmission decreases, and the brain actively lowers the priority of processing peripheral visual information, resulting in a significant reduction in peripheral visual perception. At this time, players can clearly observe the central combat scene, but are highly likely to ignore crucial peripheral information such as enemy warnings on the sides, health indicators at the edges, and skill alerts in the corners. For example, during laning phases, sustained gunfights, and close-quarters team battles, players are constantly focused on the core combat objective, significantly reducing their sensitivity to peripheral information.
[0046] When the visual tunneling effect intensity index is in the high threshold range, it is determined to be a deep visual tunneling effect state. In this state, the player's gaze will be rigidly locked on the center of the screen for an extended period, focusing on the target or key points in team fights. The eyes will essentially cease large-scale scanning movements, and minute eye movements will be significantly reduced. The brain's visual center will deeply suppress the processing of peripheral visual signals. At this time, the player's foveal vision is extremely clear, but risk warnings around the screen's edges and corners, as well as enemy positions, are difficult to perceive subjectively. This makes it extremely easy to make serious mistakes in the game due to inattentive blindness. For example, during precise aiming and shooting, crucial ultimate skill releases, and extreme tracking maneuvers, the player's gaze will not shift at all, making it impossible to quickly detect even ambushes from the side or rear.
[0047] In some specific embodiments, the eye-tracking sensing unit corresponds one-to-one with the coaxial microlens unit in the screen microlens display area and is located on the same vertical optical axis; the visual feature parameters include at least the screen coordinates of the gaze point, the proportion of the gaze point center dwell time, the number of peripheral visual scans, the eye rotation angular velocity, the pupil diameter change rate, and the fixation stability of the gaze.
[0048] The eye-tracking sensor unit and the coaxial microlens unit within the screen's microlens display area adopt a one-to-one, coaxial, and shared optical axis layout design. This is the core hardware foundation for achieving precise linkage between eye movement perception and auxiliary display, and a prerequisite for ensuring accurate acquisition of subsequent visual feature parameters and accurate mapping of key information. Each eye-tracking sensor unit embedded within the gaps in the screen pixel array has one and only one corresponding coaxial microlens unit, forming a dedicated pairing relationship. There is no situation where one eye-tracking sensor unit corresponds to multiple microlens units, or one microlens unit corresponds to multiple eye-tracking sensor units. This pairing relationship is fixed in advance through a pre-calibration process and remains stable during subsequent real-time operation. The optical center of each eye-tracking sensor unit, the optical center of its corresponding paired coaxial microlens unit, and the optical axis of the player's gaze when normally looking at the screen are strictly coincident on the same straight line perpendicular to the screen surface. This optical axis runs through the center of the eye-tracking sensor unit and the microlens unit, ensuring that the eye-tracking sensor unit can accurately capture the eye movement signal when the player looks at that area, while the microlens unit can accurately project auxiliary information into the visual perception range of the corresponding area of the player.
[0049] The core function of the eye-tracking sensor unit is to collect the player's eye movement signals, while the core function of the microlens unit is to project auxiliary information. When the two are set coaxially, the eye movement signal of a certain area collected by the eye-tracking sensor unit can be directly mapped to the microlens unit in that area without the need for additional optical path calibration or coordinate transformation, which greatly improves the synchronization and accuracy of signal acquisition and auxiliary projection. At the same time, this layout can avoid gaze point positioning deviation caused by optical path offset.
[0050] The extraction of visual feature parameters adopts a multi-dimensional and comprehensive approach, including at least the screen coordinates of the gaze point, the percentage of gaze point dwell time, the number of peripheral visual scans, the angular velocity of eye rotation, the rate of change of pupil diameter, and the stability of gaze fixation. These parameters represent the player's visual cognitive state from different dimensions, complementing and verifying each other to ensure that the subsequent cognitive quantification model can accurately calculate the intensity index of the visual tunneling effect.
[0051] The gaze point screen coordinates are the most basic and core visual feature parameters, used to accurately pinpoint the exact location where the player's gaze is focused on the screen in real time. This is achieved by an eye-tracking sensor unit collecting raw eye movement data in real time, such as the player's eye rotation angle and corneal reflection signals. An algorithm then calculates the specific coordinates of the player's gaze point in the screen's pixel coordinate system (usually with the top-left corner of the screen as the origin, the X-axis as the horizontal axis, and the Y-axis as the vertical axis, in pixels). These coordinates are updated in real time, synchronized with the player's gaze movement, and the update frequency is adapted to the screen refresh rate to ensure that every subtle movement of the player's gaze is captured. Its core function is to clearly identify the player's current area of focus, providing the basic positioning basis for subsequent mapping of key information and calculation of optical driving parameters.
[0052] The fixation point central dwell percentage is used to statistically analyze the proportion of time a player's gaze remains on the core competitive area in the center of the screen within a preset time period (usually 1 second, which can be adaptively adjusted according to the game type). It is a core parameter directly reflecting the player's level of attention focus. The system first presets the range of the core competitive area in the center of the screen (usually 20%~30% of the total screen area, centrally distributed, covering the player's core operation area, such as the aiming area in shooting games or the hero's location area in MOBA games). Then, it continuously calculates the duration for which the fixation point's screen coordinates are within this core area within the preset period. This duration is then divided by the total preset period duration to obtain the fixation point central dwell percentage (expressed as a percentage). A higher percentage indicates that the player's attention is more concentrated on the center of the screen, and the stronger the peripheral visual inhibition. Its core function is to serve as a core weight in the cognitive quantification model, participating in the calculation of the visual tunneling effect intensity index, and simultaneously used to determine the player's visual focus level.
[0053] Peripheral visual scan counts are used to count the number of times a player's eyes scan the edge area of the screen within a preset time period (usually 1 second). This reflects the activity level of the player's peripheral vision and indirectly indicates the degree of distraction. More scans indicate more active peripheral vision and more distracted attention; fewer scans indicate less active peripheral vision and more focused attention on the screen center. The system presets the range of the screen edge area (usually the four edges of the screen, with a width of 10%~15% of the corresponding side length). It monitors the movement trajectory of the gaze point's screen coordinates in real time. Each scan is counted when the gaze point moves from the central core area to the edge area and back to the center, or moves between different edge areas. The total number of scans within the preset period is the peripheral visual scan count. Its core function is to assist in judging the player's peripheral visual perception ability, participate in the weighted calculation of the cognitive quantification model, and supplement the insufficient percentage of gaze point dwell time at the center.
[0054] Eye rotation angular velocity, measured in degrees per second, characterizes the speed of a player's eye movement and reflects the flexibility of their gaze, distinguishing between a locked-focus observation state and a state of free-flowing, flexible browsing. A lower angular velocity indicates slower eye movement, more stable vision, and greater concentration; a higher angular velocity indicates faster eye movement, more flexible vision, and more scattered attention. It is implemented by an eye-tracking sensor unit that continuously collects the player's eye rotation angle, calculates the difference in rotation angle between two adjacent sampling times (sampling frequency consistent with the eye-tracking signal acquisition frequency, typically ≥2000Hz), divides this difference by the sampling time interval, and obtains the eye rotation angular velocity, which is updated and recorded in real time. Its core function is to assist in judging the player's visual state, participate in the weighted calculation of the cognitive quantification model, and also contribute to the subsequent calculation of microlens optical drive parameters.
[0055] The pupil diameter change rate, based on the physiological visual stress response of the human eye, is used to characterize the real-time speed of change in a player's pupil diameter, reflecting the player's level of tension and concentration during the game. When a player is highly focused and emotionally tense, the pupil will spontaneously constrict, its diameter will decrease, and the change rate will be negative (contraction). When a player is relaxed and their attention is dilated, the pupil will spontaneously dilate, its diameter will increase, and the change rate will be positive (dilation). The larger the absolute value of the change rate, the more significant the change in the player's emotions or concentration. It is implemented by an eye-tracking sensor unit using infrared imaging technology to acquire real-time images of the player's pupils, extract pupil diameter data, calculate the difference in pupil diameter between two adjacent sampling times, and then divide it by the sampling time interval to obtain the pupil diameter change rate (in millimeters per second), recording its trend in real time. Its core function is to assist in judging the player's level of concentration and emotional state, participate in the weighted calculation of the cognitive quantification model, and supplement the deficiencies of other parameters.
[0056] Fixation stability characterizes the degree to which a player's gaze remains fixed and stable, reflecting the player's depth of focus. Higher fixation stability indicates a more stable gaze with almost no shifting or shaking, signifying higher player focus; lower fixation stability indicates frequent gaze shifting and shaking, signifying lower player focus. It is implemented by setting a small gaze shift threshold (typically 0.1 to 0.2 degrees) and monitoring the shift amplitude of the gaze's screen coordinates in real time within a preset time period (typically 0.5 seconds). If the shift amplitude is consistently less than the preset threshold, high fixation stability is considered; if the shift amplitude frequently exceeds the preset threshold, low fixation stability is considered. Simultaneously, an algorithm calculates the variance of the gaze's shift; a smaller variance indicates higher fixation stability. Its core function is to assist in determining the player's depth of focus and participate in the weighted calculations of the cognitive quantification model, playing a particularly important role in determining the state of depth visual tunneling.
[0057] In some specific embodiments, the spatial coordinate parameters include the absolute spatial coordinates of the key information in the screen pixel coordinate system and the polar coordinate parameters relative to the player's current gaze point. First, the macroscopic area of the key information on the screen is located based on the absolute spatial coordinates, and the corresponding microlens display area type is matched. Then, the specific display position of the key information within the microlens display area is located based on the polar coordinate parameters relative to the player's current gaze point. Combining the priority of the key information with the level of visual perception, the mapping priority and display permissions are dynamically adjusted. The key information processing flow is attached. Figure 4 As shown.
[0058] The system employs a dual spatial coordinate calibration method for the filtered key game information. It records both the absolute spatial coordinates of the key information in the screen pixel coordinate system and the relative polar coordinates with the player's real-time gaze point as the origin. These two sets of coordinates work together to achieve layered, progressive, and precise spatial positioning. The absolute spatial coordinates rely on the screen's inherent pixel row and column system to establish fixed coordinate rules, unaffected by player gaze movement or changes in gaze point position, and can stably identify the global, fixed position of key information within the entire game screen.
[0059] The system prioritizes determining the macroscopic area of the screen to which key information belongs based on absolute spatial coordinates, distinguishing whether the key information is located in the main screen area at the center or around the edges. This allows for rapid matching of the corresponding microlens display area, completing large-scale area classification and adaptation, and determining whether to use an embedded coaxial microlens unit in the main screen or a wide-area microlens partition at the edges to carry the corresponding auxiliary information. The polar coordinate parameters relative to the player's current gaze point use the player's real-time gaze focus as the coordinate pole, describing the relative position and distance of the key information relative to the center of the viewer's gaze through azimuth angle and radial distance values, and updating synchronously in real time as the player's gaze moves. After completing macroscopic area matching, the system uses polar coordinate parameters to accurately pinpoint the specific location of the key information within the corresponding microlens area, achieving point-to-point precise alignment between the key information and the local microlens unit, ensuring a high degree of consistency between the projected auxiliary information position and the actual position of the information on the screen. Furthermore, the system dynamically adjusts the mapping order when multiple key information items coexist, considering their respective game impact priorities and the player's real-time visual perception level, while also managing the display permissions of various information items under different visual states. High-risk game information has a higher mapping priority. When multiple information spaces overlap, display resources are occupied first. The stronger the player's visual tunneling effect, the fewer information levels are given open display permissions. In a deep focus state, only the highest-risk game warning information is displayed. In a normal visual state, all levels of key information can be mapped and output normally.
[0060] The absolute spatial coordinates of key information in the screen pixel coordinate system are coordinate parameters used to determine the fixed global position of key information within the entire screen. They are unaffected by player gaze movement or changes in the gaze point, and are the core basis for macroscopic area positioning. The screen pixel coordinate system is an inherent coordinate system of the screen itself, established according to the following rules: the top-left corner of the screen is the origin, the horizontal direction to the right is the positive X-axis, and the vertical direction downwards is the positive Y-axis. The coordinate unit is pixels, and the coordinate values strictly correspond to the screen resolution. The calibration of absolute spatial coordinates is implemented as follows: after the system identifies key information through real-time semantic segmentation on the device side, it automatically captures the pixel boundary of the key information in the current game frame. Using the geometric center point of the key information as the coordinate calibration reference, the X-axis and Y-axis coordinate values of this center point in the screen pixel coordinate system are extracted. These coordinate values are the absolute spatial coordinates of the key information. These coordinate values are updated in real time as the key information moves within the game screen (for example, when an enemy hero moves, its absolute spatial coordinates change synchronously), ensuring that the global position of the key information is always accurately identified.
[0061] The microlens display areas of the screen are mainly divided into two categories: one is the coaxial microlens unit array distributed in the core area of the main screen, and the other is the wide microlens partitions distributed in the surrounding edge areas of the screen. The display functions and projection ranges of the two types of microlens areas are different. The coaxial microlens unit array in the main screen is used to project key information close to the point of gaze, while the wide microlens partitions at the edges are used to project key information at the edges of the screen. By using the X-axis and Y-axis coordinate values of absolute spatial coordinates, the system can quickly determine the macroscopic location of key information: if the X-axis and Y-axis coordinate values of the absolute coordinates are both within the coordinate range of the core area of the main screen, then the key information is determined to be located in the core area of the main screen, and is matched with the coaxial microlens unit array in the main screen area; if the X-axis coordinate value is ≤200 pixels (left edge of the screen), X-axis coordinate value is ≥1720 pixels (right edge of the screen), Y-axis coordinate value is ≤100 pixels (top edge of the screen), or Y-axis coordinate value is ≥980 pixels (bottom edge of the screen), then the key information is determined to be located in the edge area of the screen, and is matched with the corresponding wide microlens partition.
[0062] The polar coordinate parameters mainly include two core parameters: azimuth and radial distance. Azimuth refers to the angle measured clockwise from the player's gaze point (0°) to the location of the key information, with the player's gaze point as the pole and the direction pointing directly upwards from the gaze point to the top of the screen as 0°. It ranges from 0° to 360° and is used to determine the specific location of the key information relative to the gaze point (e.g., directly above, upper left, right, lower left, etc.). Radial distance is the straight-line distance from the player's gaze point (0°) to the geometric center of the key information, measured in pixels. It is used to determine the distance of the key information relative to the gaze point; the closer the distance, the closer the key information is to the player's current gaze area, and the farther the distance, the farther away the key information is from the gaze area. The system extracts the player's current gaze point screen coordinates in real time, uses these coordinates as the pole of the polar coordinates, and combines them with the absolute spatial coordinates of the key information. A geometric algorithm is used to calculate the azimuth and radial distance: the azimuth is obtained by calculating the angle between the line connecting the gaze point and the center point of the key information and the direction pointing directly upwards on the screen; the radial distance is obtained by calculating the straight-line distance between the gaze point coordinates and the absolute coordinates of the key information. Because the player's gaze point moves in real time, the polar coordinate parameters are recalculated synchronously as the gaze point moves, ensuring that the position and distance of key information relative to the player's current line of sight are always accurately reflected.
[0063] After completing the macro-region positioning and matching the microlens display area type through absolute spatial coordinates, the specific display position of key information within the microlens area is further precisely locked, achieving point-to-point precise alignment between key information and microlens unit. This ensures that auxiliary information can be accurately projected onto the player's surrounding vision in the corresponding area, avoiding projection position deviations that could prevent the player from perceiving or interfere with core operations.
[0064] The priority of key information is determined by its weight in terms of its impact on the game, and is mainly divided into high priority (such as warnings of fatal enemy attacks, low health warnings, and critical skill prompts, which directly affect the life or death of the game), medium priority (such as skill cooldown completion prompts and equipment update prompts, which affect operational decisions), and low priority (such as non-core resource prompts and non-essential game information, which have little impact on operational decisions). The player's visual perception state is divided into normal visual state, moderate visual tunneling effect state, and deep visual tunneling effect state. The player's peripheral visual perception ability is different in different states.
[0065] When multiple key pieces of information exist simultaneously and their mapping areas overlap, high-priority key information takes priority in using microlens display resources, while low-priority key information is temporarily hidden or its display intensity is reduced to avoid visual interference caused by information overlap. Display permissions are dynamically managed based on the player's visual cognitive state level; the higher the intensity of the visual tunneling effect, the fewer key information levels are granted display permissions. When the player is in a normal visual state, high, medium, and low priority key information are all granted display permissions and all are mapped and output, ensuring that the player can obtain all game information. When the player is in a medium visual tunneling effect state, only high and medium priority key information are granted display permissions, while low priority key information is disabled. When the player is in a deep visual tunneling effect state, only high priority key information is granted display permissions, while medium and low priority key information is disabled, ensuring that the player can concentrate on core operations and only receive the most critical and critical warning information, avoiding any unnecessary visual interference.
[0066] For example, when a player is playing a shooting game and is in a deep visual tunnel effect state, the system identifies two key pieces of information: first, a high-priority warning of an enemy ambush from the side and rear, with absolute spatial coordinates of (200, 540), which is matched to the left wide microlens partition and precisely located using polar coordinate parameters; second, a mid-priority indicator of the player's own supplies, with absolute spatial coordinates of (1800, 1000), which is matched to the right lower wide microlens partition. According to the adjustment rules, only the high-priority key information is allowed to be displayed in the deep visual tunnel effect state, while the mid-priority supply indicator is disabled. Only the corresponding point in the left wide microlens partition is activated to output auxiliary information for the enemy ambush warning. By accurately projecting this information onto the player's left peripheral visual area, the player can perceive the threat from the side and rear without shifting their aiming line, ensuring that the core aiming operation is not interfered with and achieving precise delivery of critical information.
[0067] In some specific embodiments, if the absolute spatial coordinates are located in the core area of the main screen, the coaxial microlens unit array of the main screen area is matched, the microlens unit group of the corresponding orientation is determined according to the azimuth angle in the polar coordinate parameters, and the selection range of the microlens unit is adjusted according to the straight-line distance in the polar coordinate parameters; if the absolute spatial coordinates are located in the edge area of the screen, the wide microlens partition of the corresponding edge is matched, the specific edge partition is determined according to the azimuth angle in the polar coordinate parameters, and the activation range of the microlens in the partition is adjusted according to the straight-line distance in the polar coordinate parameters; the mapping strategy dynamically adapts to the player's visual cognitive state level to ensure accurate alignment and display of key information.
[0068] When the absolute spatial coordinates of key information are located in the core area of the main screen, the system prioritizes matching the coaxial microlens unit array arranged in the core area. Based on the azimuth angle in the polar coordinate parameters, it determines the specific orientation of the key information relative to the player's gaze center point, accurately selects the exclusive microlens unit group corresponding to the orientation, and then flexibly adjusts the coverage range of the selected microlens unit in combination with the polar coordinate straight-line distance parameter. The smaller the distance between the key information and the gaze point, the smaller the range of activated microlenses, and the more concentrated the prompt focus. The larger the distance between the key information and the gaze point, the larger the range of activated microlenses, adapting to the wide range of prompts for information at a distance.
[0069] When the absolute spatial coordinates of key information are located in the edge area of the screen, the system automatically matches independent wide-area microlens partitions in the corresponding directions (upper left, upper right, lower left, lower right) using azimuth parameters. It then locks the dedicated edge partition for operation and adjusts the activation amplitude of the microlenses within the partition based on the straight-line distance parameter. If the distance to the viewing point is relatively close, only a small number of microlens units inside the partition are activated; if the distance to the viewing point is relatively far, the activation range of the microlenses across the entire partition is expanded simultaneously, ensuring that the strength of the edge warning is highly matched with the actual distance of the game information.
[0070] The overall number of activated microlenses, display intensity, and mapping permissions are dynamically adapted to the visual perception level. Under normal visual conditions, all microlenses in the entire area can respond and work normally. Under moderate visual tunneling effects, the activation range of redundant lenses is reduced. Under deep visual tunneling effects, only microlenses corresponding to high-risk game information points are kept running, effectively avoiding unnecessary visual interference and ensuring that the spatial position of key information and the projection point of the lens are always accurately matched. For example, in shooting games, if a close-range enemy is located around the center of the screen, with absolute coordinates belonging to the core area of the main screen, the system matches a coaxial microlens array and locks the left lens unit group based on the left azimuth angle. Because the distance to the gaze point is relatively close, only a small area of the corresponding unit is activated, forming a compact and clear close-range point warning. If a long-range sneak attack enemy appears at the upper right edge of the screen, with absolute coordinates belonging to the edge area, the system calls the upper right wide microlens partition and locks the specific location of the partition based on the azimuth angle. Because the distance is relatively far, the overall activation range of the microlenses in the partition is expanded, forming a large-scale long-range risk warning. Once the player enters the extreme aiming depth vision state, the system automatically tightens the global lens activation boundary, closes the display of non-high-risk information mapping, and only retains the corresponding microlens operation for the fatal sneak attack points on the side and rear. This not only does not obstruct the field of view of the center aiming operation, but also can quickly and efficiently transmit the surrounding game risks, achieving stable, accurate, and interference-free positioning display of key information.
[0071] In some specific embodiments, the optical driving parameters include the refraction angle of the microlens, display brightness, pulse frequency, and lighting sequence. The calculation rules are as follows: For the coaxial microlens unit array in the main screen area, the refraction angle is calculated based on the azimuth coordinates and distance parameters of key information to ensure that the projected light is accurately directed to the player's peripheral visual retinal area and avoids the fovea of the retina; the display brightness and pulse frequency are calculated based on the intensity index. The higher the intensity index, the higher the display brightness and pulse frequency, and the brightness does not exceed the preset visual perception threshold; for the edge wide microlens partition, the player's eye rotation angular velocity is combined to predict the gaze intention, pre-activate the corresponding partition, and adjust the refraction angle.
[0072] The refraction angle controls the direction of light projected by the microlens, ensuring that auxiliary information is accurately directed to the player's surrounding visual area; display brightness controls the brightness of the auxiliary information, balancing perceived clarity and visual interference; pulse frequency controls the flashing frequency of the auxiliary information, improving the efficiency of surrounding vision in capturing the auxiliary information; and activation timing controls the activation response speed of the microlens, ensuring that the auxiliary information appears synchronously with the key information, without delay. The overall calculation principle is zone adaptation and dynamic adjustment, that is, based on the type of microlens area where the key information is located (main screen area / edge area), combined with the player's real-time visual state and the characteristics of the key information, various parameters are calculated specifically to ensure that the auxiliary display effect is highly matched with the player's needs and the game scene.
[0073] The refraction angle is the core of the microlens parameter calculation for the main screen area. Its calculation is based on the azimuth coordinates and distance parameters of key information. The core objective is to ensure that the auxiliary information light projected by the microlens is precisely directed towards the player's peripheral visual retina, strictly avoiding the fovea centralis, and preventing auxiliary information from interfering with the player's high-definition focus on the core operation area at the center of the screen. First, the azimuth angle of the polar coordinate parameters is used to determine the specific location of the key information relative to the player's gaze point, thus initially determining the approximate direction of the microlens refraction angle. For example, if the key information is located to the upper left of the gaze point, the refraction angle is initially set to tilt to the upper left, ensuring the light points towards the player's peripheral visual area to the upper left. Then, the radial distance of the polar coordinate parameters is used to fine-tune the size of the refraction angle: the closer the distance, the smaller the refraction angle, ensuring the auxiliary information is focused and does not interfere with the central line of sight; the farther the distance, the larger the refraction angle, ensuring the auxiliary information can be clearly captured by the player's peripheral vision.
[0074] The fovea centralis is the core area on the human retina responsible for high-definition imaging. When a player looks at the center of the screen, the fovea centralis corresponds to the core operation area in the center of the screen. If auxiliary information light is projected onto the fovea centralis, it will obstruct the core image and interfere with the player's core operations such as aiming and laning. Therefore, the calculation of the refraction angle must strictly avoid this area to ensure that the light falls on the retinal photosensitive area around the fovea centralis.
[0075] The higher the intensity index of the visual tunneling effect, the more focused the player's attention is on the center of the screen, and the stronger the suppression of peripheral vision. At this time, it is necessary to increase the display brightness and pulse frequency to enhance the prominence of auxiliary information and help the player overcome visual suppression and capture key information. Conversely, the lower the intensity index, the more complete the player's peripheral visual perception, and there is no need for excessive brightness and frequency to avoid visual interference.
[0076] Regarding the calculation of display brightness: The system pre-sets the player's visual perception threshold (this threshold is calibrated through the aforementioned pre-calibration process to match the player's individual visual sensitivity). During brightness calculation, the intensity index is used as the core variable, establishing a positive correlation between the intensity index and brightness. For every 10% increase in the intensity index, the display brightness increases by 8% to 10%, but the final brightness value strictly does not exceed the preset visual perception threshold to avoid excessive brightness stimulating the eyes, disrupting the original visual experience of the game, or causing strong light to interfere with core operations. Simultaneously, the brightness calculation also considers the distance parameter of key information: the farther the distance from the viewing point, the higher the brightness will be, by an additional 5% to 10% on top of the brightness corresponding to the intensity index, ensuring that key information at a distance can be clearly perceived.
[0077] Regarding the calculation of pulse frequency: Pulse frequency refers to the reciprocating frequency of the microlens turning on and off. The higher the frequency, the more frequently the auxiliary information flashes, and the easier it is for the player's peripheral vision to detect (especially when peripheral vision is suppressed). Its calculation logic is consistent with brightness and has a positive correlation with the intensity index. The higher the intensity index, the higher the pulse frequency. Typically, when the intensity index is at a low threshold (normal visual state), the pulse frequency is 1~2Hz (slight flicker, almost imperceptible); when the intensity index is at a medium threshold, the pulse frequency is 3~5Hz (moderate flicker, enhancing perception); when the intensity index is at a high threshold, the pulse frequency is 6~8Hz, ensuring that the auxiliary information can be quickly perceived by the player while avoiding visual fatigue caused by high-frequency flickering.
[0078] The timing of the microlens activation in the main screen area is calculated based on the appearance time of key information and the screen refresh rate. The core objective is to ensure that auxiliary information appears synchronously with key information in the game screen, avoiding information lag caused by delays that could affect player decision-making. After identifying key information through real-time semantic segmentation on the device side, the system immediately calculates the corresponding optical drive parameters and simultaneously obtains the current screen refresh rate. The activation timing of the microlens is synchronized with the screen refresh cycle to ensure that when key information appears in the same frame in the game screen, the microlens activate synchronously and output auxiliary information, with the timing error controlled within 1μs.
[0079] The calculation of the refraction angle of the edge wide microlens zone, in addition to combining the azimuth coordinates and distance parameters of key information, also includes "predicting the player's gaze intention by combining the player's eye rotation angular velocity". This is the core difference between the edge zone and the main screen zone calculation rules. Its purpose is to activate the corresponding edge zone in advance, adjust the refraction angle, and ensure that auxiliary prompts can be output without delay when key information appears, adapting to the player's gaze movement trend.
[0080] The system collects the player's eye rotation angular velocity in real time. By analyzing the magnitude and direction of the angular velocity, it predicts the player's intended gaze movement. If the eye rotation angular velocity is greater than a preset threshold (usually 30 degrees / second) and the rotation direction points to a certain edge area (e.g., turning to the left), it determines that the player is about to look at that edge area. The system immediately pre-activates the wide microlens partition in that edge area. Simultaneously, based on the predicted gaze movement direction, it pre-calculates and adjusts the refraction angle of the microlens in that partition to ensure that when key information appears in that edge area, the microlens can immediately project auxiliary information without waiting for parameter calculation, achieving a zero-delay response. If the eye rotation angular velocity is less than the preset threshold, it indicates that the player's gaze is stable, and pre-activation is not required. The refraction angle is only calculated and the microlens are activated after the key information appears.
[0081] The pre-activated refraction angle adjustment pre-sets a basic refraction angle based on the orientation of the edge area, and then fine-tunes the angle according to the angular velocity of the player's eye movement. The greater the angular velocity, the faster the line of sight moves, and the larger the adjustment range of the refraction angle, ensuring that the auxiliary information can accurately match the rhythm of the player's line of sight movement; the smaller the angular velocity, the smaller the adjustment range of the refraction angle, maintaining the stability of the auxiliary information.
[0082] The calculation rules for the display brightness and pulse frequency of the edge wide-area microlens zone are basically the same as those for the main screen area. Both are based on the visual tunneling effect intensity index and show a positive correlation, with the brightness not exceeding the preset visual perception threshold. However, because key information in the edge area is usually farther from the player's gaze point, it is more difficult for peripheral vision to perceive it. Therefore, under the same intensity index, the display brightness of the edge zone will be 5% to 10% higher than that of the main screen area, and the pulse frequency will be 1 to 2 Hz higher, ensuring that key edge information can be clearly perceived.
[0083] A game-aided display screen based on visual cognitive state includes a screen panel 1, a main control chip 2, and electrically isolated main screen driving channels 3 and independent auxiliary display channels 4; the structural modules of the display screen are shown in the attached figure. Figure 5 As shown.
[0084] The screen panel 1 integrates a pixel display array 11, an eye-tracking sensor unit array 13, and a microlens display array 12. The eye-tracking sensor unit array 13 is distributed in the pixel gaps of the pixel display array 11, and each eye-tracking sensor unit corresponds one-to-one with a corresponding microlens unit in the microlens display array 12, with their optical centers on the same vertical optical axis. The screen panel 1 is the core execution carrier of the entire screen, undertaking three core functions: displaying the main game screen, collecting player eye movement signals, and projecting auxiliary information in a directional manner. It integrates the pixel display array 11, the eye-tracking sensor unit array 13, and the microlens display array 12 in a single unit. The three arrays are stacked, coaxially aligned, and work collaboratively without interfering with each other. The pixel display array 11 is the basic carrier for the screen to display the main game screen. It adopts a conventional OLED or LCD pixel array architecture and is composed of millions of RGB three-color sub-pixels evenly arranged. The pixel arrangement adopts the standard RGB arrangement or Pentile arrangement, which is adapted to the high-definition display requirements of various game screens. It supports e-sports level refresh rates and high-resolution displays from a minimum of 60Hz to a maximum of 360Hz. Its core function is to receive the game main screen drive signal transmitted by the main screen drive channel 3, drive the corresponding pixels to emit light, restore and output the original game screen, and provide players with a high-definition and smooth game visual experience.
[0085] The eye-tracking sensor array 13 is used to collect the player's eye movement signals in real time and transmit them to the main control chip 2. The eye-tracking sensor array 13 is the core sensing hardware for real-time collection of the player's eye movement signals. The entire array consists of thousands of independent micro eye-tracking sensor units, which are uniformly embedded in the pixel gaps between adjacent sub-pixels of the pixel display array 11. It does not occupy the light-emitting area of the sub-pixels, nor does it block the light emission path of the pixels. Therefore, it does not affect the display brightness, clarity, and color gamut performance of the pixel display array 11 at all. The presence of the sensor units is completely imperceptible to the player's naked eye and will not disrupt the immersion of the game. Each independent eye-tracking sensor unit integrates a micro infrared emitter and an infrared receiving sensor chip, using the 850nm or 940nm near-infrared detection band. This band is invisible light and will not be perceived by the player's naked eye, nor will it interfere with the visible light display of the game's main screen. The size of a single sensor unit is precisely matched to the pixel gap, typically 0.1mm × 0.1mm, which is compatible with the gap size of conventional pixel arrays and ensures that it can be completely embedded in the pixel gap. The optical center of each eye-tracking sensor unit and the optical center of the corresponding microlens unit in the microlens display array 12 are strictly coincident on the same vertical optical axis perpendicular to the plane of the screen panel 1. The central axes of the two are completely coincident without any horizontal offset. This coaxial design unifies the optical path for eye-tracking signal acquisition and the optical path for auxiliary information projection, ensuring that the position of the player's gaze acquired by the eye-tracking sensor unit can directly correspond to the microlens unit at that position without the need for additional complex optical path conversion and coordinate calibration. This eliminates the problems of gaze point positioning deviation and auxiliary information projection offset caused by optical path misalignment from the hardware source, and greatly improves the accuracy of eye-tracking acquisition and the alignment accuracy of auxiliary display. The entire eye-tracking sensor array 13 has a sampling frequency of no less than 2000Hz, which can capture the player's corneal reflection signals, iris contour changes, pupil dilation and contraction, eye movement trajectory and other raw eye-tracking signals in real time and without interruption. It covers the entire display area of the screen. No matter whether the player is looking at the center, edge or corner of the screen, the corresponding eye-tracking signals can be accurately collected. After the collection is completed, the raw eye-tracking signals are transmitted to the main control chip 2 in real time without delay through a dedicated signal line inside the screen, providing raw hardware data support for subsequent visual feature parameter extraction and visual cognitive state determination.
[0086] The microlens display array 12 is the core display hardware for directional projection of auxiliary information. It is coaxially arranged in a one-to-one correspondence with the eye-tracking sensor array 13, covering the entire display area of the screen panel 1. Located on the side of the pixel display array 11 closest to the player's eyes, it does not obstruct the light emitted by the pixel display array 11, nor does it affect the display effect of the main screen. The entire array consists of thousands of independent microlens units, the same number as the eye-tracking sensor array 13, forming a one-to-one pairing relationship. Each microlens unit is made of optical-grade transparent resin material, possessing the characteristics of high light transmittance and low light loss. The light transmittance is not less than 92%, ensuring that the visible light of the game's main screen can pass through the microlens array without loss and be clearly received by the player's eyes. The core function of the microlens display array 12 is to receive the auxiliary display drive signal transmitted by the independent auxiliary display channel 4, and dynamically adjust its own refraction angle, display brightness, pulse frequency and other parameters according to the optical drive parameters calculated by the main control chip 2, so as to project the light of the auxiliary display image onto the player's peripheral visual retina area, strictly avoiding the fovea of the retina responsible for high-definition focusing, so as to achieve an auxiliary display effect that does not interfere with central gaze and is only perceptible to peripheral vision, without obstructing the main game screen or damaging the viewing experience of the original screen.
[0087] The main control chip 2 integrates a cognitive quantization module 21, a semantic segmentation and filtering module 22, a mapping and parameter calculation module 23, and a drive control module 24. The main control chip 2 adopts a high-performance, low-power ARM architecture hardware integrated chip with a main frequency of no less than 2.0GHz. It has a built-in independent NPU neural network processing unit and DSP digital signal processing unit, which has powerful real-time computing capabilities on the edge. The entire process computing latency is controlled within 1μs, which is fully adapted to the real-time requirements of high refresh rate games. The chip is integrated into the edge PCB area of the screen panel 1, without occupying the effective display area of the screen. All functional modules are solidified inside the chip through hardware circuits, without relying on external devices or terminal host computing resources, realizing closed-loop processing on the edge of the entire process, and ensuring the real-time performance and security of data processing.
[0088] The input end of the main screen driving channel 3 is connected to the main control chip 2, and the output end is connected to the pixel display array 11, which is used to transmit the game main screen driving signal; the input end of the independent auxiliary display channel 4 is connected to the main control chip 2, and the output end is connected to the microlens display array 12, which is used to transmit the auxiliary display driving signal; the main screen driving channel 3 and the independent auxiliary display channel 4, which are electrically isolated from each other, are the core transmission hardware to ensure the synchronous and stable operation of the main screen and the auxiliary display. Both driving channels adopt dedicated LVDS low-voltage differential signal transmission lines, which are integrated in the base wiring layer of the screen panel 1. The two adopt a dual isolation design of physical separation and electrical isolation, and operate completely independently without interfering with each other, respectively responsible for the transmission of driving signals for the game main screen and the auxiliary display screen.
[0089] The cognitive quantization module 21 is used to receive eye movement signals, extract visual feature parameters related to visual cognitive state, calculate the visual tunneling effect intensity index through a preset cognitive quantization model, and classify the player's current visual cognitive state level. The cognitive quantization module 21 is implemented through the chip's internal DSP digital signal processing circuit and the fixed cognitive quantization algorithm hardware logic. Its core function is to complete the preprocessing of eye movement signals, extraction of visual feature parameters, calculation of visual tunneling effect intensity index, and classification of visual cognitive state level.
[0090] The semantic segmentation and filtering module 22 is used to perform real-time semantic segmentation on the original game screen to be output within the screen frame buffer, identify effective information in the screen and filter key information according to the weight of game impact, and mark the spatial coordinate parameters of each key information. The semantic segmentation and filtering module 22 is implemented by the NPU neural network processing unit inside the chip and the fixed lightweight end-side semantic segmentation hardware algorithm. Its core function is to complete the real-time parsing of the game screen, identification of effective information, filtering of key information and marking of spatial coordinates.
[0091] The mapping and parameter calculation module 23 is used to map the key information to the corresponding area of the microlens display array 12 using the spatial coordinate parameters of the key information as the positioning reference. At the same time, it calculates the optical driving parameters of the corresponding microlens display area based on the intensity index, the preset visual perception threshold and the spatial coordinate parameters. The optical driving parameters of the corresponding microlens display area are calculated through a dedicated calculation circuit.
[0092] The drive control module 24 is used to drive the corresponding microlens display area to output auxiliary display images according to the optical drive parameters through the independent auxiliary display channel 4. The drive control module 24 is implemented through a dual-channel hardware drive circuit and timing control logic within the chip. Its core function is to complete the drive output of the auxiliary display images, while coordinating and controlling the working timing of all hardware units on the screen to ensure synchronized operation across the entire chain. After receiving the drive parameters, the module transmits the drive signal to the corresponding microlens unit on the right side of the screen through the independent auxiliary display channel 4, driving it to light up at a 15° refraction angle, 88 nit brightness, and a 7Hz pulse frequency, outputting an auxiliary image warning of enemy heroes. Simultaneously, it synchronously controls the auxiliary image to be completely synchronized with the 165Hz refresh rate of the main game screen, ensuring that players can perceive the auxiliary prompts in real time without delay.
[0093] In some embodiments, each eye-tracking sensor unit is equipped with an independent infrared narrowband filter on its light-incident side. The transmission band of the infrared narrowband filter matches the infrared detection band of the eye-tracking sensor unit. The microlens display array 12 includes a coaxial microlens unit array in the main screen area and wide microlens partitions around the edges of the screen. The coaxial microlens unit array in the main screen area and the eye-tracking sensor unit array 13 are coaxially arranged in a one-to-one correspondence. The coaxial microlens unit is an aspherical fixed-focus microlens, and its external dimensions match the pixel gap size of the pixel display array 11. The refraction angle is adjusted by the drive control module 24. The wide microlens partitions at the edges adopt wide-angle Fresnel microlenses. The wide microlens partitions at the four edges of the screen are all connected to the drive control module 24 through independent branches of the independent auxiliary display channel 4.
[0094] Each eye-tracking sensor unit has its own dedicated infrared narrowband filter on the light-incident side. The filter is installed precisely against the sensor unit's photosensitive window, and its spectral transmission band is matched one-to-one with the infrared detection wavelength used by the eye-tracking sensor unit. It only allows light of specific infrared bands to pass through, effectively blocking ambient visible light, stray light from the screen backlight, and interference from strong external light. After filtering out invalid wavelengths of light through the narrowband filter, the purity of the corneal reflection signal collected by the eye-tracking sensor unit is greatly improved. It can stably identify the gaze point, pupil changes, and eye movement status in different lighting conditions, avoiding hardware problems such as eye movement detection drift, misjudgment, and signal distortion caused by changes in lighting.
[0095] The microlens display array 12 is divided into two independent functional areas in its hardware layout: a coaxial microlens unit array in the main screen area at the center and wide microlens partitions along the top, bottom, left, and right edges of the screen. The coaxial microlens unit array in the main screen area is strictly paired one-to-one with the eye-tracking sensor unit array 13 distributed across the pixel gaps, maintaining coaxial optical path alignment throughout. The lenses adopt an aspherical fixed-focus optical structure, with the overall size and thickness precisely matched to the pixel array gap size, allowing them to be tightly embedded in the corresponding positions of the pixel gaps without obstructing pixel emission or affecting the light transmission and imaging of the main screen. This type of microlens has a fixed focal length to ensure stable projection distance, and its own refraction angle can be dynamically adjusted in real time by the modulated signal from the drive control module 24, thereby adapting to the light projection angle of key information in different directions and accurately aligning with the player's surrounding visual area.
[0096] The screen's four edges utilize wide-angle Fresnel microlenses to form a broad microlens zone. Fresnel lenses possess hardware characteristics such as wide-angle light coverage, low light loss, and thinness that fits snugly against the panel, enabling them to cover a large area of the player's peripheral visual field and meet the needs of projecting auxiliary information for long-distance gameplay at the screen's edges. The four edge zones—top, bottom, left, and right—are each independently wired and connected to their respective independent signal branches within the independent auxiliary display channel 4, before being uniformly connected to the drive control module 24. The four edge zones do not interfere with each other, can be started and stopped independently, and have their brightness and refraction parameters adjusted independently. When a game warning message appears on one side, only the corresponding zone operates, while the other zones remain off, reducing overall hardware power consumption and improving edge auxiliary response speed and zone display accuracy.
[0097] In some embodiments, the screen panel 1 is a coaxial integrated triple-layer laminated structure, consisting of a microlens display array 12 layers, a pixel display and eye-tracking sensor composite layer, and a substrate wiring layer, arranged from top to bottom. The three layers are coaxially aligned and laminated. The substrate wiring layer contains a main screen driving circuit, an eye-tracking signal acquisition circuit, and an auxiliary display driving circuit that are electrically isolated from each other. The main screen driving circuit is connected to the main screen driving channel 3, and its output is connected to the pixel display array 11 in the pixel display and eye-tracking sensor composite layer. The input of the eye-tracking signal acquisition circuit is connected to the eye-tracking sensor unit array 13 in the pixel display and eye-tracking sensor composite layer, and its output is connected to the main control chip 2. The auxiliary display driving circuit is connected to the independent auxiliary display channel 4, and its output is connected to the microlens display array 12 in the microlens display array 12 layers.
[0098] The screen panel 1 adopts a high-precision coaxial integrated triple-stacked laminated hardware structure. The three layers, from top to bottom, are a 12-layer microlens display array, a pixel display and eye-tracking sensing composite layer, and a substrate wiring layer. The three layers are tightly bonded together using a high-precision alignment and pressing process, and the center of the overall optical path is strictly coaxially aligned with minimal interlayer positional deviation. Long-term use will not result in layer misalignment, optical path shift, or deviation of the optical axis of the lens and sensing unit. The panel stacking structure ensures high-precision matching of eye-tracking acquisition and auxiliary projection throughout the entire process.
[0099] The topmost microlens display array comprises 12 layers, with all main screen coaxial microlenses and edge Fresnel wide-width microlenses arranged directly towards the player's eyes, responsible for directional output of auxiliary projected light. The middle pixel display and eye-tracking sensor composite layer integrates a pixel display array 11 and an eye-tracking sensor unit array 13. Pixels and eye-tracking sensors are arranged alternately on the same substrate, naturally achieving a coaxial alignment structure. The bottommost substrate wiring layer serves as the circuit substrate for the entire screen, internally containing three independent and fully electrically isolated functional circuits: a main screen driving circuit, an eye-tracking signal acquisition circuit, and an auxiliary display driving circuit. These three circuits employ isolated wiring, partitioned copper plating, and insulating isolation strips to completely avoid electromagnetic crosstalk and mutual interference.
[0100] Each circuit in the base wiring layer is strictly connected to the upper structure and the main control chip 2 according to the hardware signal flow. The main screen driving circuit and the main screen driving channel 3 are interconnected, and the signal output end is connected to the pixel display array 11 of the intermediate composite layer, which is responsible for the stable transmission of the main screen imaging driving signal. The input end of the eye movement signal acquisition circuit is connected to the eye movement sensing unit array 13 distributed in the intermediate composite layer, which is used to collect and transmit the original eye movement perception signal. The signal output end is connected to the main control chip 2 to upload and process the eye data. The auxiliary display driving circuit is interconnected with the independent auxiliary display channel 4, and the signal output end is connected to the top microlens display array 12, which is responsible for converting the optical driving parameters into lens driving signals and accurately controlling the microlens posture and display state of each area. The three-layer stacked structure, combined with the bottom isolated wiring architecture, achieves precise coaxial optical path, no interference between circuits, and stable signal transmission. The overall panel structure is compact and thin, while meeting multiple hardware requirements such as high frame rate e-sports display, high-precision eye movement perception, and adaptive orientation auxiliary display.
[0101] Those skilled in the art will understand that the components of this application described above can be implemented using general-purpose computing systems. They can be centralized on a single computing system or distributed across a network of multiple computing systems. Optionally, they can be implemented using computer-executable program code, thereby allowing them to be stored in a storage system for execution by the computing system. Alternatively, they can be fabricated as separate integrated circuit components, or multiple components or steps can be fabricated as a single integrated circuit component. Thus, this application is not limited to any particular combination of hardware and software.
[0102] Note that the above are merely preferred embodiments and the technical principles employed in this application. Those skilled in the art will understand that this application is not limited to the specific embodiments described herein, and various obvious changes, readjustments, and substitutions can be made without departing from the scope of protection of this application. Therefore, although this application has been described in detail through the above embodiments, this application is not limited to the above embodiments, and may include many other equivalent embodiments without departing from the concept of this application, the scope of which is determined by the scope of the appended claims.
[0103] The above disclosures are only a few specific implementation scenarios of this application. However, this application is not limited to these. Any variations that can be conceived by those skilled in the art should fall within the protection scope of this application.
Claims
1. A game-aided display method based on visual cognitive state, characterized in that, include: The eye movement sensing unit is coaxially embedded in the gap between the screen pixel array to collect the eye movement signals of the player's eyeballs in real time and extract visual feature parameters related to the player's visual cognitive state. The intensity index of the visual tunneling effect is obtained by calculating the visual feature parameters based on the preset cognitive quantification model, and the player's current visual cognitive state level is divided according to the intensity index. The original game screen to be output within the screen frame buffer is subjected to real-time semantic segmentation on the device to identify effective information within the game screen. Key information is selected according to the weight of the effective information's impact on the game, and the spatial coordinate parameters of each key information are marked. The key information is mapped to the corresponding microlens display area on the screen using its spatial coordinate parameters as the positioning reference; at the same time, the optical driving parameters of the corresponding microlens display area are calculated based on the intensity index, the preset visual perception threshold and the spatial coordinate parameters. An independent auxiliary display channel, isolated from the main screen driving channel, drives the microlens display area corresponding to the spatial coordinate parameters to output an auxiliary display image according to the optical driving parameters. Before real-time acquisition of eye-tracking signals, the optical axis calibration of the eye-tracking sensing unit and the microlens unit is completed, and a mapping model between screen coordinates and player retinal coordinates is established; visual feature parameters of the player in a resting state are collected, and the weighting coefficients of the preset visual perception threshold and cognitive quantification model are calibrated; and operation data of the player in the game scene are collected to optimize the filtering weight and mapping rules of key information. The cognitive quantification model uses the proportion of fixation point center dwell time as the core weight, and combines it with the peripheral visual scan attenuation rate, pupil contraction amplitude, microscan amplitude attenuation rate, and gaze fixation stability for weighted fusion calculation to obtain the intensity index of the visual tunneling effect. When the visual tunneling effect intensity index is in the low threshold range, it is judged as a normal visual state: the player's peripheral visual perception function is intact and the brain does not produce visual attention inhibition. When the visual tunneling effect intensity index is in the middle threshold range, it is judged as a moderate visual tunneling effect state: the player's attention is highly focused on the central operation area of the screen, and the ability to perceive the surrounding visuals is reduced. When the intensity index of the visual tunneling effect is in the high threshold range, it is determined to be a state of deep visual tunneling effect: the player's gaze is locked on the center of the screen for a long time, and peripheral vision is deeply suppressed by the brain.
2. The game auxiliary display method according to claim 1, characterized in that, The eye-tracking sensing unit corresponds one-to-one with the coaxial microlens unit in the screen microlens display area and is located on the same vertical optical axis; the visual feature parameters include at least the screen coordinates of the gaze point, the proportion of the gaze point center, the number of peripheral visual scans, the eyeball rotation angular velocity, the pupil diameter change rate, and the fixation stability of the gaze.
3. The game auxiliary display method according to claim 1, characterized in that, The spatial coordinate parameters include the absolute spatial coordinates of the key information in the screen pixel coordinate system and the polar coordinate parameters relative to the player's current gaze point. First, based on the absolute spatial coordinates, the macroscopic area of the key information in the screen image is located, and the corresponding microlens display area type is matched. Then, based on the polar coordinate parameters of the key information relative to the player's current gaze point, the specific display position of the key information in the microlens display area is located. Combining the priority of the key information and the visual cognitive state level, the mapping priority and display permissions are dynamically adjusted.
4. The game auxiliary display method according to claim 3, characterized in that, If the absolute spatial coordinates are located in the core area of the main screen, then the coaxial microlens unit array of the main screen area is matched. The microlens unit group in the corresponding orientation is determined according to the azimuth angle in the polar coordinate parameters, and the selection range of the microlens unit is adjusted according to the straight-line distance in the polar coordinate parameters. If the absolute spatial coordinates are located in the edge area of the screen, then the wide microlens partition of the corresponding edge is matched. The specific edge partition is determined according to the azimuth angle in the polar coordinate parameters, and the activation range of the microlens in the partition is adjusted according to the straight-line distance in the polar coordinate parameters. The mapping strategy dynamically adapts to the player's visual cognitive state level to ensure accurate alignment and display of key information.
5. The game auxiliary display method according to claim 1, characterized in that, The optical driving parameters include the refraction angle of the microlens, display brightness, pulse frequency, and lighting sequence. The calculation rules are as follows: For the coaxial microlens unit array in the main screen area, the refraction angle is calculated based on the azimuth coordinates and distance parameters of key information to ensure that the projected light is accurately directed to the player's peripheral visual retinal area and avoids the fovea of the retina; the display brightness and pulse frequency are calculated based on the intensity index. The higher the intensity index, the higher the display brightness and pulse frequency, and the brightness does not exceed the preset visual perception threshold. For the wide-area microlens partitions at the edges, the system anticipates the player's visual intentions by combining the player's eye rotation angular velocity, pre-activates the corresponding partitions, and adjusts the refraction angle.
6. A game-aided display screen based on visual cognitive state, characterized in that, To implement the game auxiliary display method based on visual cognitive state as described in claim 1, the game auxiliary display screen includes a screen panel, a main control chip, and a main screen driving channel and an independent auxiliary display channel that are electrically isolated from each other; The screen panel integrates a pixel display array, an eye-tracking sensor unit array, and a microlens display array. The eye-tracking sensor unit array is distributed in the pixel gaps of the pixel display array, and each eye-tracking sensor unit corresponds one-to-one with the corresponding microlens unit in the microlens display array, with their optical centers located on the same vertical optical axis. The main control chip integrates a cognitive quantization module, a semantic segmentation and filtering module, a mapping and parameter calculation module, and a drive control module. The input end of the main screen driving channel is connected to the main control chip, and the output end is connected to the pixel display array, which is used to transmit the game main screen driving signal; The input end of the independent auxiliary display channel is connected to the main control chip, and the output end is connected to the microlens display array, which is used to transmit auxiliary display driving signals; The eye-tracking sensor array is used to collect the player's eye movement signals in real time and transmit the eye movement signals to the main control chip; The cognitive quantization module is used to receive eye movement signals, extract visual feature parameters related to visual cognitive state, calculate the visual tunneling effect intensity index through a preset cognitive quantization model, and classify the player's current visual cognitive state level. The semantic segmentation and filtering module is used to perform real-time semantic segmentation of the original game screen to be output within the screen frame buffer, identify effective information in the screen and filter key information according to the weight of game impact, and mark the spatial coordinate parameters of each key information. The mapping and parameter calculation module is used to map the key information to the corresponding area of the microlens display array using the spatial coordinate parameters of the key information as the positioning reference, and at the same time calculate the optical driving parameters of the corresponding microlens display area based on the intensity index, the preset visual perception threshold and the spatial coordinate parameters. The drive control module is used to drive the corresponding microlens display area to output auxiliary display images according to the optical drive parameters through the independent auxiliary display channel.
7. The game auxiliary display screen according to claim 6, characterized in that, Each eye-tracking sensor unit is equipped with an independent infrared narrowband filter on the light-incident side, and the transmission band of the infrared narrowband filter is matched with the infrared detection band of the eye-tracking sensor unit. The microlens display array includes a coaxial microlens unit array in the main screen area and wide microlens partitions around the screen edges. The coaxial microlens unit array in the main screen area is coaxially arranged in a one-to-one correspondence with the eye-motion sensing unit array. The coaxial microlens unit is an aspherical fixed-focus microlens, and its external dimensions match the pixel gap size of the pixel display array. The refraction angle is adjusted by the drive control module. The wide-angle Fresnel microlenses at the edges are all wide-angle Fresnel microlenses. The wide-angle microlens partitions at the four edges of the screen are all connected to the drive control module through independent branches of independent auxiliary display channels.
8. The game auxiliary display screen according to claim 6, characterized in that, The screen panel is a coaxial integrated triple-stacked laminated structure, consisting of a microlens display array layer, a pixel display and eye-tracking sensor composite layer, and a substrate wiring layer, from top to bottom. The three layers are coaxially aligned and pressed together. The substrate wiring layer contains an electrically isolated main screen driving circuit, an eye-tracking signal acquisition circuit, and an auxiliary display driving circuit. The main screen driving circuit is connected to the main screen driving channel, and its output is connected to the pixel display array in the pixel display and eye-tracking sensing composite layer. The input of the eye-tracking signal acquisition circuit is connected to the eye-tracking sensing unit array in the pixel display and eye-tracking sensing composite layer, and its output is connected to the main control chip. The auxiliary display driving circuit is connected to the independent auxiliary display channel, and its output is connected to the microlens display array in the microlens display array layer.
Citation Information
Patent Citations
Mouse dynamic adjustment method, device, system, equipment and medium
CN121957367A
Force and / or motion measurement system and a method of testing a subject
US9526443B1