User eye excitation method, device and glasses

By transforming eye-use behavior data into core values ​​within game scenarios and presenting them via voice broadcast, the problem of poor compliance with eye-use behavior monitoring devices for teenagers has been solved. This has enabled effective incentives and long-term monitoring for healthy eye use, thereby improving user acceptance and learning outcomes.

CN122363522APending Publication Date: 2026-07-10GEER TECH CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
GEER TECH CO LTD
Filing Date
2026-04-27
Publication Date
2026-07-10

AI Technical Summary

Technical Problem

Existing wearable eye behavior monitoring devices have poor compliance among teenagers, and frequent vibration reminders can easily cause resentment, affecting their concentration on learning. Furthermore, they cannot achieve long-term and effective monitoring and guidance of eye behavior.

Method used

The data on eye-use behavior is transformed into core values ​​in the game scene, and the process and results of battle events are presented through voice broadcasts, which encourages users to adopt healthy eye-use behaviors, including outdoor activities, reducing screen time, and proper reading and writing posture.

Benefits of technology

It significantly improves user acceptance and long-term usage compliance, achieving a balance between entertainment and practicality, effectively guiding healthy eye habits, and reducing visual load.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure relates to a user eye stimulation method, device and glasses, the method comprising: determining eye behavior data of a target user, wherein the eye behavior data of the target user is at least one of outdoor activity time information, gaze at an electronic screen time information, near distance eye use time proportion information and reading and writing posture recognition information; determining a battle attribute value of a role of the target user in a game according to the eye behavior data of the target user; matching other users participating in the game based on geographic location information of the target user and obtaining battle attribute values of roles of the other users in the game; generating text information corresponding to a battle event process according to the battle attribute value of the role of the target user in the game and the battle attribute values of the roles of the other users in the game; and presenting the text information corresponding to the battle event in the form of voice broadcast.
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Description

Technical Field

[0001] This invention relates to the field of user eye protection technology, specifically to a user eye stimulation method, device, and glasses. Background Technology

[0002] With the increasing prominence of vision health problems among teenagers, eye use behavior monitoring technology has been widely applied in the field of adolescent vision protection, with wearable monitoring devices becoming the mainstream implementation platform. In existing technologies, such wearable devices typically have built-in distance sensors that detect whether the user is reading or writing at too close a distance. When such close-range eye use behavior is detected, the wearable device sends a vibration alert to the user, thereby urging them to correct bad habits in a timely manner and achieving basic monitoring and intervention of eye use behavior.

[0003] The drawback of existing technologies lies in poor user compliance. Since the target users are primarily teenagers, this group has weaker self-discipline and is naturally resistant to external control. Frequent vibration alerts not only easily cause user resentment but also lead to users actively refusing to wear and use the monitoring devices, thus failing to achieve long-term and effective monitoring and guidance of eye behavior. Furthermore, frequent vibration alerts can interfere with users' concentration and disrupt their normal learning rhythm, negatively impacting the learning process for teenagers. Summary of the Invention

[0004] This disclosure provides a new technical solution for a user eye stimulation method.

[0005] According to a first aspect of this disclosure, a method for incentivizing user eye use is provided, comprising: Determine the eye-use behavior data of the target user, wherein the eye-use behavior data of the target user is at least one of the following: outdoor activity duration information, electronic screen viewing duration information, near-field eye usage duration percentage information, and reading and writing posture recognition information; Based on the target user's eye behavior data, determine the target user's combat attribute values ​​for their character in the game; Based on the target user's geographic location information, match other users participating in the game and obtain the combat attribute values ​​of other users' characters in the game; Based on the combat attribute values ​​of the target user's character in the game and the combat attribute values ​​of other users' characters in the game, generate text information corresponding to the combat event process; The text information corresponding to the combat event will be presented in the form of voice broadcast.

[0006] Optionally, generating text information corresponding to the combat event process based on the combat attribute values ​​of the target user's character in the game and the combat attribute values ​​of other users' characters in the game includes: The combat attribute values ​​of the target user's character in the game and the combat attribute values ​​of other users' characters in the game are input into a preset large language model, and the text information corresponding to the combat event is output. The preset large language model is trained based on a training sample set.

[0007] Optionally, the text information corresponding to the battle event includes text description information of the battle process and text description information of the battle result, wherein the higher the battle attribute value of the target user's character in the game, the greater the win rate of the battle result.

[0008] Optionally, if the target user's eye-use behavior data includes outdoor activity duration information, the method further includes: Acquire light intensity information from a light sensor installed on the glasses and head motion information from an inertial sensor installed on the glasses; The duration of movement that meets the first preset condition and the second preset condition is determined as the duration of outdoor activity. The first preset condition is that the light intensity information is greater than the preset light intensity threshold, and the second preset condition is that the movement amplitude determined based on the head movement information is greater than the preset movement amplitude threshold.

[0009] Optionally, if the target user's eye-use behavior data includes information on the duration of screen viewing, the method further includes: Acquire a series of images corresponding to the object being gazed at by the user, captured by the first camera set on the user while wearing glasses; The series of images corresponding to the user's gaze object are input into the image detection model to obtain the detection result of whether the user's gaze object is an electronic screen; If the detection result indicates that the user's gaze is on the electronic screen, determine the duration of a single gaze when the user's gaze is on the electronic screen. The duration of eye contact with the electronic screen is determined based on the duration of a single eye contact when the user's gaze is directed at the electronic screen.

[0010] Optionally, if the target user's eye-use behavior data includes information on the proportion of near-field eye use time, the method further includes: Acquire the first gaze distance collected by the distance sensor set on the glasses, the interpupillary distance information of the user's two eyes, and the eye images collected by the two second cameras set on the glasses respectively; Determine the corresponding gaze direction vector based on the corresponding eye image; The second fixation distance is determined based on the user's interpupillary distance information and the eye gaze direction vectors corresponding to the user's eyes; The user's gaze distance is determined based on the first gaze distance and the second gaze distance; Record the duration of eye use when the user's gaze distance is less than a preset distance; The percentage of near-field eye use time is determined based on the duration of eye use when the user's gaze distance is less than the preset distance and the total eye use time.

[0011] Optionally, if the target user's eye-use behavior data includes reading and writing posture recognition information, the method further includes: Acquire head motion information from an inertial sensor mounted on the glasses; The head pitch angle and head roll angle are determined based on the head movement information. Based on the head pitch angle, the number of head-down events and the total duration of head-down events are determined, wherein the pitch angle corresponding to the head-down event is greater than a first angle threshold and the duration is greater than a first time threshold. Based on the roll angle of the head, the number of times the head tilting event occurs and the total duration of the head tilting event are determined, wherein the roll angle corresponding to the head tilting event is greater than the second angle threshold and the duration is greater than the second time threshold; The number of occurrences of poor reading / writing posture events is determined based on the number of occurrences of the head-down event and the number of occurrences of the head-tilt event, and the total duration of poor reading / writing posture events is determined based on the total duration of the head-down event and the total duration of the head-tilt event, as reading / writing posture identification information.

[0012] According to a second aspect of this disclosure, a user eye-use stimulation device is provided, comprising: The eye behavior data determination module is used to determine the eye behavior data of the target user, wherein the eye behavior data of the target user is at least one of outdoor activity duration information, electronic screen viewing duration information, near-field eye usage duration percentage information, and reading and writing posture recognition information. The combat attribute value determination module is used to determine the combat attribute values ​​of the target user's character in the game based on the target user's eye behavior data; The matching module is used to match other users participating in the game based on the target user's geographical location information, and to obtain the combat attribute values ​​of other users' characters in the game; The generation module is used to generate text information corresponding to the combat event process based on the combat attribute values ​​of the target user's character in the game and the combat attribute values ​​of other users' characters in the game. The voice broadcast module is used to present the text information corresponding to the battle event in the form of voice broadcast.

[0013] According to a third aspect of this disclosure, a user eye stimulation device is provided, including a memory and a processor, the memory storing a computer program for controlling the processor to operate to perform the method according to any one of the first aspects.

[0014] According to a fourth aspect of this disclosure, eyeglasses are provided, including a user eye stimulation device as described in the second or third aspect.

[0015] This publicly disclosed method for incentivizing user eye use transforms the quantitative assessment results of eye-use behavior into core numerical values ​​within a game scenario. Gameplay elements within the scenario are presented via voice announcements, aligning with user interests and preferences to incentivize healthy eye-use behaviors. This involves guiding users to proactively reduce screen time, increase outdoor activities, and maintain proper reading and writing posture, forming a complete closed loop of monitoring, assessment, incentive, and guidance, significantly improving the effectiveness of myopia prevention. Furthermore, it departs from the traditional passive control model of vibration alerts, greatly enhancing user acceptance and long-term usage compliance. The voice announcement format for presenting gameplay and results eliminates the need for complex graphic rendering, achieving gamified incentives while minimizing visual load. This satisfies users' entertainment needs while adhering to the core goal of vision protection, achieving a balance between entertainment and practicality.

[0016] Other features and advantages of the embodiments of this disclosure will become clear from the following detailed description of exemplary embodiments with reference to the accompanying drawings. Attached Figure Description

[0017] The accompanying drawings, which are incorporated in and form a part of this specification, illustrate embodiments of the present disclosure and, together with their description, serve to explain the principles of the embodiments of the present disclosure.

[0018] Figure 1 A flowchart illustrating a user eye-stimulation method according to some embodiments is shown; Figure 2 A schematic block diagram of a user eye stimulation device according to some embodiments is shown; Figure 3 A hardware configuration diagram of a user eye stimulation device according to some embodiments is shown; Figure 4 A hardware configuration diagram of glasses according to some embodiments is shown; Figure 5a A schematic diagram of eyeglasses according to some embodiments is shown; Figure 5b A schematic diagram of eyeglasses according to some embodiments is shown. Detailed Implementation

[0019] Various exemplary embodiments of the present disclosure will now be described in detail with reference to the accompanying drawings. It should be noted that, unless otherwise specifically stated, the relative arrangement, numerical expressions, and values ​​of the components and steps set forth in these embodiments do not limit the scope of the invention.

[0020] The following description of at least one exemplary embodiment is merely illustrative and is in no way intended to limit the invention or its application or use.

[0021] Techniques, methods, and equipment known to those skilled in the art may not be discussed in detail, but where appropriate, such techniques, methods, and equipment should be considered part of the specification.

[0022] In all the examples shown and discussed herein, any specific values ​​should be interpreted as merely exemplary and not as limitations. Therefore, other examples of exemplary embodiments may have different values.

[0023] It should be noted that similar labels and letters in the following figures indicate similar items; therefore, once an item is defined in one figure, it does not need to be discussed further in subsequent figures.

[0024] This disclosure provides a method for incentivizing user eye use, transforming quantitative assessments of eye-use behavior into core numerical values ​​within a game scenario. Gameplay elements are presented via voice announcements, aligning with user interests and preferences to encourage healthy eye habits. This involves guiding users to proactively reduce screen time, increase outdoor activities, and maintain proper reading and writing posture, forming a complete closed loop of monitoring, assessment, incentive, and guidance, significantly improving the effectiveness of myopia prevention. Furthermore, it departs from the traditional passive control model of vibration alerts, greatly enhancing user acceptance and long-term usage compliance. The voice announcement format for game processes and results eliminates the need for complex graphic rendering, achieving gamified incentives while minimizing visual load. This satisfies users' entertainment needs while adhering to the core goal of vision protection, achieving a balance between entertainment and practicality.

[0025] Figure 1 A flowchart of a user eye stimulation method according to an embodiment of the present disclosure is shown. The method is implemented using glasses worn by the user. Figure 1 As shown, the method includes steps S110 to S140.

[0026] Step S110: Determine the target user's eye behavior data, wherein the target user's eye behavior data is at least one of the following: outdoor activity duration information, electronic screen viewing duration information, near-field eye usage duration percentage information, and reading and writing posture recognition information.

[0027] In some embodiments, where the target user's eye behavior data includes outdoor activity duration information, the method further includes: acquiring light intensity information collected by a light sensor installed on the glasses and head motion information collected by an inertial sensor installed on the glasses; determining the duration information of motion that satisfies a first preset condition and a second preset condition, as outdoor activity duration information. The first preset condition is that the light intensity information is greater than a preset light intensity threshold, and the second preset condition is that the motion amplitude determined based on the head motion information is greater than a preset motion amplitude threshold.

[0028] In this embodiment, the duration of outdoor activities is determined by combining the light intensity information collected by the light sensor and the head movement information collected by the inertial sensor, thereby improving the accuracy of outdoor activity duration detection.

[0029] The preset light intensity threshold is set based on the light intensity under outdoor natural light conditions. The light intensity under outdoor natural light conditions is usually above 1000 Lux, so 1000 Lux can be used as the preset light intensity threshold to distinguish between indoor and outdoor environments.

[0030] Based on head motion information collected by inertial sensors installed on the glasses, the triaxial acceleration values ​​of the head are determined. The amplitude of motion is then determined based on these triaxial acceleration values, specifically represented by the root mean square (RMS) value of the triaxial acceleration. A preset motion amplitude threshold is established based on the average of a large amount of motion data. When the motion amplitude exceeds the preset threshold, the user is determined to be in motion.

[0031] First, the duration of each exercise that meets the first and second preset conditions is statistically analyzed, and then the total duration of outdoor activities within the user-defined time period is accumulated to obtain the outdoor activity duration information.

[0032] In some embodiments, where the target user's eye behavior data includes information on the duration of eye contact with an electronic screen, the method further includes: acquiring a series of images corresponding to the object being looked at by the user, captured by a first camera set on the user wearing glasses; inputting the series of images corresponding to the object being looked at by the user into an image detection model to obtain a detection result of whether the object being looked at by the user is an electronic screen; if the detection result indicates that the object being looked at by the user is an electronic screen, determining the duration of a single eye contact when the object being looked at by the user is an electronic screen; and determining the duration of eye contact with the electronic screen based on the duration of a single eye contact when the object being looked at by the user is an electronic screen.

[0033] The image detection model is trained on a training sample set. Each sample in the training sample set includes an image and annotations indicating whether the image displays an electronic screen. The images in the training sample set cover various electronic screen types, including mobile phone screens, computer monitors, television screens, tablet screens, and game console screens. Based on this image detection model, rapid and accurate detection of targets on electronic screens can be achieved.

[0034] The first camera takes a picture at preset time intervals. These preset time intervals are determined based on the continuity characteristics of electronic screen viewing behavior, for example, one minute. This sampling method can both capture the user's electronic screen viewing behavior and reduce the computational burden of image processing.

[0035] When an electronic screen is detected in multiple consecutive frames, this time period is recorded as one instance of electronic screen gaze behavior. By accumulating the duration of all electronic screen gaze behaviors within a set period, the user's electronic screen gaze duration information is obtained.

[0036] In some embodiments, where the target user's eye behavior data includes information on the proportion of near-field eye use time, the method further includes: acquiring a first gaze distance collected by a distance sensor installed on the glasses, the user's interpupillary distance information, and eye images collected by two second cameras installed on the glasses respectively; determining a corresponding gaze direction vector based on the corresponding eye image; determining a second gaze distance based on the user's interpupillary distance information and the eye gaze direction vectors corresponding to the user's eyes; determining the user's gaze distance based on the first gaze distance and the second gaze distance; recording the eye use time when the user's gaze distance is less than a preset distance; and determining the proportion of near-field eye use time based on the user's eye use time when the gaze distance is less than the preset distance and the total eye use time.

[0037] Two secondary cameras are used: one is set in the left frame of the glasses to capture images of the left eye, and the other is set in the right frame of the glasses to capture images of the right eye.

[0038] The user's binocular interpupillary distance (PPD) is pre-stored and can be obtained directly. This PPD can be obtained based on statistical analysis of a large amount of eye data, or it can be calibrated when the user first uses the glasses.

[0039] In this embodiment, the eye images include a left eye image and a right eye image. The left eye gaze direction vector is determined based on the left eye image, and the right eye gaze direction vector is determined based on the right eye image. An image analysis algorithm is used to determine the gaze direction vectors for each eye. The left eye gaze direction vector originates from the center of the left pupil, and the right eye gaze direction vector originates from the center of the right pupil. The user's interpupillary distance (IPD) is known information. Combining the user's IPD, the left eye gaze direction vector, and the right eye gaze direction vector, a second gaze distance is determined.

[0040] The first gaze distance is the distance data directly measured by the distance sensor, while the second gaze distance is the distance data calculated based on the second camera. By fusing these two distance data, the accuracy of gaze distance measurement is improved. For example, a weighted average method can be used to fuse the first and second gaze distances, with the weighting determined based on the measurement accuracy of the distance sensor and the second camera.

[0041] The preset distance is determined based on the recommended reading distance for the protection of adolescents' eyesight.

[0042] First, record the duration of user eye use when the viewing distance is less than a preset distance. This duration is the cumulative time the user spends in a near-field eye-use state. Based on the duration of user eye use when the viewing distance is less than the preset distance and the total viewing time, determine the percentage of near-field eye-use time.

[0043] In some embodiments, where the target user's eye behavior data includes reading and writing posture recognition information, the method further includes: acquiring head motion information collected by an inertial sensor installed on the glasses; determining the head pitch angle and head roll angle based on the head motion information; determining the number of head-down events and the total duration of head-down events based on the head pitch angle, wherein the pitch angle corresponding to the head-down event is greater than a first angle threshold and the duration is greater than a first time threshold; determining the number of head-tilt events and the total duration of head-tilt events based on the head roll angle, wherein the roll angle corresponding to the head-tilt event is greater than a second angle threshold and the duration is greater than a second time threshold; determining the number of poor reading and writing posture events based on the number of head-down events and the number of head-tilt events, and determining the total duration of poor reading and writing posture events based on the total duration of head-down events and the total duration of head-tilt events, as reading and writing posture recognition information.

[0044] The head pitch angle represents the rotation angle of the head about a first axis, which is the axis from left to right of the user's head. For example, the pitch angle is positive when the user lowers their head and negative when the user raises their head. The head roll angle represents the rotation angle of the head about a second axis, which is the axis from front to back of the user's head. For example, the roll angle is negative when the user tilts their head to the left and positive when the user tilts their head to the right.

[0045] Both the first and second angle thresholds were determined based on recommended standards for correct reading and writing posture in adolescents.

[0046] The number of poor reading / writing posture events is the sum of the number of head-down events and the number of head-tilt events. The total duration of poor reading / writing posture events is the sum of the total duration of head-down events and the total duration of head-tilt events.

[0047] Based on data output from different types of sensors, multi-source sensor information can be further integrated to improve the accuracy of detecting target users' eye behavior data.

[0048] Step S120: Determine the combat attribute values ​​of the target user's character in the game based on the target user's eye behavior data.

[0049] When a user's eye-use behavior is not monitored, their combat attributes in the game are set to initial values, ensuring all users start with the same conditions. After a user completes eye-use behavior monitoring, the combat attributes of the target user's character in the game are adjusted based on the target user's eye-use behavior data.

[0050] The longer the outdoor activity time, the shorter the time spent looking at electronic screens, and the smaller the proportion of close-range eye use, the fewer the occurrences of poor reading and writing posture events and the longer the total duration of poor reading and writing posture events. On the basis of the initial attribute values, the more combat attribute values ​​are added, resulting in more combat attribute values ​​for the user's character in the game.

[0051] Combat attributes include health, attack, defense, and speed. The initial attribute values ​​are set to 100 for health, 10 for attack, 5 for defense, and 10 for speed. Additional combat attributes can be randomly distributed across these four dimensions. This random allocation mechanism increases the game's fun and unpredictability, preventing users from achieving optimal attribute values ​​through fixed strategies.

[0052] Step S130: Based on the target user's geographical location information, match other users participating in the game and obtain the combat attribute values ​​of other users' characters in the game.

[0053] The target user's geolocation information is collected based on the positioning device worn by the glasses. Matching priority is based on the geographical distance between users; users who are closer in distance are more likely to enter the same battlefield.

[0054] Both the target user and other users complete the user behavior monitoring within the set time period, that is, the target user and other users wear glasses for a longer period than the preset time, to ensure the accuracy of the user behavior data. In this way, the corresponding user behavior data can be determined for each user, and the combat attribute value of the corresponding user's character in the game can be adjusted according to the corresponding user behavior data.

[0055] Step S140: Generate text information corresponding to the battle event based on the battle attribute values ​​of the target user's character in the game and the battle attribute values ​​of other users' characters in the game.

[0056] In some embodiments, the combat attribute values ​​of the target user's character in the game and the combat attribute values ​​of other users' characters in the game are input into a preset large language model, and the text information corresponding to the combat event is output. The preset large language model is trained based on a training sample set.

[0057] Each sample in the training sample set includes combat attribute values ​​for all users on the same battlefield, textual descriptions of the combat event process, and textual descriptions of the combat event results. The events referred to here cover common combat event types such as attack events, defense events, auxiliary events, and state change events.

[0058] The text information corresponding to the combat event includes a text description of the combat process and a text description of the combat result. The higher the target user's character's combat attribute value in the game, the greater the chance of winning the battle.

[0059] By inputting the combat attribute values ​​of the target user's character in the game and those of other users' characters into a pre-defined large language model, diverse combat events can be randomly generated. These combat events occur in multiple rounds, iterating over time. After each event, the combat attribute values ​​of all users on the same battlefield are updated synchronously. When a user's health drops to 0, they automatically exit the battle, which continues until only one user remains. The random mechanism used to generate combat events ensures the diversity and unpredictability of the combat process.

[0060] In one embodiment, the combat process text description information output by the preset large language model includes a detailed description of the combat events that occur in each round. For example, the combat process text description information for one round is as follows: User A attacks first, casting the spell "Far-Eyed Clear Eyes," increasing their own defense by 10 and dealing 15 damage to User B. User B counterattacks, casting "Outdoor Eye Protection Strike," consuming 5 speed points and dealing 20 damage to User A. User C casts the auxiliary spell "Posture Correction Spell," increasing their own health by 8 and granting User A a shield that can withstand 10 damage. User D casts "Screen Isolation Shield," entering a defensive state, becoming immune to all physical damage for this round, and increasing their speed by 5. At the end of this round, User A's health is 85, and User B's health is 85. User C has 108 lives, and User D has 100 lives.

[0061] In one embodiment, the battle result text description information includes the ranking and reward information after the battle. The battle result text description information is as follows: Battle ended. User A ranked 1st, earning 50 points. Congratulations, you are today's eye-use champion! User B ranked 2nd, earning 30 points. Good performance! Keep up the good eye-use habits!

[0062] Step S150: The text information corresponding to the battle event is presented in the form of voice broadcast.

[0063] The text information corresponding to combat events is presented to the user via voice broadcast. The voice broadcast function is played through the speaker of the glasses worn by the user.

[0064] Voice prompts prevent users from staring at the screen for extended periods, reducing visual strain. Users can understand the battle process and outcome through voice announcements, effectively combining gamified motivation with eye protection.

[0065] One embodiment of the present invention provides a user eye stimulation device. Figure 2 A schematic diagram of the composition of a user eye stimulation device according to an embodiment of the present disclosure is shown. Figure 2 As shown, the user eye-use stimulation device includes an eye-use behavior data determination module 210, a combat attribute value determination module 220, a matching module 230, a generation module 240, and a voice broadcast module 250.

[0066] The eye behavior data determination module 210 is used to determine the eye behavior data of the target user, wherein the eye behavior data of the target user is at least one of outdoor activity duration information, electronic screen viewing duration information, near-field eye usage duration percentage information, and reading and writing posture recognition information.

[0067] The combat attribute value determination module 220 is used to determine the combat attribute values ​​of the target user's character in the game based on the target user's eye behavior data.

[0068] The matching module 230 is used to match other users participating in the game based on the target user's geographical location information, and to obtain the combat attribute values ​​of other users' characters in the game.

[0069] The generation module 240 is used to generate text information corresponding to the combat event process based on the combat attribute values ​​of the target user's character in the game and the combat attribute values ​​of other users' characters in the game.

[0070] The voice broadcast module 250 is used to present the text information corresponding to the battle event in the form of voice broadcast.

[0071] In some embodiments, the generation module 240 is used to input the combat attribute values ​​of the target user's character in the game and the combat attribute values ​​of other users' characters in the game into a preset large language model, and output text information corresponding to the combat event, wherein the preset large language model is trained based on a training sample set.

[0072] In some embodiments, the text information corresponding to a battle event includes a text description of the battle process and a text description of the battle result, wherein the higher the target user's character's battle attribute value in the game, the greater the win rate of the battle result.

[0073] In some embodiments, when the target user's eye behavior data includes outdoor activity duration information, the eye behavior data determination module 210 is used to acquire light intensity information collected by a light sensor installed on the glasses and head movement information collected by an inertial sensor installed on the glasses; and to determine the duration information of movement that satisfies a first preset condition and a second preset condition as outdoor activity duration information, wherein the first preset condition is that the light intensity information is greater than a preset light intensity threshold, and the second preset condition is that the movement amplitude determined based on the head movement information is greater than a preset movement amplitude threshold.

[0074] In some embodiments, when the target user's eye behavior data includes information on the duration of eye contact with an electronic screen, the eye behavior data determination module 210 is used to acquire a series of images corresponding to the user's gaze object captured by a first camera set on the user wearing glasses; input the series of images corresponding to the user's gaze object into an image detection model to obtain a detection result of whether the user's gaze object is an electronic screen; if the detection result indicates that the user's gaze object is an electronic screen, determine the duration of a single gaze when the user's gaze object is an electronic screen; and determine the duration of eye contact with the electronic screen based on the duration of a single gaze when the user's gaze object is an electronic screen.

[0075] In some embodiments, when the target user's eye behavior data includes information on the proportion of near-field eye use time, the eye behavior data determination module 210 is used to acquire a first gaze distance collected by a distance sensor installed on the glasses, the user's interpupillary distance information, and eye images collected by two second cameras installed on the glasses respectively; determine a corresponding gaze direction vector based on the corresponding eye image; determine a second gaze distance based on the user's interpupillary distance information and the eye gaze direction vectors corresponding to the user's eyes; determine the user's gaze distance based on the first gaze distance and the second gaze distance; record the eye use time when the user's gaze distance is less than a preset distance; and determine the proportion of near-field eye use time based on the user's gaze distance less than the preset distance and the total eye use time.

[0076] In some embodiments, where the target user's eye behavior data includes reading and writing posture recognition information, the eye behavior data determination module 210 is used to acquire head motion information collected by an inertial sensor installed on the glasses; determine the head pitch angle and head roll angle based on the head motion information; determine the number of head-down events and the total duration of head-down events based on the head pitch angle, wherein the pitch angle corresponding to the head-down event is greater than a first angle threshold and the duration is greater than a first time threshold; determine the number of head-tilt events and the total duration of head-tilt events based on the head roll angle, wherein the roll angle corresponding to the head-tilt event is greater than a second angle threshold and the duration is greater than a second time threshold; determine the number of poor reading and writing posture events based on the number of head-down events and the number of head-tilt events, and determine the total duration of poor reading and writing posture events based on the total duration of head-down events and the total duration of head-tilt events, as reading and writing posture recognition information.

[0077] This disclosure also provides a user eye stimulation device for implementing any of the above method embodiments. Figure 3 A structural block diagram of a user eye stimulation device according to some embodiments is shown. This user eye stimulation device may be a server, PC, workstation, laptop, etc., and is not limited thereto.

[0078] like Figure 3 As shown, the user eye stimulation device includes a processor 310 and a memory 320 for storing executable instructions of the processor 310. The processor 310 is configured to implement the method provided according to any embodiment of the present disclosure when executing the instructions stored in the memory 320.

[0079] The processor 310 is used to execute computer instructions, which can be written using instruction sets of architectures such as x86, Arm, RISC, MIPS, and SSE. The memory 320 includes, for example, ROM (Read-Only Memory), RAM (Random Access Memory), and non-volatile memory such as hard disks, etc., and is not limited here.

[0080] One embodiment of the present invention provides eyeglasses. According to... Figure 4 As shown, the glasses include a user eye stimulation device as provided in any of the above embodiments.

[0081] according to Figure 5a and Figure 5b As shown, the glasses include a frame, temples, and sensors for determining eye behavior data.

[0082] according to Figure 5aAs shown, the glasses frame is equipped with a light sensor to collect information about the light intensity of the user's current environment. The frame also includes a distance sensor to collect the user's gaze distance. Finally, the frame contains a first camera to capture a series of images corresponding to the object the user is gazing at.

[0083] according to Figure 5b As shown, each frame of the glasses is equipped with a second camera to capture the corresponding eye image.

[0084] according to Figure 5b As shown, the temples of the glasses are equipped with inertial sensors to collect information about the user's head movements.

[0085] The sensor placements listed above are merely examples; the placements can be adjusted according to specific needs.

[0086] This disclosure also provides a non-volatile computer-readable storage medium having computer program instructions stored thereon. When executed by a processor, the computer program instructions implement the methods provided in any of the above embodiments.

[0087] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on the differences from other embodiments. The same or similar parts between the various embodiments can be referred to each other.

[0088] This disclosure may be a system, method, and / or computer program product. A computer program product may include a computer-readable storage medium having computer-readable program instructions loaded thereon for causing a processor to implement any of the methods in the foregoing embodiments of this disclosure.

[0089] Computer-readable storage media can be tangible devices capable of holding and storing instructions for use by an instruction execution device. Computer-readable storage media may include, for example, electrical storage devices, magnetic storage devices, optical storage devices, electromagnetic storage devices, semiconductor storage devices, or any suitable combination thereof. More specific examples (a non-exhaustive list) of computer-readable storage media include: portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), static random access memory (SRAM), compact disc-read-only memory (CD-ROM), digital versatile disc (DVD), memory sticks, floppy disks, mechanical encoding devices, such as punch cards or recessed protrusions storing instructions thereon, and any combination thereof. The computer-readable storage medium used herein is not to be interpreted as a transient signal itself, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through waveguides or other transmission media (e.g., light pulses through fiber optic cables), or electrical signals transmitted through wires.

[0090] The computer-readable program instructions described herein can be downloaded from computer-readable storage media to various computing / processing devices, or downloaded via a network, such as the Internet, local area network, wide area network, and / or wireless network, to an external computer or external storage device. The network may include one or more of copper transmission cables, fiber optic transmission, wireless transmission, routers, firewalls, switches, gateway computers, and edge servers. A network adapter card or network interface in each computing / processing device receives the computer-readable program instructions from the network and forwards them to computer-readable storage media in the respective computing / processing device.

[0091] The computer program instructions used to perform the operations of this disclosure may be assembly instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state setting data, or source or object programs written in any combination of one or more programming languages, including object-oriented programming languages ​​(such as Smalltalk, C++, etc.) and conventional procedural programming languages ​​(such as the "C" language or similar programming languages). The computer-readable program instructions may be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving a remote computer, the remote computer may be connected to the user's computer via any type of network (e.g., a local area network or a wide area network), or it may be connected to an external computer (e.g., via the Internet using an Internet service provider). In some embodiments, electronic circuitry, such as programmable logic circuitry, field-programmable gate arrays, or programmable logic arrays, can execute computer-readable program instructions to implement various aspects of the embodiments of this disclosure by utilizing state information from the computer-readable program instructions.

[0092] Various aspects of this disclosure are described herein with reference to flowchart illustrations and / or block diagrams of methods, apparatus, and computer program products according to embodiments of this disclosure. It should be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer-readable program instructions.

[0093] These computer-readable program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing apparatus to produce a machine such that, when executed by the processor of the computer or other programmable data processing apparatus, they create means for implementing the functions / actions specified in one or more blocks of the flowchart and / or block diagram. These computer-readable program instructions can also be stored in a computer-readable storage medium that causes a computer, programmable data processing apparatus, and / or other device to operate in a particular manner; thus, the computer-readable medium storing the instructions comprises an article of manufacture that includes instructions for implementing aspects of the functions / actions specified in one or more blocks of the flowchart and / or block diagram.

[0094] Computer-readable program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device to cause a series of operational steps to be performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby causing the instructions that execute on the computer, other programmable data processing apparatus, or other device to perform the functions / actions specified in one or more boxes of a flowchart and / or block diagram.

[0095] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of an instruction containing one or more executable instructions for implementing a specified logical function. In some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions. It should be noted that implementation in hardware, implementation in software, and implementation using a combination of software and hardware are all equivalent.

[0096] The various embodiments of this disclosure have been described above. These descriptions are exemplary and not exhaustive, and are not limited to the disclosed embodiments. Many modifications and variations will be apparent to those skilled in the art without departing from the scope and spirit of the described embodiments. The terminology used herein is chosen to best explain the principles, practical application, or improvement of the technology in the market, or to enable others skilled in the art to understand the embodiments disclosed herein. The scope of this disclosure is defined by the appended claims.

Claims

1. A method for incentivizing user eye use, characterized in that, include: Determine the eye-use behavior data of the target user, wherein the eye-use behavior data of the target user is at least one of the following: outdoor activity duration information, electronic screen viewing duration information, near-field eye usage duration percentage information, and reading and writing posture recognition information; Based on the target user's eye behavior data, determine the target user's combat attribute values ​​for their character in the game; Based on the target user's geographic location information, match other users participating in the game and obtain the combat attribute values ​​of other users' characters in the game; Based on the combat attribute values ​​of the target user's character in the game and the combat attribute values ​​of other users' characters in the game, generate text information corresponding to the combat event process; The text information corresponding to the combat event will be presented in the form of voice broadcast.

2. The method according to claim 1, characterized in that, The step of generating text information corresponding to the combat event process based on the combat attribute values ​​of the target user's character in the game and the combat attribute values ​​of other users' characters in the game includes: The combat attribute values ​​of the target user's character in the game and the combat attribute values ​​of other users' characters in the game are input into a preset large language model, and the text information corresponding to the combat event is output. The preset large language model is trained based on a training sample set.

3. The method according to claim 1, characterized in that, The text information corresponding to the combat event includes text descriptions of the combat process and text descriptions of the combat result. The higher the combat attribute value of the target user's character in the game, the greater the win rate of the combat result.

4. The method according to claim 1, characterized in that, When the target user's eye-use behavior data includes outdoor activity duration information, the method further includes: Acquire light intensity information from a light sensor installed on the glasses and head motion information from an inertial sensor installed on the glasses; The duration of movement that meets the first preset condition and the second preset condition is determined as the duration of outdoor activity. The first preset condition is that the light intensity information is greater than the preset light intensity threshold, and the second preset condition is that the movement amplitude determined based on the head movement information is greater than the preset movement amplitude threshold.

5. The method according to claim 1, characterized in that, When the target user's eye-use behavior data includes information on the duration of screen viewing, the method further includes: Acquire a series of images corresponding to the object being gazed at by the user, captured by the first camera set on the user while wearing glasses; The series of images corresponding to the user's gaze object are input into the image detection model to obtain the detection result of whether the user's gaze object is an electronic screen; If the detection result indicates that the user's gaze is on the electronic screen, determine the duration of a single gaze when the user's gaze is on the electronic screen. The duration of eye contact with the electronic screen is determined based on the duration of a single eye contact when the user's gaze is directed at the electronic screen.

6. The method according to claim 1, characterized in that, When the target user's eye-use behavior data includes information on the percentage of near-field eye use time, the method further includes: Acquire the first gaze distance collected by the distance sensor set on the glasses, the interpupillary distance information of the user's two eyes, and the eye images collected by the two second cameras set on the glasses respectively; Determine the corresponding gaze direction vector based on the corresponding eye image; The second fixation distance is determined based on the user's interpupillary distance information and the eye gaze direction vectors corresponding to the user's eyes; The user's gaze distance is determined based on the first gaze distance and the second gaze distance; Record the duration of eye use when the user's gaze distance is less than a preset distance; The percentage of near-field eye use time is determined based on the duration of eye use when the user's gaze distance is less than the preset distance and the total eye use time.

7. The method according to claim 1, characterized in that, When the target user's eye-use behavior data includes reading and writing posture recognition information, the method further includes: Acquire head motion information from an inertial sensor mounted on the glasses; The head pitch angle and head roll angle are determined based on the head movement information. Based on the head pitch angle, the number of head-down events and the total duration of head-down events are determined, wherein the pitch angle corresponding to the head-down event is greater than a first angle threshold and the duration is greater than a first time threshold. Based on the roll angle of the head, the number of times the head tilting event occurs and the total duration of the head tilting event are determined, wherein the roll angle corresponding to the head tilting event is greater than the second angle threshold and the duration is greater than the second time threshold; The number of occurrences of poor reading / writing posture events is determined based on the number of occurrences of the head-down event and the number of occurrences of the head-tilt event, and the total duration of poor reading / writing posture events is determined based on the total duration of the head-down event and the total duration of the head-tilt event, as reading / writing posture identification information.

8. A user eye-use stimulation device, characterized in that, include: The eye behavior data determination module is used to determine the eye behavior data of the target user, wherein the eye behavior data of the target user is at least one of outdoor activity duration information, electronic screen viewing duration information, near-field eye usage duration percentage information, and reading and writing posture recognition information. The combat attribute value determination module is used to determine the combat attribute values ​​of the target user's character in the game based on the target user's eye behavior data; The matching module is used to match other users participating in the game based on the target user's geographical location information, and to obtain the combat attribute values ​​of other users' characters in the game; The generation module is used to generate text information corresponding to the combat event process based on the combat attribute values ​​of the target user's character in the game and the combat attribute values ​​of other users' characters in the game. The voice broadcast module is used to present the text information corresponding to the battle event in the form of voice broadcast.

9. A user eye-use stimulation device, characterized in that, It includes a memory and a processor, the memory storing a computer program for controlling the processor to operate in order to perform the method according to any one of claims 1 to 8.

10. A pair of eyeglasses, characterized in that, Includes the eye stimulation device as described in claim 8 or 9.