Method and apparatus for selective illumination of stimulating light - Patents.com
Patent Information
- Application Number
- JP2023574431
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-02-04
- Filing Date
- 2022-06-07
- Publication Date
- 2025-06-16
AI Technical Summary
Existing phototherapy methods fail to differentiate between imaging and non-imaging photoreceptors in the eye, leading to unintended visual effects and inefficiencies in circadian rhythm synchronization, particularly in the treatment of myopia.
A device and method that selectively irradiates stimulating light to the optic disc using blue light, targeting melanopsin-containing intrinsically photosensitive retinal ganglion cells (ipRGCs) to stimulate melanopsin, with specific parameters such as frequency, intensity, and duration to avoid retinal exposure while enhancing retinal dopamine release.
The method effectively stimulates melanopsin to increase retinal dopamine levels, potentially slowing myopia progression by regulating ocular growth without significant visual interference or safety concerns, utilizing a smartphone or VR headset for delivery.
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Abstract
Description
[Technical field]
[0001] The present invention relates to a method and apparatus for selectively directing stimulating light to the optic nerve head of a user's eye. [Background technology]
[0002] The 24-hour light-dark (LD) cycle is a fundamental feature of the Earth's environment. Animal and human behavior and physiology are influenced by and adapted to the LD cycle. Most biochemical, physiological, and behavioral variables in humans fluctuate according to the LD cycle. These variations, called "circadian rhythms," are brought about by the body's circadian time-regulating mechanisms, which enable the body to predict the onset of dawn and dusk and adjust the body's physiological and behavioral systems accordingly. It is now recognized that such circadian rhythms are temporally organized by a circadian clock that maintains temporal synchronization between the body and the external environment, as well as internal regulation of diverse physiological processes over time.
[0003] The body's eye provides a sensory system for inputting such light and dark cue signals to synchronize the LD cycle with the body's circadian rhythm. The light received by the eye's retina is further processed by the body's brain to synchronize the circadian rhythm. In mammals, a neural pathway called the retinohypothalamic tract (RHT) transmits information about the light and dark environment from the retina via the optic disc, through the optic nerve, and directly to the suprachiasmatic nucleus (SCN). The SCN is a cell mass in the hypothalamus that receives the converted light and dark cue signals, indicating the transition from light to dark, from retinal ganglion cells (RGCs) via the RHT. The SCN mass distributes the light and dark cue signals via endocrine and neural pathways to the various systems of the body, allowing the various systems to remain synchronized with day and night. When such pathways are disrupted, the body's rest-activity cycle becomes out of sync with the LD cycle.
[0004] It is known that out-of-phase light cues can disrupt normal circadian rhythms. For example, exposure to light late in the biological day, i.e., around dusk, will delay the onset of activity in nocturnal animals and the onset of rest in diurnal animals. Exposure to light early in the biological day (dawn) will promote the onset of activity in diurnal species and the onset of sleep in nocturnal species. When light reaches the eye out of phase, many physiological functions of the body are affected. In addition, unwanted artificial light disrupts the natural LD cycle. Phototherapy has been shown to be effective in realigning the LD cycle. Phototherapy (also called phototherapy) consists of exposure to light, daylight or artificial light, with a specific spectrum and / or specific light radiance, for a defined period of time and sometimes at a specific time of day.
[0005] Initially, scientists had an implicit assumption that the effects of light on circadian rhythms, as well as other non-imaging or non-visual effects, were mediated by the classical photoreceptors that mediate vision. This view was shattered when mice lacking what were then known as "classical" photoreceptors showed non-imaging responses. It was found that light still induced circadian phase-shifting responses, and that the hormone melatonin was suppressed.
[0006] Melatonin is the primary hormone of the pineal gland and is known to mediate the timing of many biological functions, particularly those physiological functions controlled by the duration of light and darkness. It has previously been shown that light-induced suppression of melatonin persists in some blind individuals. These data, as well as the demonstration in humans that the spectral sensitivity of non-imaging responses differs from visual responses, were consistent with the presence of a novel photoreceptor system, later identified as melanopsin.
[0007] The photopigment melanopsin is present in the inner retina of animals, including humans, and is specifically expressed in a subclass of ganglion cells called intrinsically photosensitive retinal ganglion cells (ipRGCs). In addition to rod and cone photoreceptors, melanopsin-containing ipRGCs are a third type of retinal cell capable of phototransduction. In response to incident light, ipRGCs respond directly through melanopsin, as well as indirectly through signals from rod and cone photoreceptors. Melanopsin is known to be primarily sensitive to short wavelengths, particularly blue light. However, melanopsin is also sensitive to other wavelengths of light in the visible spectrum. The non-imaging or non-visual photoresponse of melanopsin to light causes circadian entrainment of many physiological or bodily functions. Such functions include sleep / wake states (melatonin synthesis), pupillary light reflex to regulate retinal illumination, cognitive performance, mood, locomotor activity, memory, body temperature, etc. Indirect input of ipRGCs via the SCN regulates light-sensitive inhibition of melatonin production in the pineal gland. Phase shifting, pupil constriction, and acute inhibition of activity in response to light are all attenuated in mice lacking Opn4, the gene encoding melanopsin. Removal of rod and cone photoreceptors as well as the Opn4 gene abolishes known imaging and non-imaging effects, indicating that both classical and novel photoreceptor systems contribute to these responses.
[0008] The human eye can see wavelengths within the range of about 380 nm to about 780 nm. Within this visible light spectrum, some wavelengths can cause acute or cumulative photodamage to the eye, while other wavelengths play a role in synchronizing human biological rhythms. Historically, light therapy has been applied to the eye via ambient light and / or dedicated task lights. In the delivery of therapy via conventional lighting systems, light is perceived by both imaging and non-imaging receptors, so the visual effects of the provided light (e.g., the imaging function of light) and the non-visual effects of the provided light (e.g., the non-imaging function that controls circadian rhythms) are not separated or differentiated.
[0009] There are several known patent documents that discuss the use of phototherapy and devices used in this treatment. For example, WO 2016 / 162554 discloses a head-mounted display device that emits light to the eye through a waveguide to treat light-related disorders. The display device has a controller module that adjusts the wavelength of light emitted to the eye according to the optimal effective wavelength for ipRGCs. However, the device of WO 2016 / 162554 does not avoid the activation of imaging receptors because this method cannot distinguish between non-imaging receptors and imaging photoreceptors in the eye.
[0010] WO 2010 / 076706 teaches more specific techniques for administering phototherapy to a subject, but the disclosed method is limited to a specific time window in the LD cycle, i.e., during sleep or just before going to sleep. The disclosed embodiment takes the form of a sleep mask.
[0011] WO 2014 / 172641 (Iridex Corporation) teaches the delivery of a series of short light pulses to ocular tissue at multiple target locations with thermal relaxation time delays to limit temperature rise in the targeted ocular tissue during retinal surgery. There is no teaching in this patent application of using the system to target the optic disc.
[0012] Patent document 4 (US Pat. No. 5,923,398) discloses a more practical approach by introducing peripheral light therapy with a bidirectional light field for non-visual or non-imaging stimulation. This approach takes advantage of the fact that the peripheral retina is less involved in conscious vision, i.e., imaging. Peripheral light therapy does not significantly affect conscious or imaging vision. However, the device taught in Patent Document 4 does not completely eliminate the stimulation of imaging receptors in the eye, since the bidirectional light field still acts on rod and cone photoreceptors for off-axis or peripheral photon stimulation.
[0013] An apparatus and method for treating the human visual system is known from US 2007 / 0182928 A1 (Sabel, assigned to Novavision Inc.). The method comprises locating and defining a dead zone of degraded vision in the visual field of a user, i.e. a zone of reduced image perception. The method further comprises defining a treatment site located primarily within the dead zone, followed by treating the human visual system by presenting visual stimuli to the human visual system. The visual stimuli are presented, for example, on a computer screen. It should be noted that the term "dead zone" used in US 2007 / 0182928 A1 should not be equated with the terms "blind spot" or "optic disc", which are the points where ganglion cell axons leave the eye to form the optic nerve. The method disclosed in US 2007 / 0182928 A1 does not include selectively irradiating light to the "blind spot" or "optic disc" of the user.
[0014] WO 2016 / 145064 discloses a system and method for controlling lighting in relation to the circadian function of an individual wearing glasses, but does not disclose a method for eliminating interference with daily conscious or imaging vision caused by phototherapy.
[0015] Patent document 7 (WO 2018 / 224671) illustrates a method and device for irradiating light onto the optic disc to stimulate the optic disc. Patent document 7 does not disclose the dose of light used for treatment.
[0016] Patent document 8 (U.S. Patent No. 10,444,505) (assigned to Essilor) relates to a head mounted display device comprising a light emitting source, a light guide configured to collect light emitted from the light emitting source and direct the collected light to the wearer's eye when the head mounted display device is worn by a wearer, and a controller configured to control the radiation spectrum and / or radiance and / or light level emitted by the light emitting source.
[0017] EP 3281056 A1 (assigned to Essilor) is directed to a head mounted display device comprising a light emitting source, a light guide configured to collect light emitted from the light emitting source and direct the collected light to the wearer's eye when the head mounted display device is worn by the wearer, and a controller configured to control the radiation spectrum and / or radiance and / or light level emitted by the light emitting source, where the angles of incidence of the light emitted by the light emitting source and the light emitted from the light guide are determined such that the illumination of the eye is directed towards the periphery, and the controller is configured to provide chronobiological regulation or synchronization and / or emotional disorder regulation and / or prevention and / or alleviation of myopia and / or epilepsy palliative treatment by controlling the light emitting source to provide specific spatial and temporal patterns of emission between 460 nm and 500 nm.
[0018] No. 9,283,401 (assigned to Myolite) is directed to an eyeglass-mounted electromagnetic radiation refractive treatment system that includes an electromagnetic radiation source that directs electromagnetic radiation to a desired lens or retinal region of a wearer's eye, where the electromagnetic radiation source is configured to vary at least one of: (i) the amplitude of the radiation, (ii) the wavelength or spectral characteristics of the radiation, (iii) the direction of the radiation, and (iv) the area of an ocular element of the eye that is exposed to the radiation.
[0019] It is known that the amount of light delivered to the optic disc can affect treatment, and increased exposure of the retina to blue light can have associated side effects.Therefore, there is a need to design systems and methods that provide an appropriate dose of light, including an effective dosing regimen, to stimulate melanopsin while avoiding unnecessary light exposure of the retina.
[0020] clinical background Myopia is typically characterized by excessive eye growth, increasing the risk of serious vision-threatening complications in adulthood, including cataracts, glaucoma, retinal detachment, and myopic maculopathy. Mechanisms that control eye growth and myopic progression are widely believed to be localized within the eye (McFadden and Wildsoet, 2020). Currently, there is no standard treatment for myopic progression, but a variety of myopia control approaches are available, including active glasses, contact lenses, and drug treatments (Wildsoet et al., 2019).
[0021] Topical atropine and various types of contact lenses, including orthodontic treatments, have been shown to be effective against myopia progression (Huang et al., 2016), but both treatments come with several risks that must be considered. Atropine use, even at low doses, is off-label and produces significant side effects, including photosensitivity, reduced near vision, and a temporary stinging or burning sensation. Side effects of contact lenses, including orthodontic treatments, may include mild blurred vision, mild corneal erosion, corneal staining, lens binding, reduced tear film, and infectious keratitis. Infectious keratitis can lead to corneal scarring, which requires surgical treatment in 10% of cases.
[0022] Other studies have investigated the effect of time spent outdoors on preventing myopia. A randomized controlled trial of school-aged children reported a significant reduction in the incidence of myopia in children participating in outdoor programs (Wildsoet et al., 2019). A recent meta-analysis found that an extra hour spent outdoors per week could reduce the risk of myopia by 2%. Although the effect of outdoor time on myopia prevention has been significant, only a low effect has been observed on myopia progression (Huang et al., 2016). The effect of high illuminance or spectral composition of natural light, which tends to be shifted towards the blue end of the visible light spectrum, on the prevention or progression of myopia is currently unknown. On the other hand, phototherapy can have a detrimental effect on the treatment of myopia if light is applied to the user at the wrong time (e.g., out of sync with the circadian rhythm). Problems can arise when children require phototherapy to help prevent myopia. Children cannot be trusted to engage in therapy at the right time. The method and device of Patent Document 7 allows invisible or non-imaging phototherapy through the eye and recommends a routine for optimal protection against myopia. [Prior art documents] [Patent documents]
[0023] [Patent Document 1] International Publication No. 2016 / 162554 [Patent Document 2] International Publication No. 2010 / 076706 [Patent Document 3] International Publication No. 2014 / 172641 [Patent Document 4] U.S. Pat. No. 5,923,398 [Patent Document 5] US Patent Application Publication No. 2007 / 0182928 [Patent Document 6] International Publication No. 2016 / 145064 [Patent Document 7] International Publication No. 2018 / 224671 [Patent Document 8] U.S. Pat. No. 10,444,505 [Patent Document 9] European Patent Application Publication No. 3281056 [Patent Document 10] U.S. Pat. No. 9,283,401 Summary of the Invention
[0024] Disclosed is an apparatus for selectively irradiating stimulating light to the optic disc of one of a user's left and right eyes, the apparatus comprising at least one light emitting source configured to position the emitted stimulating light to act on the optic disc based on a determined position of the optic disc relative to the user's line of sight, at least one screen configured to fixate the user's line of sight by engaging the user with content displayed on the at least one screen, and a processor for selecting the stimulating light.
[0025] The emitted stimulating light may be configured to stimulate melanopsin.
[0026] The emitted stimulating light may be blue light.
[0027] The emitted stimulation light may flash at a frequency within a frequency range between 6 Hz and 20 Hz.
[0028] The stimulating light may have an illuminance of greater than 20 melanopic lux, preferably an illuminance of about 60 melanopic lux.
[0029] The at least one light emitting source may be further configured to position the emitted stimulation light to affect one of a left and right eye of a user.
[0030] The at least one light source may be further configured to size the emitted stimulating light to impinge on a portion of the optic disc that corresponds to 80% of the size of the optic disc.
[0031] At least one screen may be positioned perpendicular to the user's line of sight.
[0032] At least one screen may be positioned at a fixed distance from the left and right eyes.
[0033] The at least one screen may be configured to display content within at least one target area of the at least one screen, and the at least one target area may correspond to an area having a diameter of 1.0 to 5.0 degrees within the foveal regions of the left and right eyes when the gaze is fixed on the at least one target area.
[0034] The at least one target area may be located in the center of the at least one screen.
[0035] The at least one target area may be configured to fixate one of the user's left and right eyes.
[0036] At least one screen may be a light emitting source.
[0037] The device may be or comprise a smartphone.
[0038] The apparatus may further comprise a virtual reality headset, wherein the smartphone may be insertable into the virtual reality headset.
[0039] The device may be a virtual reality headset.
[0040] The virtual reality headset may include at least one lens to form a two-lens system with the user's eye.
[0041] The virtual reality headset may include one optical path extending between the at least one screen and the left eye, and may include another optical path extending between the at least one screen and the right eye.
[0042] The user's left and right eyes may be in a first position.
[0043] The device may further comprise a game controller for user interaction with the content displayed on the at least one screen.
[0044] The game controller may be further configured to adjust the position of the stimulus light within the screen during calibration.
[0045] The device may further comprise a memory device configured to store data relating to the position of the optic disc, the data may be obtained from one of a user-controlled calibration, input of fundus image data into the device, and population data.
[0046] A method for selectively irradiating a stimulating light to a user's optic disc is disclosed, the method includes the steps of positioning at least one light emitting source at a fixed position, fixing the user's gaze by engaging the user with content displayed on at least one screen, and emitting the stimulating light by the at least one light emitting source toward the user's gaze such that the stimulating light acts on the optic disc.
[0047] The method may further include determining a position of the user's optic disc relative to the user's line of sight.
[0048] The step of identifying the position of at least one optic disc may include one of the steps of receiving results from a user-controlled calibration, receiving input of fundus image data, and processing population data.
[0049] The method may further include displaying content on the at least one screen within a target area of the at least one screen corresponding to an area having a diameter of 1.0 to 5.0 degrees within a foveal region of the one or more eyes when the line of sight (33) is fixed on the at least one target area.
[0050] The content may be presented to one of one or more eyes of the user.
[0051] The method may further include generating the stimulating light by at least one screen.
[0052] The emitted stimulating light may be configured to stimulate melanopsin.
[0053] The stimulating light may be blue light.
[0054] The stimulating light has a melanopic lux of greater than 20, preferably about 60.
[0055] The stimulus light may be flashed in the frequency range of 6-20 Hz.
[0056] The stimulation light may be emitted to affect one of the user's left and right eyes.
[0057] The method may further include sizing the emitted stimulating light to affect a portion of at least one optic disc, preferably a portion corresponding to about 80% of the size of the at least one optic disc.
[0058] The method may be carried out for a session duration of at least 1 minute and up to 30 minutes, preferably 12 to 15 minutes.
[0059] The method may be performed for a session duration up to five times per day, preferably up to two or three times per day.
[0060] The step of emitting the stimulation light may be carried out for a stimulation duration of at least 1 minute up to 20 minutes, preferably 8 minutes to 10 minutes.
[0061] The step of emitting the stimulation light may be interrupted by one or more inter-stimulus intervals.
[0062] The interruption may occur 30 to 120 seconds after the step of emitting the stimulation light.
[0063] The inter-stimulus interval or intervals may last at least 15 seconds.
[0064] The content displayed on at least one screen may be a video game.
[0065] The method may further include blocking light, except for the stimulus light and the light representing the content, from reaching the left and right eyes.
[0066] The method may further comprise determining a performance score of the user to assess the effectiveness of the method.
[0067] The present disclosure further relates to the use of the disclosed device for the treatment of myopia.
[0068] The present disclosure further relates to the use of the disclosed methods for the treatment of myopia. [Brief description of the drawings]
[0069] [Figure 1] FIG. 1 illustrates an apparatus according to one embodiment of the present disclosure.
[0070] [Diagram 2] FIG. 2 illustrates a method according to one embodiment of the present disclosure.
[0071] [Diagram 3] 3 shows the percent change in b-wave amplitude measured 60 minutes after the offset of the blue light stimulus light 66. Stimulus duration is displayed in seconds for three measurement conditions: 10 seconds, 60 seconds, and 600 seconds.
[0072] [Figure 4] Figure 4 shows the mean pupil change (%) to blue and red stimuli in the blind spot, parafoveal, and peripheral conditions over time (ms). Stimulus onset is at 0 ms.
[0073] [Diagram 5] Figure 5 shows the mean pupil change (%) in response to blue light for the blind (solid line) and peripheral (dotted line) conditions. Stimulus onset is 0 ms.
[0074] [Figure 6] Figure 6 shows the mean and standard error of the mean (SEM) of contrast sensitivity (logCS) for FrACT (left) and TueCST (right) before and 20 min after blue light stimulation. The dotted line indicates the separation between <2 cpd and >2 cpd.
[0075] [Figure 7] FIG. 7 shows the mean and standard error of the mean (SEM) of the change in PERG P50-N95 and ERG b-wave amplitude relative to baseline at 10 and 20 minutes following blue light stimulation of the blind spot in myopic and non-myopic subjects.
[0076] [Figure 8] FIG. 8 shows the mean and standard error of the mean (SEM) of b-wave amplitude (μV) at baseline and 10, 20, 30, 40, 50 and 60 min after a 1-min blue light stimulation of the blind spot.
[0077] [Figure 9] FIG. 9 shows the mean and standard error of the mean (SEM) of b-wave amplitude (μV) at baseline and 10, 20, 30, 40, 50 and 60 minutes after a 10-minute blue light stimulation of the blind spot.
[0078] [Figure 10] FIG. 10 shows the mean and standard error of the mean (SEM) of the change in b-wave amplitude (%) relative to baseline without blue light blind spot stimulation, 10 seconds, 1 minute, and 10 minutes after blue light blind spot stimulation, averaging measurements taken 20, 30, 40, 50, and 60 minutes after blind spot stimulation.
[0079] [Figure 11] FIG. 11 shows the mean change in subfoveal choroidal thickness (ChT) relative to baseline (μm), averaged across all time points and both refractive error groups.
[0080] [Figure 12] FIG. 12 shows the mean change in macular choroidal thickness (ChT) relative to baseline (μm), averaged across all time points and both refractive error groups.
[0081] [Figure 13] FIG. 13 shows the permissible range of eye movement that results in the stimulus light becoming invisible. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0082] Retinal photoreceptors regulate illumination of the retina by controlling pupil diameter. The initial stage of the pupillary light response is generated by both intrinsically photosensitive retinal ganglion cells (ipRGCs) and, to a lesser extent, rod photoreceptors. The slower acting melanopsin-containing ipRGCs are the sole source of the pupillary light response after 1.7 s and may be responsible for the slow recovery of the post-illumination pupillary response (PIPR). Melanopsin is sensitive to blue light and is expressed in the soma, dendrites, and proximal axons of rat ipRGCs (Hattar et al., 2002). The absorption spectrum of melanopsin peaks at approximately 480 nm, i.e., in the blue range of the visible light spectrum.
[0083] The axons of ipRGCs and other retinal ganglion cells pass through the optic disc or "blind spot" to form part of the optic nerve. The optic disc is also called the optic nerve head or optic disc 36. The optic disc does not contain rod or cone photoreceptors. Light incident on the optic disc or optic disc 36 is not consciously perceived, i.e., does not result in an image perception. It is not fully understood whether the presence of melanopsin in the axons of ipRGCs renders the optic disc, optic nerve head or optic disc 36 sensitive to blue light.
[0084] Figure 4 shows the mean and standard error of the mean (SEM) of pupil change (%) to blue and red stimuli in blind spot, parafoveal and peripheral conditions over time (ms) with stimulation starting at 0 ms. Figure 5 shows the mean and standard error of the mean (SEM) of pupil change (%) in blind spot (solid line) and peripheral (dotted line) conditions in response to blue light with stimulation starting at 0 ms (Schilling et al., 2020). Thus, selective stimulation of the optic disc or optic nerve head 36 in young adults with blue light elicited a larger pupil response (constriction) than stimulation with red light. This result is consistent with the presence of melanopsin in the axons of ipRGCs in the optic disc.
[0085] The contribution of melanopsin to pupillary light responses is not fully understood given the absence of classical photoreceptors, ie, rods and cones, in the blind spot or optic disc.
[0086] Changes in PIPR were examined after light stimulation of the blind spot, parafovea, and periphery.
[0087] It is not known whether melanopsin excitation modulates the retinal dopaminergic system, for example through retrograde signaling from ipRGCs to dopaminergic amacrine cells capable of releasing dopamine (Zhang et al., 2008), resulting in dopamine-driven modulation of light adaptation and circadian regulation of the retina. Furthermore, it is not known whether dopamine is released following excitation of melanopsin at the optic disc or optic nerve head. Dopamine supports many functions of the retina and there is evidence that it also contributes to contrast sensitivity. In behavioral studies in healthy adults, both levodopa and nomifensine, which are dopamine agonists, i.e., compounds that activate dopamine receptors, have been shown to improve contrast sensitivity at mid- and high-spatial frequencies, especially at frequencies above 2 cycles per degree (cpd). Dopamine is also involved in retinal light adaptation.
[0088] The sensitivity of the optic disc to blue light may cause an increase in retinal dopamine levels. As mentioned above, it is known that an increase in retinal dopamine levels enhances contrast sensitivity. Figure 6 shows the mean and standard error (SEM) of contrast sensitivity (logCS) in the Freiburg Visual Acuity Test (FrACT) and the Tübingen Contrast Sensitivity Test (TueCST) before and 20 minutes after stimulating the optic disc 36 with blue light. The dotted line shows the separation between less than 2 cpd and more than 2 cpd. It is known that stimulating the optic disc 36 (i.e., the blind spot) with blue light causes an increase in dopamine by melanopsin. This increase in dopamine improves contrast sensitivity to stimuli with spatial frequencies higher than 2 cpd.
[0089] Abnormalities in both the ON pathway (Chakraborty et al., 2015) and dopamine (Feldkaemper and Schaeffel, 2013) are involved in ocular growth regulation and the development of refractive errors. Studies investigating myopia using ERG, a useful non-invasive technique to investigate potential retinal mechanisms of myopia development, have reported reduced b-wave amplitude in myopia and an inverse correlation between b-wave amplitude and axial length. The b-wave is a measure of human retinal function that primarily reflects the activity of ON bipolar cells. In animal models, experimental myopia has been correlated with reduced retinal dopamine levels in a variety of species. Dopaminergic drugs have been found to inhibit the development of experimental myopia. Rearing animals under bright light conditions has a similar inhibitory effect on the development of myopia. It is not fully understood whether the inhibitory effect of bright light (which is sometimes increased when short-wavelength light is used) is mediated by light-induced increases in retinal dopamine. Furthermore, children with high myopia are more susceptible to sleep disorders that may be due to abnormalities related to dopamine, which is known to be involved in circadian entrainment. In the myopic retina, it is unknown whether there are any functional changes localized to the inner layers that extend to the retinal dopaminergic system.
[0090] A potential target of dopaminergic regulation in the myopic eye 30 is the intrinsically photosensitive retinal ganglion cell (ipRGC), whose melanopsin-containing axons pass through the optic disc 36 .
[0091] The effects of blue light stimulation of the optic disc or optic nerve head 36 (also called the "blind spot") on full-field ERG and pattern ERG (PERG) in myopes compared to non-myopics were investigated. Changes in retinal electrical activity following stimulation of blind spot melanopsin with blue light were reported. Figure 7 shows a significant change in the response in myopes but not in non-myopics. It is not fully understood whether changes in retinal electrical activity due to stimulation of melanopsin extend to retrograde upregulation of dopamine release in the inner plexiform layer as well as dopamine-mediated retinal processes and activities (Amorim-de-Sousa et al., 2020).
[0092] Furthermore, we examined how the ERG responded to light stimuli of various durations (i.e., 0 s, 10 s, 1 min, and 10 min) over longer periods of time, i.e., 10 min, 20 min, 30 min, 40 min, 50 min, and 60 min after stimulation (see Figures 8-10). It was observed that b-wave amplitude increased after every stimulation duration tested compared to no stimulation, with larger increases for stimulation durations of 1 min and 10 min, and smaller effects for stimulation durations of 10 s. After 10 min of stimulation, an increase in b-wave amplitude was not observed until 60 min after stimulation of the optic nerve head 36. However, an increase in b-wave amplitude was measured 20 min after 1 min of stimulation of the optic nerve head 36. It is not fully understood whether such results imply that varying the duration of blue light stimulation of the blind spot may increase the activity of retinal ON bipolar cells and have the effect of reducing myopic responses.
[0093] Whether changes in choroidal thickness provide a short-term biomarker of vision-dependent mechanisms that regulate eye growth and precede long-term changes in eye size is not fully understood. The process leading to emmetropia or hyperopia correlates with choroidal thickening, whereas the process leading to myopia is accompanied by choroidal thinning. The choroid has been shown to thicken in response to increased exposure to light, and ambient light appears to have a protective effect against excess eye growth and myopia that may be mediated by retinal dopaminergic pathways.
[0094] We investigated whether changes in choroidal thickness could be used as a clinical biomarker representing the intrinsic activity of the melanopsin-driven signaling pathway. We investigated whether blue light stimulation of the optic disc induces an increase in choroidal thickness and a decrease in axial length in contrast to no light stimulation. To investigate whether changes in choroidal thickness could be used as a clinical biomarker representing the intrinsic activity of the melanopsin-driven signaling pathway, an optical coherence tomography (OCT) study was performed. Myopic and emmetropic young adults were subjected to blue light stimulation (λ 36) with a stimulation duration of 1 min to the optic disc 36. peak Choroidal thickness was measured before and after exposure to a blue light (=450 nm; 15 Hz; 22 cd / m2). A Samsung Galaxy S7 inserted into a virtual reality headset with custom developed software was used to deliver the light. The user calibrated the stimulating light 66 to their blind spot location, then underwent a 10-minute washout period and 5-minute dark adaptation before baseline OCT imaging and optical biometrics were performed. Post-stimulation OCT measurements were measured at 0, 10, 20, 30, and 60 minutes. Axial length was measured only at 60 minutes. Rapid and sustained choroidal thickening was measured over a 60-minute period after activating melanopsin at the optic nerve head 36 using blue light. Figure 15 shows the time-averaged change in subfoveal choroidal thickness (ChT). Figure 16 shows the time-averaged change in macular choroidal thickness. As a short-term biomarker, increased choroidal thickness may indicate long-term changes in ocular growth due to repeated exposure to blue light stimulating light,66 and this process may extend to the retinal dopaminergic system.
[0095] The present disclosure is directed to a method of illuminating a user's optic disc (FIG. 2), a computer program product such as software or a software app, as well as a device 10 (FIG. 1) having a processor 80 for executing the computer program product, such as a smartphone or a virtual reality (VR) device, with a stimulus light emitted (170) by at least one light emitting source 60, and providing or emitting (170) blue light stimulus light 66 to the optic disc 36 (also known as the blind spot). The blue light stimulus light 66 is provided or emitted (170) while content is provided to the user by the software or software app. In one aspect, the content is a game displayed on the screen 50 of the device 10. The user is engaged in the game. The user keeps a steady gaze 33 directed toward the screen 50. The gaze 33 is fixed (150) on a target area 52 of the screen 50 where the content, e.g., the game, is displayed. The term "gaze" should be understood as the user's eye 30 being directed toward a point within the user's field of view 37. In this case, the pupil, fovea 39 and optic disc 36, among other parts of the eye 30, are in a defined orientation relative to a line connecting the user's pupil, e.g., the center of the pupil, and a point 55 in the user's field of view 37 to which the user's gaze 33 is directed. In one aspect of the present disclosure, the user's eye 30 is in a first position, i.e., looking straight ahead, when the user's gaze 33 is directed at content in which the user is engaged.
[0096] The screen 50 is located within the field of view 37 of the eye 30. The at least one light emitting source 60 has positions 60x, 60y within the field of view 37 of the eye 30. The positions 60x, 60y of the at least one light emitting source 60 may or may not overlap the screen 50 (as is the case in the embodiment of FIG. 1). In some embodiments of the present disclosure, the software or software app may run on a commercially available smartphone, for example an Android smartphone.
[0097] The method of the present disclosure may be implemented, in one embodiment, using a smartphone in combination with a VR headset and a suitable game controller. The VR headset allows for stimulating both eyes 33 of a user. When using a VR headset, for example, the distance between the screen 50 of a smartphone or mobile device and the eyes 30 is kept substantially constant, which facilitates calculations to provide sufficient illuminance for the stimulating light and adjust the illuminance of the displayed content. Furthermore, the orientation of the screen 50 may be substantially perpendicular to the direction of line of sight 33 when using the VR headset. Furthermore, when using a VR headset, stimulating light and content may be provided separately to the left eye 30 and the right eye 30 of the user (as further described below).
[0098] In one aspect of the disclosure, the screen 50 may provide stimulus light and content separately and separately to the user's left and right eyes 30. In other words, in this aspect of the disclosure, the content and stimulus light provided to the left eye 30 will not be perceived by or affect the right eye 30. Similarly, in this aspect of the disclosure, the content and stimulus light provided to the right eye 30 will not be perceived by or affect the left eye 30.
[0099] Content and stimulus light may be provided to the right eye 30 and the left eye 30 separately by the screen 50 as well as by an additional one of the screens 50. Alternatively, the screen 50 may be split into two parts, e.g., one half, such that one part of the screen 50 provides stimulus light and content to the left eye 30 and the other part of the screen 50 provides stimulus light and content to the right eye 30.
[0100] For example, the stimulating light provided to the left eye 30 may be emitted by an emitting light source 60 positioned at the positions 60x, 60y to affect the optic disc 36 of the left eye 30. However, the stimulating light will not affect the optic disc 36 of the right eye 30. Additionally, the stimulating light provided to the right eye 30 may be emitted by an emitting light source 60 positioned at another one of the positions 60x, 60y to affect the optic disc 36 of the right eye 30. However, the stimulating light will not impinge on the optic disc 36 of the left eye 30. In this aspect of the disclosure, the device 10 may include, for example, an emitting light source 60 for providing the stimulating light to the left eye 30. The device 10 may further include, for example, an additional one of the light sources 60 for providing the stimulating light to the right eye 30.
[0101] Further, content may be displayed to the user's left eye 30, for example, within the target area 52, and content may be displayed to the user's right or left eye 30, for example, within another one of the target areas 52. In additional aspects of the present disclosure, the target area 52 and the additional one of the target areas 52 may partially overlap. The overlap between the target area 52 and the additional one of the target areas 52 may depend on the distance between the screen 50 and the user's eye 30.
[0102] In this aspect of the disclosure, the stimulus light and content are provided to the left eye 30 and the right eye 30 of the user separately, and two optical paths are provided. The two optical paths extend between the screen 50 and one of the left eye 30 or the right eye 30 of the user. One of the optical paths allows for the provision of the stimulus light and content to, for example, the left eye 30. The other of the optical paths provides the stimulus light and content to, for example, the right eye 30. In one aspect, the two optical paths may be separated by a barrier that shields one of the left eye 30 and the right eye 30 from the stimulus light and content provided to the other of the left eye 30 and the right eye 30. In another aspect, the two optical paths may be separated by polarization, for example, using a polarizing filter. A polarizing filter or a set of polarizing filters may be used to provide the stimulus light and content to the left eye 30. A different polarizing filter or a set of polarizing filters may be used to provide the stimulus light and content to the right eye 30.
[0103] The software app provides a flashing blue light stimulation light 66 to the blind spot 36 during game use. The game is designed such that the user must always look at one particular point or required visibility area 52 on the display or screen 50 to be successful. The method according to the present disclosure blacks / darkens the screen 50 outside of the required visibility area. This required visibility area will be referred to as the "focus circle" or "target area" 52. There is little visible difference to the user between the game according to the present disclosure, particularly when a VR headset is used to display the game, and other video games when the blue light stimulation light 66 cannot be displayed, i.e. acted upon, or visually perceived on the user's optic disc 36.
[0104] In one aspect of the disclosure, a game may include one or more game levels that are displayed to a user. The user engages in the game by playing the game. The one or more game levels may be played sequentially by the user. One of the one or more game levels may include instructions that are displayed to the user prior to playing a corresponding one of the one or more levels.
[0105] The display of one or more game levels to the user may include displaying at least one of a plurality of target icons or game icons. The display of the target icons or game icons may occur for a predetermined period of time. The user's playing of the game may include viewing and memorizing one or more of the displayed plurality of target icons. The user's playing of the game may further include activating a game controller, e.g., pressing a button on the game controller, after memorizing one of the plurality of target icons. Alternatively, the user may wait for the game to automatically continue after memorizing at least one of the plurality of target icons.
[0106] The game controller may be a wireless game controller.
[0107] The display of the game to the user may further include altering one or more of the plurality of target icons. Altering may include modifying the plurality of target icons or selecting a different one of the plurality of target icons to be displayed. The selection of a different one of the plurality of target icons may be repeated.
[0108] Playing the game by the user may include, when selecting to display the stored target icon, activating the game controller, e.g., pressing a button on the game controller, when the user identifies a stored target icon of the plurality of target icons. Playing the game by the user may further include, when selecting to display the stored target icon, measuring a reaction time required by the user to identify the stored target icon of the plurality of target icons.
[0109] The playing of the game by the user may further include determining a performance score for the user based on the measured reaction time. Determining the user's performance score may further include determining an accuracy correlated with the user's actuation of the game controller, i.e., determining whether the game controller actuated by correctly identifying at least one of the stored plurality of target icons.
[0110] Playing the game may include pausing the game during an inter-stimulus interval. The inter-stimulus interval may last 15 seconds. Playing the game by the user may include indicating to the user the start of a next game level of the one or more game levels. Indicating to the user may include presenting a sound to the user. Playing the game may include notifying the user of the last one of the one or more game levels to be played.
[0111] In one aspect of the present disclosure, the parameters of the treatment may be as follows:
[0112] The position 60x, 60y of the blue light stimulation light 66 may be such that the blue light stimulation light 66 acts on the center of the optic disc or optic head 36. The position of the optic disc or optic head 36 may be determined by the ophthalmologist / optometrist, for example, in a step (110) of locating the optic disc 36 based on an image of the fundus of the eye 30, i.e., the inner surface of the eye 30 opposite the crystalline lens, including the retina, the optic disc 36, the macula, the fovea 39, and the posterior pole, i.e., the optic disc 36 may be located in the same step (110). Optionally, the method may also be performed using already available information regarding a previously determined position of the optic disc 36. The ophthalmologist / optometrist may input the determined or predetermined position of the optic disc 36 into a stimulation positioning device, for example, the device 10, the light emitting device 60, or the screen 50. In one aspect of the present disclosure, a stimulus positioning device, such as a smartphone, includes a screen 50 and a processor 80 with data processing logic, and positions (130) a stimulus light 66 on the screen 50 based on calculations by a software app running on the processor.
[0113] The shape of the stimulation light 66 may be circular. The size of the circular stimulation light 66 may have a radius with an angular size of 2.2 degrees (visual angle).
[0114] The stimulation light 66 may be blinking and may have a frequency of, for example, 15 Hz. The stimulation light 66 may be a square function having a frequency of, for example, 15 Hz. In another embodiment, the frequency at which the stimulation light 66 blinks may be in the range of 6 to 20 Hz.
[0115] The color of the stimulus light 66 may be set using an RGB color code. The color may be set to (0,0,255), for example.
[0116] The luminance or illuminance of the blue light stimulating lights 66 is, for example, at least about 20 melanopic lux for each blue light stimulating light (66). In an additional embodiment, the luminance may be the maximum luminance that can be provided by the screen 50 of the smartphone model (i.e., the Samsung Galaxy S7) corresponding to an emission (170) of 60 melanopic lux from each of the blue discs, i.e., to each eye (30).
[0117] To keep the user's gaze 33 stable, content (e.g., games) is displayed in a target area 52 on the screen 50 that corresponds to a portion of the user's retina that includes the fovea. In other words, when the user directs the gaze 33 to the target area 52 on the screen 50, the content displayed in the target area 52 on the screen 50 is imaged to a portion of the retina that includes the fovea 39. Furthermore, content such as games involves the active engagement of the user. The user's performance is quantified as an index of the user's engagement (also called a performance score) (accuracy and reaction time). The fovea 39 is an area on the retina that corresponds to an area in the visual field 37, e.g., the target area 52 on the screen 50, where the human eye 30 is fixed for clear vision. In other words, an image of the fixation point is projected or imaged onto the fovea 39 while maintaining fixation of the gaze 33.
[0118] Optionally, the location of the target area 52 relative to the screen 50, and therefore the location where the content is displayed, remains constant throughout a user session. For example, the target area 52 may be located in the center of the screen 50. Furthermore, the size of the displayed content may be relatively small to limit variations in the user's line of sight 33, which will direct the blue light stimulation light 66 to the optic disc 36. For example, the size of the content may correspond to a circle having a radius of 2 degrees (visual angle) or less, such as about 1.5 degrees.
[0119] The method can slow the onset and / or progression of myopia. In one embodiment, the method can slow the progression of myopia in children. The target age of the children can be 6 to 14 years old. However, other ages are possible. The method according to the present disclosure is indicated for myopic children having a refractive error of -0.75 to -5.00 D with evidence of progression (0.25 D / year). To this end, the user performs the method, for example, at least one session per day. In another embodiment, the user performs two sessions per day. Optionally, three or more sessions per day may be performed.
[0120] Suggested timing for sessions using this method is as follows: A first session in which this method is applied may be conducted in the morning before the child user goes to school. A second session may be conducted when the child gets home from school (perhaps in the early afternoon). In one embodiment, the second session is conducted at least two hours after the first session and no later than three hours before bedtime.
[0121] The method according to the present disclosure allows for increased retinal dopamine release. Retinal dopamine release allows for eye growth regulation. Eye growth regulation is achieved by stimulating the axons of melanopsin-containing ipRGCs in the optic nerve head 36 (or "optic disc") with short wavelength light in the blue range. In one aspect of the present disclosure, this treatment is applied using a smartphone inserted into a VR headset.
[0122] The disclosed method allows for increased retinal dopamine levels using blue light stimulation of the optic nerve head 36 or optic disc, also known as the blind spot. To minimize any potential effects of blue light on the retina, the method targets the optic disc or optic nerve head 36, where the axons of intrinsically photosensitive retinal ganglion cells come together to form part of the optic nerve. Stimulating the axons of melanopsin-containing ipRGCs in this manner may retrogradely increase retinal dopamine activity, which, as previously described, may initiate a signaling cascade that ultimately slows eye growth and myopia progression.
[0123] To investigate the proposed mechanism of action of the methods according to the present disclosure, a series of scientific experiments were performed.
[0124] Several studies have investigated the risks of blue light on user safety. Although animal studies have shown potential hazards of blue light to the retina, such animal studies used light parameters and exposure times that resulted in a significantly higher overall exposure than the method set forth in the present disclosure. Current light-emitting devices, such as smartphones, are not believed to pose significant acute or subacute risks to the user's retina (Clark et al., 2018). This is especially true considering that, according to the method of the present disclosure, children are only exposed to blue light stimuli 66 twice a day for a maximum stimulation duration (i.e., active stimulation duration) of 10 minutes. By comparison, according to the IEC 62471:2006 standard (Photobiological Safety of Lamps and Lamp Systems), the safe viewing limit for blue light emitted from a Samsung Galaxy S7 is 28 continuous hours.
[0125] Other important safety considerations include the potential effect of blue light on circadian rhythms and the effect of temporal modulation (flashing) of the stimulating light66. The effect of blue light on the sleep-wake cycle is well documented, but the extent to which the sleep-wake cycle is affected by blue light varies with the duration of exposure. Melanopsin-containing ipRGCs are responsible for entraining the circadian rhythm to the solar day and are thought to be most sensitive to blue light at night. Studies of blue light exposure in the evening have undisputed that blue light in the evening can have a significant effect on an individual's sleep-wake cycle and sleep quality. This effect of blue light is taken into account when defining the recommended time to complete the treatment session, as well as when the software implementing this method is enabled.
[0126] Additionally, the light stimulation light 66 will be flashed to enhance the effectiveness of the treatment. It is not fully understood how the flashing light will affect the method of the present disclosure. It is recognized that the flashing stimuli may induce photosensitive seizures, so this treatment may not be suitable for children who have been diagnosed with or have a family history of photosensitive epilepsy or seizures.
[0127] Overall, the present disclosure shows that blue light stimulation, when applied according to instructions, can have beneficial effects on eye growth and thus on myopia progression and / or myopia development without raising significant safety concerns.
[0128] As mentioned above, studies suggest that ipRGCs are involved in many intraretinal interactions, including interactions with dopaminergic amacrine cells based on retrograde transmission between ipRGCs and dopaminergic amacrine cells, which may facilitate the dopamine-driven light adaptation process and circadian regulation of the retina. In the absence of melanopsin, the dopaminergic response to light is limited and light adaptation is incomplete.
[0129] The blue light stimulation light 66 used in the disclosed method is directed to the optic nerve head 36 to stimulate the axons of intrinsic photosensitive ganglion cells (ipRGCs). Based on the physiological aspects described above, the blue light stimulation is designed to effectively induce melanopsin expression, which may lead to retinal dopamine release. It has been found that increasing retinal dopamine favorably influences the otherwise ongoing ocular elongation, i.e., axial eye growth and increasing refractive error in myopic children. EXAMPLES
[0130] A digital treatment for myopia that slows myopia progression and delays the onset of myopia is disclosed. In one aspect, the digital treatment can slow the progression and / or onset of myopia in children. The digital treatment method uses a smartphone-enabled game to illuminate the optic disc with blue light. The game is displayed to the user and engages the user. The blue light stimulating light 66 is positioned so that it is not visible to the user by directing the blue light stimulating light 66 at the optic disc 36 (sometimes subjectively referred to as the "blind spot") or the optic disc (130). As described above, the purpose of the blue light stimulating light 66 is to upregulate retinal dopamine release by activating intrinsic photosensitive retinal ganglion cells (ipRGCs). ipRGCs reside in the ganglion cell layer of the retina and contain the photopigment melanopsin, which preferentially absorbs light in the blue range. The method stimulates melanopsin in the axons of ipRGCs by targeting the optic disc. The blue light stimulating light 66 is temporally modulated to maximize dopamine release at the retina.
[0131] One example of a digital therapy using the method according to the invention includes two short sessions per day, less than 30 minutes in total.
[0132] Stimulation parameters Factors affecting the dose are classified into factors attributable to the blue light (stimulation parameters, Table 1) and effects of the treatment plan (intervention parameters). In this section, the relevant characteristics of the blue light stimulation light 66 are detailed in one embodiment of the device and method tested by the inventors. The importance of each parameter of the stimulation light 66, the values selected for treatment and the rationale are outlined. The intervention parameters are considered in detail in a separate section below. [Table 1]
[0133] Table 1. Summary of stimulation parameters and their associated values that affect dose for embodiments of the methods of the present disclosure. Each parameter is discussed in more detail below.
[0134] shape For simplicity and to facilitate overlap with the optic head 36 or optic disc, which tend to be circular to elliptical in shape, the stimulating light 66 is round, eg, substantially circular.
[0135] size To ensure the correct position 60x, 60y and size of the stimulus light 66, it is necessary to understand how the size of an object shown on, for example, the smartphone screen 50 translates into the size of the object's image on the retina. The visual angle is used to indicate the size of the retinal image of the viewed object.
[0136] The conversion of linear dimensions (eg, measured in mm) to angles subtended by such linear dimensions on the retina where the image is formed is called the "angle formula."
[0137] Derivation of the formula A stimulus light 66, e.g., a blue circle displayed on a smartphone screen 50, passes through two lenses before reaching the retina. The lens of the VR headset and the crystalline lens of the user's eye 30 form a "two-lens system". The incoming stimulus light 66 is modified by such lenses to form a visual image of a certain size on the retina. Considering a Merge VR headset with lenses of focal length 42 mm, the angle formula can be calculated in two steps:
[0138] First, one calculates the "magnification" (M) to determine how much the two lenses magnify the image on the retina, and then calculates the "angle of vision" that the image on the retina subtends.
[0139] Magnification M The focal length of the VR lens is f1 = 42 mm. The focal length of the human eye lens is f2 = 17 mm. The distance between the two lenses is d = 28 mm. The distance between the smartphone and the VR lens is s01 = 38 mm.
[0140] The formula for calculating the magnification M of a two-lens system is as follows:
number
number
number
number
[0141] The magnification was calculated as follows: S i1 =(1 / 42-1 / 38)-1=-399mm, S 02 =28-(-399)=427mm, S i2 =(1 / 17-1 / 427)-1=17.704mm, M=(399*17.704) / (38*427)=0.435.
[0142] The magnification factor M of the Merge VR headset is used to calculate the size of the image on the retina using the following formula: Size on retina (mm) = M * Size on smartphone screen (mm)
[0143] This means that whatever is displayed on the smartphone screen 50 via the Merge VR headset will now be magnified by a factor of 0.435 on the retina, e.g. a dimension of 1 mm on the smartphone screen 50 will have a dimension of 0.435 mm on the retina.
[0144] viewing angle The visual angle that an object subtends can be obtained using the size of the object in millimeters on the retina. The visual angle is defined as the angle from the center (nodal point) of the human lens to the retina. The human eye 30 is built up of an anterior segment, followed by a thick lens, followed by the vitreous cavity, and then the retina. The distance between the center of the lens and the retina is less than the total axial length. Visual angle θ° =tan -1 (Size on retina (mm) / Distance between center of lens and retina (mm)) =tan -1 (Size on retina (mm) / 17mm) =tan -1 (M*Size on smartphone screen (mm) / 17mm) Visual angle θ°=tan -1 (M*Size on smartphone screen (mm) / 17mm) 2 Size on smartphone screen (mm) = (17mm*tan(θ°) / M) 3
[0145] Application of the formula Stimulus Size: Using Equation 2, the 4.4° angle subtended by the diameter of the stimulus light 66 corresponds to a diameter of 3.005 mm on the screen 50.
[0146] Location of stimulus 60x, 60y: The location, e.g., angular location, of the optic disc 36 (or blind spot) from the fovea 39 is obtained from the fundus image. If the left blind spot had a horizontal angle of 15.5° and a vertical angle of 1.5°, then using Equation 2, the value of such angular location of the optic disc 36 corresponds to a location 60x, 60y on the screen 50 that is shifted 10.83 mm horizontally and 1.02 mm vertically from point 55 (fixation point), which corresponds to the location of the fovea 39 on the retina when the user's gaze 33 is directed at point 55.
[0147] Changes in formula depending on eye length To calculate the visual angle, a fixed distance between the center of the lens and the retina and 17 mm are used as the corresponding focal length of the human eye lens.
[0148] The average distance from the center of the lens to the retina is about 16.2 mm in children aged 6 to 10 years, and about 17 mm in children over 10 years of age. However, in myopic children, the length of the eyeball is longer, so the value can be considered longer rather than shorter.
[0149] For the position of the optic disc 36 at an angle of 15.5 degrees, the relative difference in the positions 60x, 60y of the stimulating light 66 for two different axial lengths (i.e., the distance from the center of the lens to the retina) of 16.2 mm and 17 mm is about 0.5 degrees. This difference is not significant, as our testing with users has shown that 0.5 degrees is the tolerance range within which the stimulating light 66 remains invisible.
[0150] Verifying the equation This equation relates the angular size on the retina to the corresponding size on the smartphone screen 50. This equation has been successfully verified in the following way.
[0151] Verification using optical simulation Zemax is an industrial-grade optical simulation software. We simulated the above VR lens-eye system with the software and magnification, and found that the visual angle measured by the software was the same as the visual angle obtained by the formula.
[0152] Successful fundus calibration The position, e.g., angular position, of the user's optic disc 36 or retinal blind spot is obtained, i.e., located, (110) using a fundus image obtained using ophthalmoscopy measurements. The method according to the present disclosure uses equation (3) to determine, i.e., locate, (130) a position 60x, 60y of the stimulation light 66 on the screen 50 that corresponds to the position of the blind spot or optic disc 36 on the user's retina. If the result of applying the formula is incorrect, the stimulation light 66 should be visible to the user (since the stimulation light 66 is only invisible at the optic disc 36 or blind spot). User tests (both informed and uninformed users) applying this formula produced the desired results, validating the formula. Thus, the stimulation light 66 was correctly displayed on the screen 50, i.e., at the position 60x, 60y that corresponds to the user's blind spot. For more details on the comparison between manual calibration and fundus calibration, see below.
[0153] Eye Tracking "Pupil Invisible" is a wearable eye tracker that tracks the movement of the user's pupils in real time. The wearable eye tracker has an accuracy of about 1 degree. The wearable eye tracker can be worn inside a VR headset.
[0154] In a sufficiently large room, the user, wearing the eye tracker, stands facing a wall approximately 1 m away. A fixation point is marked on the wall, and two stimulation points are provided on either side of the fixation point. The stimulation points are positioned 26.3 cm horizontally from the fixation point at the height of the user's eyes, such that the angle subtended by the horizontal distance of the eyes 30 is 15 degrees (Equation (3) above, 15 degrees = tan -1 (obtained from 26.3 cm / 1 m).
[0155] While wearing the eye tracker, the user is instructed to first direct their gaze 33 to the fixation point for 10 seconds, then to both stimulus points for 10 seconds each. The output from the eye tracker is taken by taking the difference between the fixation point and the stimulus points, which corresponds to an angle value of 15 degrees.
[0156] This activity is repeated when the user is wearing the headset and the stimulus light 66 is positioned 15 degrees away from the fixation point on the smartphone screen 50, and the user is advised to gaze at the stimulus point. If the formula is correct, the eye tracker values obtained from real-world testing should be identical to the VR values.
[0157] By analyzing the eye tracking values and fitting a normal curve we obtain the following: [Table 2]
[0158] The formula is considered to be successfully validated because the eye tracker values are nearly identical for both settings, while the standard deviations are significantly greater than the difference in standard deviations.
[0159] Verification of angles independent of screen 50
[0160] The stimulating light 66 should be the same on every smartphone screen 50 because it is displayed by the software app in a manner that is independent of the characteristics of the screen 50 (i.e., the resolution and size of the screen 50).
[0161] This was verified by using a ruler to measure the size of the stimulus point on different smartphone screens 50 and the distance of the stimulus point from the fixation point. [Table 3]
[0162] It was found that the displayed stimulation point is the same size and at the same position 60x, 60y on the screen 50 regardless of the characteristics of the screen 50 of a given VR headset. This meets the requirement because the location of the optic disc 36 or blind spot of the eye 30 is fixed for the user. For example, if the user's blind spot is located 15 degrees away from the fovea 39, the stimulation light 66 will be directed to the blind spot (optic disc 36) regardless of the characteristics of the smartphone screen 50.
[0163] Different VR headsets have different lenses that magnify the smartphone screen 50 with different magnifications. The size of the stimulation point will then be adjusted according to the characteristics of the screen 50 to ensure that the user receives a stimulation light 66 with a standardized size and position 60x, 60y.
[0164] In conclusion, using various methods it was verified that the viewing angle system used in the VR environment corresponds to the viewing angle system used in the real world.
[0165] Factors that affect the viewing angle system of a VR environment are the lens properties and the headset structure. The lens properties and headset structure can be measured and input into a software app to implement the method. The software app will then ensure a match between any headset and the viewing angle system of the real world.
[0166] The use of visual angle ensures that ophthalmic data, for example from optical systems used in medical procedures, can be directly input into the software or software app of the present disclosure. For example, an optical system such as an ophthalmoscope provides the location and size of the optic disc 36 or blind spot in angle values. The angle values can be directly input into the software or software app. The software or software app then positions the stimulating light 66 directly to affect the optic disc 36 or blind spot based on the angle values (130). The properties of the VR headset, such as the lenses of the VR headset, affect the visual angle.
[0167] To ensure that the stimulus light 66 falls within the optic disc 36 or optic disk of all children, a stimulus size of 4.4 degrees of visual angle in diameter (2.2 degrees of visual angle in radius) is used. This corresponds to 80% of the average optic disk size in children, and therefore accounts for the natural variation in size between users. This also allows coverage of the central portion of the optic cup, optic disk 36 or optic disk, which has a diameter of approximately 2 degrees of visual angle in children (mean cup-disk diameter ratio = 0.381-0.386).
[0168] A value of 80% of the average optic disc size for the stimulus light 66 has the effect of reducing the chance of the light stimulus going outside the optic disc. This size of the stimulus light 66 allows for a reduction in the time of off-target stimulation. To date, both children and adults who have tested this method as users have reported that the stimulus light 66 was barely visible throughout the entire session, which supports the selected light stimulus size.
[0169] strength With respect to the methods of treating myopia or myopia progression disclosed herein, it is believed that the effectiveness of such methods depends on the activation of melanopsin in the axons of ipRGCs in the optic disc. Melanopsin is a photopigment that preferentially absorbs short wavelength light in the blue range of the visible spectrum (380-500 nm), with maximal sensitivity to light at approximately 480 nm. To stimulate melanopsin in the optic disc, the stimulating light 66 is blue (RGB 0,0,255), and the resulting spectrum of the stimulating light 66 has an intensity of 60 melanopic lux on the screen 50.
[0170] Lux is a unit of luminance weighted based on the spectral perception of the cone photoreceptor response (based on the luminous efficiency function). Melanopic lux is a special type of metric where luminance is weighted based on the melanopic cell response instead of the cone photoreceptor response. In general, melanopic lux provides information on "how much the incoming light will activate the melanopsin cells." Higher melanopic lux values mean higher melanopsin activation.
[0171] The power spectrum of the incident light is weighted by its power contribution in units of μW / cm2 / nm. The contribution of each wavelength bin Δλ of the spectrum of the incident light is taken into account.
[0172] The input power spectrum is weighted based on the melanopsin response curve. The resulting weighted sum gives the melanopic lux value. For example, if the input power spectrum has non-zero power only at λ=640 nm, the value of melanopic lux will be zero because red light (approximately 625 nm≦λ≦700 nm) is "invisible" to melanopsin. Cone photoreceptors, on the other hand, detect red light. Thus, illuminance of incident light with non-zero power at λ=640 nm will only result in >0 melanopic lux.
[0173] The luminance of the blue light stimulus 66 displayed on the screen 50 of a Samsung Galaxy S7 was measured using i1Studio from X-Rite, which provides the power spectrum (uW / cm2 / nm) of the incident light every 10 nm from 380 to 730 nm in the form of a csv file.
[0174] The i1Studio has two different sensors that measure ambient luminance and spot luminance. To measure the blue light stimulus light 66, the spot sensor was placed flat against the S7 screen 50, with the screen 50 facing the blue light stimulus light 66. The luminance was recorded in "spot measurement mode".
[0175] The resulting output power spectrum was obtained as a csv file. The file was then imported and analyzed using the provided online tool (https: / / fluxometer.com / ). The tool calculates melanopic lux values (CIE S026 / E2018 standard) as well as other values such as quantal values (photons / cm2 / sec), which are useful when comparing with values in the literature.
[0176] To investigate the consistency of melanopic lux values across different Galaxy S7 mobile devices, the software or software app of the present disclosure was installed on randomly selected Galaxy S7 mobile devices and the resulting blue light luminance was measured. The melanopic lux value averaged 58.9±2.8, which corresponds to an average of 2.59±0.11×1013 photons / cm2 / sec.
[0177] According to this experiment, the measured melanopic lux value of 58.9±2.8 is the value that will be adopted as the reference value of the stimulating light 66 in clinical trials. The experiment confirmed that the melanopic lux value is consistent across different Galaxy S7 mobile devices. In the method of the present disclosure, melanopic lux is the unit used to compare the stimulating light 66 from different displays 50 or screens 50 (different Galaxy S7 or other mobile devices).
[0178] Based on the experiment, the Galaxy S7 mobile device can be used in clinical trials without the need to perform individual measurements or calibrations of the Galaxy S7 mobile device. A rough visual inspection by an ophthalmologist may be performed, and if any abnormalities are found, additional testing of the Galaxy S7 mobile device will be performed. For an organic light-emitting diode (OLED) display or screen 50, the lifespan of the red and green OLED films is 46,000 to 230,000 hours, and the lifespan of the blue organic film is currently about 14,000 hours. With an average screen usage time of 1,500 hours per year, no display degradation (screen degradation) that would affect the luminance of the stimulus light 66 is expected.
[0179] The brightness of the stimulating light 66 reaching the optic disc 36 or optic disc depends on several parameters, including the focal length of both the VR lens and the ocular lens, the transmittance of the lens, the spectral filtering and scattering of the lens, the shape of the lens, the distance between the screen 50, e.g., a smartphone or mobile device, and the eye 30, etc.
[0180] The main contribution from these factors is the easily measurable light transmission of both the VR lens and the eye's lens. Contributions from other factors such as scattering, the distance between the mobile device and the eye 30, and the distance between the VR lens and the eye's lens are all small enough to be negligible even when comparing between different headsets.
[0181] Since only one type of mobile device and one VR headset were used throughout the entire test, the aforementioned factors had no influence (e.g. the transmittance was always the same since the same headset was used), and sufficient information could be obtained from the surface luminance of the mobile device alone.
[0182] When using other mobile devices, the above methodological approach is applicable. When using other types of headsets, many more parameters need to be considered, such as display technology and luminance, screen resolution and spectral output, display size and curvature, software compliance, etc. The size and position 60x, 60y of the stimulus light 66 on the screen 50 may vary, and the number of photons reaching the eye 30 must be measured. If other factors are found to affect the luminance output, their effects are measured.
[0183] Melanopic lux was chosen as a unit of measurement because it reflects the radiance of light weighted according to the spectral sensitivity function of melanopsin, whereby the measurement of melanopic lux incorporates both the luminance and the spectral composition of the light source 60, providing a value indicative of the intensity of light that affects melanopsin. Assuming that no other parameters are varied, melanopic lux is the unit by which the impact of the methods of the present disclosure is determined. The value of melanopic lux also depends on the size of the light source 60. A value of 60 melanopic lux corresponds to a blue light stimulus circle of radius 2.2 degrees on the smartphone screen 50.
[0184] By assessing pupillary light responses to blue light stimulation of the optic disc, it was shown that melanopic lux from a light source 60 was sufficient to activate melanopsin (Schilling et al., 2020).
[0185] To determine whether melanopic lux stimulates retinal dopamine via ipRGC activation in humans, contrast sensitivity was measured as an indirect measure of dopamine release. Administration of levodopa and nomifensine, both dopamine agonists, to healthy adults has previously been shown to improve contrast sensitivity. Similarly, significant improvements in contrast sensitivity from mid to high spatial frequencies were measured after blue light stimulation of the optic nerve head36 or optic disc. Thus, the results of this study provide evidence that blue light stimulation66 can modulate retinal processes regulated by the retinal dopaminergic system.
[0186] Temporal characteristics The blue light stimulating light 66 is modulated temporally, for example, with a square waveform and a frequency of, for example, 15 Hz. Studies on several animal species have revealed that light flickering stimulates dopamine release and is more effective at releasing dopamine than steady light. In general, low-frequency (less than 4 Hz) and high-frequency (20 Hz) flickering can reduce dopamine synthesis in the retina and induce myopic transition. On the other hand, it has been found that a moderate flicker frequency (approximately 6-15 Hz) suppresses experimentally induced myopia and increases dopamine synthesis in the retina. For this reason, an intermediate frequency of 15 Hz should complement the dopamine stimulating effect of blue light. Blue light stimulating light 66 flickering at 15 Hz has been successfully used in human experiments.
[0187] position The blue light stimulation light 66 is positioned so that it acts on the optic disc of each user (130) in order for the blue light stimulation light 66 to activate melanopsin in the axons of the ipRGCs. This is accomplished by determining or locating (110) the position, e.g., angular position, of the child's optic disc 36 or optic disc, for example, via fundoscopic or ophthalmoscopic imaging performed by an ophthalmologist. The position of the optic disc is obtained or located (110) in the horizontal and vertical directions relative to the fovea 39 (gaze). The position of the optic disc is provided in either degrees or micrometers, depending on the software. If the coordinates are specified in micrometers, the value of degrees can be obtained with simple calculations. This information is input into a software app running on the device 10 and / or processor 80, which then positions the stimulation light 66 according to each child's unique physiology (130).
[0188] "Calibration" here refers to the process of positioning (130) the blue light stimulation light 66 with a radius of 2.2 degrees on the optic disc 36 or optic disk of the user's left and right eyes 30, for example, at the center of the optic disc 36. It should be understood that positioning (130) the blue light stimulation light 66 so that it acts on the optic disc 36 (or optic disk / blind spot) occurs when the stimulation light 66 and the optic disc 36 overlap at the retina, i.e., the device 10 (e.g., display / screen 50 or VR headset) is calibrated.
[0189] Manual Calibration During manual calibration, the user gazes at the fixation cross and uses a controller, e.g., a Bluetooth® controller, to move or adjust the blue light stimulation light 66 in the screen 50 to a position 66x, 66y such that the stimulation light 66 is perceptually inside or overlaps the optic disc 36 or blind spot while gazing at the fixation cross. The overlap of the optic disc 36 or blind spot at the retina, e.g., the center of the optic disc 36, with the position 60x, 60y of the blue light stimulation light 66 is perceptually identified when the blue light stimulation light 66 is "not visible."
[0190] Fundus Calibration Fundus imaging provides an image of the retina, including the fovea 39 and the optic disc 36. Fundus imaging allows the distance between the fovea 39 and the optic disc 36, e.g., the angular distance, to be determined. Some fundus scopes directly output an angular value. An angular value may also be obtained manually by measuring the distance using a fundus image and a ruler. Such angular values may be input into a software app and / or device 10, which in turn positions the blue light stimulation light 66 accordingly, via a processor 80 in communication with the light source 60.
[0191] method The fundus image is acquired in the absence of cycloplegia. In the fundus image, the optic disc 36, e.g., the center of the optic disc 36 (and thus the blind spot) is identified as the area where the central retinal vessels are located. The distance between the fovea 39 and the optic disc 36, e.g., the angular distance, can be acquired using two methods.
[0192] Method 1 Measure the distance between the fovea 39 and the optic disc 36 in millimeters (mm) and convert that distance to an angle value as follows: Identify the field of view of the fundus in degrees (this is typically 30 or 45 degrees). Print out a fundus image and use a ruler to measure the distance between the edges of the image in millimeters. This will correspond to the field of view of the fundus. Then divide the angle of the fundus by the width of the paper to get a ratio. Finally, measure the distance between the fovea 39 and the optic disc 36 or blind spot. Use this ratio to get the angular distance between the fovea and the optic disc 36.
[0193] Method 2 Obtain angle values directly from the fundus imaging software. result [Table 4]
[0194] An additional user was tested using fundus calibration only. [Table 5]
[0195] The fundus calibration method verifies successful positioning (130) of the blue light stimulation light 66 on the screen 50 such that the blue light stimulation light 66 acts on the inside of the optic disc 36, thereby making the blue light stimulation light 66 even less visible.
[0196] Users were asked to provide their own feedback on the fundus calibration method immediately after performing manual calibration.Users with previous experience with manual calibration (two children aged 7-11 years and two adults aged 18 years or older) found that fundus calibration improved invisibility.
[0197] The user also used a calibration value for multiple sessions and found that the blue light stimulus light 66 was invisible across all sessions.
[0198] Additional children were tested for invisibility of the fundus calibration but not directly compared to manual calibration. Three additional children, ages 6 to 14, were provided with fundus calibration and feedback regarding the invisibility of the stimulus light 66. All three children were blind to the blue light stimulus light 66.
[0199] Fundus calibration is more reliable than manual calibration.
[0200] Repeated manual calibrations show greater variances in manual calibrations compared to fundus calibrations due to their subjective nature. The area of the optic disc 36 is larger than the area of the retina that the blue light stimulation light 66 acts on, allowing the user greater freedom to position the blue light stimulation light 66 within an area of the optic disc that may not be exactly centered. It is preferable to position the blue light stimulation light 66 (130) so that it acts on the center of the optic disc 36. Such positioning (130) reduces the visibility of the blue light stimulation light 66 when there are small eye movements in any direction.
[0201] Due to its objective nature, the variability of fundus calibration is minimal compared to manual calibration. Fundus calibration allows the blue light stimulation light 66 to be positioned (130) so that it impinges on the center of the optic disc 36. Such positioning (130) allows for equal blind spot invisibility in all possible directions of eye movement, thus reducing the probability that the blue light stimulation light 66 will be visible.
[0202] Fundus calibration provides a better error tolerance than manual calibration.
[0203] After testing the fundus calibration, the fundus value was changed by + / - 0.5 degrees and + / - 1 degree to test the limit at which the blue light stimulus light 66 became visible. The fundus calibration had a horizontal tolerance of 0.5 degrees before the blue light stimulus light 66 became visible again.
[0204] Manual calibration is not user friendly for young children.
[0205] Manual testing shows that users, especially young children, have difficulty performing manual calibration. Manual calibration requires some understanding of when the blue light stimulus light 66 is perceptually invisible and how to recognize invisibility. For young children aged 6 to 8 years, it is not intuitive to gaze at the fixation point for a long time, move the blue light stimulus light 66 using various button combinations, and simultaneously perceptually identify the optic disc 36 or blind spot. Image-based calibration presents a more user-friendly approach, as users are free to skip such steps.
[0206] After the blue light stimulation light 66 has been positioned (130) by the software app, the user focuses their gaze 33 within the target area 52 of the screen 50 to maintain the blue light stimulation light 66 on the optic disc. Care is taken to tailor the content provided by the software app, e.g., a virtual reality (VR) game, to facilitate fixation of the user's gaze 33, particularly relative to the visual content presented to the user and the background of the screen 50.
[0207] In an additional aspect of the present invention, the device 10 provides automatic calibration. In this aspect, the optic disc 36 is located based on one or more statistical parameters. The statistical parameters may be based on a set of measured positions of the optic disc 36 for a group of users. The measured positions of the optic disc 36 may come from health records or data collected, for example, during manual calibration of the device 10. The group of users may have certain characteristics, such as, for example, age. The statistical parameters include, but are not limited to, the mean and standard deviation.
[0208] The position of the optic disc 36 may be simply determined based on the average of the positions of the optic disc 36 of a group of users. The average has a value of, for example, about 15 to 16 degrees.
[0209] In another embodiment, the device 10 may request feedback from the user and adjust the position of the optic disc 36 based on the feedback and, for example, the standard deviation of the optic disc 36 position for a group of people.
[0210] Visual content The visual content provided by the software or software app is confined to a target area 52 or "focus circle" on the screen 50 that corresponds to an area of the foveal region 39 of the user's eye 30 having a diameter of approximately 3.0 degrees. The area of the foveal region 39 of the user's eye 30 may be a circular area within the central foveal region 39 having a radius of approximately 1.5 degrees. By presenting content, e.g., salient gaming content, within the target area 52 of the screen 50, the user's gaze 33 is maintained within the target area 52 of the screen 50 to facilitate continuous optic disc stimulation. The size of the focus circle, i.e., the target area 52 on the screen 50, is calculated using eye tracking data, as described in more detail below.
[0211] The screen 50 is set to maximum brightness to ensure that the blue light stimulation light 66 has a luminance of up to 60 melanopic lux while displaying the content provided by the software app, for example a game in which the user participates. In the otherwise dark environment of the VR headset, this luminance makes the content provided by the software app appear very bright and high in contrast for up close viewing. For this reason, the contrast of the content provided by the software app is reduced to improve usability, reduce eye fatigue, and minimize the impact on the therapeutic light cascade.
[0212] An alpha channel filter was implemented over the content provided by the software app such that the light from the content provided by the software app is "dimmed" before it reaches the user's eye 30. Thus, the resulting contrast is reduced to balance all of the above parameters.
[0213] Measurement of full white luminance without filter: To test the maximum possible luminance that the content provided by the software app would provide without an alpha channel, full white light was displayed on the target area 52 of the screen 50 and the resulting luminance was measured during treatment. The luminance was measured to be approximately 130 melanopic lux without an alpha channel.
[0214] The maximum luminance of perfect white light is measured, but the luminance is reduced via an alpha channel filter. To further ensure comfortable viewing, reduce eye strain, and minimize the impact on the treatment cascade, an alpha channel filter was introduced that encompasses the target area 52. As a result, the light contrast from the content provided by the software app is minimized. The alpha channel filter takes a value between 0 and 1, where 0 allows no light to pass and 1 allows all light to pass. The resulting alpha channel value of 0.7 was chosen.
[0215] To test the maximum possible luminance that content provided by a software app could provide through this alpha channel, a target area 52 on the screen 50 was displayed with full white light and the resulting luminance was measured. The luminance was measured to be approximately 30 melanopic lux, a significant reduction compared to no filter being used. User testing revealed that the reduced luminance based on the alpha channel filter was more comfortable for users.
[0216] Measuring the average brightness of game icons: A completely white icon is an ideal situation to measure maximum brightness because white has contributions from the entire visible spectrum. Icons used during game play have color, and therefore their spectrum is altered compared to completely white. The altered spectrum reduces the brightness compared to the white light spectrum.
[0217] To accommodate the significant number of icons used, the average luminance was measured by randomly selecting icons from the various icon sets and measuring their luminance. The average luminance was measured to be approximately 11 melanopic lux, significantly lower than the full spectrum of luminance of white light.
[0218] conclusion To improve usability, reduce eye strain, and minimize impact on the therapeutic light cascade, light from the content provided by the software app was reduced by adding an alpha channel filter with a value of 0.7. The average luminance of icons used in the content provided by the software app was found to be approximately 11 melanopic lux. This is a reduction of more than 90% of melanopic lux. This is a significant reduction in luminance compared to without the use of a filter. This setting was found to be well-perceived during user testing, and therefore this value will be used in the investigational device.
[0219] Any visual content presented to the user that meets the same requirements for fixing the user's gaze 33 inside the focus circle, i.e., the target area 52 of the screen 50, will be considered acceptable. If the presented visual content does not support a similar degree of fixation of the user's gaze 33 within the focus circle (i.e., approximately 60%, see below), additional analysis will be performed to determine whether the stimulus period needs to be adapted to achieve a comparable effective stimulus duration.
[0220] Screen 50 background The area outside the focus circle or target area 52 of the screen 50 is called the background of the screen 50 and is dark in color, e.g., black. The black screen background encourages the user to maintain the gaze 33 within the focus circle or target area 52 of the screen 50. The dark screen background also allows the influence of visual content other than the blue light stimulation light 66 on the treatment to be controlled. In addition, the dark screen background allows the user's eye 30 to adapt to dim light, which increases the sensitivity of the ipRGC to the blue light stimulation light 66 and thus the elicited reaction. In addition, the dark screen background allows the blue light stimulation light 66 to have a lower radiance than a light background, thereby ensuring the safety and comfort of the user. When the screen 50 is combined with or inserted into a VR headset, the stimulation light 66 and any light other than the light representing the content, e.g., ambient light or light from outside the positions 60x, 60y or the target area 52, are consequently prevented from reaching the user's eye 30.
[0221] Despite these efforts to keep the blue light stimulation light 66 on the optic disc or optic head 36, eye movement may cause some of the stimulation light 66 to miss the target and not reach the optic disc or optic head 36 during some of the sessions. To ensure melanopsin activity and thus efficacy and usefulness of the treatment, only a round shape of the stimulation light 66, e.g., a crescent portion equivalent to 30% of a substantially circular shape, is allowed to enter outside the optic disc 36 or optic disc.
[0222] Eye-tracking data obtained from a group of users, six adults and two children, determined that users naturally adhered relatively well to this "30% rule" using prominent focus circles or target areas 52. The obtained fixations of the users' gaze 33 formed a Gaussian distribution around the visual content, revealing that, on average, users remained within the acceptable range about 60% of the time. Thus, taking into account eye movements, the blue light stimulation light 66 is positioned such that, on average, the blue light stimulation light 66 acts on or within the optic disc 36 or optic disc about 60% of the time (130). This duration is called the effective stimulation duration, which is essentially the length of time the user is actively receiving treatment. As will be explained in more detail below, such factors were taken into account when specifying the stimulation duration.
[0223] In addition, the fixation ability of the user's gaze 33 was taken into consideration when determining the size of the focus circle (or target area 52). With a maximum visible crescent portion corresponding to 30% of the round shape of the stimulation light 66 and a fixation ability of 60%, the focus circle corresponds to the area of the foveal region 39, e.g., the central foveal region 39, and has a diameter of about 3.0 degrees, e.g., a radius of about 1.5 degrees, to sufficiently restrict eye movement outside the focus circle (i.e., the target area 52). If the user sufficiently fixates on the focus circle (i.e., fixates the gaze 33 within the target area 52), the stimulation light 66 will be maintained on the optic disc 36 or optic disk for a significant portion of the session. More details will be provided below.
[0224] Stimulus duration In contrast to the theoretical concept of effective stimulation duration (defined above), stimulation duration refers to the total time that the flashing blue light stimulation light 66 of the method according to the present disclosure is present on the smartphone screen 50. Assuming stable gaze, the stimulation duration that allows blue light stimulation of the optic disc and upregulation of retinal dopamine release is approximately 60 seconds. Based on the findings of electroretinogram (ERG) studies, 60 seconds of stimulation is sufficient to induce a significant increase in retinal electrical activity in myopic individuals that likely extends to the dopaminergic system. This effect is maximal 20 minutes after stimulation, but continues to be observed 60 minutes after stimulation. Considering the estimated gaze capacity when implementing the method according to the present disclosure (see the "Position" section), to ensure that 60 seconds of effective stimulation is achieved, the treatment must continue for at least 100 seconds (stimulation duration) to achieve the same effect as shown in the above experiment.
[0225] Although 60 seconds of stimulation is sufficient to activate retinal dopamine, analysis revealed that 10 minutes of stimulation may have a greater effect. After 10 minutes of blue light stimulation of the optic disc, the retinal electrical response is elevated 60 minutes after the removal of the stimulation. A sustained response is thought to be favorable for inducing the dopamine-initiated signaling cascade to slow eye growth. To promote ease of use and compliance with the treatment, a stimulation duration of 10 minutes is recommended. This corresponds to an effective stimulation duration of approximately 6 minutes per session. This effective stimulation duration assumes an average of 60% fixation. However, somewhat lower fixation capacity is not thought to significantly affect the treatment effect (see Figure 3). Interpolation between 10 seconds (no change) and 60 seconds (significant change) of stimulation suggests that at least 30 seconds of stimulation is sufficient to achieve an effect. Peak firing of ipRGCs should be achieved approximately 30 seconds after stimulation. Thus, a 10 minute stimulation duration when practicing the method of the present disclosure may be the sum of several shorter presentations of the blue light stimulation light 66, each with a minimum duration of about 30 seconds. In one embodiment of the present disclosure, the stimulation duration is at least 1 minute. In additional embodiments of the present invention, the stimulation duration is 20 minutes or less.
[0226] Inter-stimulus interval In one embodiment of the device and method according to the present disclosure tested by the inventors, gamified content facilitating the delivery of blue light to the optic disc is divided into various "levels". Between such levels, no blue light stimulation occurs. Such short interruptions of at least 15 seconds are referred to as inter-stimulus intervals. Such interruptions allow the child to freely blink and look around in the virtual reality headset. During the inter-stimulus interval, the child is presented with an ending screen indicating the end of the previous level, followed by an introduction screen for the next level. The purpose of such therapeutic interruptions is to keep the user engaged in the gameplay and adapted to dim light while minimizing eye strain and associated effects such as dry eye. Because blue light stimulation light 66 is not presented during the inter-stimulus interval, the total duration of the interruptions is not included in the stimulation duration, but rather in the overall session duration.
[0227] Such interruptions, i.e., interstimulus intervals, may also aid in the efficacy of treatment. ipRGCs, like conventional photoreceptors, can continue to respond to prolonged exposure to ambient light, but become insensitive to light after light exposure. This means that continued exposure to light reduces the ipRGCs' responsiveness to light. Given the intensity of the stimulation light 66 according to the present disclosure, maximum responsiveness is achieved within the first 60 seconds of exposure, after which the ipRGCs gradually repolarize. The idea is that by returning the ipRGCs to relative darkness (i.e., no blue light stimulation) during the interstimulus interval, the ipRGCs will begin to return to a baseline state and be able to respond more strongly when blue light stimulation is resumed.
[0228] Intervention parameters Details of the parameters of the blue light stimulating light 66 and their influence on treatment using the method of the present disclosure have been described above. In addition to the parameters of the stimulating light 66 itself, the temporal aspects of performing the method also affect the outcome. Information on such parameters and useful exemplary values (Table 2) are provided in Table 2 below. [Table 6]
[0229] Table 2. Summary of intervention parameters and their associated values that affect the dose of the method according to the present disclosure. Each parameter is discussed in detail below.
[0230] Session Duration Session duration refers to the total time required to perform the method according to this exemplary setup. Session duration includes stimulation duration, the total pause time between levels, and the time required to set up and terminate the session (e.g., placing the VR headset, starting and stopping the device 10). Depending on the age and technical literacy of the child, the session duration will not exceed 15 minutes. In another aspect of the present disclosure, the session duration will be at least 1 minute. In yet another aspect of the present disclosure, the session duration will be 30 minutes or less. Preferably, the session duration will be in the range of 12-15 minutes.
[0231] Frequency of use In this exemplary setting, the treatment schedule consists of two sessions per day. Performing multiple sessions per day supports both the efficacy and usefulness of the method according to the present disclosure. Although the signaling cascade from the retina to the sclera remains to be elucidated, regular and / or sustained dopamine release may generate dopaminergic signals that alter eye growth and may be involved in subsequent mechanisms. Performing two sessions per day allows for enhanced dopamine release as well as sustained dopamine response. For example, the two sessions may be timed from an initial morning session, when treatment is expected to be most effective, to a subsequent midday session, when dopamine release and dopamine response are induced when the choroid is thinnest.
[0232] Usage time Treatment according to the disclosed method is preferably performed during the day. In one aspect, for children, it is recommended that the first session be performed in the morning before school, followed by the next session immediately after school. This second session should be performed as close to noon as possible. To ensure that treatment is performed in both the morning and afternoon, time slots from 7:00 to 13:00 and 11:00 to 18:00 may be utilized. One session may be completed within each time slot, adhering to the inter-session intervals defined below. The overlap of the two time slots between 11:00 and 13:00 ensures that the child has the opportunity to perform a session at noon. However, depending on the inter-session interval, it is preferred to perform only one session between 11:00 and 13:00. The second session is preferably completed at least three hours before the child's normal bedtime to minimize any potential effects of the blue light stimulating light 66 on the circadian rhythm.
[0233] Morning sessions can be time-overlapping with the peak of melanopsin protein expression, which occurs roughly at dawn. Thus, performing sessions in the morning allows treatment with the disclosed methods at a time when melanopsin expression is high and ipRGCs may respond more efficiently to blue light stimulating light 66. As a result of high melanopsin expression, retrograde signaling to dopaminergic amacrine cells is supported.
[0234] The midday session may take advantage of the circadian rhythm of the eye 30. The circadian rhythm can optimize the therapeutic effect. In humans, the choroid is thinnest in the early afternoon, which is approximately the same time that the axial length of the eye 30 is at its longest. Evidence suggests that changes in choroidal thickness are a short-term biomarker of vision-dependent mechanisms that regulate eye growth and precede long-term changes in eye size. Visual stimuli with known anti-myopic effects and processes leading to emmetropia and hyperopia are correlated with choroidal thickening. On the other hand, the process leading to myopia is accompanied by choroidal thinning. Performing a session of the disclosed method at midday allows for choroidal thickening when the choroid is typically thinnest, providing a signal to inhibit eye growth.
[0235] Inter-session interval An inter-session interval of at least 2 hours is preferably observed between the two daily sessions, which enhances dopamine release across the two sessions and encourages the user to perform treatment both in the morning and at midday.
[0236] The time course of the retinal electrical response to blue light stimulation of the optic disc was examined and found to be effective 60 minutes after 10 minutes of blue light stimulation. Additionally, an increase in the retinal electrical response was observed 60 minutes after 60 seconds of blue light stimulation, but to a lesser extent. Thus, the retinal response to the blue light stimulation light 66 remains measurable for at least 60 minutes after the stimulation is removed. It is assumed that the effect of the blue light stimulation light 66 will begin to decrease and return to baseline values at some point after 60 minutes. This is consistent with the ipRGC response, which has been found to persist for at least 1 hour after lights-off following prolonged exposure to a slightly dimmer stimulation light 66. For this reason, it is recommended that the second session be performed at least 2 hours after the completion of the first session.
[0237] Duration of treatment The total treatment period may be, for example, two years. However, the treatment period is not limited to this period. Treatment using the method according to the present disclosure is considered clinically meaningful as long as the progression of myopia is detectable. As mentioned above, ideally, the child will use the method twice a day during the recommended treatment window. In other embodiments, the method may be performed three times a day or up to five times a day. A daily session is considered successful (tracked via log data) if at least 80% of the treatment period is completed and the user actively plays or engages in the VR game. For the entire treatment to be considered successful, at least 75% of the total sessions over two years will need to be completed (i.e., "per protocol") for at least four consecutive weeks without interruption.
[0238] The treatment according to the disclosed method is based on a number of stimulation and intervention parameters. The stimulation and intervention parameters include the characteristics of the blue light stimulating light 66 as well as factors related to the use of the treatment. Together, such parameters affect the efficacy and usefulness of the disclosed method. The inventors have discovered stimulation and intervention parameters that provide an effective treatment that is easy to implement. The stimulation and intervention parameters result in upregulation of the retinal dopaminergic system by stimulating the optic nerve head 36 or optic disc with blue light emitted from, for example, a Samsung Galaxy S7 (170). In melanopic lux, the blue light stimulating light 66 is sufficient to activate melanopsin-containing ipRGC axons and retrogradely induce the release of dopamine from the amacrine cells of the retina. The blue light stimulation light 66 is delivered through or delivered with an entertaining game application, i.e., emitted (170), and positioned across or overlapping a portion of the user's visual field 37, e.g., the target area 52 of the screen 50, that corresponds to the optic disc (130). In other words, the blue light stimulation light 66 is positioned (130) within the user's visual field 37 to affect the user's optic disc 36. The game is divided into short levels to maximize ipRGC response and user engagement. The use of salient, centrally focused games can ensure effective stimulation of the optic disc 36 or optic disc throughout the treatment session. The method according to the present disclosure may be used twice daily, i.e., two treatment sessions per day, with each treatment session lasting approximately 12 minutes (i.e., session duration including setup, stimulation with a 10-minute stimulation duration, interruption between levels, and termination), ideally performed in the morning and midday, to take advantage of the existing circadian ocular rhythm.
[0239] The goal was to measure the percentage of duration during gameplay that the user received a round, e.g., circular, blue light stimulus within the optic disc 36 or blind spot (and thus a non-imaged, perceptually invisible stimulus). A stimulus was defined as being outside the blind spot (perceptually visible) if more than 30% of the stimulus radius was outside the blind spot. A total of eight users or participants (six adults, two children) were recorded.
[0240] The selected user centers their gaze 33 on the fixation cross and 3 degrees to the left, right, above, and below the fixation cross. Centering the gaze 33 at a predetermined position relative to the fixation cross allows the eye tracking to be calibrated. This calibration allows the values for each angle of the field of view 37 to be matched with values output by the Pupil Invisible eye tracker, an eye tracker provided by Pupil Lab in the form of glasses or goggles that can be worn inside the VR goggles. The Pupil Invisible eye tracker samples and / or records data at a frequency of 200 Hz and a resolution of 1-2 degrees.
[0241] Users are asked to play a reaction game for 2-6 minutes and eye movements are recorded using a Pupil Invisible eye tracker. The game is presented within a target area 52 on a screen 50 that corresponds to a foveal region 39, e.g., a 3.0 degree diameter area within the central foveal region 39, e.g., a circular area with a radius of 1.5 degrees.
[0242] The users' gaze 33 fixations and eye movements were extracted from Pupil Invisible's "pupil player" software. The data was then analyzed for the percentage of duration during which the users received a round blue light stimulus 66 at their optic disc 36 during different durations of the game. The constraint was that the users could only visually perceive a maximum of 30% of the radius of the stimulus.
[0243] The measurements were repeated and compared for different content apps presented to the user, i.e. different games.
[0244] For each measurement, dosimetry parameters were specified and recorded, e.g., stimulus size, maximum blind spot stimulus visibility during game play, and duration of treatment.
[0245] method As previously described, eight users (participants) (six adults and two children) participated in the study. Selected users calibrated their eye tracking by looking at a fixation cross and three degrees to the left, right, above, and below their gaze. This allowed the values for each angle of the visual field 37 to be matched with the values output by the Pupil Invisible eye tracker.
[0246] The users were asked to play the reaction game for 2-6 minutes and their eye movements were recorded. The content, i.e., the game, was displayed within a target area 52 that corresponds to an area within the foveal region 39, e.g., a radius of 3.0 degrees, e.g., a radius of 1.5 degrees, e.g., the central foveal region 39.
[0247] Recordings were automatically uploaded to the Pupil Cloud and downloaded as raw data. Pupil Lab outputs (x,y) values between 0 and 1, centered around 0.5.
[0248] The software that comes with Pupil Lab, called Pupil Play v2.4.0, automatically analyzes the raw data and extracts gazes into an Excel.csv file. The parameters for extracting fixations from the software were: variance: 1.2, minimum fixation duration: 100 ms, maximum fixation duration: 450 ms.
[0249] Selection of Key Performance Indicators (KPIs) and Analysis Methods for Gaze Stability
[0250] The content provided by the software or software app, e.g. a reaction game, is designed in such a way that the user has to focus his gaze 33 on a very small target area 52 (<<1.5 degrees) on the screen 50 in order to play the game successfully. The user's gaze is distributed according to a normal distribution around an "area of interest" (target area 52) where the user has to focus his gaze 33. Depending on the user's ability, the normal distribution can be very narrow (if the user's ability is very good, the user moves his gaze 33 a little bit away). If the user's ability is poor, the normal distribution can be very wide (the user moves his gaze 33 here and there, but mainly focuses his gaze on the "area of interest"). The extracted normal distribution gives two values "mu" and "sigma". "mu" is the center of the distribution and "sigma" is the standard deviation of the distribution.
[0251] Assuming that the user must look at a portion of the stimulus light 66 that is equal to 30% of the stimulus radius (2.2 degrees) before the stimulus light 66 becomes "visible," the maximum allowable range of eye movement is 1.21 degrees from the focus of gaze 33 (i.e., the fixation cross). Fixing gaze 33 outside this range may cause the stimulus light 66 to become visible and reduce stimulation of the optic disc or optic head 36. If the eye movement exceeds the maximum allowable range of 1.21 degrees from the center of the fixation cross or target area 52 (focus circle), the user will not fixate gaze 33 (FIG. 17). The maximum allowable eye movement can be calculated as ((size of blind spot-size of stimulus)+30% of size of stimulus).
[0252] For this purpose, a normal distribution of the focus of gaze 33 is plotted and the percentage of values that lie between the permissible eye movements is taken as the "fixation ability."
[0253] We chose this KPI because it is highly scalable and gives fast enough performance results that are accurate. Other KPIs with timestamps are less accurate and less scalable.
[0254] result Calibration Findings The calibration analysis showed that the acceptable eye movement visual angle of 1.21 degrees was within 0.0123 of the eye tracker value, which was consistent across users, meaning that each degree of visual angle corresponded to the same eye tracker value for all users.
[0255] This means that there is no need to calibrate for every subject: it is enough to record gameplay and note the values obtained from the gaze data that lie within the eye tracker range of 0.0123 for normal distribution.
[0256] Capacity calculation results The size of the blue light stimulus was set to a radius of 2.2 degrees, and the maximum allowable eye movement was set to 30% of the radius of the stimulus size. [Table 7]
[0257] The probability distribution of values between the acceptable eye movements (range = 0.0123) determines the "gaze ability" (see table above). Analysis of eight users (six adults, two children) showed an average ability of 60%.
[0258] Identification of dose parameters There are two parameters that affect performance: the size of the stimulus and the maximum allowable deviation of the stimulus light 66 from the optic disc 36. The radius of the stimulus was set to 2.2 degrees and the maximum allowable deviation of the stimulus light 66 from the optic disc 36 was set to 30% of the radius of the stimulus.
[0259] Analysis of eight users determined the average performance to be 60%. One child user demonstrated better than average performance of 76%.
[0260] To obtain a medical effect, the optic disc 36 or blind spot must be continuously stimulated for at least 1 minute, combined with a 60% gaze capacity of the user, resulting in a minimum stimulation duration of 1.4 minutes.
[0261] In conclusion, we determined that while playing a reaction game, the user's blind spot was stimulated only 60% of the time due to eye movements, and the duration of game play had to be multiplied by approximately 1 / 0.6 to achieve an effective stimulation time.
Claims
1. An apparatus (10) for selectively irradiating a stimulation light (66) to the optic disc (36) of one of the left eye (30) and the right eye (30) of a user, wherein the apparatus (10) comprises: At least one light source (60) configured to position the stimulation light (66) emitted to act on the optic disc (36) based on the determined position of the optic disc (36) with respect to the line of sight (33) of the user; At least one screen (50) configured to fix the line of sight (33) of the user by involving the user in the content displayed on the at least one screen (50); And a processor (80) for selecting the stimulation light (66).
2. The apparatus (10) according to claim 1, wherein the emitted stimulation light (66) is configured to stimulate melanopsin and / or the emitted stimulation light (66) is blue light.
3. The apparatus (10) according to claim 1, wherein the emitted stimulation light (66) blinks at a frequency within a frequency range between 6 Hz and 20 Hz and / or the stimulation light (66) has an illuminance exceeding 20 melanopic lux, preferably an illuminance of about 60 melanopic lux.
4. The apparatus (10) according to claim 1, wherein the at least one light source (60) is further configured to position the emitted stimulation light (66) to act on one of the left eye (30) and the right eye (30) of the user and / or the at least one light source (60) is further configured to dimension the emitted stimulation light (66) to act on a part of the optic disc (36) corresponding to 80% of the size of the optic disc (36).
5. The at least one screen (50) is arranged perpendicular to the line of sight (33) of the user and / or disposed at a certain distance from the left eye (30) and the right eye (30), and / or The device (10) according to claim 1, which is the light emitting source.
6. The at least one screen (50) is configured to display the content within at least one target area (52) of the at least one screen (50), and the at least one target area (52) is such that when the line of sight (33) is fixed on the at least one target area (52), it corresponds to an area having a diameter of 1.0 to 5.0 degrees within the foveal region (39) of the left eye (30) and the right eye (30), and / or the at least one target area (52) is disposed at the center of the at least one screen (50), and / or the at least one target area (52) is configured to fix one of the left eye (30) and the right eye (30) of the user. The device (10) according to claim 1.
7. The device (10) according to claim 1, wherein the device (10) is a smartphone (50, 60), comprises a smartphone (50, 60), or further comprises a virtual reality headset, or is a virtual reality headset.
8. The virtual reality headset comprises at least one lens for forming a two-lens system with at least one of the left eye (30) and the right eye (30) of the user, and / or the virtual reality headset comprises one optical path extending between the at least one screen (50) and the left eye (30), and another optical path extending between the at least one screen (50) and the right eye (30). The device (10) according to claim 7.
9. The device (10) according to claim 1 further comprises a game controller configured such that the user can interact with the content displayed on the at least one screen (50), and / or the game controller is further configured to adjust the position (60x, 60y) of the stimulation light (66) within the screen (50) during calibration.
10. A memory device configured to store data regarding the position of the optic nerve head (36), the data being obtained from one of user-controlled calibration, input of fundus image data to the device (10), and population data, the device (10) according to any one of claims 1 to 9 further comprising the memory device.
11. A method of selectively irradiating at least one optic nerve head (36) of one or more eyes (30) of a user with a stimulation light (66), the method comprising: a step (130) of positioning at least one light source (60) at a position (60x, 60y); a step (150) of fixing the user's line of sight (33) by engaging the user with content displayed on at least one screen (50); a step (170) of emitting, by the at least one light source (60), the stimulation light (66) with respect to the user's line of sight (33) such that the stimulation light (66) acts on the at least one optic nerve head (36).
12. Further comprising a step (110) of identifying the position of the at least one optic nerve head (36) with respect to the user's line of sight (33), and / or the step of identifying the position of the at least one optic nerve head (36) comprises one of the steps of receiving a result from user-controlled calibration, receiving an input of fundus image data, and processing population data, the method according to claim 11.
13. When the line of sight (33) is fixed to at least one target area (52), in the target area (52) of the at least one screen (50) corresponding to an area having a diameter of 1.0 to 5.0 degrees within the foveal region (39) of the one or more eyes (30), further including the step of displaying the content on the at least one screen (50), and / or the content is shown to one of the one or more eyes (30) of the user, the method according to claim 11.
14. The method according to claim 11, further including the step of generating the stimulating light (66) by the at least one screen (50).
15. The method according to claim 11, further including the step of stimulating melanopsin at the at least one optic nerve head (36), and / or the stimulating light (66) is blue light.
16. The stimulating light (66) has an illuminance exceeding 20 melanopic lux, preferably about 60 melanopic lux, and / or flashes at a frequency within a frequency range of 6 to 20 Hz, and / or is radiated to act on one of the left eye (30) and the right eye (30) of the user, the method according to claim 11.
17. The method according to claim 11, further including the step of sizing the radiated stimulating light (66) to act on a part of the at least one optic nerve head (36), preferably a part corresponding to about 80% of the size of the at least one optic nerve head (36).
18. The method is carried out over a session duration of at least 1 minute to 30 minutes, preferably 12 minutes to 15 minutes, and / or the method is carried out up to 5 times a day, preferably up to 2 or 3 times a day, during the session duration, the method according to claim 11.
19. The step (170) of emitting the stimulation light (66) is carried out over a stimulation duration of at least 1 minute to 20 minutes, preferably 8 minutes to 10 minutes, and / or the step (170) of emitting the stimulation light (66) is interrupted by one or more stimulation intervals, the method according to claim 18. **Claim 20** A computer program product which, when executed by a processor, causes the processor to execute the method according to any one of claims 11 to 19.