Systems and methods for improving binocular vision in individuals with amblyopia and strabismus
The system uses an eye tracking module and virtual image module to generate depth-moving virtual images, addressing the lack of binocular gaze training in existing treatments for amblyopia and strabismus, enhancing the weaker eye's vision and restoring binocular vision through targeted stimulation.
Patent Information
- Application Number
- JP2024095148
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2020-09-30
- Filing Date
- 2024-06-12
- Publication Date
- 2025-10-03
- Estimated Expiration
- 2041-09-03
AI Technical Summary
Existing methods for treating amblyopia and strabismus do not effectively train binocular gaze between different depths, limiting the improvement of binocular vision in individuals with abnormal or poor vision in one eye.
A system comprising an eye tracking module and a virtual image module generates virtual images that move between two different depths, stimulating the optic nerve to enhance eye movement and improve binocular vision by projecting light signals to both eyes, adjusting the direction and location of light signals based on eye information, and varying contrast and spatial frequency to enhance the weaker eye's vision.
The system enhances the movement and vision of the weaker eye, potentially restoring binocular vision by providing targeted stimulation and training, improving the viewer's ability to fuse images and correct misalignment.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates generally to methods and systems for improving binocular vision, and more particularly to methods and systems for improving vision in a viewer's weaker eye by displaying a virtual object moving from a first position to a second position based on information from the viewer's eye. [Background technology]
[0002] Amblyopia and strabismus are two of the most common eye disorders. Amblyopia is associated with one eye having significantly weaker vision than the other. Amblyopia is often caused by abnormal visual development when the patient is young. Amblyopia is the most common cause of decreased monocular vision among children and young adults. Strabismus is associated with misalignment between the patient's two eyes. Because the patient has strabismus, one of the eyes may point in a different direction relative to the other eye. Most strabismus is caused by abnormal neuromuscular control of eye movements. Numerous methods for the diagnosis and treatment of amblyopia and strabismus have been proposed. For amblyopia, the weaker eye's vision is usually corrected with glasses or contact lenses, or patching therapy; in some other cases, stimulation using frequency- or color-contrast objects may improve the amblyopic eye's vision. Combinations of several types of stimulation have proven more effective. For strabismus, eye exercises are often used to improve eye muscle correlation to correct misalignment between the two eyes. In recent years, there have been some advances in the use of medical devices to treat amblyopia and strabismus. However, these conventional devices do not provide a means for training binocular gaze between different depths. Innovative systems and methods for improving binocular vision are needed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] International Publication No. PCT / US20 / 59317 Summary of the Invention [Problem to be solved by the invention]
[0004] The present disclosure relates to systems and methods for improving binocular vision in viewers with abnormal or poor vision in one eye compared to the other by generating visual stimuli, such as virtual images, that stimulate the optic nerve of the human eye to enhance eye movement, which may treat eye conditions such as strabismus, amblyopia, convergence disorders, and other eye movement disorders. The normal eye refers to the first eye, which may be the viewer's right or left eye. The poorer or abnormal eye (collectively the "weaker eye") refers to the viewer's second eye (the remaining eye other than the normal eye), which may be the viewer's right or left eye. The present disclosure describes systems and methods that, based on information from the viewer's eyes, generate virtual images moving between two different depths to stimulate the viewer's poorly-visioned eye, which then strengthens / treats, ultimately improving or even restoring the viewer's binocular vision. [Means for solving the problem]
[0005] The system for improving binocular vision includes an eye tracking module and a virtual image module. The eye tracking module is configured to track both eyes of a viewer to provide eye-related information, such as pupil location, pupil size, gaze angle (field of view), and convergence angle of each eye of the viewer. Such eye information can be used to determine the location of the viewer's pupils, as well as the viewer's gaze location and gaze depth.
[0006] The virtual image module may be configured to display a first virtual object by projecting a number of normal light signals to a first eye of the viewer to form a normal image and a number of corresponding modulated light signals to a second eye of the viewer to form an adjusted image based on information about the viewer's eyes, such as the locations of both pupils of the viewer. The first virtual object is displayed at a first target location and a first target depth. The first eye of the viewer perceives the normal image of the first virtual object, and the second eye of the viewer perceives the adjusted image of the first virtual object. The first target depth is related to a first angle between the first normal light signal projected into the viewer's eye and the corresponding first modulated light signal.
[0007] Furthermore, in order for the first eye of the viewer to perceive a normal image and the second eye of the viewer to perceive an accommodation image simultaneously, the virtual image module may need to adjust the directions and locations of the multiple normal light signals and the corresponding multiple accommodation light signals based on the locations of the pupils of the viewer's eyes provided by the eye tracking module, so as to project the multiple normal light signals and the corresponding multiple accommodation light signals into the first eye and the second eye of the viewer, respectively.
[0008] The virtual image module displays a first virtual object moving from a first target location and a first target depth to a second target location and a second target depth. The first target depth is different from the second target depth. The second target depth is related to a second angle between the second normal light signal and the corresponding second modulation light signal. As the first virtual object moves, the viewer's eyes follow its movement. As a result, the movement of the first virtual object between the two visual depth planes enhances the movement of the weaker eye, providing more stimulation to the weaker eye. As a result, the vision of the weaker eye improves, and binocular vision may then be eventually re-established.
[0009] When the virtual image module displays a first virtual object moving from a first target location and a first target depth to a second target location and a second target depth, the modulation light signal projected to the viewer's second eye may change light direction more than the normal light signal projected to the viewer's first eye. As a result, the eye with poor vision must move (exercise) more than the normal eye to follow the movement of the first virtual object. Alternatively, when the virtual image module displays an object moving from a first target location and a first target depth to a second target location and a second target depth, the normal light signal projected to the viewer's first eye does not change light direction. In this situation, the viewer's first eye does not need to move at all, while the viewer's second eye must move more to follow the movement of the first virtual object.
[0010] To improve vision in the viewer's weaker eye, the virtual image module may distinguish between the contrast and spatial frequency of the accommodation image for the viewer's second eye and the contrast and spatial frequency of the normal image for the viewer's first eye. Specifically, the virtual image module is configured to generate an accommodation image that has higher contrast or lower spatial frequency than the corresponding normal image.
[0011] The virtual image module may display the first virtual object, including selecting an appropriate contrast and spatial frequency, as well as a direction and speed of movement of the first virtual object, based on visual evoked potentials (VEPs) of either eye or both eyes of the viewer. The system for improving binocular vision may further include a VEP measurement module that measures the VEPs of the viewer's eyes.
[0012] When the viewer is able to perform fixation, the virtual image module may display a first virtual object at the viewer's gaze location and gaze depth provided by the eye tracking module. When the viewer moves their gaze from the first gaze location and first gaze depth to the second gaze location and second gaze depth, the virtual image module moves the first virtual object according to the viewer's gaze. The virtual image module may display a second virtual object at a predetermined location and predetermined depth. When the viewer moves their gaze to move the first virtual object within a predetermined spatial range of the second virtual object for a predetermined period of time, the second virtual object is modified to interact with or respond to the first virtual object.
[0013] Additional features and advantages of the present disclosure will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by the practice of the disclosure. The objectives and other advantageous advantages of the present disclosure will be realized and attained by the structures and methods particularly pointed out in the written description and claims thereof as well as in the appended drawings. It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory and are intended to provide further explanation of the invention as claimed. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a structural diagram illustrating an embodiment of a system with various modules according to the present invention; [Figure 2] 1 is a schematic diagram illustrating an embodiment of a system for improving binocular vision as a head-mountable device according to the present invention; [Figure 3] 1 is a schematic diagram illustrating an embodiment of a virtual image module according to the present invention; [Figure 4] 1A-1C are schematic diagrams illustrating an embodiment of moving a virtual object between two different depths in accordance with the present invention; [Figure 5A] 1 is a schematic diagram illustrating an embodiment of moving a virtual object between multiple different depths according to the present invention; [Figure 5B] 1 is a schematic diagram illustrating an embodiment of moving a virtual object between multiple different depths according to the present invention; [Figure 5C] 1 is a schematic diagram illustrating an embodiment of moving a virtual object between multiple different depths according to the present invention; [Figure 6A] 1 is a schematic diagram illustrating an embodiment of low vision eye movement following the movement of a virtual object according to the present invention; [Figure 6B] 1 is a schematic diagram illustrating an embodiment of low vision eye movement following the movement of a virtual object according to the present invention; [Figure 7A] 1 is a schematic diagram showing an example of an abnormal eye, in accordance with the present invention; [Figure 7B] 1 is a schematic diagram showing an example of an abnormal eye, in accordance with the present invention; [Figure 7C] 1 is a schematic diagram showing an example of an abnormal eye, in accordance with the present invention; [Figure 7D] 1 is a schematic diagram showing an example of an abnormal eye, in accordance with the present invention; [Figure 8] 1 is a schematic diagram illustrating an embodiment of adjusting the direction and angle of light based on viewer eye information, in accordance with the present invention; [Figure 9] 1 is a photograph showing an example of a contrast sensitivity function according to the present invention. [Figure 10] 1 is a schematic diagram illustrating an embodiment of adjusting the spatial frequency of a virtual object due to different display depths, in accordance with the present invention; [Figure 11A] 1 is a schematic diagram illustrating an embodiment of moving a first virtual object to overlay a second virtual object based on the viewer's eye gaze, according to the present invention. FIG. [Figure 11B] 1 is a schematic diagram illustrating an embodiment of moving a first virtual object to overlay a second virtual object based on the viewer's eye gaze, according to the present invention. FIG. [Figure 12] 1 is a schematic diagram illustrating the relationship between virtual binocular pixels and corresponding pairs of normal and accommodation pixels in accordance with the present invention; [Figure 13] 2 is a schematic diagram illustrating the optical path from the optical signal generator to the combiner and to the viewer's retina in accordance with the present invention. FIG. [Figure 14] 1 is a schematic diagram illustrating a virtual binocular pixel formed by a normal light signal and an adjusted light signal in accordance with the present invention; [Figure 15] 1 is a table illustrating an embodiment of a look-up table according to the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0015] The terminology used in the description presented below is intended to be interpreted in its broadest reasonable manner, even though it is used in connection with a detailed description of certain specific embodiments of the technology. Certain terms may even be emphasized below; however, any terminology intended to be interpreted in any restrictive manner is specifically defined as such in this "Detailed Description" section.
[0016] The present disclosure relates to systems and methods for improving binocular vision in viewers with abnormal or poorer vision in one eye than the other. Some people are born with abnormal or poorer vision in one eye than the other, due to illness or accident, conditions such as strabismus (including exotropia, hypotropia, hypertropia, and esotropia), amblyopia (lazy eye), convergence disorders, and other eye movement disorders. The normal eye refers to the first eye 50, which may be the viewer's right or left eye. The weaker or abnormal eye (collectively the "weaker eye") refers to the viewer's second eye 60 (the remaining eye other than the normal eye), which may be the viewer's right or left eye. This disclosure describes systems and methods that, based on the viewer's eye information, generate a virtual image moving between two different depths to stimulate and then strengthen / treat the viewer's weaker eye, ultimately improving or even restoring the viewer's binocular vision.
[0017] As shown in FIG. 1 , the system for improving binocular vision includes an eye tracking module 110 and a virtual image module 120. The eye tracking module 110 is configured to track a viewer's eyes and provide eye-related information, such as eye movement, pupil location, pupil size, gaze angle (field of view), and convergence angle, of each of the viewer's eyes. The eye tracking module may include a first camera 112 for tracking a first eye and a first camera 114 for tracking a second eye. Based on the viewer's eye information, such as the positions of both pupils of the viewer, the virtual image module 120 is configured to display a first virtual object by projecting a number of normal light signals onto the viewer's first eye to form a normal image, and projecting a corresponding number of adjustment light signals onto the viewer's second eye to form an adjustment image. The virtual image module 120 includes a normal light signal generator 10, a normal combiner 20, an adjusted light signal generator 30, and an adjusted combiner 40. The normal light signal generator 10 generates a number of normal light signals that are redirected by the normal combiner 20 to project into a first eye of a viewer to form a normal image. The adjusted light signal generator 30 generates a number of adjusted light signals that are redirected by the adjusted combiner 40 to project into a second eye of the viewer to form an adjusted image. The virtual image module 120 may further include a control unit 125 that processes and stores data.
[0018] System 100 may further include a VEP measurement module 130, a user interface 140, a real object measurement module 150, and a feedback module 160. VEP measurement module 130 measures the VEP of a viewer's eyes, which are electrical signals generated in the visual cortex in response to visual stimuli. Virtual image module 120 may display a virtual object in a manner based on the VEP of either or both eyes of the viewer. The user interface 140 allows the viewer or trainee to control various functions of the system 100. The user interface 140 may be operated by voice, hand gestures, finger / foot movements, or in the form of pedals, keyboard, mouse, knobs, switches, stylus, buttons, sticks, touch screen, etc. The real object measurement module 150 measures the location and depth of real objects interacting with the first virtual object. The real object measurement module 150 may also capture images and videos of the environment. The feedback module 160 provides feedback to the viewer, such as sound and vibration, when predetermined conditions are met. The external server 170 is not part of the system 100 and can provide additional computing power for more complex calculations. Each of these modules and the external server may communicate with each other via wired or wireless techniques. Wireless techniques may include Wi-Fi, Bluetooth, near field communication (NFC), the Internet, telecommunications, radio frequency (RF), etc.
[0019] 2, system 100 further includes a support structure wearable on a viewer's head. The normal light signal generator 10, the adjusted light signal generator 30, the normal combiner 20, and the adjusted combiner 40 are supported by the support structure. In one embodiment, the system is a head-wearable device such as virtual reality (VR) goggles and a pair of augmented reality (AR) / mixed reality (MR) glasses. In this situation, the support structure may be the frame of a pair of eyeglasses, with or without lenses. The lenses may be prescription lenses used to correct nearsightedness, farsightedness, etc. Additionally, an eye tracking module including a first camera 112 and a second camera 114 is carried by the support structure to track both eyes of the viewer. A real object measurement module 150 may also be carried by the support structure to measure the location and depth of a real object.
[0020] The eye tracking module 110 is configured to track the location of at least both of the viewer's pupils. In addition, the eye tracking module may be configured to provide more information about the viewer's eyes, including, but not limited to, eye movement, pupil size, gaze angle (field of view), and convergence angle of each of the viewer's eyes. Such eye information may be used to determine the viewer's gaze location and gaze depth, as well as the direction and location for projecting light signals related to the virtual object. Again, the eye tracking module may include a first camera 112 for tracking the first eye 50 and a second camera 114 for tracking the second eye 60.
[0021] In addition to a conventional eye-tracking module, the first camera 112 and the second camera 114 may be constructed using micro-electromechanical system (MEMS) technology. The first camera 112 and the second camera 114 may use infrared emitters and sensors to detect and derive various eye information. The eye-tracking module 110 may further include an integrated inertial measurement unit (IMU) and electronics that measure and report body-specific forces, angular velocity, and possibly body orientation using a combination of accelerometers, gyroscopes, and possibly magnetometers.
[0022] As shown in FIG. 3 , the virtual image module 120 is configured to display a first virtual object 70, such as a tennis ball, based on information about the viewer's eyes, such as the positions of both pupils 52, 62, by projecting a number of normal light signals onto the viewer's first eye 50 to form a normal image 122, and projecting a corresponding number of adjusted light signals onto the viewer's second eye 60 to form an adjusted image 124. A first virtual object 70 is displayed at a first target location and a first target depth (collectively "first target position" or "T1"). The virtual image module 120 includes a normal light signal generator 10 that generates multiple normal light signals, such as 12 for NLS_1, 14 for NLS_1, and 16 for NLS_3, a normal combiner 20 that redirects the multiple normal light signals toward a normal retina 54 of the viewer, a modulation light signal generator 30 that generates multiple modulation light signals, such as 32 for ALS_1, 34 for ALS_2, and 36 for ALS_3, and an accommodation combiner 40 that redirects the multiple modulation light signals toward an accommodative retina 64 of the viewer. The viewer has a normal eye 50, including a normal pupil 52 and a normal retina 54, and a poorly sighted eye 60, including an accommodative pupil 62 and an accommodative retina 64. The diameter of a human pupil can typically range from 2 mm to 8 mm, depending in part on ambient light. Normal pupil size in adults varies from 2 to 4 mm in diameter in bright light and from 4 to 8 mm in darkness. The multiple normal light signals are redirected by the normal coupler 20, pass through the normal pupil 52, and are ultimately received by the normal retina 54. The normal light signal NLS_1 is the light signal furthest to the right that the viewer's normal eye can see on a specific horizontal plane. The normal light signal NLS_2 is the light signal furthest to the left that the viewer's normal eye can see on the same horizontal plane. Upon receiving the redirected normal light signals, the viewer perceives multiple normal pixels (forming a normal image) of the first virtual object 70 at a first target position T1 within an area A defined by the extent of the redirected normal light signals NLS_1 and NLS_2. Area A is referred to as the field of view (FOV) for the normal eye 50. Similarly, the multiple accommodation light signals are redirected by the accommodation coupler 40, pass through the center of the accommodation pupil 62, and are ultimately received by the accommodation retina 64. The accommodation light signal ALS_1 is the light signal furthest to the right that the viewer's poor-vision eye can see on the specific horizontal plane. The accommodation light signal ALS_2 is the light signal furthest to the left that the viewer's weaker eye can see on the same horizontal plane. Upon receiving the redirected accommodation light signal, the viewer perceives a number of accommodation pixels (forming an accommodation image) of the virtual object 70 within an area B bounded by the extent of the redirected accommodation light signals ALS_1 and ALS_2. Region B is referred to as the field of view (FOV) for the weaker eye 60. When multiple normal and accommodation pixels are both displayed in region C overlapping regions A and B, at least one normal light signal representing one normal pixel and a corresponding accommodation light signal representing one accommodation pixel are fused to display a virtual binocular pixel at a specific depth in region C. The first target depth D1 is related to the angle Θ1 between the redirected normal light signal 16' and the redirected accommodation light signal 36' projected into the viewer's retina. Such an angle is also referred to as the convergence angle.
[0023] As described above, the viewer's first eye 50 perceives a normal image 122 of the first virtual object 70, and the viewer's second eye 60 perceives an accommodation image 124 of the first virtual object 70. For a viewer with appropriate image fusion capabilities, the viewer's brain fuses the normal image 122 and the accommodation image 124 into a single binocular virtual image, so that the viewer perceives a single first virtual object at a first target location and a first target depth. However, a viewer may not have appropriate image fusion capabilities if their eyes have poor visual acuity. In this situation, the viewer's first eye 50 and second eye 60 may perceive the normal image 122 at the location and depth of the first normal image and the accommodation image 124 at the location and depth of the first accommodation image, respectively (diplopia). The location and depth of the first normal image may be close to, but different from, the location and depth of the first accommodation image. Additionally, the location and depth of both the first normal image and the first adjusted image may be close to a first target location and a first target depth, where again the first target depth D1 is related to a first angle Θ1 between the first normal light signal 16′ and the corresponding first adjusted light signal 36′ projected into the viewer's eye.
[0024] Furthermore, for a first eye 50 of a viewer perceiving a normal image 122 and a second eye 60 of a viewer perceiving an accommodation image 124, the virtual image module 120 may need to adjust the direction and location of a number of normal light signals and a corresponding number of accommodation light signals projected into the first eye 50 and second eye 60 of the viewer, respectively, based on the location of the viewer's pupil provided by the eye tracking module 110.
[0025] The virtual image module 120 displays a first virtual object 70 moving from a first target position T1 to a second target location and second target depth (collectively "second target position" or "T2"). The first target depth D1 is different from the second target depth D2. The second target depth D2 is related to a second angle Θ2 between the second normal light signal 16' and the corresponding second modulation light signal 38'. Information obtained from the eye tracking module, including the location and tracking ability of both pupils of the viewer, particularly the viewer's pupil with poorer vision, is a factor to consider in selecting the second target location and second depth. The viewer's eye tracking ability can be assessed by whether and how quickly the pupils follow the movement of the first virtual object. The better the viewer's eye tracking ability, the farther the second target location can be from the first target location. When the virtual image module 120 displays the first virtual object 70 at the first target position T1 and then at the second target position T2 within a period of vision, e.g., 1 / 8 second, the viewer's eyes perceive the first virtual object 70 moving from the first target position T1 to the second target position T2 and follow its movement. As a result, the movement of the first virtual object 70 between the two visual depth planes enhances the movements of the weaker eyes, including smooth pursuit eye movements and vergence eye movements, providing more stimulation to the weaker eyes. As a result, the vision of the weaker eyes is improved, and binocular vision, including image fusion, may eventually be re-established.
[0026] 4, when the virtual image module 120 displays the first virtual object 70 moving from the first target position T1 to the second target position T2, the modulation light signal projected to the viewer's second eye 60 changes light direction more than the normal light signal projected to the viewer's first eye 50. In other words, Θ4 is greater than Θ3. As a result, the poorer-vision eye must move (move) more than the normal eye to follow the movement of the first virtual object 70. In strabismus and amblyopia conditions, the more quickly the poorer-vision eye moves than the normal eye, the smaller or even eliminates the visual discrepancy between the two eyes. 5A-5C, the normal light signal projected to the viewer's first eye 50 does not change direction when the virtual image module 120 displays a virtual object 70 moving from a first target position T1 to a second target position T2. In this situation, the viewer's first eye 50 does not need to move at all, while the viewer's second eye must move more to follow the movement of the first virtual object. For the reasons described above, the weaker eye is forced to perform all the movements, so strabismus conditions may be treated more efficiently.
[0027] After the first virtual object 70 moves from the first target position T1 to the second target position T2, the virtual image module 120 may further display the first virtual object 70 moving from the second target position T2 to a third target location and a third target depth (collectively, the “third target position” or “T3”). Again, for the movement from the second target position T2 to the third target position T3, according to two alternative embodiments, (1) the modulated light signal projected to the viewer's second eye 60 may change the light direction more than the normal light signal projected to the viewer's first eye 50; and (2) the normal light signal projected to the viewer's first eye 50 does not change the light direction, as shown in FIGS. 5A-5C . Similarly, the virtual image module 120 may display the first virtual object 70 moving successively through several target positions, such as T1 → T2 → T3 → T4, as needed for the training program.
[0028] To avoid complications, Figures 4 and 5A-5C do not illustrate the movement of the pupil following the movement of the first virtual object 70. Figures 6A and 6B show that when the first virtual object 70 moves from the first target position T1 to the second target position T2, the second eye 60 actually moves from the left hand side to the center, while the first eye 50 remains in approximately the same place.
[0029] Furthermore, in order for the viewer to perceive the virtual object at the target depth, system 100, including eye tracking module 110 and virtual image module 120, may first need to be calibrated with respect to the viewer. Because every viewer's eye has different physical characteristics, including interpupillary distance (IPD), the system must be specifically calibrated with respect to the viewer to ensure that the viewer perceives the virtual object displayed at the target depth using normal and adjusted light signals projected into the viewer's eye.
[0030] The viewer's eye information, such as pupil location, pupil size, gaze angle (field of view), and convergence angle, obtained from the eye tracking module 110, may be used by the virtual image module 120 to determine the direction and speed of movement of the first virtual image 70. For example, when the weaker eye 60 is unable to follow the movement of the first virtual object 70, the virtual image module 120 may move the first virtual object 70 back to a previous position where the viewer's weaker eye 60 can still perceive the accommodation image and slow its movement. The virtual image module 120 may also use the viewer's eye information to determine the direction and angle of the normal and accommodation light signals to ensure that both eyes, particularly the weaker eye 60, can receive the light signals and perceive the first virtual object 70. 7A-7D illustrate four conditions, namely, hypotropia (eye facing downward), hypertropia (eye facing upward), exotropia (eye facing outward), and esotropia (eye facing inward), in which the pupil of the weaker eye 60 cannot randomly turn to coordinate with the pupil of the normal eye 50. As shown in FIG. 8, using exotropia as an example, the virtual image module 120 may adjust the direction and angle of the normal light signal and the accommodation light signal, respectively, so that the weaker eye 60 can perceive an accommodation image.
[0031] In some embodiments, system 100 may be used to correct exotropia and other similar conditions. Virtual image module 120 may display a first virtual object 70 slowly moving toward and / or away from viewer's eye 60. Eye tracking module 110 provides viewer's eye information, such as pupil location, pupil size, and visual angle, to virtual image module 120, which in turn projects a normal light signal through which the normal eye perceives a normal image and an accommodation light signal through which the poor-vision eye perceives an accommodation image. Virtual image module 120 then moves the accommodation image slightly away from its initial location for the poor-vision eye in the appropriate direction to correct. As a result, the accommodation image perceived by the poor-vision eye may become slightly blurred, and / or both of the viewer's eyes may perceive diplopia (when image fusion fails, with the normal image separated from the accommodation image). The human brain has the tendency and ability to automatically perform binocular vergence accommodation to obtain a clear image of an object. As a result, a viewer may slightly change the orientation of their weaker eye in an attempt to regain a clear image or avoid double vision. When the viewer is successful, the feedback module 160 may provide the viewer with feedback, such as audio or vibration. The virtual image module 120 may repeatedly move the accommodation image back and forth to train the weaker eye to orient itself in the appropriate direction, which may reduce misalignment of the viewer's two eyes.
[0032] To improve the vision of the viewer's poorer-vision eye 60, the virtual image module 120 may distinguish between the contrast and spatial frequency of the accommodation image 124 for the viewer's second eye 60 and the contrast and spatial frequency of the normal image 122 for the viewer's first eye 50. Specifically, the virtual image module 120 is configured to generate an accommodation image 122 that has a higher contrast or a lower spatial frequency than the corresponding normal image 124. The virtual image module 120 may select the appropriate contrast and spatial frequency for the accommodation image 122 based at least in part on the contrast sensitivity function of the poorer-vision eye so that the viewer's poorer-vision eye 60 receives a stronger stimulus and perceives the accommodation image 124 clearly. Each eye has its own contrast sensitivity function, an example of which is shown in FIG. 9. The virtual image module 120 may adjust the contrast and / or spatial frequency of the normal image 122 so that the normal eye 50 receives less stimulation and perceives the normal image 122 with lower contrast and higher spatial frequency, thereby exercising and training the weaker eye 60 more to contribute to the viewer's vision. Without the system 100 for improving binocular vision, the viewer would avoid exercising their weaker eye, which cannot provide a clear image, resulting in the weaker eye 60 becoming even more impaired or even blind.
[0033] Contrast is the difference in brightness or color that makes an object (or a representation of an object in an image or display) distinguishable. In real-world visual perception, contrast is determined by the difference in color and brightness between an object and other objects within the same field of view. Through contrast sensitivity testing, the contrast sensitivity curve (also known as the contrast sensitivity function) of a viewer's eye can be plotted, with angular frequency on the horizontal axis and contrast threshold on the vertical axis. Images shown to a viewer for such testing have varying contrast on the vertical coordinate and angular frequency on the horizontal coordinate. The viewer sequentially views parallel gratings of varying width and contrast, known as sinusoidal gratings, to plot a curve. The width of the gratings and the distance between the gratings represent angular frequency measured in cycles per degree. Research has demonstrated that a medium-level angular frequency of approximately 5 to 7 cycles per degree is optimally detected by most individuals compared to low- and high-level angular frequencies. Contrast threshold can be defined as the minimum contrast a patient can resolve.
[0034] As described above, the virtual image module 120 may project an accommodation image 124 with higher contrast and / or lower spatial frequencies to the viewer's weaker eye 60. Below are some examples: For higher contrast, the adjustment image 124 has higher brightness than the normal image 122; the adjustment image 124 is colorful, while the normal image 122 is black and white (with grayscale); the adjustment image 124 is green, while the normal image 122 is red. For lower spatial frequencies, the adjustment image 124 is a foreground view of an image, while the normal image 122 is a background view of the same image. The virtual image module 120 first divides the image into lower spatial frequency and higher spatial image portions, and then projects the lower spatial frequency portion, such as the foreground view, to the poor-vision eye 60 and the higher spatial frequency portion, such as the background view, to the normal eye 50. In this situation, the adjustment image 124 and the normal image 122 appear different due to different patterns and spatial frequencies, but because they are derived from the same image, the adjustment image 124 (lower spatial frequency portion) is well related to the normal image 122 (higher spatial frequency portion) for binocular vision.
[0035] 10 , while the virtual image module 120 moves the first virtual object 70 through different positions with different target depths, the spatial frequency of the first virtual object 70 may be adjusted according to the target depth. When the same virtual object is moved to a position with a larger target depth, the spatial frequency of the exact same virtual object automatically increases as the object moves further away from the viewer. As a result, the eye 60 with poorer vision may have difficulty clearly perceiving the virtual object as it moves away from the viewer. To maintain a clear perception of the accommodation image for the viewer's poorly sighted eye, the virtual image module may adjust the spatial frequency of the first virtual object, including both the accommodation image and the normal image. As a result, the first virtual object has a lower spatial frequency when displayed at a greater depth. As shown in FIG. 10 , when moving the first virtual object 70 to a position with a greater depth, for example, from a first target position T1 to a second target position T2 and then to a third target position T3, the spatial frequency of the first virtual object 70 is reduced to overcome the above problem.
[0036] The system 100 for improving binocular vision may further include a VEP measurement module 130 for measuring visual evoked potentials (VEPs) of the viewer's eyes. VEPs measure electrical signals generated in the visual cortex in response to visual stimuli. VEPs refer to electrical potentials recorded from the scalp overlying the visual cortex, extracted from electroencephalograms by signal averaging. Recording electrodes are typically placed on the midline of the occipital scalp at the back of the head. VEPs are used to quantify the functional integrity of the optic nerve, the visual pathway from the eye to the brain's visual cortex, and the occipital cortex. As a result, VEPs provide important information for the virtual image module to adjust the manner in which the first virtual object 70 is displayed, including the speed and direction of movement of the first virtual object 70, as well as the contrast and spatial frequency of the adjustment image 124.
[0037] The VEP measurement module 130 may continuously measure the VEP of either or both eyes of the viewer and provide such information to the virtual image module. Measurements may be taken frequently in a real-time manner or occasionally after the viewer's weaker eye shows some improvement. The VEP may reflect the extent to which the viewer's weaker eye can perceive an accommodative image. The VEP may also reflect whether the viewer's eyes, particularly the weaker eye, fixate for a certain period of time. For example, when the viewer's weaker eye loses gaze and moves somewhat, the VEP of the weaker eye may fluctuate. Nevertheless, when the viewer's weaker eye maintains gaze, the VEP of the weaker eye may remain approximately the same. Therefore, the virtual image module may display the first virtual object, including selecting an appropriate contrast and spatial frequency, as well as the direction and speed of the movement of the first virtual object, based on the VEP of either or both eyes of the viewer.
[0038] The virtual image module 120 may display the first virtual object 70 based on the VEP of one or both eyes of the viewer, even if the system does not include a VEP measurement module. The separate VEP measurement module may transmit the VEP of one or both eyes of the viewer to the system via wired or wireless means. Wireless means may include Wi-Fi, Bluetooth, near field communication (NFC), the Internet, telecommunications, radio frequency (RF), etc. The VEP of one or both eyes of the viewer may also be input into the system via the system's user interface, for example, a keyboard and mouse.
[0039] The system 100 for improving binocular vision begins by projecting an accommodation image with appropriate contrast and spatial frequency to stimulate the viewer's weaker eye with a sufficiently strong stimulus. As the viewer's weaker eye becomes stronger, the virtual image module may gradually decrease the contrast of the accommodation image and / or gradually increase the spatial frequency of the accommodation image until the accommodation image closely resembles the normal image, while still allowing the viewer's weaker eye to clearly perceive the accommodation image. At the same time, the system 100 trains the viewer's weaker eye to follow the movement and perceive the depth of the first virtual object by moving the first virtual object from a first position to a second position. When the viewer is able to perform a gaze, the virtual image module may display a first virtual object at the viewer's gaze location and gaze depth (collectively "gaze position") provided by the eye-tracking module. When the viewer moves their gaze from the first gaze location and first gaze depth (collectively "first gaze position" or "F1") to a second gaze location and second gaze depth (collectively "second gaze position" or "F2"), the virtual image module moves the first virtual image according to the viewer's gaze.
[0040] Using the above mechanism of moving the first virtual object according to the viewer's gaze movement, many games may be designed to train the viewer's gaze and image fusion abilities. The virtual image module may display a second virtual object 75 at a predetermined location and a predetermined depth. When the viewer moves their gaze to move the first virtual object within a predetermined spatial range of the second virtual object or to superimpose it on the second virtual object for a predetermined period of time, the second virtual object is modified to interact with the first virtual object. 11A and 11B, a first virtual object 70 is a aiming cursor that is moved from F1 to F2 to F3 according to a viewer's gaze, and a second virtual object 75 is a target for shooting, such as a fighter jet. When the first virtual object 70, e.g., the aiming cursor, is moved to overlay a second virtual object 75, e.g., a fighter jet, the second virtual object 75 is altered to display an explosion to provide feedback to the viewer that the second virtual object 75 has been hit and destroyed. In a second example, the first virtual object is a bowling ball and the second virtual object is a set of bowling pins, and the viewer then moves their gaze to superimpose the bowling ball onto (hit) one of the bowling pins. The virtual image module responds to the hit by displaying some of the bowling pins falling over, providing feedback to the viewer. In a third example, a first virtual object is a "snake" with multiple blocks that are moved by the viewer's gaze to "eat" additional blocks that are second virtual objects. These blocks may be formed by combining various patterns with different contrasts and spatial frequencies. As a result, moving the "snake" enhances stimulation of the viewer's visual cortex, promoting better training results.
[0041] The system 100 may interact with reality. Similar to the shooting game example above, a viewer may move their gaze to move a first virtual object, such as an aiming cursor, within a predetermined spatial range of a real object, such as a teapot on a table, for a predetermined period of time. The virtual image module then displays a virtual object, such as fireworks, as feedback to indicate to the viewer that the real object has been successfully hit. Feedback conditions and other parameters of the training game, such as the predetermined spatial range, the predetermined period of time, and the virtual object for feedback, may be preset by the viewer or trainer. As a result, the training game may be set to require that the aiming cursor must overlap the real object for three seconds.
[0042] The system 100 may further include a real object measurement module 150 that measures the location and depth of real objects, such as a clock and a painting hanging on a wall. The real objects may be moving objects, such as a remote-controlled airplane and a dog. The real object measurement module 150, configured to be connected to other modules in the system, may continuously or periodically measure the location and depth of real objects relative to itself (or the viewer) and communicate related information to the virtual image module to determine whether a feedback condition is met. For example, upon receiving such information, the control module 125 may calculate the spatial distance between a first virtual object, such as a crosshair cursor, and the real object to determine whether the first virtual object overlaps the real object. The distance between the real object and the real object measurement module 150 (or the viewer's eye) may change over time. In one situation, the real object 105, such as a remote-controlled airplane, may move during a game. In another situation, the system 100 may be worn by a viewer, such as a patient, who may move their head during a game. As a result, the distance between the real object and the viewer's eye needs to be measured and calculated to accurately determine whether the feedback condition is met. Real object measurement module 150 may include gyroscopes, indoor / outdoor global positioning systems (GPS), and distance measurement components (e.g., emitters and sensors) that accurately track variations in the location and depth of the real object.
[0043] In addition to displaying a virtual object, such as an exploded plane, as feedback, the system 100 may provide other types of feedback, such as sound and vibration. As a result, the system 100 may further include a feedback module 160 that generates feedback to the viewer when a feedback condition is met. The feedback module may be a speaker that provides sounds, such as an explosion, or a vibration generator that provides various types of vibrations. The type of feedback can be configured by the viewer or trainee through the user interface 140.
[0044] The virtual image module 120 and methods for generating virtual images 70, 75 at predetermined locations and depths, as well as methods for moving the virtual images as desired, are discussed in detail below. International Publication No. PCT / US20 / 59317, filed November 6, 2020, and entitled "SYSTEM AND METHOD FOR DISPLAYING AN OBJECT WITH DEPTHS," is incorporated herein by reference in its entirety.
[0045] 12, the viewer perceives a first virtual object, a tennis ball 70, in front of them in region C. The image of the tennis ball virtual object 70 displayed at a first target position T1 (with depth D1) is represented by a first virtual binocular pixel 72 (its center point), and the first virtual object 70 is represented by a second virtual binocular pixel 74 as it moves to a second target position T2 (with depth D2). The first angle between the first redirected normal light signal 16' (first normal light signal) and the corresponding first redirected modulated light signal (first modulated light signal) 36' is Θ1. The first depth D1 is related to the first angle Θ1. Specifically, the first depth of the first virtual binocular pixel of the first virtual object 70 can be determined by the extent of the optical path of the first redirected normal light signal and the first angle Θ1 between the corresponding first redirected modulated light signal. As a result, the first depth D1 of the first virtual binocular pixel 72 can be approximately calculated by the following equation: TIFF0007748751000001.tif68127 The distance between the normal pupil 52 and the accommodation pupil 62 is the interpupillary distance (IPD). Similarly, the second angle between the second redirected normal light signal (second normal light signal) 18' and the corresponding second redirected accommodation light signal (second accommodation light signal) 38' is Θ2. The second depth D2 is related to the second angle Θ2. Specifically, the second depth D2 of the second virtual binocular pixel 74 of the virtual object 70 at T2 can be approximately determined by the extent of the optical path of the second redirected normal light signal and the second angle Θ2 between the corresponding second redirected accommodation light signal using the same formula. Because the second virtual binocular pixel 74 is perceived by the viewer as being farther away from the viewer (i.e., with a greater depth) than the first virtual binocular pixel 72, the second angle Θ2 is smaller than the first angle Θ1.
[0046] Furthermore, however, the redirected normal light signal 16' for NLS_2 and the corresponding redirected modulation light signal 36' for ALS_2 together display a first virtual binocular pixel 72 with a first depth D1. The redirected normal light signal 16' for NLS_2 may present an image at the same or a different viewing angle as the corresponding redirected modulation light signal 36' for ALS_2. In other words, the first angle Θ1 determines the depth of the first virtual binocular pixel 72, but the redirected normal light signal 16' for NLS_2 may or may not be the parallax of the corresponding redirected modulation light signal 36' for ALS_2. As a result, the intensity and / or brightness of the red, blue, and green (RBG) colors of the normal light signal and the modulation light signal may be approximately the same or slightly different due to shadows, viewing angles, etc., to better present some 3D effects.
[0047] As described above, multiple normal light signals are generated by the normal light signal generator 10, redirected by the normal combiner 20, and then scanned directly onto the normal retina to form a normal image 122 on the right retina (normal retinal image 86 in FIG. 13). Similarly, multiple modulated light signals are generated by the modulated light signal generator 30, redirected by the modulated combiner 40, and then scanned onto the modulated retina to form a modulated image 124 on the modulated retina (modulated retinal image 96 in FIG. 13). 12 , normal image 122 includes 36 normal pixels in a 6×6 array, and adjusted image 124 includes 36 adjusted pixels, also in a 6×6 array. In another embodiment, normal image 122 may include 921,600 normal pixels in a 1280×720 array, and adjusted image 124 may include 921,600 adjusted pixels, also in a 1280×720 array. Virtual image module 120 is configured to form normal image 122 on the normal retina and adjust image 124 on the adjusted retina, respectively, to generate a number of normal light signals and a corresponding number of adjusted light signals. As a result, the viewer perceives a virtual object with a specific depth in region C due to image fusion.
[0048] Referring to Figure 12, a first normal light signal 16 obtained from the normal light signal generator 10 is received and reflected by the normal coupler 20. A first redirected normal light signal 16' passes through the normal pupil 52 to the viewer's normal retina, displaying normal retinal pixel R43. A corresponding adjusted light signal 36 obtained from the adjusted light signal generator 30 is received and reflected by the adjusted coupler 40. A first redirected light signal 36' passes through the accommodation pupil 62 to the viewer's accommodated retina, displaying accommodated retinal pixel L33. As a result of the image fusion, the viewer perceives the first virtual object 70 at a first depth D1 determined by a first angle between the first redirected normal light signal and the corresponding accommodation light signal. The angle between the redirected normal light signal and the corresponding accommodation light signal is determined by the relative horizontal distance between the normal pixel and the accommodation pixel. As a result, the depth of a virtual binocular pixel is inversely correlated with the relative horizontal distance between the normal pixel forming the virtual binocular pixel and the corresponding accommodation pixel. In other words, the deeper the viewer perceives a virtual binocular pixel, the smaller the relative horizontal distance on the X-axis between the normal pixel and the accommodation pixel forming such virtual binocular pixel. 12, the second virtual binocular pixel 74 is perceived by the viewer as having a greater depth (i.e., being farther away from the viewer) than the first virtual binocular pixel 72. As a result, the horizontal distance between the second normal pixel and the second accommodation pixel is smaller than the horizontal distance between the first normal pixel and the first accommodation pixel on the retinal images 122, 124. Specifically, the horizontal distance between the second normal pixel R41 and the second accommodation pixel L51, which form the second virtual binocular pixel 74, is four pixels long. However, the distance between the first normal pixel R43 and the first accommodation pixel L33, which form the first virtual binocular pixel 72, is six pixels long.
[0049] 13 illustrates an embodiment in which multiple normal and multiple modulated light signals are optically coupled from the light signal generator 10 to the retina. The multiple normal light signals generated from the normal light signal generator 10 are projected onto the normal combiner 20 to form a normal combiner image (RSI) 82. These multiple normal light signals are redirected by the normal combiner 20 and focused into a small normal pupil image (RPI) 84, passing through the normal pupil 52, and then finally reaching the normal retina 54 to form a normal retina image (RRI) 86 (normal image 122). Each of the RSI, RPI, and RRI comprises i×j pixels. Each normal light signal NLS(i,j) travels from RSI(i,j) to RPI(i,j) and then to RRI(x,y) through the same corresponding pixel. For example, NLS(5,3) travels from RSI(5,3) to RPI(5,3) and then to RRI(2,4). Similarly, multiple adjusted light signals generated from the adjusted light signal generator 30 are projected onto the adjusted combiner 40 to form an adjusted combiner image (LSI) 92. These multiple adjusted light signals are redirected by the adjusted combiner 40 and focused into a small adjusted pupil image (LPI) 94, passing through the accommodation pupil 62, and then finally reaching the adjusted retina 64 to form an adjusted retina image (LRI) 96 (adjustment image 124). Each of the LSI, LPI, and LRI comprises i×j pixels. Each modulated light signal ALS(i,j) travels from LCI(i,j) to LPI(i,j) and then to LRI(x,y) through the same corresponding pixel. For example, ALS(3,1) travels from LCI(3,1) to LPI(3,1) and then to LRI(4,6). The (0,0) pixel is the pixel at the top left corner of each image. Pixels in the retinal image are mirrored and upside down with respect to the corresponding pixels in the combiner image. Based on proper arrangement of the relative positions and angles of the light signal generator and combiner, each light signal has its own optical path from the light signal generator to the retina. The combination of one normal light signal displaying one normal pixel on the normal retina and one corresponding accommodation light signal displaying one accommodation pixel on the accommodating retina forms a virtual binocular pixel with a unique depth, as perceived by the viewer. As a result, a virtual binocular pixel in space can be represented by a pair of a normal retinal pixel and an accommodation retinal pixel, or a pair of a normal combiner pixel and an accommodation combiner pixel.
[0050] The virtual object perceived by the viewer in region C may include multiple virtual binocular pixels, but in this disclosure is represented by one virtual binocular pixel. To accurately describe the location of the virtual binocular pixel in space, each location in space is provided with three-dimensional (3D) coordinates, for example, XYZ coordinates. In alternative embodiments, other 3D coordinate systems can be used. As a result, each virtual binocular pixel has 3D coordinates, namely, horizontal, vertical, and depth directions. The horizontal direction (or X-axis direction) is along the interpupillary line. The vertical direction (or Y-axis direction) is along the midline of the face and perpendicular to the horizontal direction. The depth direction (or Z-axis direction) is perpendicular to the frontal plane and perpendicular to both the horizontal and vertical directions. The horizontal and vertical coordinates are collectively referred to as locations in this invention.
[0051] 14 illustrates the relationship between pixels in the normal combiner image, pixels in the adjusted combiner image, and virtual binocular pixels. As described above, pixels in the normal combiner image have a one-to-one correspondence with pixels in the normal retinal image (normal pixels). Pixels in the adjusted combiner image have a one-to-one correspondence with pixels in the adjusted retinal image (adjusted pixels). However, pixels in the retinal image are flipped left to right and up to down relative to the corresponding pixels in the combiner image. For a normal retinal image with 36 (6 × 6) normal pixels and an accommodation retinal image with 36 (6 × 6) accommodation pixels, assuming all light signals are within the FOV of the viewer's both eyes, there are 216 (6 × 6 × 6) virtual binocular pixels (shown as dots) in region C. The extent of the optical path of one redirected normal light signal intersects with the extent of the optical path of each redirected accommodation light signal in the same row of the image. Similarly, the extent of the optical path of one redirected accommodation light signal intersects with the extent of the optical path of each redirected normal light signal in the same row of the image. As a result, there are 36 (6 × 6) virtual binocular pixels on one layer and six layers in space. Typically, two adjacent lines representing the extent of the optical paths that intersect to form a virtual binocular pixel are shown as parallel lines in Figure 14, although there is a small angle between them. Normal pixels and corresponding accommodation pixels that are at approximately the same height on each retina (i.e., the same row in the normal and accommodation retinal images) tend to fuse faster. As a result, normal pixels are paired with accommodation pixels that are in the same row in the retinal images to form a virtual binocular pixel.
[0052] As shown in Figure 15, a look-up table is created to facilitate identifying pairs of normal and accommodative pixels for each virtual binocular pixel. For example, 36 (6 x 6) normal pixels and 36 (6 x 6) accommodative pixels form 216 virtual binocular pixels numbered 1 to 216. The first virtual binocular pixel VBP(1) represents the pair of normal pixel RRI(1,1) and accommodative pixel LRI(1,1). The second virtual binocular pixel VBP(2) represents the pair of normal pixel RRI(2,1) and accommodative pixel LRI(1,1). The seventh virtual binocular pixel VBP(7) represents the pair of normal pixel RRI(1,1) and accommodative pixel LRI(2,1). The 37th virtual binocular pixel VBP(37) represents the pair of normal pixel RRI(1,2) and accommodative pixel LRI(1,2). The 216th (216th) virtual binocular pixel VBP (216) represents a pair of normal pixel RRI (6,6) and accommodation pixel LRI (6,6). This determines which pairs of normal and accommodation pixels can be used to generate corresponding normal and accommodation light signals to display a specific virtual binocular pixel of a virtual object in space for the viewer. Additionally, each row of virtual binocular pixels in the look-up table includes a pointer to a memory address that stores the perceived VBP depth (z) and the perceived VBP location (x, y). Additional information, such as the size scale, number of overlapping objects, and depth within the sequence depth, can also be stored for the VBP. The size scale may be the relative size information of the specific VBP compared to a standard VBP. For example, the size scale may be set to 1 when a virtual object is displayed in a standard VBP 1 meter in front of the viewer. The size scale may then be set to 1.2 for a specific VBP 90 cm in front of the viewer. Similarly, the size scale may then be set to 0.8 for a specific VBP 1.5 m in front of the viewer. The size scale can be used to determine the size of the virtual object to display as it moves from a first depth to a second depth. The size scale may be a magnification in the present invention. The number of overlapping objects is the number of objects that overlap each other such that one object is completely or partially hidden behind another object. The depth-in-sequence provides information about the depth sequence of various overlapping images. For example, three images overlap each other. The depth-in-sequence of a first image in the foreground may be set to 1, and the depth-in-sequence of a second image hidden behind the first image may be set to 2. The number of overlapping images and the depth-in-sequence may be used to determine which portions of the various overlapping images need to be displayed when the images are in motion.
[0053] The look-up table may be created by the following process: In the first step, an individual virtual map is created by the virtual image module during initiation or calibration based on the viewer's IPD. The virtual map specifies the boundaries of the region C in which the viewer can perceive a virtual image with depth due to the fusion of the normal retinal image and the accommodative retinal image. In the second step, for each point in the Z-axis direction (Z coordinate), a vergence angle is calculated to identify a pair of normal and accommodative pixels on the normal and accommodative retinal images, respectively, regardless of the location of the X and Y coordinates. In the third step, the pair of normal and accommodative pixels is moved along the X-axis direction to identify the X and Z coordinates of each pair of normal and accommodative pixels at a specific depth, regardless of the location of the Y coordinate. In the fourth step, the pair of normal and accommodative pixels is moved along the Y-axis direction to determine the Y coordinate of each pair of normal and accommodative pixels. As a result, a 3D coordinate system, such as XYZ, for each pair of normal and accommodative pixels on the normal and accommodative retinal images, respectively, can be determined to create the look-up table. Additionally, the third and fourth steps are interchangeable.
[0054] Optical signal generators 10 and 30 may use as their light source lasers, or light emitting diodes (“LEDs”), including mini- and micro-light emitting diodes (“LEDs”), organic light emitting diodes (“OLEDs”), or superluminescent diodes (“SLDs”), or liquid crystal displays (“LCoS”), or liquid crystal displays (“LCDs”), or any combination thereof. In one embodiment, optical signal generators 10 and 30 are laser beam scanning projectors (LBS projectors) that may include light sources including red, green, and blue lasers, light color modifiers such as dichroic and polarization combiners, and two-dimensional (2D) adjustable reflectors such as 2D electromechanical systems (“MEMS”) mirrors. The 2D adjustable reflector can be replaced with two one-dimensional (1D) reflectors, such as two 1D MEMS mirrors. The LBS projector sequentially generates and scans light signals one by one to form a 2D image at a predetermined resolution, e.g., 1280 x 720 pixels per frame. As a result, one light signal is generated for each pixel and projected toward the combiner 20, 40 at a time. For a viewer to see such a 2D image from one eye, the LBS projector must sequentially generate light signals for each pixel, e.g., 1280 x 720 light signals, within the duration of vision, e.g., 1 / 18 of a second. As a result, the duration of each light signal is approximately 60.28 nanoseconds.
[0055] In another embodiment, the optical signal generators 10 and 30 may be digital light processing projectors ("DLP projectors") that can generate 2D color images at once. Texas Instruments' DLP technology is one of several technologies that can be used to manufacture DLP projectors. 2D monochrome image frames, which may comprise, for example, 1280 x 720 pixels, are projected simultaneously toward the combiners 20, 40.
[0056] The combiners 20, 40 receive and redirect the multiple optical signals generated by the optical signal generators 10, 30. In one embodiment, the combiners 20, 40 reflect the multiple optical signals so that the redirected optical signals are on the same side of the combiner 20, 40 as the incident optical signals. In another embodiment, the combiners 20, 40 refract the multiple optical signals so that the redirected optical signals are on a different side of the combiner 20, 40 than the incident optical signals. The combiners 20, 40 then function as a refractor. The reflectivity can vary over a wide range, such as from 20% to 80%, depending in part on the power of the optical signal generator. Those skilled in the art will know how to determine the appropriate reflectivity based on the characteristics of the optical signal generator and combiner. Furthermore, in one embodiment, the combiners 20, 40 are optically transparent to ambient (environmental) light from the opposite side of the incident optical signals so that a viewer can simultaneously observe a real-time image. The transparency can vary over a wide range depending on the application. For AR / MR applications, transparency is preferably greater than 50%, such as about 75% in one embodiment.
[0057] The couplers 20, 40 may be made from glass or plastic material, like a lens, coated with some material, such as metal, that makes it partially transparent and partially reflective. One advantage of using reflective couplers instead of prior art waveguides to direct the optical signal to the viewer's eye is that it eliminates the problem of undesirable diffraction effects, such as multiple shadows, color shifts, etc.
[0058] The above description of the embodiments is provided to enable any person skilled in the art to make and use the subject matter. Various modifications of these embodiments will be readily apparent to those skilled in the art, and the novel principles and subject matter disclosed herein may be applied to other embodiments without the use of innovative faculty. The claimed subject matter set forth in the following claims is not intended to be limited to the embodiments shown herein, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein. Additional embodiments are contemplated within the spirit and true scope of the disclosed subject matter. Thus, it is intended that the present invention cover modifications and variations that come within the scope of the appended claims and their equivalents.
Claims
1. 1. A system for improving binocular vision in a viewer having abnormal or poor visual acuity in one eye compared to the other eye, comprising: a virtual image module configured to display a first virtual object based on viewer eye information obtained from an eye tracking module by projecting a number of normal light signals to a first eye of the viewer to form a normal image, and projecting a number of corresponding adjusted light signals to a second eye of the viewer, the second eye being an abnormal or weak eye, to form an adjusted image; the virtual image module displays the first virtual object moving from a first target location and a first target depth to a second target location and a second target depth; the first target depth is related to a first angle between a first of the normal optical signals and a corresponding first of the modulated optical signals, and the second target depth is related to a second angle between a second of the normal optical signals and a corresponding second of the modulated optical signals, and the first target depth is different from the second target depth; the virtual image module iteratively adjusts a spatial frequency, color, location, or depth of the adjustment image based on the eye information of the second eye; when the virtual image module displays the first virtual object moving from the first target location and the first target depth to the second target location and the second target depth, the modulated light signal projected to the second eye of the viewer changes light direction more than the normal light signal projected to the first eye of the viewer; when the virtual image module displays the first virtual object moving from the first target location and the first target depth to the second target location and the second target depth, the normal light signal projected to the first eye of the viewer does not change the direction of the light; the eye tracking module provides the gaze location and the gaze depth of the viewer's eye to the virtual image module, the first target location and the first target depth being a first of the gaze location and a first of the gaze depth, respectively, and the second target location and the second target depth being a second of the gaze location and a second of the gaze depth, respectively; the virtual image module displays a second virtual object, the second virtual object being modified to interact with the first virtual object. system.
2. 2. The system of claim 1, wherein the virtual image module displays the first virtual object moving from the second target location and second target depth to a third target location and third target depth, while the modulated light signal projected to the second eye of the viewer changes light direction more than the normal light signal projected to the first eye of the viewer, the third target depth is related to a third angle between a third of the normal light signals and a corresponding third of the modulated light signals, and the third target depth is different from the second target depth.
3. 2. The system of claim 1, wherein the virtual image module adjusts the spatial frequency of the first virtual object when it moves from the first target depth to the second target depth so that it has a lower spatial frequency when displayed at a greater depth.
4. an eye tracking module configured to provide viewer eye information; 10. The system of claim 1, wherein the eye tracking module provides binocular eye information of the viewer, including at least one of pupil location, pupil size, gaze angle, convergence angle, gaze location, and gaze depth.
5. The system of claim 1 , wherein the eye tracking module comprises a first camera for the first eye and a second camera for the second eye.
6. 2. The system of claim 1, wherein the virtual image module displays the first virtual object based on the location of the viewer's pupil provided by the eye tracking module such that the first eye perceives the normal image and the second eye simultaneously perceives an accommodation image.
7. 2. The system of claim 1, further comprising a VEP measurement module that measures a visual evoked potential (VEP) of the viewer's eye, wherein the virtual image module displays the first virtual object based on the VEP obtained from the VEP measurement module.
8. The system of claim 7 , wherein the virtual image module moves the first virtual object based on the VEP of the viewer or the location of the pupils of the viewer.
9. The system of claim 1 , wherein the adjustment image has higher contrast or lower spatial frequency than the corresponding normal image.
10. 10. The system of claim 1, wherein the virtual image module selects the contrast and the spatial frequency for the accommodation image based on the visual evoked potential (VEP) of the viewer's eye.
11. 10. The system of claim 1, wherein the accommodation image is different from the normal image for binocular fusion but is sufficiently related to the normal image for binocular fusion.
12. 10. The system of claim 1, wherein the second virtual object is modified to interact with the first virtual object when the first virtual object is moved over the second virtual object.
13. The system of claim 1 , further comprising a real object measurement module configured to measure a location and depth of a real object.
14. 14. The system of claim 13, wherein feedback is provided to the viewer as the first virtual object is moved.
15. 2. The system of claim 1, wherein the first virtual object is a crosshair cursor and the second virtual object is modified to display an explosion when the first virtual object overlaps the second virtual object.
16. 2. The system of claim 1, wherein the first virtual object is a bowling ball and the second virtual object is a set of bowling pins that interact with the bowling ball when the first virtual object overlays the second virtual object.
17. The system of claim 1 , wherein the virtual image module is calibrated with respect to the viewer so that the viewer perceives the first virtual object displayed at the gaze location and the gaze depth.
18. 10. The system of claim 1, wherein the virtual image module further comprises a control unit for processing the normal light signal and the corresponding adjusted light signal.
19. 10. The system of claim 1, wherein the virtual image module further comprises: a normal light signal generator that generates a number of the normal light signals for the normal image of the first virtual object; a normal combiner that redirects the number of normal light signals toward the retina of the first eye of the viewer; a modulated light signal generator that generates a number of the modulated light signals for the modulated image of the first virtual object; and a modulated combiner that redirects the number of modulated light signals toward the retina of the second eye of the viewer.
20. 20. The system of claim 19, further comprising a support structure wearable on the viewer's head, wherein the eye tracking module is supported by the support structure, the normal light signal generator and the adjusted light signal generator are supported by the support structure, and the normal combiner and the adjusted combiner are supported by the support structure.
21. The system of claim 1 , further comprising a user interface configured for a person to control the eye tracking module and virtual image module.
22. The system of claim 1 , further comprising a feedback module configured to provide feedback to the viewer.
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