APPLICATION OF GAME-BASED REHABILITATION IN PEDIATRIC PATIENTS DIAGNOSED WITH AMBLYOPIA

GamEyes, a game-based rehabilitation application, addresses the limitations of traditional amblyopia treatments by providing interactive and mobile treatment that enhances visual-motor skills and adherence through gamification, ensuring effective and engaging rehabilitation for children.

TR202421802BActive Publication Date: 2026-10-21T C ISTANBUL MEDIPOL UNIVERSITESI
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Patent Information

Application Number
TR202421802
Authority / Receiving Office
TR · TR
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-12-31
Publication Date
2026-10-21
Estimated Expiration
2044-12-31

AI Technical Summary

Technical Problem

Current amblyopia treatments for children are limited by lack of motivation, accessibility, and insufficient development of visual-motor skills, particularly hand-eye coordination and oculomotor control, due to non-interactive and non-entertaining methods, and the reliance on fixed equipment that restricts treatment to clinical settings.

Method used

A game-based rehabilitation application, GamEyes, utilizing gamification techniques, individualized task definitions, and adaptive algorithms to improve visual-motor skills through interactive and mobile treatment, offering customizable games and progress tracking.

Benefits of technology

Enhances treatment adherence and continuity, improving visual-motor skills, daily living abilities, and academic performance by making the treatment fun and engaging, while ensuring data security and professional monitoring.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention relates to a game-based rehabilitation application for pediatric patients diagnosed with amblyopia that can be used to improve visual acuity, stereopsis (depth perception), oculomotor control and hand-eye coordination skills. Its features include: a user interface (1), which is the visual and interactive component with which the application communicates with the user and provides a user-friendly experience by offering colorful and fun designs for children, while providing informative reports and monitoring tools for parents; a patient database (2), in which children's game performance, treatment progress, individual development goals, personal information and all other data are securely encrypted, stored, analyzed and retrieved when necessary by exchanging data with other modules; and a game module (3), which offers a dynamic and customizable structure that enables the design, playing and evaluation of results of interactive games aimed at improving visual and motor skills.It has a notification module (4) that provides instant notifications in the form of text, animation or audio messages reminding the user of playtime, informing parents about treatment progress and motivating the child for their achievements; a personalization module (5) that offers an individual treatment plan by automatically adjusting the difficulty level of the games, task objectives and treatment sequence according to the child's age, skill level and needs in the treatment process; a recommendation module (6) that provides an intelligent guidance system that analyzes the child's performance data and treatment goals and suggests new games, skill development activities or level progressions suitable for their current developmental needs; and a game engine (7) which is the technical infrastructure that runs in-game physics simulations, visual feedback, gradual difficulty levels and dynamic game mechanics adapted to the children's learning speed to support treatment goals.
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Description

1 TARIFF GAME-BASED APPROACH IN PEDIATRIC PATIENTS DIAGNOSED WITH AMBLIOPIA REHABILITATION PRACTICE Technological Field: This invention improves visual acuity, stereopsis (binocular depth perception), oculomotor control, hand- with the aim of improving visual and motor skills such as eye coordination and selective attention Play-based rehabilitation for pediatric patients diagnosed with amblyopia, available in 10 cases. It is related to the application. The system uses individualized task definitions and adaptive algorithms. using an interactive tool that aims to improve children's visual-motor performance. It offers a platform that allows children to develop their visual and motor skills in a fun way. The aim is also to ensure an effective rehabilitation process. State of the Art: Today, amblyopia treatment generally involves optical correction, light therapy, and refractive errors. as a limited technical field consisting of devices or equipment focused on troubleshooting This is what we are facing. Current applications basically reduce visual acuity to 20. Although it aims to improve visual-motor integration, hand-eye coordination, and It is insufficient in developing critical skills such as oculomotor control. Furthermore, Most of these applications are interactive and designed to increase user motivation. It does not offer any entertaining features, which can negatively impact the treatment process, especially for child patients. This leads to significant challenges in commitment. Dependence on fixed equipment and 25 Access to treatment is generally limited to clinical settings, and portability and continuity are important considerations. This also presents serious limitations in terms of treatment processes. This shows that it needs to be made effective, motivating, and accessible. Patent application number US2015219929A1 describes "Treatment of Amblyopia". 30 The invention aims to treat a patient with amblyopia using eyeglasses with a shutter mechanism. It aims to... Shutter glasses, first and second shutters and respectively. 2 the first and second variables corresponding to the patient's lazy eye and preferred eye It has variable focal lenses. At least one of the first or second variable focal lenses. The power is adjusted. The opacity of the first shutter is controlled according to the first diagram. The second The shutter opacity is controlled according to the second diagram. The first and second diagrams... The glasses with shutter function are worn by the patient for a period of time during treatment. 5 Using variable focus lenses in conjunction with shutters provides greater flexibility and correction of refractive error in one or both eyes and / or as part of treatment Improved procedures including the use of sub-optimal refractive powers provides. The invention described above provides optical correction and refractive error correction for the treatment of amblyopia. While it offers flexibility for correction, it has some significant drawbacks. First, This method relies on the use of shutter-equipped glasses, which are a physical piece of equipment, This limits the treatment to only the time the device is worn and provides the user with a continuous experience. It requires commitment. This is especially true for children, during long-term use. 15 This can lead to problems such as discomfort, difficulty adapting, and lack of motivation. Additionally, Since the treatment process is limited only to optical and refractive corrections, visual-motor development of skills (e.g., hand-eye coordination and oculomotor control) It does not provide sufficient support in this regard. This hinders patients' ability to perform daily living activities and overall well-being. This can lead to limited improvement in visual functions. 20 Utility model application number CN205649578U is for "Lazy Eye Treatment Equipment". The invention is described as a medical device specifically designed to treat amblyopia, particularly in children. It describes an electronic, therapeutic device. Lazy eye therapeutic equipment, lens cone, liquid. Still 25 inches diagonally, including the crystal touchscreen frame and the incrementally connected base. The dot shape is used to represent the output of a liquid crystal touchscreen, liquid crystal touchscreen fixed mounting, liquid crystal touchscreen frame It is within the area it surrounds, still with the post-image lamp and red light on the lens cone. Including the installation of the lamp, it is attached to the base and the post-display lamp and red light. It is used to operate the post-image redness pulse circuit of the lamp, image 30 The after-lamp and red light lamp respectively in the post-image redness pulse circuit. The electrical connection passes through the selector switch, the selector switch connection triggers. 3 It is equipped with a liquid crystal touchscreen frame or base that has a button. Useful. The model's inability to exit with a cross-point after post-training and the previous technique It overcomes the fusion defect in training, post-image crossover. It provides lazy eye therapeutic equipment that can perform combination therapy. The invention described above involves liquid crystal touch screens and light-based therapy. Although it includes various approaches, the treatment process also involves interactive and motivational elements. It has a deficiency. This device generally offers a passive user experience; Gamification or interactive methods that encourage the patient's active participation in the treatment process It does not include these features. This situation can reduce interest in treatment, especially in children, and can lead to long-term consequences. 10 This can lead to issues with long-term commitment. Additionally, the physical dimensions of the device and its fixed mounting... requirements, by limiting the portability and accessibility of treatment, make out-of-clinic. This can make it difficult to use in certain environments. These factors affect both the flexibility and functionality of the device. This reveals the limitations in terms of the sustainability of the treatment process. Description of the invention: This invention enables patients diagnosed with amblyopia to overcome the disadvantages mentioned above. It is a game-based rehabilitation application for pediatric patients, and its characteristic feature is visual-motor skills. Simultaneous improvement of skills, use of gamification approach, treatment 20 making the process fun, supporting children's overall development, children The goal is to increase the desire for treatment. This invention overcomes the limitations of traditional methods in the treatment of amblyopia, offering many advantages. It offers advantages. Through gamification techniques, it's fun and engaging for children. 25 The application, which offers a motivating treatment process, increases treatment adherence in children. It encourages participation. By providing children with an individualized treatment plan. It can be adapted to the specific needs of each patient and provides effective results. It is also mobile. The platform, which can also be used as a web-based application, allows the treatment process to continue at home. It allows for and strengthens the continuity of treatment. It provides 30 to specialist doctors. Easy management of clinical data and patient progress tracking make treatment processes more efficient. while making it easier to monitor children's adherence to treatment, the monitoring tools it offers to parents help them understand their children's compliance with treatment. 4 It offers significant support in improving multifaceted visual-motor skills. Improving this enhances children's daily living skills and academic achievement, International standards implemented to ensure data security and privacy protect users It is gaining trust. With these comprehensive advantages, the invention is beneficial to both medical professionals and users. It stands out as an innovative solution in terms of experience. 5 Explaining the Figures: The invention will be described by referring to the attached figures, so that the features of the invention can be explained. will be understood and appreciated more clearly, but the purpose of this invention is not to reveal this particular 10 It is not about limiting it with regulations. On the contrary, the invention is defined by the accompanying claims. all alternatives, modifications, and options that could be included within the defined area The aim is to cover their equivalences. The details shown are only for the present invention. It is shown to illustrate the preferred arrangements and both the methods the shaping of both the rules and conceptual features of the invention in the most useful way It should be understood that they are presented to provide an easily understandable definition. In these drawings; Figure 1 shows the appearance of the product that is the subject of the invention. Figures that will help understand this invention are shown in the attached image, number 20. They are numbered and their names are given below. Explanation of References: 1. User Interface 25 2. Patient Database 3. Game Module 4. Notification Module 5. Personalization Module 6. Suggestion Module 30 7. Game Engine Description of the Invention: The invention is the visual and interactive component through which the application communicates with the user, and It offers colorful and fun designs for children, while also being informative for parents. User interface 5 that provides a user-friendly experience including reports and monitoring tools (1), by exchanging data with other modules, children's play performance, treatment progress, individual development goals, personal information and all other data are kept secure. patient data is encrypted, stored, analyzed, and retrieved when needed database (2), interactive games aimed at developing visual and motor skills a dynamic system that allows for the structuring, playing, and evaluation of results, and 10 The game module (3), which offers a customizable structure, allows the user to choose their game playing time. reminding parents, informing them about the progress of treatment, and the child instant motivational messages in the form of text, animations, or audio messages for their achievements Notification module (4) that enables the transmission of notifications, according to the child's age, skill level and the difficulty level of the games, task objectives and 15 according to their needs during the treatment process Personalization that offers an individual treatment plan by automatically adjusting the treatment sequence. module (5) analyzes the child's performance data and treatment goals, at the current new games, skill-building activities, or levels that meet developmental needs The recommendation module (6) offers an intelligent guidance system that suggests progress and treatment. To support its goals, the game uses in-game physics simulations, visual feedback, 20 Gradual difficulty levels and dynamic gameplay adapted to children's learning pace. It has a game engine (7), which is the technical infrastructure that runs its mechanics. The invention offers a user interface that provides 3 separate interfaces for specialist doctor, patient and administrator (1) has. 25 Detailed Description of the Invention: The components that make up the invention are basically: user interface (1), patient database (2), game module (3), notification module (4), personalization module (5), suggestion module (6) and game 30 The engine is (7). 6 This invention offers a multifaceted approach to the treatment of amblyopia (lazy eye), both a user-friendly digital health application that facilitates treatment processes This describes GamEyes. The application offers three features for specialist doctors, patients, and administrators. It provides experiences tailored to user needs with a separate user interface (1). By offering colorful and fun designs for children, we can increase their interest in treatment. While increasing the dose, it provides parents with informative reports and tools to monitor the treatment process. It simplifies the management of clinical data and tracks patient progress for specialist doctors. It provides a professional interface. One of the core components of the application is the patient. database (2), children's play performance, treatment progress, individual development It stores, analyzes, and securely encrypts its targets and personal information. 10 It provides access when needed. One of the most important parts of the treatment process is visual and motor skills. dynamic and customizable interactive games aimed at developing skills This module (3) includes a game module in which children actively participate in the treatment process. It ensures participation and aims for a multifaceted improvement in visual-motor skills. Another component that enables the application to work effectively is providing the user with game 15 reminding parents of playtime, providing information about treatment progress, and notification module that provides instant notifications that motivate children to achieve their goals (4) This is also done according to each child's individual developmental level and needs. Automatically adjusts game difficulty, mission objectives, and treatment order. Personalization module (5) which offers an individual treatment plan by adjusting the application 20 It increases the effectiveness of the treatment by analyzing the child's performance data. new games, skill-building activities, or level advancements that align with their goals It also has a recommendation module (6), which is an intelligent guidance system that suggests treatment goals. To support this, in-game physics simulations, visual feedback, and gradual... Dynamic gameplay adapted to difficulty levels and children's learning pace. 25 The game engine (7) that runs its mechanics forms the technical infrastructure of the application. GamEyes, through the integrated operation of these modules, both improves treatment compliance and provides visual- It stands out as an innovative digital health solution that delivers lasting improvements in motor skills. interest.

Claims

7 REQUESTS 1- The invention relates to the application of game-based rehabilitation in pediatric patients diagnosed with amblyopia. related to; its characteristic is;  The visual and interactive component through which the application communicates with the user, and 5 It offers colorful and fun designs for children, while also being informative for parents. a user-friendly experience that includes reports and monitoring tools interface (1),  By exchanging data with other modules, we can analyze children's play performance and treatment. progress, individual development goals, personal information and all other data are kept secure. 10 stored, analyzed, and retrieved when needed in some form of encryption patient database (2),  Interactive games that aim to develop visual and motor skills enabling its design, execution, and evaluation of results Game module (3), offering a dynamic and customizable structure, 15  Reminds the user of playtime, and provides parents with information on treatment progress. text that provides information and motivates the child to achieve success, It enables the delivery of instant notifications in the form of animations or sound messages. notification module (4),  20 according to the child's age, skill level and needs during the treatment process Automatically adjusts game difficulty, mission objectives, and treatment order. Personalization module (5) that offers an individual treatment plan by adjusting it,  By analyzing the child's performance data and treatment goals, the current development new games, skill-building activities, or levels tailored to their needs a suggestion module (6) and 25 that offers an intelligent guidance system suggesting progress.  In-game physics simulations and visual feedback to support treatment goals notifications, gradual difficulty levels and according to children's learning pace The technical infrastructure that powers the adapted dynamic game mechanics is the game itself. It has an engine (7). 8 2- Game-based rehabilitation for pediatric patients diagnosed with amblyopia as mentioned in Claim 1. It is an application that offers 3 separate interfaces for specialist doctors, patients, and administrators. It is characterized by having a user interface (1). 10 20 30