Treatment solution
Patent Information
- Application Number
- PCT/GB2026/050252
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2025-03-02
- Filing Date
- 2026-02-23
- Publication Date
- 2026-08-27
Smart Images

Figure GB2026050252_27082026_PF_FP_ABST
Abstract
Description
[0001] P13049PC01
[0002] TREATMENT SOLUTION
[0003] This application claims the benefit of UK patent application no. GB 2502650.1 filed on 24 February 2025 and GB 2502991.9 filed on 2 March 2025. The entirety of these applications is hereby incorporated by reference for all purposes.
[0004] 1- Introduction
[0005] This application introduces a novel treatment software solution paired with specially designed glasses that enhance the effectiveness of vision therapy by enabling precise control over the visual information entering each eye as a customizable percentage, an approach that has not been previously disclosed in the field. Unlike conventional treatments that rely on specialized or cumbersome hardware, this solution integrates seamlessly into daily activities, allowing users to receive therapy while working, engaging with digital content, or performing routine tasks.
[0006] The Work Mode enables users to carry out professional or academic tasks uninterrupted while undergoing therapy, with the system dynamically adjusting on-screen visuals to support the treatment process without compromising productivity. The Media Mode extends this functionality to entertainment platforms, allowing therapy to be integrated into movies, gaming, web browsing, and other media consumption activities on televisions, personal computers, tablets, and other digital displays.
[0007] This technology eliminates the need for dedicated, high-cost hardware, making vision therapy more accessible while still offering compatibility with VR, AR, and multiscreen systems for those seeking an immersive experience. By combining adaptive treatment methodologies, real-time calibration, and broad device compatibility, this invention presents a significant advancement in vision therapy, offering a scalable, flexible, and patient-centered solution designed to improve compliance, engagement, and long-term visual outcomes. The methods outlined in this application can be applied to the treatment of various visual disorders, including but not limited to Amblyopia, strabismus, suppression, myopia, hyperopia, convergence insufficiency, binocular vision disorders, eye movement disorders, visual processing and perception disorders, functional vision issues, developmental and neurological conditions, and other related conditions. Amblyopia has been used as an example throughout the application due to its significant prevalence and high applicability as a use case for the proposed methods.
[0008] About Amblyopia: Amblyopia, commonly referred to as "lazy eye," is a developmental vision disorder that originates in early childhood and impairs the normal visual development of one eye. It typically arises due to underlying visual abnormalities, such as refractive errors, visual deprivation (e.g., from cataracts or ptosis), or strabismus (misalignment of the eyes). These conditions disrupt the coordination between the affected eye and the brain, leading to diminished neural input from the amblyopic eye. As the disorder progresses, visual acuity in the amblyopic eye deteriorates, resulting in significantly reduced vision. Amblyopia is the most prevalent cause of visual impairment and blindness among children worldwide.
[0009] 2- Background of Invention
[0010] Below is a description of background inventions within the patent domain, along with a comparison highlighting how the current invention differs from these prior inventions.
[0011] Overview of US11826098B2
[0012] The patent US11826098B2, titled "System and Method for the Treatment of Amblyopia," was granted to the Massachusetts Eye and Ear Infirmary on November 28, 2023. This patent outlines a system designed to treatP13049PC01
[0013] amblyopia, commonly known as "lazy eye," through a method that involves presenting visual stimuli to a patient based on the patient's responses, aiming to improve visual acuity in the affected eye.
[0014] The method includes:
[0015] • Presenting visual stimuli to the patient.
[0016] • Adjusting the characteristics of the stimuli, such as contrast or brightness, based on the patient's performance.
[0017] • Monitoring the patient's responses to assess improvements in visual function.
[0018] This approach is intended to provide a personalized treatment regimen that adapts to the patient's progress, potentially enhancing the effectiveness of amblyopia therapy.
[0019] The method described in US11826098B2 relies on the use of two separate screens to present visual stimuli, where the information displayed on each screen is independently controlled. This setup inherently adds complexity to the implementation, as it necessitates specialized hardware, such as a VR headset or other custom-designed devices, to deliver the treatment effectively.
[0020] In contrast, Eyesight Electronics' solution eliminates the need for complex hardware by operating on a single screen. This approach significantly reduces the cost of implementation, making amblyopia treatment more affordable and accessible to a wider range of patients. Additionally, Eyesight Electronics adopts a completely different approach by providing three distinct modes of operation:
[0021] 1. Work Mode: Designed for users to seamlessly integrate treatment into their routine tasks. This mode enables users to utilize their display for everyday activities, such as working on documents or browsing the internet, without requiring dedicated treatment time.
[0022] 2. Media Mode: This mode allows users to enjoy their preferred media, such as movies or online videos, while receiving therapy through customized visual adjustments.
[0023] 3. Perceptual Games: Focuses on enhancing visual and cognitive skills by integrating targeted exercises into interactive games.
[0024] While certain applications of the Media Mode may appear similar in outcome to the patent's dual-screen solution, the approach used in Eyesight Electronics’ system is fundamentally different to the mentioned patent. Furthermore, the proposed solution developed by Eyesight Electronics does notoperate based on the principles of brightness and contrast control, as described in the referenced invention. Instead, it employs a distinct approach that enables precise modulation of visual input for each eye through a customizable percentagebased control system, offering a fundamentally different method. Furthermore, the broader scope of the Work, Perceptual and Game Modes, along with the single-screen implementation, reinforces the distinctiveness and innovation of the Eyesight Electronics system.
[0025] Overview of US11452441 B2
[0026] The patent US11452441B2 describes a system and method for treating amblyopia (commonly referred to as "lazy eye") through adjustments in eye angle tailored to on-screen content. This method focuses on establishing a comfortability-tension threshold for treating amblyopia caused specifically by strabismus.
[0027] Limitations of US11452441 B2
[0028] 1. Limited Scope of Application:
[0029] The system outlined in US11452441 B2 primarily addresses amblyopia caused by strabismus. It does not consider other causes of amblyopia, such as:P13049PC01
[0030] o Refractive errors (e.g., anisometropia or significant prescription differences between the eyes). o Vision obstructions, such as cataracts, droopy eyelids (ptosis), or corneal scars.
[0031] 2. Dependence on User Pose and Gesture: The method relies on monitoring user gestures and poses, which could present practical limitations, particularly for younger patients or individuals with restricted mobility.
[0032] Comparison of Eyesight Electronics' solution and US11452441 B2
[0033] Eyesight Electronics' solution to amblyopia treatment demonstrates significant improvements and distinct differences:
[0034] 1. Broader Applicability Across Amblyopia Causes:
[0035] o Eyesight Electronics' system supports amblyopia treatment for patients beyond those with strabismus, including individuals with resolved vision obstructions or corrected refractive errors.
[0036] o The solution can be utilized post-surgery (e.g., cataract removal) and in conjunction with corrective glasses, making it applicable to a broader user base.
[0037] 2. Distinct Treatment Methodology:
[0038] o Eyesight Electronics’ approach does not rely on adjusting eye angles or establishing comfort-tension thresholds.
[0039] o Treatment is independent of the user’s pose, streamlining the process and reducing technical complexity.
[0040] 3. Absence of User Gesture Monitoring:
[0041] o Unlike the system described in US11452441 B2, Eyesight Electronics’ solution does not involve monitoring user gestures or poses. This omission simplifies the treatment process and ensures the solution is entirely distinct from the method in US11452441B2.
[0042] 4. All of the proposed methods in this invention are fundamentally different from those disclosed in the referenced invention, including differences in the calibration process, the way visual information is processed and displayed, and the distinctive features of the customizable percentage-based control system. Additionally, the integration of Work Mode, Media Mode, custom glasses, and other unique functionalities further distinguishes this solution, offering a novel and adaptive approach to that is not present in the prior art.
[0043] Overview of US9706910
[0044] A patent granted on July 18, 2017, titled "Vision Strengthening Methods and Systems" (US Patent No.
[0045] 9,706,910), outlines methods and systems fortreating visual disorders, including Amblyopia, using virtual reality (VR) technology to provide therapeutic visual stimuli. Similar to US11826098B2, this method requires the use of two screens that are separately controlled to deliver the treatment effectively.
[0046] In contrast, Eyesight Electronics' solution is fundamentally different. By operating on a single screen, Eyesight Electronics eliminates the need for complex hardware like VR headsets or dual-screen systems. This simplification not only reduces costs but also makes the treatment more accessible to patients. Furthermore, Eyesight Electronics employs a distinct approach by offering unique modes of operation, Work Mode, Calibrated Color Extraction, Customizable Percentage-based Control System, Custom Glasses, Media Mode, andP13049PC01
[0047] Perceptual Game Mode, each utilizing separate mechanisms and fundamentally different to the patent US9706910.
[0048] Overview of US20120179076A1
[0049] Similar to US11826098B2 and US9706910 the patent US20120179076A1 requires the use of two displays, with each screen independently adjusted. This method is based on presenting a sinusoidal luminance pattern to provide enhanced visual stimulation to the amblyopic eye.
[0050] In contrast, Eyesight Electronics' solution operates on a single screen, avoiding the need for dual-display systems or sinusoidal luminance adjustments. By simplifying the hardware requirements, Eyesight Electronics delivers a more cost-effective and accessible treatment. The US20120179076A1 patent, doesn’t provide Calibration & Color extraction, Work Mode, Media Mode, Customizable Percentage-based Control System, Custom Glasses, or Perceptual Game Mode and is similar to the previous patents discussed.
[0051] Overview of US11007109B1
[0052] The patent US11007109B1, titled "Binocular Amblyopic Therapy," introduces a system designed to treat amblyopia by presenting visual stimuli to both eyes simultaneously. This method utilizes a dichoptic display, where each eye is presented with separate images, aiming to improve binocular vision and visual acuity in individuals with amblyopia. The system adjusts the visual stimuli based on the patient's responses, providing a personalized therapeutic experience.
[0053] In contrast, Eyesight Electronics' solution operates on a single screen, eliminating the need for complex hardware setups like dichoptic displays. This approach simplifies the treatment process, making it more accessible and cost-effective. In contrast to Eyesight Electronics, the patent does not offer Calibration & Color extraction, Work Mode, Media Mode, Customizable Percentage-based Control System, Custom Glasses, or Perceptual Game Mode.
[0054] Overview of US20170296421 A1
[0055] The patent US20170296421 A1, titled "Head-Mounted Apparatus and Methods for Treatment and Enhancement of Visual Function," introduces a head-mounted device designed to treat and enhance visual functions. This apparatus features two displays, each presenting distinct visual content to the user's left and right eyes, respectively. The device is intended for therapeutic applications, such as improving binocular vision and treating conditions like amblyopia, by delivering tailored visual stimuli to each eye.
[0056] Similarto the previous patents, this patent also requires a two-screen approach. While the earlier patents utilize similar hardware, they each have distinctive methodologies in how the screens communicate and deliver visual stimuli for treatment.
[0057] In contrast, Eyesight Electronics' patent introduces a novel approach that does not require a head-mounted device for operation and is distinguished by its unique functional mechanisms, seamless integration, and advanced software design. Furthermore, the treatment methodology proposed by Eyesight Electronics is fundamentally different from the referenced patent, incorporating innovative features such as Calibration & Color Extraction, Work Mode, Media Mode, a Customizable Percentage-Based Control System, Custom Glasses, and Perceptual Game Mode.
[0058] Overview of US20130169929A1
[0059] The patent US20130169929A1, titled "System, Method, and Apparatus for Amblyopia and Ocular Deviation Correction," introduces a system that treats amblyopia by employing a dichoptic presentation technique. ThisP13049PC01
[0060] method delivers separate images to each eye, encouraging the brain to process input from both eyes simultaneously and fostering binocular vision. The system adjusts digital content, such as movies, cartoons, to enhance contrast, brightness, or other parameters for the amblyopic eye.
[0061] While Eyesight Electronics (EE) also provides a treatment feature for watching movies and digital content (Media Mode), it employs a fundamentally different and novel approach that expands usability beyond dualscreen VR-based systems. Unlike the referenced invention, EE’s solution is designed to function on singlescreen devices, such as computers, tablets, smart TVs, and other standard display systems, eliminating the need for specialized VR hardware while still allowing integration with such systems when beneficial.
[0062] Key Differentiators and Advantages of EE’s Solution
[0063] 1. Broad Device Compatibility - Unlike US20130169929A1, which is restricted to dual-screen VR headsets, EE’s invention seamlessly operates across multiple platforms, including PCs, laptops, tablets, smart glasses, TVs, and AR / VR systems, making it more accessible, flexible, and cost-effective for users.
[0064] 2. Fully Interactive Therapy - While the referenced invention is primarily passive, EE’s solution allows users to:
[0065] o Watch media content (movies, cartoons, YouTube, streaming services) with embedded therapy o Play games inside and outside the therapy platform
[0066] o Perform work-related tasks, such as editing documents, browsing the internet, watching YouTube and other interactive activities, all while receiving treatment
[0067] 3. Customizable Percentage-Based Control System - EE’s approach introduces a novel method for controlling the visual input of each eye as a customizable percentage, a pioneering feature that is absent in the prior art. This enables precise adjustments of how much information is processed by each eye, enhancing therapy effectiveness without requiring independent screen control as in US20130169929A1.
[0068] 4. Advanced Calibration & Color Extraction - EE’s system incorporates an adaptive calibration process, which extracts optimal color parameters to fine-tune therapy based on individual patient needs which is another unique and patentable feature not present in the referenced invention.
[0069] 5. Custom Glasses for Enhanced Therapy - The EE system integrates custom therapy glasses that work dynamically with the software to enhance treatment. These glasses include modular filters, gradient lenses, and customizable tint levels, which further differentiate EE’s method from the static dichoptic presentation approach in US20130169929A1.
[0070] 6. Perceptual Game Mode & Engagement Optimization - EE's invention includes interactive, perceptual training games designed to engage users dynamically, reinforcing vision therapy in a way that passive VR-based treatments do not.
[0071] While both inventions address amblyopia treatment, EE’s approach fundamentally differs in its implementation, delivery mechanism, and therapeutic methodology. EE’s solution does not rely on dual-screen dichoptic presentation and is not limited to a VR-exclusive environment. Instead, it offers a scalable, interactive, and adaptive vision therapy system that is compatible with a broad range of devices, interactive applications, and real-world use cases.
[0072] Furthermore, EE’s system introduces multiple novel and patentable features, such as:
[0073] • A Customizable Percentage-Based Control System for visual input modulation
[0074] • Calibration & Color Extraction for individualized optimizationP13049PC01
[0075] • Work Mode, allowing therapy during professional and academic tasks
[0076] • Media Mode, which extends beyond controlled content to include external platforms like YouTube and streaming services
[0077] • Custom therapy glasses with integrated visual adjustments
[0078] • Interactive Perceptual Game Mode for active training
[0079] Given these fundamental differences, EE’s invention represents a novel and non-infringing advancement in vision therapy, providing greater flexibility, broader accessibility, and enhanced user engagement compared to US20130169929A1.
[0080] Overview of WO2011080730A1
[0081] The patent W02011080730A1 outlines an eye-rehabilitation system aimed at treating amblyopia. The system focuses on training and supporting the coordinated function of accommodation and convergence within the brain-eye system. It utilizes specialized spectacles with dynamic lenses that can adjust optical power, paired with a brain stimulation device, to improve eye accommodation. The patent describes various designs for these eye simulation spectacles and introduces a mnemonic device intended to stimulate brain activity during the treatment process.
[0082] Eyesight Electronics has explored the use of specialized spectacles in the treatment process for Amblyopia, similar to the concept outlined in W02011080730A1. However, there appears to be no direct overlap with this invention, as Eyesight Electronics does not utilize dynamic lenses with adjustable optical power in its glass designs. The patent focuses on the use of such lenses in conjunction with a brain stimulation device, and does not hinder Eyesight Electronics' ability to use custom spectacles in its designs so long as they do not utilise dynamic lenses with adjustable optical power.
[0083] This patent differs from Eyesight Electronics' invention as it does not incorporate Calibration, Work Mode, Media Mode, a Customizable Percentage-Based Control System, Transparent Color Filter Modular Glasses with Interchangeable Lenses / Filters, or Perceptual Game Mode, all of which are key innovations introduced in EE’s solution.
[0084] Overview of EP2506754B1
[0085] The patent EP2506754B1 outlines an apparatus designed to establish and / or improve binocular vision in patients with binocular vision disorders. The apparatus includes two display units: a first display unit for manipulating visual parameters directed towards the first eye and a second display unit for manipulating visual parameters directed towards the second eye. The system also includes a processing unit that controls both display units.
[0086] The processing unit determines a boundary value for the visual parameters where binocular vision disappears, and it adjusts the visual stimuli accordingly, creating oscillations or fluctuations in the visual presentation within a specified range.
[0087] However, the referenced system relies on a dual-screen setup to independently manipulate visual stimuli for each eye, introducing greater complexity in implementation. In contrast, Eyesight Electronics’ solution operates on a single screen, employing a more streamlined and efficient mechanism that reduces hardware dependencies, enhances accessibility, and lowers costs, all while maintaining its goal of binocular vision improvement. Furthermore, EE’s approach does not utilize oscillations or fluctuations in visual presentation, making it fundamentally different in both methodology and execution. Unlike Eyesight Electronics, theP13049PC01
[0088] referenced patent does not incorporate key innovations such as Color Extraction, Work Mode, Media Mode, a Customizable Percentage-Based Control System, Custom Glasses, or Perceptual Game Mode, all of which contribute to the novelty and effectiveness of EE’s solution.
[0089] Overview of CN104871074A
[0090] Patent CN104871074A describes an amblyopia treatment system using shutter glasses with adjustable zoom lenses, where the opacity of each shutter is independently controlled for the lazy eye and the preferred eye, following distinct treatment schemes.
[0091] In contrast, Eyesight Electronics’ custom glasses invention is fundamentally different, as it does not rely on digital shutters. Instead, it features a custom glasses system with a modular design, enabling the use of interchangeable lenses, filters, and treatment modes, including transparent color filters fora more adaptive and personalized therapy approach. Furthermore, the referenced patent does not include key innovations such as Calibrated Color Extraction, Work Mode, Media Mode, a Customizable Percentage-Based Control System, or Perceptual Game Mode, all of which set Eyesight Electronics’ solution apart as a more advanced and versatile vision therapy system.
[0092] Overview of US6511175B2
[0093] A method for treating amblyopia in children is disclosed that involves the use of eyeglasses or goggles fitted with an electrically and selectively darkenable lens, such as an LCD lens. The system allows for the selective occlusion of one eye for certain periods of time. In one embodiment, circuitry within the eyeglasses or goggles sends pulses of varying width to each lens, with the lens for the deviating eye receiving a wider pulse, thus occluding the deviating eye for a longer period than the normal eye. Another embodiment involves connecting the eyeglasses or goggles to a computer, which runs a program that selectively occludes the deviating eye, potentially engaging the child with content during the treatment.
[0094] However, Eyesight Electronics' custom glasses modular system takes a distinct approach by utilizing a nonLCD, modular lens system. The proposed solution does not incorporate electrically darkenable lenses, further distinguishing its methodology. Additionally, this patent does not include the unique functionalities of Work Mode, Media Mode, Customizable Percentage-Based Control System, Custom Glasses, and Perceptual Game Mode provided by Eyesight Electronics.
[0095] Overview of CN206453898U
[0096] CN206453898U is a patent for an intelligent opto-electrical treatment device designed for the treatment of myopia and amblyopia. The device integrates both optical and electrical components to enhance visual accommodation and support the treatment of these visual disorders. The system typically includes a set of optical lenses, a light source, and a control unit that adjusts the level of electrical stimulation to facilitate the improvement of visual function. The device may also incorporate feedback mechanisms that adjust the treatment parameters based on the user's visual performance.
[0097] Eyesight Electronics (EE) is fundamentally different in its approach, as it does not rely on electrical stimulation through an optical lens, light source, or control unit as described in the referenced patent. Instead, EE employs a novel, non-invasive methodology that enhances vision therapy through adaptive visual processing. Furthermore, the referenced patent does not include key innovations such as Work Mode, Media Mode, Customizable Percentage-Based Control System, Custom Glasses, or Perceptual Game Mode, all of which are integral to EE’s advanced and versatile treatment system.P13049PC01
[0098] Overview of US10010475B2
[0099] US10010475B2 outlines a system for treating amblyopia by stimulating the brain through visual content delivered via a head-mountable visual content display device. The system includes a controller unit that adjusts the visual content in real-time. The visual content is sourced from a device that stores programs and treatment protocols in a data storage unit.
[0100] This method is different from the approach used by Eyesight Electronics (EE), which does not require two-screen vision. EE utilizes a more simplified, single-screen system with a transparent screen and specialized glasses to reduce the visual information sent to one eye while both eyes are working together. Moreover, EE stimulates different parts of the brain using perceptual solutions integrated into the software, providing a comprehensive treatment that is independent of the hardware complexity seen in the two-screen approach. In addition, this patent is missing the distinctive elements of Calibrated Colors Extraction, Work Mode, Media Mode, Customizable Percentage-Based Control System, Custom Glasses, and Perceptual Game Mode introduced by Eyesight Electronics.
[0101] Overview of CN103876886A
[0102] CN103876886A outlines an amblyopia treatment system that combines several modules to rehabilitate binocular vision. It includes an image separation module that ensures distinct visual input for each eye, a visual function evaluation module to assess the visual impairment of the amblyopic eye, and a binocular balance point formulation module. Similartothe previously mentioned patents, CN103876886A uses a head-mounted display and requires a two-screen approach to separate the visual input for each eye. In contrast, Eyesight Electronics (EE) utilizes a single-screen system that does not require a head-mounted display. Instead, EE’s solution can function with both custom and off-the-shelf glasses. Unlike Eyesight Electronics, this patent does not feature the unique capabilities of Calibrated Color Extraction, Work Mode, Media Mode, Customizable Percentage-Based Control System, Custom Glasses and Perceptual Game Mode.
[0103] Overview of CN103919666B
[0104] CN103919666B is a patent that presents an amblyopia treatment apparatus and method utilizing Heidinger's brush, a visual phenomenon that can be used to stimulate the visual system. The system includes a therapeutic device designed to generate this phenomenon in order to improve visual function in individuals suffering from amblyopia. Heidinger's brush is a visual effect that is typically seen as a rotating spiral pattern, and the device uses this effect to engage and train the brain's visual processing areas. The method and apparatus detailed in this patent are distinct from Eyesight Electronics' (EE) approach, as EE does not rely on this specific visual phenomenon in its treatment method. Moreover, this patent does not include the exclusive features of Calibrated Color Extraction, Work Mode, Media Mode, Customizable Percentage-Based Control System, Custom Glasses, and Perceptual Game Mode which are offered in Eyesight Electronics solution.
[0105] 3- Summary of Invention
[0106] Vision Perceptual Skills (PS) refer to the brain's ability to interpret and make sense of visual stimuli from the eyes. These skills, critical for visual development, encompass abilities that help individuals process, recognize, and respond to visual information. In Amblyopia, deficits in PS hinder effective transmission of visual information from one eye to the brain. Addressing these deficits is vital for improving visual function and achieving binocular vision.P13049PC01
[0107] The proposed solution integrates vision and non-vision PS such as Visual Attention, Visual Discrimination, Visual Memory, Visual Spatial Relationships, Visual Sequential Memory, Visual Figure Ground, Visual Form Constancy, Visual Closure, Peripheral Vision, Dynamic Visual Acuity, Contrast Sensitivity into treatment. This integration allows for targeted improvement of each skill individually and in combination, addressing areas of struggle through personalized treatment plans. By identifying specific weaknesses, the solution provides focused and adaptive therapy to ensure comprehensive skill enhancement and optimal therapeutic outcomes. Oursolution uniquely integrates multiple PS into each task, combining many skills in a single game or structuring games with levels that progressively increase in complexity. For example, children begin with tasks focusing on fewer perceptual vision skills and advance to activities that require simultaneous use of all skills. This approach caters to individual strengths and weaknesses, ensuring steady improvement in PS.
[0108] Unlike traditional vision Perceptual Skills solutions that focus on a single skill through repetitive and low-engagement activities, our method emphasizes variety, progression, and targeted brain area stimulation. This ensures accelerated development and sustained improvement as children advance through the program.
[0109] • Media Mode
[0110] The proposed Media Mode transforms virtually any display system, such as televisions, personal computers, laptops, tablets, or other devices, into a versatile platform for vision therapy, with a particular focus on amblyopia treatment. By combining newly developed methods and tools such as overlay filters, calibrated glasses, and adaptive software, Media Mode allows users to seamlessly integrate therapy into their everyday activities, such as watching movies, playing games, browsing the internet, or working on a computer.
[0111] Unlike traditional approaches that limit content or rely on specialized hardware, Media Mode integrates with popular media platforms like YouTube, Netflix, and more. It features advanced options of custom-shaped overlays, to precisely control visual input for each eye, promoting binocular vision and improving therapeutic outcomes.
[0112] Media Mode, as implemented in Eyesight Electronics’ invention, offers a highly versatile application across a wide range of digital environments, seamlessly integrating therapy into everyday tasks and entertainment. On a computer, it allows users to perform work-related activities, such as using Microsoft Office, editing documents, reading PDFs, browsing the internet, managing emails, and engaging in research. Additionally, it extends to social media interaction, online communication, and web-based applications without disrupting workflow. On mobile devices, Media Mode enables browsing, gaming, reading, and media consumption, making therapy convenient and adaptable to user preferences. Users can watch videos on streaming platforms such as YouTube, Netflix, and other digital content providers through a uniquely designed transparent overlay that is precisely calibrated to function with specialized glasses. The system employs a tailored transparent gradient or color filter, dynamically adjusting transparency, color intensity, and gradient patterns to optimize visual input to the weaker eye, all while maintaining an uninterrupted and immersive experience for the user.
[0113] The system can also be adapted for use with devices like a SMART TV, enabling treatment directly on a television. With adjustable parameters, adaptive filters, and the ability to integrate into any media system, Media Mode sets a new standard for vision therapy, especially for the treatment of amblyopia, by ensuring high levels of engagement and compliance.
[0114] This patentable approach ensures that therapy can be customized in real time, synchronizing the overlay and glasses for optimal therapeutic benefit. Furthermore, Media Mode is not limited to specific platforms or contentP13049PC01
[0115] types, it is adaptable to various media formats, gaming environments, productivity applications, and interactive experiences, setting a new standard for integrated, user-friendly vision therapy.
[0116] • Work Mode
[0117] Work mode enables users to perform daily tasks on any device providing visual output while receiving treatment. This innovative solution transforms the operating system to work seamlessly with colored lenses that can be integrated into glasses or any other device that allows them to be used as part of the pathway of the visual information reaching the eyes, altering on-screen colors to align with calibrated values specific to the user’s glasses. By merging therapy with productivity, this feature offers maximum convenience and effectiveness. Furthermore, the solution is not limited to work-related activities. It can also be utilized for reading, schoolwork, browsing the web, hobbies, and any task involving a system that has a type of visual output. This includes compatibility with PCs, VR systems, TV’s, projectors, smart glasses, AR devices, simulators, multiscreen devices and more. This versatility ensures that users across various contexts and interests can benefit from the treatment, making it a universal solution for improving visual health.
[0118] • Inverse occlusion:
[0119] Unlike traditional methods that occlude the healthy eye, inverse occlusion involves reducing or blocking visual input from the amblyopic eye. This causes the brain to experience a "shock," compelling it to try retrieving information from the weaker eye while recalibrating its reliance on visual input. Amblyopia often develops because the brain suppresses input from one eye to eliminate confusion due to cortical suppression mechanisms. This process, known as suppression scotoma, occurs when the brain selectively inhibits signals from the amblyopic eye at the level of the visual cortex to prevent diplopia (double vision) and visual conflict, such as double vision. For instance, when there is more than a two-line difference in visual acuity between a patient's eyes, the brain may blurthe input from the weaker eye to provide a clearer image without double vision. The inverse approach disrupts this suppression by further restricting the amblyopic eye's input, creating a shock response and triggering adaptive processes. This encourages the brain to engage the weaker eye more effectively during visual tasks. The method can be implemented at various stages of treatment, before, during, or after primary therapy, to leverage the brain's neuroplasticity and achieve improved visual outcomes.
[0120] The application of inverse occlusion is highly flexible. It can be implemented while the healthy eye's vision is occluded or controlled, or even when it retains clear visual input. Furthermore, this approach can be integrated with exercises designed to strengthen visual coordination. In some cases, inverse occlusion may precede or follow such exercises, enhancing the overall efficacy of the treatment.
[0121] Timing is an important factor in optimizing the outcomes of inverse occlusion. Morning sessions are generally preferred, as the brain is rested and more receptive to visual stimulation. However, the timing can be tailored to individual schedules, preferences, and the periods of highest productivity for each patient. Following inverse occlusion, binocular vision therapy can be introduced through solutions such as the proposed solution, which encourage both eyes to work together. There may be a gap between inverse occlusion and binocular therapy, or they can be performed consecutively, depending on the personalized treatment plan. This method ensures a comprehensive vision therapy approach by addressing both monocular and binocular deficiencies effectively.
[0122] Solution overview:P13049PC01
[0123] This application proposes a cross-platform, integrable treatment solution that enables users to access diagnosis and treatment functionality while monitoring their progress for each method and overall outcomes. Users can view their treatment statistics and track improvements seamlessly.
[0124] One example of utilizing this solution involves downloading the solution in the form of a software onto a phone, tablet, laptop, smart glasses, VR / AR headset, PC, or any device with a display system. The user then engages in treatment sessions using a pair of custom built colour filter glasses while participating in fun, interactive activities, such as watching movies, playing games, browsing the internet, or even working on documents (e.g., editing in Microsoft Office). Purpose-built glasses have been developed to maximize effectiveness, although off-the-shelf glasses are also compatible and can be paired with the treatment software.
[0125] The solution is not limited to downloadable software and can also be delivered via embedded software, firmware, API Integrations, streaming platforms, modular software components, cloud-based applications, browser-based platforms, installable apps, plugins, extensions, or other forms of online visual representation. It is compatible with systems designed for modern operating systems and can function seamlessly on a wide range of display systems (but not limited to these), for example, Monitors, Televisions, Virtual Reality (VR), Mixed Reality (MR), Augmented Reality (AR) devices, Projection Systems, Wearable Displays, E-Ink Displays, Touchscreen Displays, Transparent Displays, 3D Displays, Digital Signage, Interactive Whiteboards, Cinema Screens, Micro-LED Displays, Foldable and Rollable Displays, Spatial Displays, Holographic Displays, Heads-Up Displays, Lightfield Displays, Flexible or Stretchable Displays, and Volumetric Displays to name a few. Tracking and Adaptability
[0126] The solution enables real-time tracking of user activity and progress, providing personalized treatment games tailored to the individual’s diagnosis and performance. It supports multiple user profiles on a single device, making it suitable forfamilies orshared environments. Data is securely stored on both local devices and a cloudbased system, ensuring accessibility and backup.
[0127] The software is compatible with most operating systems, including iOS, Android, Linux, Windows, and macOS, and can be accessed online through web browsers orother platforms. Users ortheirguardians can viewdetailed statistics, including individual treatment game performance, overall treatment effectiveness, compliance metrics, and progress overtime.
[0128] Adaptive Treatment
[0129] The solution leverages smart algorithms to optimize and tailor the treatment experience based on each user’s progress. By analyzing critical data points, such as the user’s Visual Acuity (VA), the severity of their amblyopia, and sensory input collected during engagement with treatment games, the system dynamically adjusts therapy plans over time. This ensures a personalized, responsive, and effective treatment experience, evolving alongside the patient’s needs for maximum therapeutic outcomes.
[0130] The software incorporates a wide variety of treatment methods designed to maintain user engagement and maximize therapeutic effectiveness. These include, but are not limited to:
[0131] • Eye Reflex Exercises: Activities targeting the reflexive control of eye muscles to enhance coordination and responsiveness.
[0132] • Perceptual Learning Tasks: Exercises focused on improving areas such as visual processing, spatial awareness, and perceptual skills such as depth perception, contrast sensitivity, and visual discrimination.P13049PC01
[0133] • Stereo Anaglyph Activities: Tasks utilizing red-blue or other color-coded filters to stimulate binocular vision and improve stereopsis.
[0134] • Visual Tracking and Scanning Exercises: Games or activities that encourage smooth eye movements and enhance the ability to track moving objects.
[0135] • Fixation and Focus Training: Exercises to improve the ability to maintain steady visual focus on a single point or shift focus between objects at varying distances.
[0136] • Contrast Sensitivity Training: Activities that train the eyes to detect differences in light and dark, enhancing overall visual clarity.
[0137] • Dynamic Visual Acuity (DVA) Training: Techniques aimed at improving the ability to see clearly while in motion or when viewing moving objects.
[0138] • Gaze Control and Feedback Systems: Real-time feedback mechanisms that guide users in optimizing their gaze and visual engagement.
[0139] • Adaptive Eye Alignment Training: Exercises that use real-time adjustments to promote proper alignment of the eyes.
[0140] • Neuromodulation Techniques: Activities incorporating neurofeedback or brain stimulation to enhance the plasticity of the visual cortex.
[0141] • Cognitive Vision Training: Tasks that integrate visual processing with cognitive activities such as memory games, problem-solving, or pattern recognition.
[0142] • Binocular Rivalry Tasks: Activities designed to address suppression by presenting conflicting images to each eye, encouraging the brain to integrate visual input.
[0143] • Light-Based Therapy: Use of graded light exposure or controlled light pulses to stimulate the visual cortex and improve neural connections.
[0144] • Dynamic Calibration Systems: A Technique that adapts therapy parameters in real time based on user performance and progress.
[0145] This combination of methods ensures that therapy remains engaging, effective, and adaptive, providing users with a versatile tool for treating amblyopia and other visual disorders across various platforms and devices.
[0146] • Integration with Wearables: Techniques leveraging wearable devices, such as AR glasses and eyetracking systems, have been developed and integrated into the invention. These systems enable interactive and adaptive therapy by precisely tracking user interactions and delivering targeted visual stimuli for enhanced therapeutic outcomes.
[0147] • Cloud-Connected Customization: The invention incorporates cloud-based algorithms that analyze large-scale datasets to personalize treatment plans. This integration ensures dynamic customization of therapy protocols, adapting in real-time to the user’s progress and specific needs.
[0148] • Customizable Difficulty Levels: Exercises within the system have been designed to dynamically adjust based on user performance. This feature increases engagement and ensures that therapeutic tasks progressively evolve in complexity to match the user's improvement, maintaining motivation throughout the treatment process.
[0149] • Game-Based Therapy: Gamified elements have been seamlessly integrated into the therapeutic system, transforming traditional exercises into interactive and enjoyable activities. These game-based features encourage compliance and enhance the overall user experience while aligning with therapeutic objectives.P13049PC01
[0150] • Cross-Device Continuity: The invention includes a cross-device continuity feature that allows users to seamlessly switch between devices, such as VR headsets, AR glasses, smartphones, or desktop screens, while preserving their progress and ensuring uninterrupted treatment.
[0151] • Collaborative Therapy: Multiplayer and collaborative therapy modes have been implemented, enabling patients to engage in exercises with family members, peers, or caregivers. This feature fosters a socially supportive and interactive therapeutic environment, improving engagement and outcomes.
[0152] These integrated contributions make the invention a comprehensive and adaptable solution, ensuring effectiveness, user engagement, and accessibility for vision therapy and related applications.
[0153] Aspects and embodiments of the present invention are presented in Claims 1 to 25.
[0154] Different aspects and embodiments of the invention may be used separately or together.
[0155] 4- Detailed Description of Invention
[0156] 1- Calibration Process
[0157] A calibration process is required when utilizing transparent colored lenses, glasses, filters, or other transparent colored materials. These optical elements may be integrated into various form factors, including but not limited to glasses, headsets, standalone units, custom wearables, or integrated within off-the-shelf wearable devices. Such systems may be designed to function in conjunction with display screens, objects, or other visual output devices.
[0158] In display system applications, the combination of visual stimuli displayed on the screen and the filtering effects of a lens for example must be carefully calibrated to control the visual input to each eye. This calibration ensures that the effects induced by the selected filters are optimized fortheir intended function. For example, when using red and cyan transparent filters, the system must determine color sets that completely or partially fade out visual elements in one eye while maintaining complete or partial visibility in the other eye. This calibration process must be repeated whenever display parameters change.
[0159] 2. Definition of Background and Foreground Colors
[0160] To achieve selective color elimination through one of the lenses, a precise definition of foreground and background colors is necessary. The calibration begins with an initial background color where the red, green, and blue (RGB) pixel values range from 55 to 255 when using 8-bit color representation. The foreground colors can be generated in incremental steps, with each increment defining a new calibration combination.
[0161] Example Setup (Any Other Combinations Can Be Derived):
[0162] • Using red / cyan glasses, where the red lens is positioned over the left eye and the cyan lens over the right eye.
[0163] • The initial background color is set to RGB (255, 255, 255).
[0164] • For the red lens (left eye), the foreground color transitions from RGB (5, 0, 0) to RGB (255, 0, 0) in increments of 5 units in this example.
[0165] • This results in 50 distinct foreground-background combinations displayed on the screen for the user's selection.
[0166] • The foreground elements can take various geometric shapes, including stars, circles, or squares, to facilitate user selection.
[0167] • When wearing the glasses, the user must select the foreground and background color combination that merges together or fades out the most.P13049PC01
[0168] • If no foreground color appears to fade out, the background color should be adjusted to achieve the maximum fade effect. This is accomplished by uniformly modifying the R, G, and B values of the background color while identifying the combination where the foreground and background blend most effectively.
[0169] An example with red and cyan transparent filters has been provided below:
[0170] Red Lens Calibration
[0171] During red lens calibration, the user covers the cyan lens (right eye) and observes the foreground shapes through the red lens. The goal is to identify the shape that fades the most. If no shape fades significantly, the user manually adjusts the background shade using the provided slider. The R, G, and B values are gradually decreased until one shape exhibits complete or near-complete fading. The user selects this shape as the optimal calibration point. The calibration process interface has been shown in Figure 1.
[0172] 1. Slider for Background Adjustment: Allows users to fine-tune the background color for optimal foreground fading.
[0173] 2. Foreground Calibration Grid: A grid displaying various foreground color intensities for selection. 3. Scrolling Interface: Enables users to navigate through multiple calibration options.
[0174] 4. Current Background: Displays the current background setting, assisting in repeatability and consistency.
[0175] Cyan Lens Calibration
[0176] For cyan lens calibration, the background color remains fixed from the red lens calibration stage. The user then covers the red lens (left eye) and views the calibration grid through the cyan lens. Foreground colors for this stage are specifically adjusted to the Cyan values. The foreground color transitions from RGB (0, 5, 5) to RGB (0, 255, 255) in increments of 5 units. The user selects the shape that fades the most, confirms their choice, and the corresponding calibration values are then stored.
[0177] Utilization of Calibration Values
[0178] The obtained calibration values are stored and used to refine the color data processing within the system. These values enable precise control of visual input for each eye, facilitating treatment applications such as visual therapy. The calibrated values also generate hundreds of color combinations that can be integrated into different modes of the software, such as the Work Mode, Media Mode, Gaming Mode, Perceptual Mode, Filters and VA Testing.
[0179] By determining color combinations that result in complete fading for each eye, additional configurations can be derived to create partial fading effects. For example, if a red-coded component completely fades out for the red lens, it becomes fully invisible to the left eye while remaining entirely visible to the right eye. This principle can be further refined by adjusting the intensity of red, green, and blue elements, enabling customized visual stimuli distributions such as 30% visibility in the left eye and 70% in the right eye. Additionally, varying shades of colors that produce a full fade effect allow for the development of textured features and design elements. When an object or element in the image is visible to both eyes, precise control over the amount of visual information reaching each eye is essential. This can be adjusted as a percentage and finely regulated to enhance therapeutic applications, adaptive visual training, and user-specific customization.
[0180] Figure 2 illustrates how calibrated colors can be applied in the design of an image to differentiate the information received by each eye.P13049PC01
[0181] 1. The image displayed on the screen using calibrated red and cyan colors
[0182] 2. Anaglyph glasses
[0183] 3. The image as viewed through the right eye
[0184] 4. The image as viewed through the left eye
[0185] Method for Automated Calibration and Color Extraction for Vision Therapy Using Filtered Glasses This invention provides a novel method for calibrating color filters (such as red-blue / cyan anaglyph glasses) with visual display elements, allowing for a wide range of color combinations that enhance vision therapy effectiveness. By leveraging calibrated values, the system ensures that foreground and background colors interact in a way that provides either full cancellation, partial cancellation, or distinct visibility through different lenses, enabling precise binocular vision training.
[0186] This methodology is not limited to specific colors but can be adapted to any color filtering system, allowing dynamic adjustments for different therapy modes, including work mode, perceptual mode, and media mode, as well as VA tests and interactive exercises.
[0187] The steps have been mentioned below using a red-blue (cyan) glasses example:
[0188] Step 1 : Calibration of Filters and Background Colors
[0189] 1. Color Calibration Process
[0190] o The system first calibrates the red-blue (cyan) glasses by determining the specific RGB values that interact optimally with the filters.
[0191] o This calibration is done by selecting a foreground color and adjusting the background color until an optimal cancellation effect is achieved.
[0192] o Calibration can be done for any physical filter color, including red, blue, cyan, green, magenta, yellow, or any other lens combination.
[0193] 2. Using Calibration to Extract Multiple Color Combinations
[0194] o Once a foreground color is calibrated against a background, the system derives numerous additional combinations by keeping one parameter fixed and adjusting the others within the 8-bit RGB spectrum (0-255 range).
[0195] o Example for a red filter:
[0196] ■ If the foreground red is calibrated at (99,0,0), the background color can be chosen by keeping the R value the same while varying the G and B values to generate different cancellation effects.
[0197] ■ Example variations:
[0198] ■ (99,110,0) produces a green-toned cancellation.
[0199] ■ (99,0,150) produces a purple-toned cancellation.
[0200] ■ Any shade of green, yellow, or purple can be derived using this method.
[0201] o Example for a cyan (blue-green) filter:
[0202] ■ If the foreground color is (0,89,89), (green) the background color must have the same G and B values to maintain cancellation.
[0203] ■ Example variations:
[0204] ■ Foreground: (0,89,89), Background: (208,89,89) creates a distinct orange-peach cancellation effect.
[0205] ■ Foreground: (0,38,160), Background: (208,38,160) creates a blue-pink combination.P13049PC01
[0206] ■ These combinations ensure that specific colors are visible through one eye and canceled out in the other, facilitating binocular therapy exercises.
[0207] Step 2: Full vs. Partial Cancellation Effects for Binocular Therapy
[0208] 1. Full Cancellation Effect
[0209] o This occurs when the foreground and background are perfectly calibrated to the filter, eliminating visibility through one eye while keeping it fully visible in the other.
[0210] o Example:
[0211] ■ If the red filter calibration is set to foreground (99,0,0) and background (99,110,0), the red lens will fully cancel out the image, while the cyan lens will fully display it.
[0212] 2. Partial Cancellation for Binocular Training
[0213] o To partially reveal an image through the filtered lens, the set RGB values are slightly adjusted in either the foreground or background.
[0214] o Example of Partial Cancellation:
[0215] ■ Original full cancellation: Foreground (99,0,0), Background (99,110,0).
[0216] ■ To allow 10% visibility through the red filter, increase the background R value to 105: (105,110,0). ■ This results in partial transparency through the red lens while maintaining full visibility in the cyan lens, o Similar adjustments can be applied to the blue (cyan) filter, modifying either the G or B values to control visibility percentage.
[0217] o This allows for gradual adaptation exercises, training both eyes to work together progressively, rather than relying solely on full suppression-based therapy.
[0218] Step 3: Integration into Vision Therapy Software
[0219] The extracted color combinations and cancellation effects are integrated into various therapy modules (Work Mode, Perceptual Mode, Media Mode, VA Testing & Adaptive Calibration etc), enhancing treatment effectiveness.
[0220] Key Innovations:
[0221] 1. Automated Extraction of Optimal Color Combinations
[0222] o A calibration system that dynamically extracts color pairs based on predefined filter parameters. 2. Real-Time Adaptive Filtering for Vision Therapy
[0223] o The ability to modify and optimize color filters in real-time, ensuring therapy is continuously customized to the user’s vision needs.
[0224] 3. Dynamic Partial Cancellation Adjustments for Binocular T raining
[0225] o A method that allows full or partial visibility control based on modifications of RGB values, ensuring effective progressive therapy.
[0226] 4. Integration of Color Calibration into Interactive Software Modes
[0227] o Seamless implementation of automated color filtering techniques into work mode, perceptual mode, media mode, and VA testing.
[0228] Figure 3 illustrates an example of extracted color combinations used to create fully featured images that selectively cancel out in each eye. The image on the left remains visible through a red lens while being canceled through a blue lens, whereas the image on the right is the opposite. This method not only enhances visual depth and flexibility in treatment but also introduces interactive features, engaging games, and dynamic processesP13049PC01
[0229] that adapt to the user's progress. Additionally, it allows for controlled contribution of visual information to each eye, ensuring a more effective and immersive vision therapy experience.
[0230] Calibrated colors for the foreground can be made transparent, enabling both the cancellation effect and the ability to see the background when an image is canceled in one eye. Figure 4 demonstrates an example of extracted color variations used, along with transparency adjustments. The level of transparency can be precisely controlled, allowing for a balance between background visibility and foreground elements.
[0231] By utilizing different shades of a color, transparency can be fine-tuned to ensure that both the background and foreground remain visible while still maintaining compatibility with the glasses through precise color calibration. This method enhances depth perception and adaptability in vision therapy, providing a more immersive and customizable treatment experience.
[0232] Another example of using the extracted color combinations that work is shown in Figure 5. In this case, the top two birds are segmented so that the amblyopic eye (in this example, the left eye) perceives most of the information, while the right eye only sees the portions that are not visible to the left eye.
[0233] Dotted Lines:
[0234] Adaptive Line-Based Visual Processing for Controlled Ocular Stimulation
[0235] This invention introduces a method for dynamically adjusting visual input to each eye using dotted or dashed outlines applied to image features. These outlines can be used selectively around objects or distributed throughout an entire image to regulate binocular visual processing. The system enables precise control over the amount of information received by each eye through multiple adjustable parameters, including line length, thickness, transparency, and color distribution.
[0236] Dual-Eye Image Segmentation and Controlled Information Distribution
[0237] • Dotted or dashed outlines can define the contours of objects, segmenting visual elements so that specific portions are visible only to one eye, the other, or both.
[0238] • The length of colored segments within the outlines (e.g., red and blue as one possible example) can be adjusted to control the percentage of information received by each eye when viewed through color-filtered glasses. The specific colors used are not limited to red and blue and can be any combination suitable for the glasses being used. Similarly, the glasses themselves may use different colorfilters beyond traditional anaglyph designs.
[0239] • Overlay shades can be applied to the outline or across part orthe entire image when the amblyopic eye has reduced vision. Over time, this can gradually transition to an outline-only display as the eye strengthens.
[0240] Progressive Treatment and Customization
[0241] • To support patients with severe amblyopia, visual elements initially include supplemental information visible to the healthy eye. As treatment progresses, these supportive visual cues can be gradually reduced or eliminated, ensuring that the amblyopic eye becomes the primary source of visual processing. Once the amblyopic eye has significantly improved, the healthy eye’s input is gradually introduced to foster binocular development, depth perception, and 3D vision.
[0242] • The dotted pattern does not require continuous connectivity; instead, separate image segments can be selectively assigned to each eye. For example, the head and tail of an object may be visible to the healthy eye, while the central body is processed exclusively by the weaker eye.P13049PC01
[0243] • Certain dotted elements can remain visible to both eyes, maintaining spatial awareness and depth perception where necessary.
[0244] Variable Parameters for Adaptive Control
[0245] • Line Thickness & Ratio: Adjusting the thickness of the red and blue dashed lines allows forfine-tuned control of the information received by each eye. A greater thickness ratio for one color increases the dominance of that eye’s input.
[0246] • Line Transparency: The opacity of the outline can be modulated to gradually transition the amblyopic eye from high-support visuals to more independent image processing.
[0247] • Treatment Stage Adaptability: The system dynamically adapts at different stages of therapy, enabling real-time adjustments based on user progress and response.
[0248] Figure 6 is an example of how dashed / dotted lines can be used for separating the visual information for each eye.
[0249] The calibration process described herein is not limited to digital displays and lenses but also extends to printed materials and lenses. This method ensures that the calibrated color combinations remain effective for therapy, whether the visual content is displayed on a digital screen or printed on physical media. The calibration process enables compatibility with both digital and printed therapy materials, allowing for consistent therapeutic effects 5- Perceptual Skills Integration
[0250] Perceptual skills refer to the brain's ability to process and interpret sensory input, including visual, auditory, tactile, and motor stimuli. These skills are critical for developing robust neural connections that allow individuals to recognize, respond to, and integrate information. In the context of amblyopia, deficits in visual perceptual skills hinder the effective transmission of visual information from one eye to the brain, creating an imbalance between the eyes. Addressing these deficits is essential for improving visual function, strengthening binocular vision, and achieving sustained therapeutic outcomes.
[0251] When visual perception skills are underdeveloped, individuals often face significant challenges in academic, personal, and social contexts. These difficulties can manifest as struggles with processing spatial relationships, distinguishing between similar shapes or symbols, and organizing visual information. Poor visual perception skills may lead to delays in completing tasks, confusion with directional concepts, and difficulty focusing on relevant stimuli while ignoring distractions. This can result in issues with memory recall, interpreting patterns, and integrating sensory information, impacting problem-solving, coordination, and the ability to follow instructions. Weak visual perception skills can also lead to frustration, task avoidance, and disengagement in activities that require precision or sustained effort. Addressing these deficits through targeted interventions is crucial to enhancing visual processing, improving task performance, and building confidence in handling visually demanding tasks.
[0252] Broad Overview of Visual Perceptual Skills
[0253] Key visual perceptual skills include:
[0254] • Visual Attention: Focusing on relevant visual stimuli while filtering distractions.
[0255] • Visual Discrimination: Recognizing differences and similarities between shapes, colors, or sizes.
[0256] • Visual Memory: Retaining visual information for future reference.
[0257] • Visual Spatial Relationships: Understanding the spatial positioning of objects.
[0258] • Visual Sequential Memory: Recalling the correct sequence of visual patterns.P13049PC01
[0259] • Visual Figure-Ground Perception: Identifying specific objects within busy or cluttered backgrounds.
[0260] • Visual Form Constancy: Recognizing shapes even when they are resized, rotated, or altered.
[0261] • Visual Closure: Completing partial visual information to identify objects.
[0262] • Depth Perception: Judging distances between objects for spatial orientation.
[0263] • Peripheral Vision: Awareness of stimuli outside the central field of view.
[0264] • Dynamic Visual Acuity: Clarity of vision when tracking moving objects.
[0265] • Contrast Sensitivity: Differentiating between varying levels of brightness or color intensity.
[0266] Integration of Perceptual Skills in Treatment
[0267] Our method can integrate more than 12 perceptual skills into therapy through progressive and targeted tasks. The therapy begins with single-skill tasks designed to identify strengths and weaknesses. Based on these results, patients engage in increasingly complex tasks that combine multiple perceptual skills to strengthen neural pathways and visual processing. For example:
[0268] • Single-Skill Tasks: Focus on specific skills, such as visual memory or discrimination, to improve weaker areas.
[0269] • Multi-Skill Tasks: Combine skills like depth perception, spatial awareness, and attention for a more integrated approach.
[0270] • Dynamic Progression: As the patient demonstrates improvement, tasks become more challenging, promoting continuous engagement and development.
[0271] To address areas of weakness, the software offers games that focus on single perceptual elements, with reduced difficulty to support skill development. As the user strengthens these specific skills, progressively more advanced games are introduced. These games incorporate multi-level challenges that build on the user’s improved abilities. This adaptive approach ensures a personalized and engaging experience, catering to individual needs and promoting steady progress across all perceptual skills.
[0272] The system categorizes games by the number of integrated perceptual skills:
[0273] • Single-Skill Games: Designed to address specific weaknesses, such as visual attention.
[0274] • Multi-Skill Games: Combine multiple skills (e.g., visual memory and spatial relationships) for comprehensive training.
[0275] • Advanced Games: Incorporate more than 12 skills simultaneously, challenging patients to use all aspects of their visual perception.
[0276] By dynamically tailoring tasks to individual progress and combining perceptual skills into structured games, the therapy ensures continuous engagement and measurable improvements. This innovative design facilitates both foundational and advanced skill-building for comprehensive visual rehabilitation.
[0277] Auto Level Adjustment in Perceptual Games
[0278] The solution incorporates an innovative Auto Level Adjustment mechanism to dynamically adapt game or task difficulty based on the user’s performance. If the user struggles to complete or win a level, the difficulty is automatically reduced to match their abilities. This adjustment is task-dependent and uses metrics specific to the game or activity. Some adjustable factors include, but are not limited to:
[0279] • Speed: Reducing the speed of moving objects ortasks to allow easier interaction.
[0280] • Spawn Time: Adjusting the time intervals for object or task appearance to simplify the challenge.P13049PC01
[0281] • Number of No-Hit Elements: Adjusting the frequency of obstacles or penalties within the game environment.
[0282] • Number of Hit Elements: Adjusting the number of reward elements allows for dynamic difficulty control, making the game easier or more challenging based on the selected settings.
[0283] • Time Limits: Extending or reducing the available time to complete a task or level.
[0284] These adjustments ensure the user remains engaged while still benefiting from the therapeutic aspects of the task. As the user progresses, the difficulty levels are gradually increased again to encourage further improvement.
[0285] Monitoring Progress Through Integrated Metrics
[0286] The system features advanced progress monitoring to track improvement. For example:
[0287] • Small Feature Identification: A bonus element, such as a star visible only to the amblyopic eye, appears as a small dot that grows until the user identifies it. Progress is tracked by reducing the maximum size of the visible feature overtime.
[0288] • Dynamic Adaptation: The software adjusts game difficulty and perceptual complexity based on realtime feedback, ensuring a tailored treatment plan.
[0289] Visual perceptual skills play a critical role in amblyopia treatment by enhancing the brain's ability to interpret and integrate visual information from both eyes. Strengthening skills such as visual attention, visual discrimination, and spatial awareness helps address the imbalance between the eyes and promotes binocular vision. These skills enable the brain to process input more effectively from the amblyopic eye, reducing suppression and encouraging its active participation in vision tasks. By improving visual memory and figureground perception, patients can better identify and interpret objects, even in complex visual environments. Additionally, enhancing depth perception and visual sequencing fosters the development of stereopsis, or 3D vision, which is often impaired in amblyopia. Incorporating visual perceptual training into amblyopia therapy not only supports neuroplasticity but also improves overall visual function, helping patients achieve sustained and comprehensive treatment outcomes.
[0290] Integration of Exercise with Perceptual Training
[0291] Incorporating physical exercise alongside perceptual training enhances neuroplasticity by increasing oxygen flow to the brain. Activities such as playing tennis, badminton, or volleyball require coordination of multiple perceptual and motor skills, accelerating visual pathway improvement. AR games can gamify exercises to further engage users, with tasks designed to train specific skills, such as tracking moving objects or targeting specific areas.
[0292] Beyond Vision: Broader Perceptual Skills Integration
[0293] In addition to visual skills, the non-visual perceptual skills may be incorporated for a holistic approach, a few examples have been provided below:
[0294] • Auditory Perceptual Skills: Distinguishing and recalling sound patterns or rhythms.
[0295] • Tactile and Haptic Perception: Identifying shapes through touch or responding to haptic feedback in games.
[0296] • Spatial and Motor Skills: Enhancing coordination, balance, and proprioception through motion-based tasks.P13049PC01
[0297] • Multisensory Integration: Combining auditory, tactile, and visual inputs to improve overall sensory processing.
[0298] For example, playing ping pong (table tennis) involves several key perceptual skills, making it a valuable activity for lazy eye (amblyopia) treatment. These skills include:
[0299] 1. Visual Perception - Players must track the fast-moving ball, judge its speed, spin, and trajectory, and anticipate the opponent’s shots. This constant visual engagement helps strengthen the amblyopic eye.
[0300] 2. Depth Perception -Table tennis enhances the ability to judge distances and movement, which is often weak in individuals with amblyopia.
[0301] 3. Spatial Awareness - Understanding the ball’s position relative to the table and the opponent helps improve coordination and eye alignment.
[0302] 4. Kinaesthetic Perception - Feeling the force and angle of the paddle when making contact with the ball helps train precise hand-eye coordination.
[0303] 5. Reaction Time - The fast-paced nature of ping pong forces rapid visual processing, improving ocular tracking and neural pathways for the amblyopic eye.
[0304] 6. Hand-Eye Coordination - Constantly adjusting strokes to hit the ball accurately improves binocular vision, which is essential for lazy eye treatment.
[0305] 7. Auditory Perception - The sound of the ball bouncing on the table or hitting the paddle provides sensory feedback, further reinforcing coordination between vision and action.
[0306] 8. Tactile Perception - Feeling the paddle grip and the impact of the ball allows for fine motor adjustments, aiding sensory integration.
[0307] Process Overview of Perceptual Integration
[0308] 1. Initial Assessment: Patients play single-skill games to identify strengths and weaknesses.
[0309] 2. Customized Therapy: Based on results, games focusing on weak skills or combining multiple skills are introduced.
[0310] 3. Progression to Advanced Training: As perceptual abilities improve, patients engage in complex tasks requiring simultaneous use of multiple skills.
[0311] 4. Continuous Monitoring and Adjustment: Integrated metrics track improvement, guiding therapy adjustments for optimal outcomes.
[0312] Some Of The Key Innovations In This Section
[0313] • Identifying Weaknesses for Targeted Training: Games and tasks are designed to identify specific perceptual weaknesses and train those skills, ensuring personalized therapy.
[0314] • Integration of Multiple Perceptual Skills: Combining visual perception skills with motor, auditory, and tactile tasks increases neural connections between different regions of the brain, enhancing overall results.
[0315] • Custom Goggles for Amblyopia: Specifically designed to separate visual input and enhance perceptual training. Custom goggles are essential for physical games, while standard anaglyph glasses suffice for software-based tasks.
[0316] • Integration of Physical Exercise: Incorporates activities to improve brain receptiveness and enhance neuroplasticity.
[0317] • Adaptive Game Design: Games tailored to the user’s progress, ensuring continuous improvement in weak areas.P13049PC01
[0318] • Comprehensive Calibration Process: Optimizes visual stimuli for each treatment stage and hardware setup.
[0319] Below are examples of games that can be developed to multiple perceptual skills, with each skill highlighted. These are merely examples, and the patent is not limited to these specific cases.
[0320] Spot the animal perceptual game:
[0321] At the start of the "Spot the Animal" safari game, users embark on a virtual safari adventure. They are presented with a selection of animals and must choose one as their target for the journey. The chosen animal becomes the focus of their mission, which involves identifying and photographing it accurately throughout the game. As the safari car begins moving along the path, users are introduced to the environment, which includes a diverse and dynamic landscape populated with various animals, objects, and visual elements. Brief instructions or tutorials may guide the user on how to interact with the game, such as spotting animals, navigating through distractions, and earning points by correctly identifying and capturing the chosen animal.
[0322] The "Spot the Animal" safari game integrates several critical perceptual vision skills to enhance amblyopia treatment in an engaging and interactive manner. Below is an example implementation of the perceptual activities in the proposed ‘‘Spot the Animal” game, integration can vary and is not limited to the example provided:
[0323] Visual Closure:
[0324] This skill is assessed by partially hiding animals behind objects such as trees, houses, or bushes. The user must identify the animal based on the visible parts, promoting the ability to perceive incomplete visual information.
[0325] Visual Form Constancy:
[0326] This skill is evaluated as animals appear in various sizes, positions, and orientations. For example, animals may appear smaller in the distance and larger when close to the safari car. Their gestures and movements change as the car passes through the safari, challenging the user's ability to recognize forms despite differences in scale, rotation, and position.
[0327] Visual Figure-Ground:
[0328] The user’s ability to locate a specific animal in a busy background is tested. The game challenges the user to identify the selected animal among a dense scene filled with other animals and objects such as trees, houses, and landscapes.
[0329] Visual Spatial Relationships:
[0330] This skill is tested by assessing the user's understanding of the spatial relationships between objects in the environment. Animals may be hidden behind objects, situated in fields, or placed in realistic contexts. For instance, users must discern that animals cannot float on water, unlike a boat that might appear on a lake. This reinforces spatial reasoning and logical associations.
[0331] Visual Memory:
[0332] At the beginning of the game, the user selects an animal they wish to photograph. They must remember this chosen animal throughout the safari journey and take accurate pictures of it to earn points. This tests and strengthens the user's ability to retain visual information.
[0333] Visual Discrimination:P13049PC01
[0334] Users are required to identify differences and similarities between animals. Forexample, animals appearsmaller when distant and larger as the car approaches. Variations in color, skin texture, and shape are introduced, requiring the user to distinguish between different species and even variations within the same species. Visual Attention:
[0335] This skill is tested as the user focuses on the selected animal of interest while filtering out distractions such as other animals, trees, buildings, and other background elements. Sustained attention is crucial to succeeding in the game.
[0336] Visual Sequential Memory:
[0337] A sequence of animals is displayed on the screen for a brief period (e.g., 10 seconds). As the safari car moves along the path, the user must recall the sequence and correctly click on the animals in the orderthey appeared, despite the presence of additional animals and distractions.
[0338] Below are examples of some of the game modes:
[0339] Mode 1 (Figure 7):
[0340] This mode integrates several key components of perceptual learning:
[0341] 1. Visual Figure-Ground: The user is presented with a complex scene and tasked with locating a specific animal within it. This trains their ability to distinguish an object of interest (the target animal) from the surrounding background (the ground).
[0342] 2. Visual Attention: The user must focus exclusively on identifying and locating the selected animal while filtering out distractions and ignoring any other non-selected animals in the scene.
[0343] 3. Visual Form Constancy:
[0344] This skill is evaluated as animals appear in various sizes, positions, and orientations as the car is driving through the path.
[0345] Calibrated Background and Foreground
[0346] The background color is calibrated based on the user's anaglyph glasses to ensure optimal visual differentiation between elements. This calibrated background is applied consistently throughout the exercise. Once calibration is complete, a foreground color is assigned to the selected target animal, making it visually distinct. The user selects this target animal at the beginning of the task, and it remains their primary focus throughout the exercise.
[0347] Target Identification and Selection
[0348] During the exercise, the chosen animal appears on the screen as part of the interactive task. The user’s objective is to locate and identify this target by moving their cursor and clicking on it whenever it appears. This process enhances figure-ground perception and attention skills, requiring the user to stay focused amid other visual distractions.
[0349] Illustration Breakdown
[0350] The accompanying figure illustrates the following elements:
[0351] (1) The main image of the safari game, depicting the interactive environment.
[0352] (2) Foreground animals that become visible as the car moves along the path.
[0353] (3) Anaglyph glasses used in this example, featuring red and blue lenses.
[0354] (4) Visual output through the blue filter, showing animals that are visible to the amblyopic eye.
[0355] (5) Animals visible through the blue filter, reinforcing selective visual engagement.
[0356] (6) Animals not visible through the red filter, while the road and car remain visible through it.P13049PC01
[0357] (7) Elements that are blocked by the red filter, preventing the dominant eye from perceiving certain stimuli to enhance amblyopic eye engagement.
[0358] Mode 2 (Figure 8):
[0359] At this stage, additional perceptual learning components are incorporated alongside Visual Attention, Visual Form Constancy, and Visual Figure-Ground. Visual Closure challenges the userto identify their selected animal, even when it is partially obscured by trees or other elements. Visual Spatial Relationships are introduced by assessing the user’s ability to interpret object positioning and depth, as animals may be hidden behind trees, placed within fields, or integrated into realistic environmental contexts.
[0360] 1. Represents the calibrated background color adjusted for the user’s anaglyph glasses.
[0361] 2. Displays the foreground color calibrated for the selected animal chosen by the user.
[0362] 3. & 4. Places the selected animal in a complex environment, requiring the userto find and identify it.
[0363] Mode 3 (Figure 9):
[0364] As the journey progresses, additional perceptual learning components are introduced, including Visual Sequential Memory. In this task, the user is briefly shown a sequence of animals and is then required to select them in the correct order within a given time limit.
[0365] The image above illustrates:
[0366] 1. Calibrated background color - This represents the adjusted background optimized for the user’s anaglyph glasses.
[0367] 2. Calibrated foreground color - Once calibrated, this color is applied to the user-selected animals, ensuring visual distinction.
[0368] Hidden animal identification - The selected animal is partially obscured within the environment, requiring the userto locate and identify it.
[0369] 3. Sequential memory task - A sequence of animals appears, which the user must recall and select once the car stops moving.
[0370] 4. Time constraint indicator - Displays the timer, within which the user must select the animals shown in (3) in the correct order.
[0371] Guess them perceptual game
[0372] At the start of the "Guess Them" game, users are introduced to a scene with multiple objects displayed in a visually engaging environment. The objective is to identify specific objects based on the game’s prompts, such as detecting changes in an object’s appearance or recognizing irregular placements.
[0373] The game begins with a brief tutorial explaining the rules, including howto track objects, spot differences, and respond to irregularities. As the game progresses, the complexity of the tasks increases, with more objects, faster changes, and busier backgrounds. Users earn points for correct identifications and can compete to achieve high scores or complete levels.
[0374] The "Guess Them" game is designed to engage and strengthen key perceptual skills through an interactive and stimulating environment. Below is an example of how these skills are integrated into the game:
[0375] • Visual Form Constancy: This skill is tested by presenting objects in various shapes, sizes, and colors, such as stars, circles, and rectangles. The user must recognize and identify an object even as it undergoes transformations, reinforcing the ability to perceive consistency despite visual variations.P13049PC01
[0376] • Visual Figure-Ground: Users are challenged to detect specific changes in an object’s features within a visually complex background filled with moving objects and distractions, training their ability to distinguish important details from surrounding noise.
[0377] • Visual Spatial Relationships: This skill is developed by assessing the user’s ability to understand spatial positioning and object relationships within an environment. The user is required to move objects, such as the sun, house, and trees, to their correct locations within a scene.
[0378] • Visual Memory: Users must observe and retain details about moving shapes and images, then recall them when prompted, strengthening their ability to store and retrieve visual information.
[0379] • Visual Discrimination: The game presents users with similar shapes that have been modified in texture or slight structural variations. Players must differentiate between these shapes, refining their ability to distinguish subtle visual differences.
[0380] • Visual Attention: The game enhances focus by requiring users to track and monitor a specific object while filtering out background distractions, improving their ability to maintain concentration in visually dynamic settings.
[0381] Figure 10 illustrates the following elements:
[0382] (1) Background Color: This represents the calibrated background color that appears after the user completes the calibration process using their glasses.
[0383] (2) Circular Foreground Element: The color of this element is determined based on the post-calibration results.
[0384] (3) Dynamic Shape Transformation: A small rectangle that can change into various forms, including a larger rectangle, a different shape (such as a star), a small rectangle of a different color, or a large rectangle of a different color, demonstrating adaptability based on calibration and interaction.
[0385] Hammer smash perceptual game:
[0386] In "Hammer Smash" the player is equipped with a hammer, the objective is to smash target objects, such as pots, while avoiding harmful elements like snakes, spikes, and bombs.
[0387] The game begins with a brief tutorial explaining the rules and controls. Players encounter increasingly complex challenges as they progress, including navigating through mazes to advance to the next level. The gameplay is fast-paced, requiring quick reflexes and sharp attention to detail.
[0388] The "Hammer Smash" game is designed to integrate various perceptual skills that challenge and enhance the user’s visual processing abilities in an engaging and fast-paced environment. An example implementation of the game has been mentioned below:
[0389] Visual Form Constancy:
[0390] This skill is tested by introducing game elements of varying sizes, shapes, and colors, such as snakes, pots, bombs, and spikes. The user must accurately identify these elements despite their differences in appearance.
[0391] Visual Figure-Ground:
[0392] This is implemented by requiring the user to locate target objects, such as pots to smash, amidst a busy background. These objects appear briefly and then vanish, challenging the userto quickly distinguish them from distracting elements.
[0393] Visual Spatial Relationships:P13049PC01
[0394] The game incorporates mazes that users must navigate to complete each level. Users must understand the spatial arrangement of the maze, identify passable and impassable areas, and plan their path within the limited time available, reinforcing spatial reasoning skills.
[0395] Visual Attention:
[0396] Users must maintain focus on smashable elements, such as pots, while simultaneously avoiding harmful elements like snakes and spikes that can cause them to lose a life. They must also filter out irrelevant information, such as trees or other background features that do not affect gameplay.
[0397] Figure 11 illustrates the following key elements:
[0398] 1. Calibrated Background Color: Displays the background color determined through the calibration process.
[0399] 2. Calibrated Foreground Color (Hammer): The hammer is assigned a color based on post-calibration settings.
[0400] 3. Smashable Pots (Red Lens View): These pots must be hit by the hammerto earn time or points. They are visible through the red lens.
[0401] 4. Score and Health Indicators: Displays the user’s current score and remaining health.
[0402] 5. Explosive No-Hit Element (Blue Lens View): If hit by the hammer, this element causes a loss of health. It is visible through the blue lens.
[0403] 6. Monster Element (Blue Lens View): A pursuing entity that follows the hammer. If it touches the hammer, the user loses a life. Players must keep moving the hammerto evade it.
[0404] 7. Environmental Elements (Trees): These serve as part of the game scenery and do not impact gameplay.
[0405] 8. Heart Element (Blue Lens View): When collected, this grants the user an extra life.
[0406] 9. Spikes - No-Hit Element (Blue Lens View): If the hammer hits this object, the user loses a life. Dunk Legend for perceptual (1 integrated perceptual games)
[0407] In "Dunk Legend," players aim to become basketball dunking champions by successfully scoring points under challenging conditions. To score points, users must time their movements and aim accurately, ensuring the ball enters the hoop despite the changing position of the backboard. An explanation of the implementation has been provided below:
[0408] Visual Spatial Relationships:
[0409] This skill is implemented by dynamically moving the basketball hoop's backboard as the user attempts to score by dunking the ball. Users must accurately judge the spatial relationship between the ball, the hoop, and the moving backboard, requiring precise timing and spatial understanding to score points.
[0410] Figure 12 illustrates the following:
[0411] (1) The background displaying the calibrated background color. (2) The backboard features the calibrated foreground color. (3) The net, and aiming point featuring the calibrated foreground color. (4) The basketball which can be seen through both eyes independent of calibrated values.
[0412] VSM Perceptual game
[0413] The "VSM" game is designed to develop and enhance a variety of perceptual skills essential for visual processing. The "VSM" game begins by presenting the user with a series of visually stimulating tasks. EachP13049PC01
[0414] level focuses on a specific perceptual skill, such as recreating a scene, identifying missing elements, or finding differences in similar images. The difficulty gradually increases as users progress, with more complex scenes, faster sequences, and more subtle variations introduced. An example of integration has been mentioned below
[0415] 1. Visual Closure:
[0416] Users are shown a scene with elements removed and tasked with recreating it by identifying and repositioning the missing elements. Additionally, users must differentiate objects that appear similar, identifying the one with slight variations, such as a missing feature.
[0417] 2. Visual Form Constancy:
[0418] Objects are displayed on the screen for a limited time (e.g., 10 seconds). The user is then required to identify the objects even when their size, shape, or color has changed.
[0419] 3. Visual Figure-Ground:
[0420] A busy scene is shown to the user, who must identify missing elements amidst the cluttered background. Users may also be asked to find changes or identify missing features in the foreground or background.
[0421] 4. Visual Spatial Relationships:
[0422] Users must analyze a scene to understand the correct positioning and relationships between objects. For example, the sun should be in the sky, trees on the ground, and fish in the sea. Another variation involves showing users a scene and asking them to replicate it using different elements but maintaining the same spatial relationships.
[0423] 5. Visual Memory:
[0424] Users are shown a scene for a brief period and then asked to recreate it from memory. This strengthens their ability to recall visual information and details.
[0425] 6. Visual Discrimination:
[0426] This skill is developed by presenting multiple similar images, with one having a subtle difference. For instance, three monkeys may be shown, but one could have a missing ear, a differently colored patch, or a variation in hand size. Users must identify the differing image.
[0427] 7. Visual Attention:
[0428] Users are required to focus on moving objects ignoring static background information.
[0429] 8. Visual Sequential Memory: A sequence of objects is displayed, and users must memorize the order. They are later required to reconstruct the sequence accurately, improving their ability to recall visual patterns.
[0430] 9. Depth Perception: Users judge the distances between objects, enhancing their ability to interpret spatial orientation and understand object positioning in three-dimensional space.
[0431] 10. Peripheral Vision: While focusing on one central object, users must simultaneously monitor changes in other objects located in their peripheral vision. This enhances awareness of surrounding visual stimuli. 11. Dynamic Visual Acuity: Users track and identify fast-moving objects, such as rapidly appearing and disappearing letters or words, improving their ability to process high-speed visual information accurately. 12. Contrast Sensitivity: The game trains users to differentiate between varying levels of brightness and color intensity. They must distinguish between two or more items with subtle contrast variations, refining their sensitivity to light and shade differences.P13049PC01
[0432] The "VSM" game employs a methodical approach to enhance perceptual skills. The game begins by emphasizing a single perceptual skill, allowing forthe identification of the user's weaknesses. It then dynamically adapts to the user's progress by focusing on one or two perceptual tasks at a time, with a primary goal of strengthening identified weaknesses. This prioritization ensures targeted improvement in specific areas requiring development.
[0433] As the user advances, the complexity of activities gradually increases by incorporating multiple perceptual skills into a single task. Additionally, access to more advanced games is locked until the user earns sufficient points in perceptual activities, creating a progression system that motivates skill development and rewards improvement. This structured approach ensures a gradual yet effective enhancement of perceptual abilities. Figure 13 is an example in the VSM game where the user observes a sequence of elements displayed briefly, then recreates the exact sequence to progress. Additionally, the mode features Visual Constancy, where the user must identify an element even with the changes in its size and orientation, small changes in shape etc . Afterthe initial sequence is shown, the elements are shuffled, and the user is tasked with rearranging them into the original order. Another feature is Visual Sequential Memory, which challenges the user to memorize a displayed sequence and replicate it accurately after viewing.
[0434] (1) Shows the foreground color which comes from the calibrated values.
[0435] (2) Shows the background color which is from calibration.
[0436] (3) Shows the buttons which when pressed, makes the elements move so that their order can be changed. (4) button which is the confirm button.
[0437] Another mode of the VSM game is outlined below and shown in Figure 14, incorporating three key perceptual learning components.
[0438] The first is Visual Figure-Ground, which helps the user identify a missing or different feature within a busy complete image. The second is Visual Attention, requiring the user to compare images while recalling details of the original image. The third is Visual Discrimination, where the user is tasked with identifying subtle differences across a series of images.
[0439] (1) Represents the calibrated background color. (2) Displays two versions of the foreground colorwith calibrated coding: the left image is visible through the blue lens and fades out in the red lens, while the right image functions inversely. (3) Shows the confirm button, which the user presses after identifying the image with a difference. (4) Highlights the specific difference between the three images.
[0440] The Recreate the Scene mode of the VSM game integrates two additional perceptual learning components. The first is Visual Closure, where the user is presented with a complete reference scene and a partial scene with missing elements. The user must identify the missing element and correctly place it in its designated spot. The second is Visual Spatial Relationships, which challenges the user to determine the correct placement of elements based on contextual cues. The user uses the reference image to guide the correct positioning of objects in the reconstructed scene.
[0441] Figure 15 illustrates the following:
[0442] (1) Displays the calibrated background color, adjusted for the user’s glasses. (2) Shows the missing element placed outside the scene, calibrated to be visible through the red lens in thisP13049PC01
[0443] example.
[0444] (3) Indicates the placement area within the reconstructed scene, calibrated to be visible through the blue lens. (4) Depicts the original scene used as a reference. (5) Represents the reconstructed scene as the user places the elements in their correct positions.
[0445] 6- Media Mode (filter)
[0446] The proposed solution transforms virtually any display system, such as televisions, personal computers, laptops, tablets, or other devices with a visual output, into a versatile treatment platform for amblyopia and other eye conditions. This functionality is achieved through a combination of innovative solutions, such as overlay filtering, operating system content adaptation, the use of custom or off-the-shelf glasses, and specialized or embedded software.
[0447] This solution extends to a wide variety of applications, allowing users to perform activities such as playing custom built games, playing games outside proprietary software, watching movies and cartoons, or completing tasks like working on a computer. By eliminating the need for virtual, augmented, or mixed reality (VR / AR / MX) headsets and similar technologies / hardware, which have traditionally been required for similar treatments, the solution offers unparalleled flexibility. It offers therapeutic benefits often associated with VR / AR / MX platforms while providing additional advantages beyond current solutions. For example, our solution allows users to play games of their choice, browse the internet, and use their devices as they normally would, flexibility that is not available with VR headsets. Furthermore, our solution can be used in any environment, such as at work, making it more adaptable and practical compared to other existing options. Furthermore, the proposed software solution significantly reduces treatment costs compared to hardware- based VR / AR systems while offering similar therapeutic benefits. Unlike VR headsets, which require specialized and often expensive hardware, this solution runs on widely available devices such as computers, tablets, and other standard displays, making it more accessible and cost-effective.
[0448] Although primarily designed for single-screen systems, the solution is inherently versatile and can be seamlessly adapted for use across a wide range of display platforms and devices, including but not limited to Virtual Reality (VR), Augmented Reality (AR), Smart Glasses, Mixed Reality (MR), Holographic Displays, Spatial AR / VR Devices, Gesture-Controlled Devices, Wearable Haptic Devices, 360-Degree Cameras, Immersive Collaboration Devices, Projection Mapping Systems, Heads-Up Displays (HUD), Tactile Feedback Devices, Assistive Vision Devices, Gaming Wearables, Fitness and Sports Glasses, Eye-Tracking Devices, 3D Displays, Transparent Displays, and current or emerging display technologies as referenced in in other sections of the document. This adaptability ensures compatibility with both existing and future technologies, broadening its applications in diverse environments and treatment scenarios.
[0449] Unlike existing systems that restrict users to limited content within proprietary platforms, the media mode seamlessly integrates with external media and activities. This enables users to engage with their preferred content, whether it’s games, cartoons, movies, or other entertainment, while simultaneously receiving treatment. By addressing the limitations of existing solutions, which often struggle with long-term compliance due to monotony or restrictions, this approach provides a groundbreaking advancement in vision therapy technology. The system is designed to support a wide array of activities, including but not limited to: watching movies or cartoons, playing games, browsing the internet, reading, engaging with social media, email and communication, entertainment, work and productivity, education and learning, online shopping, photo and video editing, fileP13049PC01
[0450] management and storage, or any other task involving a compatible device. Any device with a visual output can utilize the media mode for treatment, making the solution accessible, adaptable, and highly versatile for users across various contexts.
[0451] The Media Mode is designed to optimize amblyopia treatment by applying calibrated transparent, opaque or even non-transparent filters to a display. These filters work in conjunction with specialized glasses / filters / lenses or any other transparent materials to control and balance the amount of visual information received by each eye.
[0452] The integration of Media mode consists of the following steps:
[0453] 1. Calibration Process:
[0454] The calibration process allows forthe glasses / physical filters and the visual display to adjust and work together. The novel calibration process has been mentioned in the section relating to calibration and the same process / processes are used here.
[0455] 2. Transparent Color Filter:
[0456] Based on the calibration data, specific colours that have the full or partial cancelling effect are extracted, specific to the glasses / physical filters and display output. A transparent overlay filter which can take any form is integrated. This ensures seamless synchronization between the transparent overlays on the screen and the color filters in the glasses, optimizing the control of visual input for each eye.
[0457] 3. Adjustable Transparency Control for Overlay Filters:
[0458] The system allows forthe fine-tuning of various parameters to customize treatment for individual patient needs. These adjustable parameters include:
[0459] • Level of Transparency: The invention introduces a method for dynamically regulating the transparency levels of overlay filters to precisely control the amount of visual information reaching each eye. The transparency level can be adjusted to achieve full occlusion, partial occlusion, or customized filtering, depending on the therapeutic or functional requirements. This control mechanism allows for gradual modulation of visual input, ensuring adaptability across various applications.
[0460] • Figure 16 illustrates three different levels of transparency and how they appear through each eyewhen a pixelated overlay filter is applied. The transparency level can be adjusted continuously or incrementally between 0% (fully opaque) and 99% (almost fully transparent), allowing for progressive adaptation throughout the treatment or application.
[0461] • This system enables adaptive occlusion therapy, where the level of transparency can be modified based on the user’s progress. For instance, in binocular occlusion therapy, initial treatment may begin with 1% transparency (complete occlusion), ensuring maximal visual stimulation of the weaker eye. As the user's vision improves, transparency can be increased progressively, such as by 10% for each line of Visual Acuity (VA) improvement. This gradual adjustment ensures that the treatment remains tailored to the user’s evolving needs.
[0462] • The transparency control mechanism is not limited to occlusion therapy and can be integrated into various applications, including vision training, augmented reality displays, adaptive contrast enhancements, and professional or athletic vision development programs. The ability to fine-tune transparency dynamically makes this system highly versatile and applicable across multiple domains, ensuring optimized visual experiences for medical, recreational, and performance-based uses.P13049PC01
[0463] The image above demonstrates the application of a software-generated filter utilizing a calibrated red overlay, integrated with 3D anaglyph red / blue glasses to selectively control visual input. The illustration includes the following elements:
[0464] 1. A digitally generated filter created using proprietary software, applying a red overlay to regulate visibility.
[0465] 2. The original image before the application of the filter, showing the unaltered scene.
[0466] 3. 3D anaglyph red / blue glasses, used to differentiate visual perception between each eye.
[0467] 4. The scene as viewed through the blue lens, where no visual obstruction occurs, allowing full visibility of the image.
[0468] 5. The output seen through the red lens with 50% transparency applied, where a portion of the image is partially obstructed.
[0469] 6. The output seen through the red lens with 70% transparency applied, demonstrating increased visual filtering and partial occlusion.
[0470] 7. The output seen through the red lens with 90% transparency applied, representing near-complete occlusion of specific image sections.
[0471] 4. Controllable filter area coverage
[0472] The invention introduces Media Mode, a system that enables precise modulation of calibrated color application within a visual display to control the level of occlusion. This method allows for dynamic adjustment of occluded areas, ensuring a customizable balance between blocked and visible regions within the image. This ensures the amblyopic eye receives enhanced input compared to the dominant eye, particularly during the early stages of therapy.
[0473] By modifying the percentage of calibrated color coverage, varying degrees of occlusion can be achieved. The system allows for occlusion control ranging from 0% to 99%, where a selected portion of the display is visually blocked while the remaining percentage remains unobstructed. This adaptability ensures a gradual and progressive adjustment tailored to individual needs.
[0474] The image below demonstrates three variations of occlusion levels within the media filter, showcasing different levels of calibrated color area coverage and their effect on visibility. This customizable occlusion system can be implemented across various applications, including vision therapy, adaptive contrast enhancement, augmented reality overlays, perceptual training systems, and more offering a versatile and scalable solution for multiple use cases.
[0475] The figure below presents an example of the area control in the Media Filter:
[0476] 1. A transparent, calibrated foreground with a red-colored overlay applied to specific controlled filter areas.
[0477] 2. A non-filtered area, where no occlusion is applied.
[0478] The figures illustrate varying degrees of occlusion:
[0479] • Figure 17A: 30% occlusion, where 30% of the visual field is covered by the calibrated filter.
[0480] • Figure 17B: 50% occlusion, representing a balanced division between occluded and non-occluded areas.
[0481] • Figure 17C: 80% occlusion, where the majority of the image is filtered, leaving only a small portion unobstructed.
[0482] This level of customization enables the filter to dynamically adapt the visual experience based on the therapeutic stage, user requirements, or specific treatment objectives.P13049PC01
[0483] 5. Color intensity:
[0484] The color intensity of the physical filters can also be adjusted to control the visibility of the information for each eye.
[0485] 6. Variability in Filter Designs and Configurations:
[0486] The system supports unlimited variations in the design, shape, size, pattern, transparency, intensity, color, position, and spatial distribution of calibrated overlays orfilters. The filters do not need to coverthe entire screen and can be implemented in sections of the image. These overlays can be applied in any form or combination, ensuring adaptability across multiple applications and user needs. The invention is not restricted to specific geometric patterns, color schemes, or filter placements, allowing for customizable visual modulation based on therapeutic, training, or functional objectives.
[0487] Filters can be fully transparent, semi-transparent, or opaque, and may be applied dynamically or statically across different areas of the visual field. For instance, to train peripheral vision, central vision can be selectively occluded, and vice versa. Figure 18 illustrates an example where, in the right eye, the central vision is utilized, while in the left eye, the peripheral vision is engaged, with the central vision selectively blocked. This configuration demonstrates how visual input can be independently controlled for each eye, enabling targeted vision training and therapeutic applications.
[0488] 1- Image with the proposed transparent overlay filters, calibrated to work with the glasses shown in (2).
[0489] 2- Red-blue glasses used in this example for selective visual filtering.
[0490] 3- Image as perceived by the left eye, where the center of the image is blocked and peripheral vision is utilized.
[0491] 4- Image as perceived by the right eye, where peripheral vision is blocked and central vision is utilized.
[0492] The calibration process enables precise control overtransparency levels, intensity, and area coverage, ensuring that filters adapt in real-time based on individual requirements. A number of example layouts are provided below; however, the invention is not limited to these configurations. All layouts allow for adjustable features such as intensity, transparency, and the percentage of visual coverage, making this system highly adaptable for vision therapy.
[0493] 1- Image without any applied filter, displaying the unaltered visual content.
[0494] 2- Transparent filter, demonstrating the calibrated overlay without affecting the underlying image.
[0495] 3- Filters overlaid on the image, showcasing the applied visual modifications for selective filtering.
[0496] Another overlay filter example is provided below.
[0497] The first filter, illustrated in Figure 19, features a unique design where 50% of the visual information is visible through the red lens, while 100% of the information is visible through the blue lens.
[0498] In the second filter, the visual input is evenly distributed between both eyes, with a 50-50% split by using both red and blue transparent filters, ensuring balanced visual stimulation.
[0499] In the final filter, 50% of the information is visible through the blue lens, while 100 % can be seen through the red lens, demonstrating controlled occlusion and selective visual input modulation.
[0500] In Figure 20A-20C:
[0501] 1. The original image with the overlay media filter.
[0502] 2. Anaglyph red and blue glasses.
[0503] 3. The output image as seen through the right lens.
[0504] 4. The output image as seen through the left lens.P13049PC01
[0505] Figure 21 illustrates an example of how the occluded area or the percentage of visual information reaching each eye can be precisely controlled by adjusting the width of A and B and the percentage can be calculated by calculating the ratio of the sum of each area multiplied by 100.
[0506] Filters and occlusion mechanisms can be dynamically designed and implemented to selectively modify, obscure, enhance, or overlay specific sections, elements, objects, or characters within a displayed image or video, whether static or in motion. These modifications can be applied in real time or pre-processed across various display environments, including but not limited to augmented reality (AR) glasses, virtual reality (VR) headsets, smart glasses, mobile devices, tablets, televisions, holographic displays, projectors, laptops, and conventional computer screens.
[0507] The system can identify and tag particular objects, regions, or subjects within a scene, such as a primary character in a cartoon, a foreground object in a movie, or a real-world object viewed through for example AR smart glasses, and apply adaptive filtering techniques to selectively alter the visibility, appearance, or focus of that element while keeping other parts of the image or environment unaffected. These filtering mechanisms may include full or partial occlusion, color modulation, brightness adjustments, contrast enhancements, texture overlays, pattern application, or other visual modifications.
[0508] The applied filters may be static or dynamically updated on a per-frame basis, ensuring seamless integration with moving elements in a scene. The tagging of objects or characters may be achieved through various methods, including manual selection, Al-driven object recognition, computer vision tracking, depth mapping, infrared or LIDAR sensing, motion capture, eye-tracking data, biometric identifiers, or metadata encoding within the content itself.
[0509] Furthermore, the system can incorporate multi-layered or multi-user filtering, allowing different users to experience customized visual overlays based on their specific needs, preferences, or therapeutic requirements. For example, in an AR or mixed-reality setting, the occlusion effect can be used for real-world object interaction, training simulations, or accessibility enhancements. In a VR or gaming environment, it can be applied to immersive storytelling, gamification elements, or user-adaptive content rendering.
[0510] The filters may also integrate with external data sources such as Al-generated predictions, gaze tracking, physiological monitoring (e.g., pupil dilation, neurological response), or contextual scene understanding to further refine their application dynamically. These filtering and occlusion techniques can be implemented via software, firmware, hardware, or a combination thereof and can be configured through user input, automated settings, or external control mechanisms, ensuring adaptability across a broad range of devices and use cases.
[0511] 7. Progressive Adjustment for Balanced Vision:
[0512] In the early stages of treatment, the amblyopic eye is provided with more information to stimulate its development. For example, as vision in the weak eye improves, the software dynamically adjusts to increase input to the dominant eye, promoting balanced visual use. This progressive approach fosters the development of stereopsis (depth perception) and 3D vision.
[0513] An example has been shown in Figure 22 where the size of the filter area that blocks the amblyopic eye reduces overtime.
[0514] 1- Occluded filter area at the beginning of treatment
[0515] 2- Gradual reduction of occluded filter area as vision improves
[0516] 3- Anaglyph glassesP13049PC01
[0517] 4- Visual output perceived by the amblyopic eye
[0518] 5- Visual output perceived by the healthy eye
[0519] In addition to the aforementioned variables, the system allows for the adjustment of various other parameters to enhance flexibility and adaptability across different applications. These include, but are not limited to:
[0520] • Frequency of Occlusion: The occlusion effect can be configured to activate and deactivate at varying intervals, either periodically, randomly, or in response to external stimuli. This intermittent activation can be preprogrammed, user-controlled, or dynamically adjusted based on real-time data such as gaze tracking, engagement levels, or therapeutic requirements.
[0521] • Duration of Occlusion: The time length for which an occlusion effect is applied can be precisely controlled and modified dynamically. The duration may be set to fixed time intervals, progressively adjusted based on user adaptation, or modulated in real time using Al-driven feedback mechanisms, ensuring optimal effectiveness for vision training, therapeutic applications, or interactive experiences.
[0522] • Alternating Occlusion Between Eyes: The system can be configured to alternate occlusion between the eyes, allowing for both standard occlusion of the dominant (healthy) eye and inverse occlusion of the weaker eye. This alternation can follow a predefined schedule, be manually adjusted, or be dynamically controlled based on user-specific needs, medical protocols, or real-time physiological tracking. The alternation patterns can include symmetrical or asymmetrical timing, varying intensities of occlusion, and adaptive transitions based on real-time ocular activity.
[0523] Key Features of the Media Filter:
[0524] • Cross-Platform Compatibility: The media filter can be integrated into any system or application with a visual output, including but not limited to televisions, monitors, projectors, screen-based applications, wearable glasses augmented reality (AR) systems, virtual reality (VR) systems, and wearable displays.
[0525] • Dynamic Calibration: The filter supports real-time calibration to match the specific characteristics of the glasses / filter / lenses / any transparent material, ensuring optimal therapeutic outcomes.
[0526] • Precise Control: Allows granular control over visual information presented to each eye, ranging from full occlusion to partial visibility, depending on treatment requirements.
[0527] • Therapeutic Versatility: Supports a wide range of vision therapy applications, including amblyopia treatment, binocular vision enhancement, and perceptual learning.
[0528] • Flexible Color Configurations: The filter is not limited to red, blue, green or cyan but can include any combination of colors to suit diverse treatment protocols and hardware configurations both physical and in solution colours.
[0529] • Customizable Display Modes: The media filter supports various display modes, including split-screen effects, overlay filters, and shape-based configurations, to enhance engagement and compliance.
[0530] By enabling a comprehensive range of calibrated color configurations, control parameters, and dynamic adjustments, this system establishes a highly adaptable and precise framework for vision therapy. The integration of customizable visual parameters ensures tailored treatment adaptability, enhancing therapeutic effectiveness across diverse user needs. Furthermore, the unique combination of real-time modulation, selective occlusion, and adaptive filtering mechanisms forms a proprietary methodology that is inherently difficult to replicate or circumvent without infringing upon the system’s fundamental innovative principles.P13049PC01
[0531] Another application of the proposed solution is the use of a SMART Amblyopia Therapy TV Stick, specifically engineered to implement the treatment protocol on a television screen. This device enables users to watch TV while simultaneously undergoing treatment, providing a seamless and convenient experience. Figure 23 illustrates an example of how media mode can be integrated for viewing movies and cartoons.
[0532] The proposed system incorporates the use of dynamic filtering in combination with blurring techniques to modulate Visual Acuity (VA) as required. Blurring can be selectively applied to designated or non-designated areas of the visual field to enhance therapeutic effectiveness. The intensity of the blurring effect can be precisely controlled through various blurring methodologies, including but not limited to pixel averaging, Gaussian blurring, and adaptive spatial filtering. For instance, in a pixel-averaging approach, the degree of blurring is determined by the number of surrounding pixels contributing to the averaging process. Additionally, the proportion of adjacent pixels that adopt the same modified value further influences the perceived blurring effect. Blurring may be applied uniformly across an area, selectively within predefined regions, or dynamically adjusted based on user interaction, eye tracking data, or real-time image processing algorithms. Furthermore, regions of non-transparency may be strategically introduced, rendering certain sections indistinguishable to both eyes simultaneously, effectively blocking visual input in those areas. This configuration can be leveraged to create controlled visual occlusion, enforce binocular cooperation, or manipulate contrast perception for therapeutic benefit.
[0533] The system is further designed to facilitate seamless switching between multiple filtering and blurring methodologies, allowing for real-time adaptation based on user response, treatment progression, or preconfigured therapeutic protocols. A combination of the aforementioned techniques may be employed concurrently or in succession to achieve optimal visual modulation, enhancing the overall efficacy and versatility of the solution.
[0534] 7- Work Mode (Theme)
[0535] Work Mode is a revolutionary treatment option that integrates amblyopia therapy into the user’s daily work or personal activities, ensuring uninterrupted productivity while delivering effective visual treatment. This method transforms the device's operating system to function synergistically with colored lenses / filters / glasses. It adapts the visual output of the display to calibrated values specific to the user's physical filters, thereby facilitating treatment for the amblyopic eye without compromising the device's normal functionality.
[0536] Once activated, Work Mode applies a comprehensive visual adaptation to the operating system, modifying the colors of display elements across the screen. This process ensures that the visual stimuli align with the user’s treatment requirements by dynamically controlling the visual input to each eye. The solution adjusts all or specific parts of the screen's colors to regulate the amount of information reaching each eye, thereby promoting balanced and effective visual engagement.
[0537] This innovative approach requires only a device with an output display or multiple displays and a compatible set of colored lenses / filters / glasses, making it highly accessible and cost-effective. Work Mode can be implemented on any platform used for work, entertainment, or other daily activities, ensuring a versatile application that is not limited to traditional computer or laptop software.
[0538] The key innovation of Work Mode lies in its ability to seamlessly integrate vision therapy into everyday activities. By eliminating the need for additional hardware or dedicated therapy time, this method ensures that treatmentP13049PC01
[0539] is convenient, unobtrusive, and accessible to a wide range of users. Its adaptability across various devices and activities establishes a new standard in making amblyopia treatment efficient and practical.
[0540] How It Works:
[0541] 1. Calibration Process:
[0542] The software begins by calibrating the display, determining optimal color values that match the physical colored lenses / filters / glasses. These values are then stored and working combinations are derived and used to configure the operating system’s appearance as mentioned in the previous sections.
[0543] 2. System-wide Transformation:
[0544] Once activated, the solution makes a comprehensive visual overhaul of the operating system. For example, in a Windows environment, the following elements are adjusted: Start Menu, Taskbar and Action Center, Window Title Bars and Borders, Accent Colors, Text, Backgrounds, Active Title, Background, Hilghight, Highlight Text, TitleText, Window, WindowText, Scrollbar, InactiveTitle, Menu, WindowFrame, MenuText, ActiveBorder, InactiveBorder, ButtonAlternateFace, MenuBar, MenuHilight, HotTrackingColor, AppWorkspace, ButtonFace, Buttonshadow, GrayText, ButtonText, InactiveTitleText, ButtonHilight, ButtonDkShadow, ButtonLight, InfoText, InfoWindow, GradientActiveTitle .GradientlnactiveTitle but the solution is not limited to these.
[0545] 3. Dynamic Adjustment During Use:
[0546] The solution ensures that every visible element, whether it’s text, buttons, or navigation features, follows the calibrated values. This creates a controlled visual environment where one eye is given reduced input while the other is more engaged, fostering effective therapy.
[0547] Practical Applications:
[0548] The system supports a wide range of tasks and applications. A few examples include:
[0549] • Students can use it for homework, essay writing, creating presentations, and reading educational materials in school, improving focus and reducing visual strain.
[0550] • Professionals can complete work assignments, browse the web, and analyze documents without disruption.
[0551] • General Users can enjoy casual activities like reading eBooks, shopping on Amazon, or messaging on WhatsApp Web.
[0552] • Children can use it in educational settings to assist with reading, interactive learning, and schoolwork, providing a customized visual experience tailored to their developmental needs.
[0553] • Individuals with visual impairments can benefit from enhanced readability, contrast adjustments, and adaptive filtering to improve accessibility across digital interfaces.
[0554] Supported Applications:
[0555] The proposed solution is designed for seamless integration with various operating systems, including but not limited to Windows, macOS, Linux (e.g., Ubuntu, Red Hat Enterprise Linux, FreeBSD), Android, iOS, Chrome OS, HarmonyOS, and Windows Server. This integration ensures that the solution can be implemented across a diverse range of computing environments, spanning personal computers, enterprise systems, mobile devices, embedded systems, and smart displays.
[0556] Furthermore, the solution is compatible with and can be applied to any software or application that generates a visual output on a display screen. For illustrative purposes, it can be integrated with:
[0557] • Web Browsers: Chrome, Firefox, Edge, Safari, and others.P13049PC01
[0558] • Productivity and Office Tools: Microsoft Word, Excel, PowerPoint, Google Docs, and similar applications.
[0559] • PDF and E-Book Readers: Adobe Acrobat, Kindle Reader, Foxit Reader, and otherdocument viewers.
[0560] • Multimedia and Content Applications: Video streaming services, media players, image editors, and interactive design tools.
[0561] • Communication Platforms: Messaging and collaboration applications such as WhatsApp Web, Microsoft Teams, Slack, and Zoom.
[0562] • E-Commerce and Online Services: Platforms like Amazon, eBay, and online banking interfaces.
[0563] • Utility Software: File compression tools like WnRAR, security software, development environments, and accessibility tools.
[0564] The solution functions at the system level, enabling its application to any software, interface, or graphical output presented on a display. Its implementation is not restricted to the specific operating systems, applications, or methodologies mentioned but extends to any system capable of rendering visual content. By operating at the display output level, it can modify or enhance on-screen elements regardless of the underlying software architecture, ensuring broad applicability across current and future computing platforms.
[0565] By applying these changes system-wide, users experience a visually therapeutic interface that enables them to continue their daily tasks while receiving treatment. The solution is not limited to Windows as mentioned previously.
[0566] This mode is applicable to all types of software applications, including existing computer software and any future software applications that may be developed. It is designed to function seamlessly on any operating system currently available, such as those mentioned herein, as well as on future operating systems that may emerge. Furthermore, the software is compatible with a wide range of display types available today, including but not limited to those explicitly mentioned, and any new display technologies invented in the future.
[0567] An example of implementation involves the use of glasses with a red filter on one eye and a cyan filter on the other. However, the filters are not restricted to these colors and can utilize any color combination. The glasses themselves can take various forms, such as standalone devices without additional gadgets, components integrated into a system, or smart glasses equipped with sensors. The method of implementation is not limited to these specific formats.
[0568] Once the system is calibrated, optimized color combinations are identified and applied to enable the partial or complete reduction of visual information through the glasses / lenses / filter or any other transparent material for different screen elements. Operating system settings are then adjusted to simulate these color combinations across all interface areas, ensuring full compatibility. This process allows different information to be perceived by each eye in a controlled manner. The color combinations can vary to provide differentiated visual inputs to each eye, as illustrated in Figure 24.
[0569] This example demonstrates the applied work mode, where the calibrated colors of grey and cyan are used to distinguish the foreground and background. The text, including that in the Start Menu (No.1), Taskbar (No.2), and Window Title Bar (No.3), is displayed in the foreground color (cyan). Similarly, all on-screen text (No.5) follows this foreground color. The accent elements (No.4) and the background (No.6) are set to the calibrated background color (grey). The icons can mainly be seen through both eyes (No.7).
[0570] 1. Search Bar: The background, text, and icons are recolored to match the calibrated values.P13049PC01
[0571] 2. Taskbar and Action Center: Their colors are modified so that they align with the glasses' filters. 3. Window Title Bars and Borders: These are adjusted to ensure consistent visibility and cancellation effects.
[0572] 4. Accent Colors: System accent colors, which influence highlights and buttons, are customized.
[0573] 5. Text: The text color, such as hyperlinks, disabled text, and selected text, is optimized for clarity through one lens and invisibility through the other.
[0574] 6. Backgrounds: All background colors, including window panels and workspaces, are tailored to enhance therapeutic outcomes.
[0575] 7. Start Menu: Can be seen through both lenses / glasses / filters.
[0576] Figure 25 illustrates the output as perceived through standard red-blue anaglyph 3D glasses in work mode, utilizing off-the-shelf 3D glasses. It includes the following:
[0577] 1. The original screenshot of the work mode interface.
[0578] 2. A pair of 3D anaglyph glasses equipped with red and blue transparent filters.
[0579] 3. The output as seen through the red lens, showing the filtered visual effect.
[0580] 4. The output as seen through the blue lens, displaying the corresponding filtered view.
[0581] Al-Driven Optimization in Vision Therapy Software
[0582] The software utilizes an Al-driven approach to enhance the effectiveness of vision therapy by dynamically adapting treatment based on patient progress. By leveraging patient data with informed consent, the system personalizes therapy regimens, optimizing short-term and long-term outcomes while reducing overall treatment duration.
[0583] 1. Software Structure - Work Mode, Perceptual Mode, and Media Mode
[0584] The software is divided into three specialized modes, each targeting different aspects of vision therapy:
[0585] • Work Mode - Focuses on structured therapeutic exercises, including occlusion-based tasks, depth perception training, and hand-eye coordination activities. Exercises adapt in difficulty based on user progress.
[0586] • Perceptual Mode - Engages the user in activities designed to improve visual processing, contrast sensitivity, and spatial awareness through pattern recognition, object tracking, and cognitive vision tasks. • Media Mode - Integrates therapy with real-world content, such as videos, games, or interactive media, allowing users to engage in therapy passively while reinforcing visual skills.
[0587] These three modes ensure a holistic approach to vision therapy, improving not only visual acuity but also perceptual and cognitive visual function.
[0588] 2. Real-Time Monitoring & Adaptive Treatment
[0589] The Al-driven system continuously monitors patient progress through built-in tracking mechanisms, evaluating:
[0590] • Speed and accuracy in hand-eye coordination exercises
[0591] • Focus stability in object-tracking tasks
[0592] • Response time and success rate in depth perception exercises
[0593] • Adaptation to occlusion-based therapy with anaglyph glasses
[0594] As the system detects improvement or stag nation in specific areas, it modifies the exercise regimen dynamically. If a user excels in one area but struggles in another, the Al adjusts the treatment intensity accordingly.
[0595] 3. Al-Driven Analysis of Vision Improvements
[0596] The Al system assesses treatment effectiveness by analyzing:P13049PC01
[0597] • Short-term progress, tracking the speed at which patients adapt to visual tasks.
[0598] • Long-term progress, mapping cumulative improvements in visual acuity, depth perception, and contrast sensitivity over weeks or months.
[0599] By detecting patterns in user performance, the Al optimizes treatment pathways, ensuring a personalized and efficient therapy process.
[0600] 4. Internal Visual Acuity System for Measuring Impact
[0601] The software includes an internal Visual Acuity System that objectively evaluates the impact of therapy by: • Conducting periodic visual acuity assessments within the software.
[0602] • Using interactive testing, such as letter or symbol recognition, contrast sensitivity checks, and response accuracy tracking.
[0603] • Correlating acuity test results with therapy progress, allowing the Al to refine treatment plans.
[0604] • Providing automated progress reports for patients and healthcare providers.
[0605] This built-in acuity assessment ensures that therapy effectiveness is measurable and quantifiable.
[0606] 5. In-Software Improvement Metrics as Indicators of Vision Changes
[0607] The Al system tracks software-based metrics that serve as indicators of vision progress, including:
[0608] • Precision and speed in visual tracking tasks.
[0609] • Success rates in contrast differentiation exercises.
[0610] • Improvements in depth perception and binocular vision.
[0611] • Changes in eye suppression levels overtime.
[0612] These metrics provide real-time feedback, helping the Al system predict future progress and adjust therapy accordingly.
[0613] 6. Data-Driven Software Evolution for Continuous Improvement
[0614] The Al system ensures continuous software optimization by:
[0615] • Collecting anonymized treatment data (with consent) to identify the most effective therapy techniques.
[0616] • Refining algorithms based on real-world vision improvement trends.
[0617] • Modifying existing therapy modes or introducing new exercises based on global user performance data. By adapting based on real-time data, the software remains at the forefront of vision therapy innovation.
[0618] Blinking Filter Feature for Visual Therapy System
[0619] The system described herein includes a blinking filter feature that can be applied across different modes of the therapy system, such as media mode, work mode, perceptual mode, and interactive games. This blinking effect can be dynamically activated or deactivated, either for one eye or both eyes, depending on the therapeutic needs of the user. The blinking effect works by intermittently switching between color combinations, or by toggling specific features on and off, such as altering the transparency or color of the visual elements.
[0620] Key Aspects of the Blinking Filter Feature:
[0621] 1. Adjustable Frequency and Duration:
[0622] The frequency and duration of the blinking effect can be precisely controlled to optimize therapy. This allows for fine-tuned visual stimulation tailored to the patient’s progress and needs. The system can alternate between fast or slow blinking intervals, which can be adjusted for each eye independently or synchronized across both eyes.P13049PC01
[0623] 2. Standalone Blinking Mode:
[0624] A standalone blinking mode is also available, where the screen alternates between two layers displaying solid, calibrated colors. In this mode, one eye perceives the blinking effect, while the other eye sees no change, creating a distinct visual experience. This method can enhance the effectiveness of the therapy by focusing visual attention on the blinking layer in one eye while maintaining stability in the other.
[0625] 3. Mode Integration and Customization:
[0626] The blinking filter can be seamlessly integrated into the media mode, work mode, and perceptual mode within the therapy software. This allows for interactive and dynamic therapy sessions where the blinking effect can be applied to specific parts of the visual content, such as images, text, or colors, based on the selected mode. Additionally, the blinking feature can be selectively applied to specific regions of the screen, providing targeted therapeutic benefits.
[0627] 4. Color and Feature Switching:
[0628] In the context of the blinking filter, the system can switch colors or toggle specific features (e.g., transparency, brightness) to create a blinking effect. These changes are done using the calibrated color values that are specific to the visual therapy, ensuring the blinking effect remains compatible with the red-blue (cyan) glasses or other color filters.
[0629] 8- Custom hardware for Treatment
[0630] Patent Specification for Vision Therapy Glasses with Modular Lens System and Wear Detection:
[0631] Custom Glasses:
[0632] The present invention relates to a therapeutic eyewear device designed to enhance vision therapy treatments, particularly for conditions such as amblyopia. The invention integrates a modular lens system, a wireless communication interface with therapy software, and a wear detection mechanism to ensure compliance and effectiveness of the treatment.
[0633] The custom glasses are specifically designed to maximize the effectiveness of the treatment solution and enhance user compliance across all age groups. They incorporate advanced features, including wear detection sensors, a light-blocking design, and a modular lens system that supports interchangeable lenses for various treatment modes. The glasses can integrate red-blue or other gradient filters tailored for vision therapy and include innovative options such as attachable lenses, pinhole filters, Bangerter filters, prism lenses, and even integrated transparent display screens for augmented or programmable therapeutic effects. While custom-built glasses provide optimal outcomes, the system is also compatible with off-the-shelf anaglyph or clip-on glasses, ensuring flexibility and accessibility for users.
[0634] The proposed solution supports a variety of options for hardware integration to enhance adaptability and compatibility with diverse therapy requirements. It can utilize embedded systems within devices such as smart TVs, gaming consoles, and wearables, enabling native operation without additional installations. Various sensors, including eye-tracking, proximity, and motion sensors, can be incorporated to monitor user interaction and provide real-time feedback, improving the therapy experience. Wireless connectivity through Bluetooth, WiFi, and loT allows integration with external hardware, such as smart glasses, handheld controllers, and other peripherals, enabling features like remote monitoring and data collection.
[0635] Modular hardware options, such as clip-on devices and interchangeable lenses or filters, offer flexibility for adapting to specific therapy needs. Additionally, standalone vision therapy devices, such as head-mountedP13049PC01
[0636] displays with integrated sensors, can be used for specialized treatments. Adaptive displays such as augmented reality (AR) glasses and heads-up displays (HUDs), can create immersive therapy environments for the treatment process. Furthermore, For improved perceptual training and enhanced user engagement, audiovisual synchronization can align visual tasks with audio cues, while haptic feedback from wearables or controllers provides tactile reinforcement during therapy.
[0637] Background:
[0638] Amblyopia and other vision disorders often require specialized treatment through vision exercises facilitated by red-blue or red-green glasses, pinhole lenses, or other optical filters. Current solutions lack adaptability, have limited function and have no compliance monitoring mechanism to ensure patients wearthe glasses when using a software solution. This invention overcomes these limitations by introducing an integrated hardware-software system that dynamically adjusts the treatment based on the lenses in use and ensures the software is only active when the device is worn. Furthermore, the glasses offers modular integration, supports multiple configurations, and can be adapted to different stages of treatment, introducing features that were previously possible.
[0639] Summary of the Invention This invention provides an advanced vision therapy system comprising a pair of glasses equipped with:
[0640] 1. Wear Detection System - Ensures that the treatment software functions only when the glasses are worn.
[0641] 2. Modular Interchangeable Lens System - Allows for seamless lens swapping throughout the treatment process.
[0642] 3. Lens Identification and Communication System - Automatically detects and verifies the lens in use before activating the corresponding treatment mode.
[0643] 4. Magnetic Attachment Mechanism - Facilitates easy addition of extra frames or lenses for enhanced modularity.
[0644] 5. Multiplexer-Based Lens Selection Mechanism - Uses a conductive edge-based detection system to determine the lens type inserted.
[0645] Wear Detection System: The developed glasses incorporate an advanced wear detection mechanism designed to ensure that the therapy software is only operational when the glasses are properly worn. This system utilizes multiple sensor technologies to enhance accuracy and reliability, preventing unintended activation or misuse. The system includes, but is not limited to:
[0646] Proximity Sensors: While Infrared (IR) sensors may be used, the system is not limited to IR technology. Other sensor types, such as capacitive, ultrasonic, optical, or Time-of-Flight (ToF) sensors, can also be employed to detect the proximity of the glasses to the user’s head. This ensures adaptability across different environments and lighting conditions.
[0647] Position and Flex Sensors: Sensors integrated into the temple arms of the glasses can detect whether the frame is open or closed. These may include flex sensors, Hall effect sensors, magnetometers, or mechanical switches that accurately determine the position of the glasses. This prevents false readings from proximity sensors and ensures the system only activates when the glasses are correctly positioned for use.
[0648] Alternative Wear Detection Methods: The system may further incorporate pressure sensors on the nose bridge, accelerometers, gyroscopes, or camera-based tracking to determine if the glasses are positioned inP13049PC01
[0649] front of the user’s eyes. This enables more sophisticated detection by analyzing movement, head tilt, or precise fitting.
[0650] Wireless Communication Unit: The wear detection system transmits real-time status updates to the therapy software via Bluetooth, Wi-Fi, NFC, or other communication protocols, ensuring instantaneous activation and deactivation based on user compliance.
[0651] This multi-sensor approach guarantees robust detection capabilities while eliminating single-sensor failure points. By allowing multiple types of sensors and detection methodologies, this invention provides a versatile, future-proof solution applicable to various smart glasses designs, ensuring broad adaptability across different devices and operating environments.
[0652] (Figure 26: Illustrates (1) IR transmit-receive sensors, (2) flex sensor, and (3) wireless communication module.) Alternative Wear Detection System - Vision-Based Approach
[0653] Alternatively, the wear detection system can incorporate a vision-based detection method utilizing a camera module integrated into the glasses or an external device. This system employs Artificial Intelligence (Al), machine learning models, or image processing algorithms to analyze visual input and determine whether the user is properly wearing the glasses. When the system confirms that the glasses are positioned correctly on the user’s face, it allows the therapy software to activate.
[0654] Key patentable elements of this vision-based system include:
[0655] Camera-Based Detection: A built-in or externally linked camera captures real-time images or video to assess whether the glasses are in use.
[0656] Al and Image Processing Algorithms: Advanced facial recognition, eye detection, head position tracking, or shape-matching algorithms analyze the captured images to verify proper wear status.
[0657] Infrared or Depth-Sensing Cameras (Optional): The system may incorporate depth-sensing, infrared (IR), or 3D imaging cameras to improve detection accuracy, even in low-light conditions.
[0658] Dynamic Software Activation: The Al-based system continuously monitors wear status and communicates with the software to enable or disable functionality in real-time, ensuring compliance and preventing unintended usage.
[0659] Integration with Other Sensors: This vision-based method can be used independently or in combination with proximity, flex, or motion sensors to enhance reliability and redundancy.
[0660] This method provides a robust, adaptable, and non-contact approach to wear detection, extending the applicability of the invention to augmented reality (AR), virtual reality (VR), mixed reality (MR), and other smart eyewear systems. Furthermore, the detection system is not limited to a specific type of camera, Al model, or processing technique, allowing for scalability and future advancements in vision-based detection technologies.
[0661] 2. Modular Interchangeable Lens System The glasses feature a modular frame designed to accommodate a range of lenses, filters, or optical elements tailored to different therapy stages. Key aspects include:
[0662] • Stackable Lens Mechanism: Multiple lenses can be stacked sequentially to achieve desired visual effects.
[0663] • Locking Latch System: Keeps lenses securely in place once inserted.
[0664] • Magnetic Frame Attachment: Additional frames for lenses can be attached using embedded magnets, ensuring a secure and flexible system.
[0665] (Figure 27: Shows the latch system, magnetic attachment mechanism, and examples of different lens types.)P13049PC01
[0666] 3. Magnetic Attachment Mechanism To enhance usability: The glasses incorporate a magnetic mechanism for attaching additional frames and lenses. Features include:
[0667] • Embedded Magnets: Securely attach extra lenses or optical elements.
[0668] • Detachable Frames: Allow for quick switching between different therapy modes without needing multiple pairs of glasses.
[0669] 4. Multiplexer-Based Lens Selection Mechanism The glasses use a simple yet effective electronic method to detect the inserted lens type. The system works as follows:
[0670] • Conductive Edge on Lenses: Each lens has a conductive strip at a different location along the bottom edge.
[0671] • Short Circuit Detection via Microcontroller: When a lens is inserted, the conductive strip shorts specific input pins, enabling the microcontroller to identify the lens.
[0672] • Software Activation Based on Lens Type: The therapy software adjusts visual exercises based on the detected lens.
[0673] An example diagram is provided in Figure 28.
[0674] 1. Latch System: Keeps lenses securely in place.
[0675] 2. Magnet on the Main Frame: Enables the attachment of additional frames.
[0676] 3. Blurring Filter: Opaque peripheral vision for selective vision training and transparent center.
[0677] 4. Pinhole Filter: Small central aperture for controlled focus.
[0678] 5. Transparent Blue Filter: Alters visual input for therapy.
[0679] 6. Transparent Red Filter: Alters visual input for therapy.
[0680] 7. Attach-On Magnetic Frame: Additional support for filters / lenses.
[0681] 8. Magnet on Attach-On Frame: Ensures stable frame connection.
[0682] 1. Pad System on the Frame: An overview of the pad system integrated into the device frame.
[0683] 2. Pad System - Top View with Resistor: A top-down view of the pad system, including a resistor as part of the circuit.
[0684] 3. Conductive Pad Connections: Two conductive pads — one connected to Vcc and the otherto an input pin of the microcontroller / microprocessor — facilitating voltage detection.
[0685] 4. Microcontroller / Microprocessor Interface: The microcontroller / microprocessor is electrically connected to the conductive pads, enabling signal processing and interpretation.
[0686] The insert lenses incorporate conductive stripes designed to make contact with corresponding conductive pads. When contact occurs, the conductive pads create a circuit that alters the voltage levels of inputs to the microcontroller. In this implementation, the voltage transitions from 0 to Vcc, generating a multi-bit binary code. In one example, a five-digit binary number is formed and subsequently decoded using a lookup table stored within the microcontroller / microprocessor’s firmware.
[0687] The system is not limited to a specific number of conductive pads, nor is it constrained by their shape, size, or arrangement. The configuration of the conductive elements can be adapted to accommodate various encoding schemes, voltage detection methods, and microcontroller / microprocessor architectures, allowing for scalability and customization in different applications.
[0688] Configurations of the modular lenses, filters, glasses ortransparent / translucent / opaque material:P13049PC01
[0689] A modular system is proposed that utilizes lenses, filters, or any transparent, semi-transparent, or opaque materials, arranged individually or in combination, in front of or relative to each other. This system incorporates an attachment mechanism, such as a locking, magnetic, or interchangeable connector, that facilitates seamless attachment, detachment, or stacking of various components.
[0690] This innovative approach offers unparalleled flexibility and adaptability, enabling a wide range of configurations to accommodate diverse applications. The system is designed to integrate multiple functionalities, encompassing but not limited to therapeutic, training, protective, and performance-enhancing modalities within a single wearable device or hardware platform. Its modular nature ensures seamless compatibility across various fields, including medical treatment, vision correction, augmented reality, professional performance training, and athletic enhancement, while also allowing for future advancements and emerging applications. The system is engineered to support a diverse array of configurations, making it highly adaptable for different therapeutic interventions. An example of some of these configurations in the form of lenses have been provided below, but the patent is not limited to these:
[0691] 1. Transparent, Non-Transparent, and Light-Permeable Opaque Filters
[0692] These filters can be implemented in full or partial coverage as part of vision therapy. Fully opaque filters may be used to block vision in one eye while still permitting partial or full light transmission, or fully blocking light as needed, making them effective for occlusion therapy.
[0693] 2. Pinhole Filters
[0694] Designed with small perforations, these filters improve focus and reduce optical distortions during therapy sessions. They enhance visual acuity by limiting peripheral light scatter, aiding individuals with certain visual impairments such as strabismus.
[0695] 3. Bangerter Effect Filters
[0696] These filters provide graded vision reduction, encouraging the stimulation of the weaker eye. The effect can be achieved through the attachment of Bangerter filters to transparent lenses or materials. Alternative implementations include varying the color intensity of physical filters, lenses, or glasses to achieve progressive occlusion or controlled visual degradation.
[0697] 4. Prism Lenses
[0698] Engineered to manipulate light direction, these lenses assist in alignment correction and binocular vision therapy. They support treatments for conditions such as strabismus, convergence insufficiency, and other binocular vision disorders.
[0699] 5. Prescription Lenses
[0700] Custom corrective lenses tailored to individual refractive errors ensure optimal vision throughout therapy. The integration of prescription lenses with additional therapeutic filters provides a comprehensive vision correction and enhancement system.
[0701] 6. Additional Specialty Filters and Lenses
[0702] The system is designed to accommodate a wide range of additional filters and optical elements beyond those explicitly mentioned. Examples include color-tinted lenses used for contrast enhancement, color therapy, or visual stress reduction. Polarized lenses reduce glare and enhance visual clarity, beneficial for both therapy and performance applications. Anti-reflective coatings minimize glare and reflections, improving visual comfortP13049PC01
[0703] and effectiveness. Experimental and specialized therapeutic lenses are designed for emerging treatments or tailored interventions addressing specific vision impairments.
[0704] This modular system streamlines the vision therapy process by consolidating multiple therapeutic functionalities into a single adaptable device. By reducing the need for multiple separate tools, it enhances convenience, lowers overall treatment costs, and provides a comprehensive, user-friendly solution for vision rehabilitation and enhancement.
[0705] Advantages of the Invention
[0706] • Ensures Compliance: Prevents software misuse when glasses are not worn.
[0707] • Supports Versatile Treatment Approaches: Modular lens system allows adaptation to various therapeutic needs.
[0708] • Automated Lens Recognition: Enhances user experience and treatment efficacy.
[0709] • Easy Lens Swapping: Magnetic and latch-based systems ensure simple yet secure attachment of lenses.
[0710] • Integration with Prescription Glasses: The modular design allows attachment to existing eyewear for broader accessibility.
[0711] A unique set of filters has been developed specifically for the treatment process, as detailed below:
[0712] 1. Gradient Transparency Filter / Lens / Glass:
[0713] The gradient transparency filter, lens, or glass can be implemented in any transparent, semi-transparent, or partially opaque material, making it adaptable to a wide range of applications. It is available in red, green, blue, or any combination of these colors, or can be colourless and may also include additional color variations as needed. This design features a central transparent region with adjustable transparency levels, allowing for precise customization. The diameter of the transparent central region is fully customizable, and the transparency gradually decreases outward from the center, creating a smooth and controlled gradient effect.
[0714] This versatile gradient design is particularly advantageous for applications such as amblyopia treatment, therapeutic interventions, optical calibration systems, augmented reality devices, light filtration for display technologies, and vision training systems. It can also be used in privacy-enhancing visual tools, medical imaging, and any application requiring differentiated light filtering or enhanced visual focus. The scope of its use is not limited to these examples, making it a highly adaptable solution for diverse fields and innovative technologies.
[0715] 2. Inverted Gradient Transparency Filter / Lens / Glass:
[0716] This variation of the gradient filter, lens, or glass features an inverted design where the edges are transparent, and the opacity increases gradually towards the center. It can be implemented in any transparent, semitransparent, or partially opaque material and is available in red, green, blue, or any combination of these colors or can be colourless , as well as additional color variations. The degree of opacity and the transition gradient can be customized to suit specific requirements, with the central opaque region adjustable in size and intensity. This inverted gradient design is particularly effective for applications such as amblyopia treatment, therapeutic interventions, privacy enhancements, optical alignment systems, and specialized visual applications in medical devices or augmented reality systems. The scope of its use is not limited to these examples, as the filter can be adapted forany purpose requiring focused light blocking, controlled visibility, or differentiated visual perception.
[0717] 3. Multi-Segment Gradient or Solid Filter, Lens, or GlassP13049PC01
[0718] The present invention introduces a novel method for configuring optical filters, lenses, or glasses by segmenting them into multiple regions, each characterized by varying degrees of transparency, color, and opacity. These regions can be designed using transparent, semi-transparent, or partially opaque materials, enabling precise control over the visual input reaching the wearer’s eyes. This configuration enhances vision therapy, professional training, and other applications requiring targeted visual modulation.
[0719] Each segment may incorporate distinct colors, gradients, or solid patterns. For example, a lens may feature an inner circle with a solid or gradient coloration, such as red, while the outer portion transitions into a contrasting color, such as cyan or blue. This configuration allows selective filtering of visual stimuli, enabling controlled exposure of central and peripheral vision to specific visual elements. This segmentation technique is particularly beneficial for applications requiring differentiated light processing, vision training, or selective occlusion. By implementing this approach, the present invention provides the capability to precisely modulate the information presented to different regions of the visual field. This allows for customized training protocols where central vision is stimulated with specific colors or details while peripheral vision is simultaneously engaged with dynamic elements such as motion, contrast shifts, or varying brightness levels. This design is particularly effective in treating conditions such as amblyopia, strabismus, and other binocular vision disorders, as well as enhancing visual performance in broader fields.
[0720] Beyond therapeutic applications, this multi-segment approach presents substantial advantages in professional and athletic environments. For example:
[0721] • Sports Performance: Goalkeepers can improve their peripheral vision, allowing them to monitor opposing players while maintaining central focus on a fast-moving ball.
[0722] • Automotive and Racing Training: Rally drivers and race car drivers can enhance their situational awareness, enabling them to make split-second decisions regarding navigation, vehicle dynamics, and road conditions.
[0723] • Augmented and Virtual Reality Systems: The method can be integrated into head-mounted displays to create immersive visual training experiences that regulate focus areas dynamically.
[0724] • Neuroscience and Cognitive Research: It enables controlled visual stimulation experiments where different parts of the field of view are selectively exposed to distinct stimuli.
[0725] An exemplary implementation of the Multi-Segment Gradient design is illustrated in Figure 29. The left-eye filter is divided into multiple regions, featuring a central red area with a gradient transition towards a cyan outer perimeter. This design ensures a controlled and gradual shift in transparency and contrast, allowing for customized visual engagement. Conversely, the right-eye filter demonstrates a distinct progression from a central red region to a cyan periphery, ensuring uniform light modulation across the field of view.
[0726] (1) & (5) Outer Cyan Peripheral Area (Duplicate): Regulates peripheral visual input using a cyan colorthat is precisely calibrated with the display.
[0727] (2) Gradient Transition Zone: Enables a smooth and controlled transition between the central and peripheral regions.
[0728] (3) Central Red Focus Area: To enhance central vision, improving visual engagement and training effectiveness.
[0729] (4) Central Red Focus Area (Non-Gradient Variant): Implements an alternative segmentation strategy where distinct color zones are used without a gradient transition, ensuring sharp visual separation.P13049PC01
[0730] Transparent Colored Glasses / Goggles / Smart Glasses for Interactive Vision Therapy and Exercise Integration
[0731] The present section relates to vision therapy, perceptual skill enhancement, and interactive exercise systems that integrate wearable transparent colored glasses, goggles, or smart glasses. The invention enables users to engage in therapeutic activities by matching calibrated colors in real-world environments, reducing screen time while providing engaging and effective vision treatment.
[0732] This invention provides an interactive treatment system integrating specially calibrated transparent colored glasses and matching exercise equipment, such as balls, targets, sports fields, or players' uniforms, designed to correspond with the lenses’ spectral filtering properties. This system enhances binocular vision training, perceptual learning, and motor coordination, seamlessly blending therapy with exercise and play while significantly reducing reliance on screen-based treatments.
[0733] The invention introduces a set of transparent colored glasses or goggles that function in conjunction with calibrated color-based objects and environments for vision training and exercise-based therapy. The system is designed to:
[0734] 1. Enable Interactive Vision Therapy - Users engage in real-world activities using color-calibrated objects that are visible, partially occluded, or enhanced based on individualized treatment parameters.
[0735] 2. Reduce Screen Time - Unlike conventional digital-based treatments, this approach utilizes physical activities to enhance compliance and engagement.
[0736] 3. Enhance Depth Perception and Coordination - The system trains visual perception dynamically, encouraging binocular cooperation while integrating physical exercise.
[0737] 4. Incorporate Advanced Adaptive Algorithms - The glasses and system adjust color contrast, transparency, and occlusion based on real-time calibration and treatment progress.
[0738] 5. Provide Customizable Lenses - The glasses support dynamic gradient filters, partial occlusion, and selective color visibility, allowing treatment to evolve as the patient progresses.
[0739] 6. Integrate Perceptual Skill Development - The invention targets visual attention, discrimination, memory, spatial relationships, and figure-ground differentiation through game-based and real-world tasks. 7. Enable Smart Glasses Integration - In advanced implementations, smart glasses incorporate visionbased wear detection, Al-enhanced tracking, and real-time feedback to optimize treatment.
[0740] Detailed Description of the Invention
[0741] 1. Transparent Colored Glasses / Goggles / Smart Glasses
[0742] The glasses consist of specialized calibrated lenses that selectively filter and enhance specific colors based on individual visual acuity, amblyopia severity, and therapy requirements. The lenses allow for:
[0743] • Calibrated Color Extraction: Objects and backgrounds in the exercise environment are adjusted to match the lenses, ensuring an optimized training experience.
[0744] • Multicolor Mode: Different levels of transparency and occlusion effects can be applied, including: o Balanced visibility (50-50%) where colors are visible through both eyes.
[0745] o Imbalanced ratios (30-70%) where one eye perceives more detail than the other.
[0746] o Full occlusion or partial occlusion using transparent gradient overlays.
[0747] • Custom Gradient Filters:P13049PC01
[0748] o Standard Gradient Occlusion: Central transparency with increasing peripheral opacity.
[0749] o Reverse Gradient Occlusion: Central occlusion with increasing peripheral transparency.
[0750] o Dynamic Adjustable Gradients: Any color gradient can be applied for personalized treatment.
[0751] • Smart Glasses Features: Integration with cameras, Al-based tracking, and adaptive software.
[0752] 2. Interactive Exercise-Based Therapy
[0753] The system includes calibrated real-world elements that match the glasses' filters, such as:
[0754] • Sports Equipment: Balls, rackets, targets, or wearable clothing calibrated to specific colors.
[0755] • Field and Background Adjustments: Grounds, courts, or backgrounds designed to optimize contrast with the glasses.
[0756] • Movement-Based Games: Users interact with objects that require hand-eye coordination, depth perception, and motion tracking, e.g.:
[0757] o Catching and throwing balls with size and color variations.
[0758] o Sports-based games (football, basketball, tennis, baseball, etc.).
[0759] o Virtual projection systems tracking body movements with gesture-based interactions.
[0760] An example of a football application is illustrated in Figure 30:
[0761] 1. The anaglyph goggles utilize red and blue filters.
[0762] 2. The ball is designed with a red foreground color, making it visible through the blue filter.
[0763] 3. The field is set with a pastel green background, reducing the visibility of the ball through the red filter.
[0764] 3. Adaptive Visual Therapy via Digital or Projection-Based Systems
[0765] While this system emphasizes physical activity-based treatment, it can also integrate with digital, projection, or mixed-reality platforms:
[0766] • Projection-Based Therapy: Augmented reality (AR) or physical projections can replace screens.
[0767] • Screen-Based Calibration: Games and exercises can be projected onto a display, ensuring that perceptual skills are enhanced.
[0768] • Multi-Device Support: Compatible with smartphones, VR / AR headsets, gaming consoles, and browser-based platforms.
[0769] 4. Adaptive Visual Therapy via Digital or Projection-Based Systems
[0770] While this system emphasizes physical activity-based treatment, it can also integrate with digital, projection, or mixed-reality platforms:
[0771] • Projection-Based Therapy: Augmented reality (AR) or physical projections can replace screens.
[0772] • Screen-Based Calibration: Games and exercises can be projected onto a display, ensuring that perceptual skills are enhanced.
[0773] • Multi-Device Support: Compatible with smartphones, VR / AR headsets, gaming consoles, and browser-based platforms.
[0774] 9- Integration with Multiscreen Devices
[0775] The disclosed treatment solution, while primarily designed for single-display systems, is fully compatible with a wide range of multi screen configurations. Examples of such systems include but are not limited to:
[0776] 1. Two-Screen Systems: Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) headsets, 3D Head-Mounted Displays, Stereoscopic 3D Glasses, Binocular Smart Glasses, Simulators, DualScreen Gaming ConsolesP13049PC01
[0777] 2. Multi-Screen Systems: Multi-Screen Gaming Setups, Multi-Screen Productivity Devices, Advanced Flight Simulators
[0778] The proposed invention is highly adaptable and can be seamlessly integrated into both dual-screen and multiscreen systems, ensuring compatibility with a wide range of devices while maintaining all core functionalities, including Perceptual Games, Media Mode, Work Mode, and other innovative treatment methods outlined in this application.
[0779] Several methods have been outlined for integrating the proposed solution into dual-screen and multi-screen systems, ensuring compatibility across various display configurations:
[0780] 1. Single-Screen to Multi-Screen Adaptation Using Optical Filters
[0781] One method of integration involves the use of color filters, lenses, specialized glasses, or transparent colored materials placed within the visual pathway. This approach allows the same image processing and treatment protocols designed for single-screen devices to be extended to multi-screen environments, including VR and AR systems, with minimal adjustments.
[0782] By implementing color-based overlays, the system ensures that each screen is dynamically synchronized, eliminating the need for complex, screen-specific programming while maintaining full compatibility with multiscreen displays.
[0783] Example: Integration with a VR Headset (Mirrored Dual Display Mode)
[0784] In this mode, the single screen visual output is mirrored across both screens of a dual-screen system, such as a VR headset, ensuring accurate depth perception and an immersive experience. The image is processed and adjusted for 3D vision, allowing therapy to remain effective within a stereoscopic environment.
[0785] To facilitate binocular vision therapy, a transparent color layer is introduced between the display and the user’s vision. This layer can be implemented as clip-on glasses, custom VR headset-integrated color filters, plastic overlays or modular lens attachments, anaglyph 3D glasses.
[0786] These filters selectively modify the visual input for each eye, promoting binocular engagement and neuroplastic adaptation in amblyopia treatment.
[0787] Figure 31 illustrates the integration of Media Mode into a VR headset using Mirrored Dual Display Integration: (1) Original Image: The raw scene before any filtering is applied.
[0788] (2) Transparent Overlay: A calibrated filter generated by proprietary software.
[0789] (3) Final Processed Image: The combination of the original image and the calibrated filter.
[0790] (4) A physical cyan filter applied in front of the left display.
[0791] (5) A physical red filter applied in front of the right display.
[0792] (6) Left Eye Perception: How the left eye perceives the modified image.
[0793] (7) Right Eye Perception: How the right eye perceives the modified image.
[0794] Advantages of Multi-Screen Integration
[0795] Seamless Implementation with Minimal Software Adjustments: The system directly integrates into multi-screen environments without requiring independent programming for each screen, unlike prior solutions.
[0796] Enhanced Binocular Therapy: The system stimulates both eyes differently, strengthening the amblyopic eye while ensuring proper visual coordination.
[0797] Compatibility with VR & AR Systems: The solution can be implemented in VR headsets, AR glasses, and other stereoscopic displays, making it a versatile and scalable treatment.P13049PC01
[0798] Direct Integration Across Multiple Screens: The technology ensures synchronized therapy across displays, eliminating the need for separate software adaptation for each screen.
[0799] Cost-Effective Implementation: Unlike dedicated VR therapy solutions, this method removes the need for specialized programming per display, allowing users to leverage existing multi-screen devices for treatment.
[0800] 2. Single-Screen to Multi-Screen Adaptation Using Mono Integration
[0801] In this mode, the treatment protocol is selectively applied to a single screen, eliminating the need for hardware modifications or additional transparent color filters used in the previous mode. Instead, the visual information is separately processed for each screen, allowing for different levels of occlusion, stimulation, and adaptation depending on the treatment stage.
[0802] Full Occlusion Mode
[0803] In this approach, one screen is completely disabled or blocked while the other displays the treatment content. This can be implemented:
[0804] • For a fixed duration (e.g., early-stage therapy where the amblyopic eye has minimal engagement). • Periodically, switching between eyes at set intervals.
[0805] • Throughout the entire treatment session, simulating traditional occlusion therapy.
[0806] This mode is particularly beneficial in early-stage treatment, where the healthy eye is fully occluded to stimulate the amblyopic eye (normal occlusion). Alternatively, inverse occlusion can be applied by blocking the amblyopic eye, creating a neuroplastic shock effect to encourage the brain to re-engage the suppressed visual input. As the patient’s vision improves, controlled occlusion can be gradually introduced.
[0807] Controlled Occlusion Mode
[0808] Controlled occlusion modulates the level of occlusion dynamically based on the treatment phase, integrating seamlessly with Perceptual Mode, Media Mode, and Work Mode:
[0809] • In Media Mode, a transparent overlay filter is applied to one screen, while the other screen displays the original content.
[0810] • The extent of occlusion is determined by the coverage area of the filter, and the intensity of occlusion is controlled by its transparency level.
[0811] • Early treatment stages may involve 90% occlusion with low transparency, gradually decreasing as therapy progresses to encourage binocular vision, 3D vision, and depth perception.
[0812] Figure 32 shows an example of controlled occlusion mode for the media mode and illustrates:
[0813] 1. The transparent Media Mode overlay filter
[0814] 2. The original image before any filter is applied
[0815] 3. The combined image resulting from the original image and the overlay filter
[0816] 4. The output seen by the left eye in the VR headset, displaying the combined image
[0817] 5. The output seen by the right eye, showing the original image without any alterations
[0818] Another innovative aspect of this invention is the introduction of custom-developed transparent overlay gradient filters, designed to enable partial or complete occlusion of the image. These filters provide a highly adaptable and programmable method of modifying visual input, allowing for precise control over occlusion levels, distribution patterns, and intensity adjustments in real-time. By dynamically altering visibility, the system can optimize treatment effectiveness based on user-specific needs, response patterns, or pre-defined therapy protocols.P13049PC01
[0819] The gradient filters can be implemented using various occlusion strategies and configurations, including but not limited to:
[0820] 1. Standard Gradient Occlusion: The center remains transparent, ensuring a clear focal point, while opacity gradually increases towards the outer edges. This method progressively restricts peripheral vision while maintaining central focus, making it suitable for training the user’s fixation and improving targeted visual engagement.
[0821] 2. Reverse Gradient Occlusion: The center is fully blocked, limiting direct focus, while transparency increases outward. This configuration encourages reliance on peripheral vision, particularly in early-stage treatment, where gradual adaptation to occlusion is beneficial.
[0822] 3. Multi-Zone Gradient Occlusion: The filter can be applied in customized non-uniform gradient patterns, where different regions of the image are selectively occluded based on therapeutic goals. For example, specific quadrants, sections, or asymmetric areas of the screen may have distinct gradient intensities tailored to address user-specific visual deficiencies.
[0823] 4. Dynamic Adaptive Gradient Occlusion: The opacity and distribution of the gradient filter can change dynamically in response to real-time user interactions, eye-tracking feedback, or programmed therapy schedules. This enables progressive adaptation and personalization throughout the treatment process.
[0824] 5. Color-Adapted Gradient Filters: The gradient filters can be of any color, including red, blue, green, gray, or custom hues, to optimize contrast, enhance perception training, or interact with specialized optical elements such as anaglyph glasses. The color and opacity levels can be modified dynamically or preset based on treatment requirements.
[0825] 6. Layered Gradient Occlusion: Multiple transparent overlay gradient filters can be combined to create stacked occlusion effects, variable intensity regions, or alternating occlusion patterns, enhancing the depth and adaptability of the filtering mechanism.
[0826] These gradient-based occlusion methods can be applied individually, in combination, or in a dynamically adjustable sequence to accommodate various treatment strategies. The system is not limited to a specific gradient style, color, opacity range, or application method, ensuring broad adaptability across different devices, display types, and therapeutic use cases. Furthermore, these filters can be integrated into single-screen, dualscreen, or multi-screen setups, including VR, AR, and mixed-reality environments.
[0827] By introducing a flexible, programmable gradient filtering system, this invention provides a powerful and customizable solution for vision therapy applications, maximizing treatment precision and adaptability while ensuring broad applicability across various hardware platforms and visual rendering technologies.
[0828] Figure 33 illustrates a standard gradient occlusion filter, where:
[0829] 1. Image with the applied gradient filter
[0830] 2. Original image without any filter
[0831] 3. Innermost section of the gradient filter, which is fully transparent
[0832] 4. Middle section of the gradient filter, which is partially transparent and partially opaque
[0833] 5. Outermost section of the gradient filter, which is predominantly opaque
[0834] Figure 34 illustrates a reverse gradient occlusion filter, where:
[0835] 1. Image with the reverse gradient filter applied
[0836] 2. Original image without any filterP13049PC01
[0837] 3. Innermost section of the reverse gradient filter, which is mostly opaque
[0838] 4. Middle section of the reverse gradient filter, which is partially opaque and partially transparent 5. Outermost section of the reverse gradient filter, which is fully transparent
[0839] 3. Single-Screen to Multi-Screen Adaptation Using Dual Integration
[0840] In this mode, the same visual output that would have been modified using physical filters or software overlays is separately processed for each screen, ensuring precise control over occlusion, transparency, and image distribution. This method requires software adjustments for deeper integration but ensures that Perceptual Mode, Media Mode, and Work Mode are fully implemented.
[0841] 1. Adaptive Occlusion in Dual-Screen Mode
[0842] This method allows for:
[0843] • Selective blocking of the healthy eye: Similar to traditional occlusion therapy.
[0844] • Inverse occlusion: Where the amblyopic eye is momentarily blocked to force neural adaptation.
[0845] • Partial occlusion of both eyes: Balancing visual input for gradual adaptation.
[0846] This method also supports:
[0847] • Periodic screen switching: Alternating occlusion between the methods and screens.
[0848] • Flickering techniques: Short bursts of vision blocking to train rapid adaptation.
[0849] • Variable occlusion durations: Adjusting the session length as therapy progresses.
[0850] Multi-Screen Treatment System Implementation
[0851] For multi-display setups, the system can be applied to one or multiple screens simultaneously, dynamically adjusting which screens are active at any given time.
[0852] The proposed adaptive vision therapy includes:
[0853] • Color overlays
[0854] • Gradient transparencies
[0855] • Work Mode, Media Mode, and Perceptual Mode
[0856] • Dynamic occlusion and visual adjustments
[0857] This ensures seamless integration across various single-screen and multi-screen configurations, allowing therapy to be used:
[0858] • Before or after traditional patching therapies.
[0859] • As a standalone, software-driven treatment option without external occlusion methods.
[0860] An example of Single-Screen to Multi-Screen Adaptation Using Dual Integration is shown schematically in Figure 35A and 35B.
[0861] 1- Output Image After Work Mode Filter Application: The resulting visual output after processing through the work mode filter.
[0862] 2- Anaglyph Glasses: A pair of red-blue anaglyph glasses used for viewing the processed image.
[0863] 3- Output as Seen Through the Red Lens: The filtered visual output as perceived through the red lens of the anaglyph glasses.
[0864] 4- Output as Seen Through the Blue Lens: The filtered visual output as perceived through the blue lens of the anaglyph glasses.
[0865] 5- Input Image on the Screen: The original unprocessed image displayed on the screen before being processed by the computing unit.P13049PC01
[0866] 6- Computing Unit Processing: The system analyzing and determining how the output will appear when viewed through anaglyph glasses.
[0867] 7- Left-Eye Image in a Dual-Screen System: The corresponding image forthe left eye in a two-screen solution.
[0868] 8- Right-Eye Image in a Dual-Screen System: The corresponding image for the right eye in a two-screen solution.
[0869] 9 & 10. VR Implementation with Dual Screens: Example of a virtual reality (VR) setup using two screens to present separate images for each eye.
[0870] 11- Alternative Work Mode Implementation - Partial Text Removal: A two-screen solution where sections of text are selectively removed to control visibility.
[0871] 12- Alternative Work Mode Implementation - Transparent White Filter: A two-screen solution where visibility is reduced by overlaying a semi-transparent white filter.
[0872] 13- Alternative Work Mode Implementation - Gradient Filter: A two-screen solution where visibility is modified using a gradient-based filtering approach.
[0873] 14- Alternative Work Mode Implementation - Media Mode Filters: A two-screen solution where visibility adjustments are applied using media mode filtering techniques.
[0874] Vision Therapy using Transparent Displays
[0875] This invention introduces an innovative design for transparent display screens capable of displaying content while being fully transparent, semi-transparent, or opaque for vision therapy. The technology allows dynamic control of RGB values for each pixel or light-emitting unit on the display, as well as units that reflect light or display information through other means. These displays are applicable to various types of screen technologies, including but not limited to LCD, OLED, microLED, quantum dot displays, or any future-developed display systems capable of simultaneously showing the surroundings and overlaying augmented content. This flexibility enables the implementation of advanced visual therapy techniques as well as broader applications across professional, athletic, and industrial domains. Key functionalities and potential implementations include:
[0876] 1. Adjustable Visual Acuity Reduction
[0877] The display can simulate the effect of a Bangerter filter by digitally controlling the amount of visual information reaching the eye. This enables precise and customizable adjustments of visual acuity across a range of 0.1 to 1 on the LogMAR scale. Various methods to achieve this include:
[0878] • Color Density Modulation: T ransparent color filters are digitally applied to adjust the intensity of light passing through, where increased color intensity reduces visual clarity, resulting in higher LogMAR values.
[0879] • Pixel Removal: Specific pixels on the screen can be turned off or replaced with a constant color (e.g., black, white, or any other). This can be done symmetrically, such as removing every second pixel, or asymmetrically, for example targeting central vision while preserving peripheral vision. Variations can also allow different reduction levels for various regions (e.g., higher reduction in central vision and lower reduction in peripheral vision).
[0880] • Pixel Averaging: Adjacent pixels are averaged to simplify the visual information. For example, the values of surrounding pixels are averaged and used to replace the pixel. Increased averaging reduces visual clarity and information density.P13049PC01
[0881] • Partial Averaging: Portions of an image, can be averaged while leaving other sections intact. This approach enables the brain to connect the dots, particularly during early stages of amblyopia therapy, where the healthy eye assists the amblyopic eye.
[0882] • Dynamic Testing and Benchmarking: The above methods can be fine-tuned and benchmarked against standard Log MAR charts to ensure accurate and effective vision adjustments for therapeutic purposes.
[0883] 2. Digital Overlay Filters
[0884] The display can apply transparent or semi-transparent digital overlays, such as red, green, or other color filters, to augment the visual experience. These overlays are highly customizable and can provide interactive, adaptive therapeutic modalities. Examples include:
[0885] • Static or Dynamic Filters: Filters can remain static or dynamically change in intensity, pattern, or position based on treatment needs.
[0886] • Blinking patterns: This can be digitally applied across the entire display or specific sections, offering additional therapeutic benefits.
[0887] 3. Digital Gradient Transparency
[0888] The gradient transparency effect, previously described as a physical filter, is recreated digitally within the display. This allows for dynamic and precise adjustments of the gradient effect to tailor the treatment to individual needs. The gradient can transition smoothly from transparency to opacity in any shape or pattern, such as circles, lines, or other forms.
[0889] 4. Opaque Filters for Occlusion Therapy
[0890] The display can simulate occlusion therapy by rendering all pixels in a specified region fully opaque, effectively blocking vision in targeted areas. This eliminates the need for physical occlusion filters, providing greater flexibility and ease of use.
[0891] 5. Some features
[0892] • Image Corrections: Visual inputs can be processed and corrected, such as magnifying objects, enhancing contrast, or applying distortion adjustments for therapeutic purposes.
[0893] • Selective Transparency and Overlays: Portions of the display can remain transparent while other sections show overlays, enabling targeted therapy, interactive visual exercises, or enhanced visualization for various activities.
[0894] • Dynamic Vision Training: Specific elements, such as moving objects or visual patterns, can be presented to train both central and peripheral vision simultaneously, enhancing coordination and reaction time.
[0895] 6. Applications Beyond Vision Therapy
[0896] While the primary focus is on therapeutic applications such as amblyopia treatment, this transparent display system has extensive potential in other fields, including:
[0897] • Professional and Industrial Use: Augmented overlays can provide real-time data, instructions, or warnings in industrial settings, improving productivity and precision.P13049PC01
[0898] • Athletic Training: Displays can simulate real-world conditions for athletes, such as goalkeepers or race car drivers, to enhance peripheral awareness, reaction time, and decision-making.
[0899] All the methods discussed in this application can also be applied to transparent display systems, including but not limited to work mode, perceptual mode, media mode, games, calibration, and visual acuity (VA) testing, while supporting additional functionalities beyond these examples.
[0900] 10- Visual Acuity (VA) Test
[0901] The VA Test is designed to measure the clarity of vision while ensuring ease of use and accuracy. The process leverages innovative features to simplify testing, particularly for patients using anaglyph glasses, eliminating the need to block one eye during the test.
[0902] Step-by-Step Process
[0903] 1. Calibration for Accuracy:
[0904] o Since patients may use screens of varying sizes, calibration is critical to ensure accurate testing. o The user is asked to calibrate the screen by aligning an on-screen bar to a set distance (e.g., 12.7 cm) using a physical ruler. This ensures that the dimensions of the LogMAR chart are accurate, regardless of screen size.
[0905] o Once calibrated, the letter dimensions (fitting within standard square boxes) are adjusted to match the exact standards of the LogMAR chart.
[0906] 2. Colour-Coded Testing with Anaglyph Glasses:
[0907] o To eliminate the need to cover one eye, the chart is colour-coded. Letters, numbers, shapes, orsymbols are displayed in colours calibrated to be visible only through one lens of the glasses at a time. This method focuses on 100% occlusion of the opposite eye from the one being tested.
[0908] o This approach allows each eye to be tested independently without physical obstruction, enhancing convenience and accuracy.
[0909] 3. Test Procedure:
[0910] o The user is instructed to sit a specific distance from the screen (e.g., 2 meters).
[0911] o Another person, such as a parent, conducts the test by asking the user to identify the letters or shapes displayed and confirming the responses on the screen.
[0912] o The results are recorded, and the LogMAR value is calculated automatically.
[0913] 4. Customizable Chart Options:
[0914] o The VA test offers various chart types to suit patient preferences or needs. Some of the options include:
[0915] ■ Letter Chart
[0916] ■ Number Chart
[0917] ■ E Chart (rotating E shapes)
[0918] ■ C Chart (Landolt C with gaps)
[0919] ■ Shape Chart (geometric shapes or child-friendly symbols)
[0920] o The spacing and dimensions of all chart elements, including surrounding gaps, are meticulously calculated based on LogMAR standards.
[0921] Output and Progress Tracking
[0922] • The test results are displayed on a chart, showing the patient’s VA score.P13049PC01
[0923] • Historical data from previous tests is included, allowing users to track progress overtime.
[0924] • This data can be used on both an individual scale and a large scale to assess treatment effectiveness and tailor therapy.
[0925] Visual Acuity (VA) Test Example
[0926] In an example of conducting a visual acuity (VA) test using red and blue glasses, Figure 36 illustrates the testing process for the eye covered by the blue lens, where letters in red will not be visible through the red lens. 1. Background Calibration: The background color is calibrated to match both the glasses and the user’s screen, ensuring accurate visibility conditions.
[0927] 2. Reading Line Display: The test presents a specific line of letters that the patient must read. Another individual (such as a clinician or test administrator) asks the patient to identify each letter and records the responses in tick box (3).
[0928] 3. Response Boxes: Each response is stored in a designated box. A single click marks a correct answer, while a double click marks an incorrect answer.
[0929] 4. Previous Line Displayed: The system shows the last line that was read.
[0930] 5. Upcoming Line Preview: The next line to be read is displayed in advance.
[0931] Key Features of the VA Test
[0932] • Repeatability:
[0933] By calibrating forscreen size and using standard dimensions, the test ensures consistent and repeatable results regardless of the device used.
[0934] • Ease of Use:
[0935] The colour-coded system eliminates the need to block an eye, simplifying the process for both children and adults.
[0936] • Tailored Outputs:
[0937] The results can be analyzed to identify the most effective treatment plan for each patient, providing valuable insights for personalized or large-scale adjustments.
[0938] Camera-Based Visual Acuity (VA) & Distance Measurement for Adaptive Letter Sizing
[0939] This system enables real-time, automatic adjustment of visual acuity (VA) test elements based on the patient’s distance from the screen. By leveraging a calibration tool and camera-based distance estimation, the software ensures that VA test letters remain correctly scaled, providing an accurate assessment of visual improvement.
[0940] How It Works
[0941] 1. Calibration Using Head Size & Eye Distance Measurement
[0942] o A calibration tool (e.g., a small marker or object) is sent to the patient and placed beside their head while the camera is on.
[0943] o The system detects the distance between the patient’s eyes (interpu pillary distance, IPD) using computer vision techniques.
[0944] o The known size of the calibration tool provides a reference for scaling the head size within the frame.
[0945] 2. Distance Measurement & Real-Time Adjustments
[0946] o Once the system establishes the baseline head size, it continuously tracks changes in head size within the frame.P13049PC01
[0947] o If the head size decreases, it indicates that the patient has moved further from the screen.
[0948] o The software calculates the exact distance change based on the proportional size reduction using the original calibration data.
[0949] 3. Dynamic Adjustment of VA Test Elements
[0950] o Based on the measured distance, the software scales the VAtest letters to maintain an accurate angular size.
[0951] o If the patient moves closer, the letters shrink; if they move farther, the letters enlarge to keep consistent testing conditions.
[0952] o This prevents false test results caused by patient movement.
[0953] 4. Integration with Vision Therapy Software
[0954] o This system is integrated into the vision therapy software, ensuring that all exercises, tests, and interactive elements dynamically adjust for accurate treatment.
[0955] o Can be used in different therapy modes (Work Mode, Perceptual Mode, and Media Mode) to ensure all visual exercises remain correctly calibrated.
[0956] Key features
[0957] • Automated head size calibration using a physical reference tool and computer vision tracking.
[0958] • Real-time distance estimation based on changes in head size within the frame.
[0959] • Self-adjusting VA test elements that maintain a consistent angular size, preventing false acuity assessments.
[0960] • Dynamic scaling of all visual elements across multiple therapy modes for accuracy in treatment and testing.
[0961] Treatment process example:
[0962] The following is an example of a treatment process; however, the patent is not limited to this and can include any combination of the methods and processes disclosed.
[0963] The treatment process involves a combination of off the shelf or specially designed glasses and software to help improve the patient’s visual acuity (VA) effectively and engagingly. Below is a step-by-step outline of how the process works:
[0964] 1. Daily Use of Glasses and Software
[0965] Patients wears anaglyph glasses while using the software between 15 to 200 minutes a day. The glasses are an integral part of the treatment, working in combination with the software to control and balance the visual input to each eye.
[0966] The software offers multiple modes for users, including Media Mode, Work Mode, Perceptual Games, General Games, Blinking Filters, Overlay Filters, and more. Below are examples of how patients can use the software for treatment, though its applications are not limited to these:
[0967] Work Mode: Patients can utilize Work Mode to operate Microsoft applications like Excel or Word. This allows them to perform tasks such as creating or analyzing financial statements or drafting reports, seamlessly integrating the software into their regular office routines.
[0968] Media Mode: Patients can engage Media Mode to enjoy movies, documentaries, or anime on platforms like Netflix, Prime Video, or Hulu. They can also surf the web or play their favorite games, such as Fall Guys, outside the software environment.P13049PC01
[0969] Perceptual Games: The software includes specialized gamified treatments designed to improve vision while keeping patients engaged. These games fall into two categories: perceptual games, which focus on perceptual skill and increasing neuroplasticity, and general games, enhancing visual abilities.
[0970] 2. Interactive and Engaging Software
[0971] The software includes interactive elements that make the treatment process more engaging.
[0972] • Unlockable Treatment Elements: Based on the patient’s specific treatment plan, the software progressively unlocks new exercises or features as they advance. These elements are designed to provide targeted therapy tailored to the patient’s progress and needs.
[0973] • Points System: A gamified points system is in place to motivate users. Points are earned as the patient completes exercises, games, perceptual tasks, or using the software in work mode or media mode or any other activities that have a treatment effect in the software to achieve certain milestones. Accumulated points can be used to activate new sections, keeping the user engaged and encouraging consistent use of the therapy.
[0974] 3. Frequent Visual Acuity (VA) Testing
[0975] To monitor progress and adjust the treatment as needed, patients are requested to undergo regular VA tests. These tests provide valuable feedback on how well the treatment is working, enabling adjustments to the therapy plan for optimal results.
[0976] 4. Ongoing Monitoring and Adaptation
[0977] The treatment is designed to adapt to the patient’s improvements. As their vision improves, the difficulty level of the exercises may increase, and filters or visual adjustments in the software are modified to ensure continued stimulation of the amblyopic eye.
[0978] Detailed Treatment Enhancements
[0979] In addition to the core treatment process involving glasses and software, the solution integrates specific recommendations to further enhance the effectiveness of therapy. These recommendations focus on physical activity, nutritional support, and complementary exercises, creating a well-rounded approach to treating amblyopia.
[0980] 1. Physical Exercise Integration
[0981] Incorporating regular physical activity is encouraged as part of the treatment plan. Physical exercise improves overall blood circulation and brain function, which supports the neural pathways between the eyes and the brain. This synergy helps maximize the benefits of the visual therapy.
[0982] 2. Nutritional Support for Eye Health
[0983] Proper nutrition plays a critical role in visual rehabilitation. The solution recommends incorporating a diet rich in essential vitamins and nutrients known to promote eye health, especially for patients with severe amblyopia. These nutrients can be consumed through a balanced diet or supplemented.
[0984] 3. Eye and Hand Coordination Exercises
[0985] To complement the core treatment, a series of recommended exercises focus on improving eye functionality and coordination. These include:
[0986] • Eye Alignment and Tracking: Exercises to enhance focus and tracking moving objects.
[0987] • Hand-Eye Coordination Tasks: Activities like catching or moving objects in sync with visual cues to strengthen neural connections.
[0988] 4. Eye-Specific TrainingP13049PC01
[0989] Targeted eye exercises are suggested to stimulate the weaker eye, such as:
[0990] • Convergence and divergence drills.
[0991] • Following objects across different fields of vision.
[0992] • Activities that isolate the weaker eye using calibrated filters or patches.
[0993] • Training the eyes to focus on objects at varying distances.
[0994] 11- Drawing Section
[0995] This section outlines the design and functionality of a specialized drawing tool for amblyopia treatment.
[0996] 1. Tool Design for Amblyopia Treatment: The drawing tool utilizes specific color shades derived from a precise calibration process. These calibrated colors are intended to target the amblyopic eye, facilitating its treatment.
[0997] 2. Pre-designed Features: The tool includes pre-designed objects, characters, and other elements. These features are carefully constructed to separate the visual input received by each eye, following a process previously described in this document.
[0998] 3. Drawing Backup System: The tool incorporates a backup mechanism that ensures all drawings are stored securely in the memory.
[0999] 4. Social Networking Functionality: A social network is integrated into the tool, enabling users to share their drawings and collaborate online. This feature fosters community interaction and introduces a competitive aspect to the drawing experience.
[1000] 5. Customizable Drawing Interface: Users can draw using multiple shades of colors calibrated to their screen settings. Additionally, they can utilize a variety of pre-provided icons to create and enhance their drawings. These creations can be uploaded to a dedicated server.
[1001] 6. Drawing-focused Social Media Platform: The tool includes a social media component where users can upload their drawings for others to view, like, and comment on. This platform functions similarly to existing social media platforms but is specifically tailored for sharing creative works created using the tool.
[1002] An Example Treatment Protocol
[1003] To illustrate the potential applications of this system, the following example of a treatment session has been provided:
[1004] 1. Physical Exercise Phase: The user begins with 15-20 minutes of physical exercises designed to stimulate visual activity.
[1005] 2. Inverse Occlusion Phase:
[1006] o The system switches to an inverse occlusion mode for approximately 15 minutes while the user engages in activities such as watching a movie, working, or playing games.
[1007] o During this phase, the Amblyopic eye is selectively occluded / controlled / visual input reduced, providing a visual shock element to the brain to start using it again.
[1008] 3. Healthy Eye Occlusion: Afterward, the input to the healthy eye is occluded / controlled / visual input reduced for another 45 minutes, concluding the session.
[1009] 4. After weeks of using the solution and based on the internal progress monitoring of the user through different activities, the effectiveness of each session is measured. Improved treatment processes, protocols, duration of each element, total time, and other recommendations can then be provided to tailor the treatment to the patient.P13049PC01
[1010] 12- Interactive Projection-Based Therapy System for Vision Treatment and Exercise
[1011] Technical Field:
[1012] This invention relates to vision therapy systems, specifically an interactive projection-based treatment method for conditions such as amblyopia. The system integrates anaglyph glasses, interactive projection-based games, and motion-tracking cameras to enhance treatment effectiveness through physical activity and perceptual training.
[1013] Background:
[1014] Current amblyopia treatments primarily focus on screen-based digital exercises, patching, or specialized glasses. However, these methods often result in low adherence due to their passive nature and prolonged screen exposure. There is a need for an engaging, interactive, and exercise-based vision therapy system that actively involves the user while reducing reliance on screen time.
[1015] Summary of the Invention:
[1016] This invention introduces an innovative calibration-enabled vision therapy system that combines perceptual learning with physical activity. The system consists of:
[1017] • A versatile display system capable of presenting interactive content on a variety of surfaces, including walls, floors, transparent displays, augmented reality (AR) and virtual reality (VR) systems, head-mounted displays (HMDs), laser projection systems, small projectors, and other emerging display technologies.
[1018] • A calibration process that optimizes the combination of foreground and background colors in conjunction with optical elements to control visual input to each eye.
[1019] • Anaglyph glasses, custom glasses, or optical elements that selectively enhance or reduce visual stimuli.
[1020] • Motion-tracking cameras or sensors to monitor body activity, gestures, and responses to the displayed content.
[1021] • Interactive games and exercises designed to enhance perceptual learning while improving physical coordination.
[1022] Detailed Description of the Invention:
[1023] The system incorporates a calibration process that dynamically adjusts visual stimuli based on the optical filtering properties of glasses, goggles, transparent displays, AR / VR headsets, or other optical elements. This calibration process ensures that specific foreground and background color combinations optimize the therapeutic effect by controlling how much information is perceived by each eye.
[1024] The system includes a versatile display unit capable of presenting interactive content on various surfaces, including walls, floors, screens, transparent displays, and augmented or virtual reality systems. The user wears custom optical elements, such as anaglyph glasses, lenses, or filters, which can be transparent or semitransparent and are designed to selectively filter specific colors, thereby creating differentiated visual input for each eye. A motion-tracking system, utilizing RGB, infrared, depth cameras, or other sensor technologies, detects user movements and seamlessly integrates them into interactive exercises.
[1025] The motion-tracking system detects head, eye, hand, or full-body movements, integrating them into therapy exercises to create an interactive and engaging experience. The user interacts with visual elements that are selectively controlled through calibrated filtering techniques, ensuring optimized binocular vision training while simultaneously encouraging physical movement.P13049PC01
[1026] This broader implementation ensures compatibility across multiple display technologies, allowing for customized, adaptive vision therapy in both clinical and home settings.
[1027] The games and exercises are designed to encourage physical activity while stimulating the amblyopic eye. Some examples include:
[1028] 1. Jump and Catch Game:
[1029] o A projection on the wall displays various animated animals moving across the screen.
[1030] o The child must jump and tap on certain target animals (e.g., bouncing rabbits) while avoiding undesirable objects (e.g., spiders).
[1031] o The anaglyph glasses ensure that the amblyopic eye receives dominant visual cues, while the healthy eye receives modified input to balance the treatment.
[1032] o The tracking system detects hand orfoot movements and awards points for correct interactions.
[1033] 2. Rowing Competition Game:
[1034] o Users engage in a virtual rowing race where they must mimic a paddling motion to move forward.
[1035] o The game monitors hand and body movements, translating them into rowing actions on the projection.
[1036] o The color separation of objects ensures that each eye receives different visual stimuli, promoting binocular vision improvement.
[1037] o Players can compete against others or play solo, enhancing motivation and engagement. 3. Obstacle Navigation Game:
[1038] o Users move left and right by shifting their body weight, avoiding obstacles projected on the floor.
[1039] o Certain visual cues are presented in colors that the amblyopic eye perceives more dominantly, reinforcing vision therapy during movement.
[1040] 4. Reaction and Coordination Game:
[1041] o Projected objects move toward the player, requiring them to punch, kick, or swipe at them in the correct order.
[1042] o The anaglyph glasses create depth perception challenges that force the weaker eye to work harder.
[1043] o Real-time feedback and progress tracking adjust difficulty based on user performance.
[1044] The interactive display system can be implemented using a variety of projection and non-projection-based technologies, such as:
[1045] • Projection systems that display interactive content on a wall, floor, smartboard, or other surfaces. • Head-mounted displays (HMDs) for AR and VR therapy, where digital overlays enhance vision training.
[1046] • Transparent displays that allow real-world interaction while modifying visual input through selective occlusion, gradient transparency, and adaptive digital overlays.
[1047] • Laser projection systems and small projectors that can be positioned flexibly for different interactive experiences.
[1048] Key Features and Advantages:P13049PC01
[1049] • Dual-Mode Therapy: Combines vision treatment with active physical engagement, improving therapy adherence.
[1050] • Adaptive Gameplay: Al-driven difficulty adjustments ensure optimal challenge levels for each user.
[1051] • Motion-Tracking Integration: Enhances the interactive experience, promoting hand-eye coordination and motor skills.
[1052] • Multi-Surface Projection: Can be implemented on walls, floors, or interactive smartboards.
[1053] • Reduced Screen Time: Encourages movement-based therapy, limiting prolonged digital exposure.
[1054] • Multiplayer & Social Engagement: Encourages participation in group therapy settings, improving motivation.
[1055] Potential Applications:
[1056] • Amblyopia and binocular vision therapy in clinical or home settings.
[1057] • Pediatric vision development through gamified perceptual training.
[1058] • Sports and rehabilitation programs for improving coordination and reaction time.
[1059] • Interactive learning environments for cognitive and sensory-motor development.
[1060] This invention redefines vision therapy by integrating physical activity, perceptual learning, and gamified engagement, making treatment more effective, enjoyable, and accessible.
[1061] An example of the proposed system is illustrated in Figure 37:
[1062] 1. Projection and Vision Systems - These systems project the game onto the wall while simultaneously tracking the user’s movements.
[1063] 2. Goggles -The user wears specialized goggles, such as a red and blue pair, which enable the treatment effect by enhancing depth perception and immersive interaction.
[1064] 3. Projected Game - The game is displayed on the wall, allowing the user to control a plane using hand gestures. The user can move the plane left, right, up, and down, take off, avoid obstacles, follow a designated path, and successfully land to complete a level. The interactive experience aids in visual training and coordination improvement, reinforcing the treatment effect.
[1065] The present invention offers an innovative solution for the treatment of Amblyopia, which significantly differs from existing patents in the field.
[1066] Unlike many prior technologies, which rely on complex dual-screen systems or specialised hardware, embodiments of the present invention use a simplified, single- screen approach that enhances accessibility and reduces costs.
[1067] In some embodiments a key distinction lies in its use of a single-screen setup, the absence of complex hardware such as VR headsets, and the integration of distinct modes (Work, Media, and Game) tailored to different therapeutic goals.
[1068] Embodiments of the system integrate customised glasses and software that work together to control the visual input, and some embodiments offers three distinct modes: Work Mode, Media Mode, and Game Mode. Each mode serves a unique function, optimising the treatment experience without the need for elaborate setups.P13049PC01
[1069] Some embodiments provide or related to custom glasses specifically designed to complement a treatment software system. These glasses may feature a modular system that enhances adaptability and usability.
[1070] The system is designed to treat amblyopia across a wide range of patients, including those with refractive errors, strabismus, and resolved vision obstructions, thus making it more versatile than other technologies focused solely on strabismus or particular conditions.
[1071] Some embodiments provide or relate to innovations in perceptual treatment, work mode, media mode, and various other features.
[1072] In some embodiments the system works seamlessly with standard anaglyph glasses; others incorporate custom glasses.
[1073] Additionally, some embodiments of the present invention do not require pose or gesture monitoring, simplifying the treatment process and making it adaptable to different patient needs. The solution offers a simplified and cost-effective solution for amblyopia treatment.
[1074] Aspects and embodiments of the present invention may provide or relate to one or more of the following concepts and features.
[1075] Amblyopia, commonly referred to as ‘lazy eye’, is a vision development disorder that originates in early childhood, impairing the ability of the affected eye to achieve normal visual function. This condition often arises due to other visual impairments, such as refractive errors, deprivation (e.g., cataracts or ptosis), or strabismus (i.e. , a misaligned eye). These underlying issues disrupt the coordination between the brain and the eye, and as amblyopia progresses, the visual acuity in the amblyopic eye diminishes, resulting in weakened vision. Amblyopia is recognised as the primary cause of visual impairment and blindness among children globally.
[1076] To address this condition, the inventors have developed a cross-platform, integrable treatment solution designed to facilitate diagnosis and treatment while enabling users to monitor their progress through detailed treatment statistics. The solution can be deployed across various devices, including smartphones, tablets, laptops, smart glasses, VR / AR headsets, or PCs. Patients undergoing treatment can engage with enjoyable and interactive activities or continue their regular tasks, such as working on office documents, browsing the internet, or enjoying entertainment like movies and cartoons.
[1077] Purpose-built glasses have been developed to complement the treatment solution, although standard off-the-shelf glasses may also be utilised. These glasses function in conjunction with the treatment software, which can be implemented as downloadable software, a cloud-based application, or other digital platforms compatible with operating systems connected to display screens. Displays may include physical screens or alternative visualisation methods such as projection systems. Examples of supported display types encompass, but are not limited to, monitors, televisions, virtual and augmented reality systems, projection systems, wearableP13049PC01
[1078] displays, e-ink displays, touchscreen displays, transparent displays, 3D displays, digital signage, interactive whiteboards, cinema screens, micro-LED displays, foldable and rollable displays, and spatial displays.
[1079] The platform further facilitates tracking of user activity and progress, offering customised treatment games tailored to individual diagnoses and performance metrics. It also enables the creation and management of multiple user profiles on a single device, allowing shared use among several users. Data generated through the platform is stored both locally and on the cloud, ensuring seamless access and secure storage.
[1080] The solution, while in some embodiments being primarily software-based, is also compatible with web browsers and accessible online. It integrates across a wide range of operating systems, including iOS, Android, Linux, Windows, and macOS. Patients, or their guardians, can access comprehensive statistical data related to individual treatment games, treatment effectiveness, compliance, and overall progress, providing flexibility and transparency.
[1081] The system employs a smart, adaptive approach to amblyopia treatment, utilising Artificial Intelligence (Al) to dynamically tailor the therapy process based on the patient’s evolving needs. By analysing key data — such as the patient’s current visual acuity, the severity of their amblyopia, and sensory inputs during interaction with treatment games — the system delivers a personalised and responsive treatment experience. This real-time adaptability ensures maximised therapeutic outcomes and optimised patient engagement.
[1082] Perceptual skills refer to the brain’s capacity to interpret and process visual stimuli received from the eyes. These skills play a pivotal role in visual development, encompassing a variety of abilities that enable individuals to recognise, interpret, and respond to visual information. For individuals diagnosed with amblyopia, deficiencies in perceptual skills contribute to the impaired ability of one eye (commonly referred to as a "lazy eye") to effectively transmit visual information to the brain. Addressing these deficiencies is crucial for enhancing visual function and achieving binocular vision.
[1083] Overview of Perceptual Skills Below is an outline of the primary perceptual skills, each integrated into the described system:
[1084] • Visual Attention: The capability to focus on pertinent visual information while disregarding extraneous background details. This is implemented in perceptual games such as VSM, Guess Them, Air Hockey, and Brick Breaker.
[1085] • Visual Discrimination: The ability to discern differences or similarities among objects based on attributes such as size, colour, or shape. This skill is embedded within games like VSM and Guess Them.
[1086] • Visual Memory: The capacity to retain visual characteristics of a form or object. This is included in games such as VSM and Guess Them.
[1087] • Visual Spatial Relationships: Understanding the spatial arrangement of objects within an environment. This is tested through games like VSM, Guess Them, Air Hockey, Follow the Circle, and Fit in the Circle.P13049PC01
[1088] • Visual Sequential Memory: The ability to recall a sequence of objects in the correct order. This is implemented in games such as VSM.
[1089] • Visual Figure-Ground: Locating specific elements within a complex background. This is integrated into games such as VSM, Guess Them, and Brick Breaker.
[1090] • Visual Form Constancy: Recognising a shape or form as the same despite variations in size, orientation, or scale. This is addressed in games such as VSM and Guess Them.
[1091] • Visual Closure: Identifying a form or object when part of the visual information is missing. This is integrated into VSM.
[1092] •
[1093] The treatment solution integrates multiple perceptual skills into each task, combining up to all eight skills within a single game or progressively involving more skills through structured game levels. Since children may excel in certain perceptual skills while facing challenges in others, games are designed to begin with tasks involving fewer skills and gradually increase in complexity. This incremental approach culminates in activities requiring simultaneous utilisation of all skills.
[1094] Unlike conventional methods that focus on individual skills through repetitive, low-engagement tasks, this approach emphasises variety, progression, and targeting of different brain regions to expedite developmental outcomes. This ensures consistent improvement in perceptual skills as users advance through the programme.
[1095] Additionally, single-skill games are provided to evaluate specific areas of weakness in both children and adults. This diagnostic capability enables the system to tailor subsequent activities to strengthen identified deficits, delivering targeted and measurable improvements.
[1096] "Spot the Animal" Perceptual Game As an example, the "Spot the Animal" game serves as a practical application of the system’s integrated perceptual skill approach. In this game, users embark on a virtual safari adventure, selecting a target animal for the journey. The chosen animal becomes the focus of their mission, which involves identifying and photographing it accurately throughout the game.
[1097] The game environment consists of diverse and dynamic landscapes populated with various animals, objects, and visual elements. Brief tutorials or instructions guide users on interaction techniques, including spotting animals, navigating distractions, and earning points by accurately identifying and photographing the chosen animal.
[1098] Below is a breakdown of how each perceptual skill is incorporated into the game:
[1099] • Visual Closure: Animals are partially concealed behind objects such as trees or bushes. Users must identify the animal based on visible parts, enhancing their ability to perceive incomplete visual data.
[1100] • Visual Form Constancy: Animals appear in varying sizes, positions, and orientations. For instance, an animal may appear smallerin the distance and largerwhen closer, requiring the userto recognise consistent forms despite changes in scale and position.
[1101] • Visual Figure-Ground: Users must locate the target animal within a crowded scene filled with other animals and environmental elements such as trees and buildings.P13049PC01
[1102] • Visual Spatial Relationships: Users assess the spatial arrangement of objects, such as recognising that animals cannot float on water. This reinforces spatial reasoning and logical associations.
[1103] • Visual Memory: Users are required to remember their chosen animal throughout the game and accurately identify it during the safari.
[1104] • Visual Discrimination: Distinguishing between similar and dissimilar animals based on variations in size, colour, and texture is a core aspect of the game.
[1105] • Visual Attention: Users must focus on the selected animal while filtering out distractions from the environment.
[1106] • Visual Sequential Memory: A sequence of animals is displayed at the beginning of the game. Users must recall and identify these animals in the correct order as they progress through the safari.
[1107] Guess Them Perceptual Game (6 Integrated Perceptual Games)
[1108] In the "Guess Them" game, players are introduced to a visually stimulating environment featuring multiple objects. The objective is to identify specific items based on the game's prompts, which may involve detecting changes in appearance or recognising irregular placements. The game starts with a brief tutorial outlining the rules, including howto track objects, spot differences, and respond to anomalies. As the game progresses, the complexity of the tasks intensifies, introducing more objects, quicker changes, and busier backgrounds. Points are awarded for correct identifications, and players can compete to achieve high scores or complete levels. The "Guess Them" game is designed to enhance perceptual skills, creating a dynamic and engaging environment that stimulates visual processing abilities. The following perceptual skills are integrated into the gameplay:
[1109] 1. Visual Form Constancy: Players must identify objects even as their shape, size, and colour change, fostering the ability to recognise items despite transformations.
[1110] 2. Visual Figure-Ground: Players are tasked with identifying changes within a busy background, encouraging the ability to focus on a target amidst distractions.
[1111] 3. Visual Spatial Relationships: The game challenges players to understand object relationships within a scene, such as spotting irregularities in the placement of furniture (e.g., a table on top of a chair or an incorrectly positioned door handle).
[1112] 4. Visual Memory: Players are required to remember specific shapes or objects, reinforcing their ability to recall visual information overtime.
[1113] 5. Visual Discrimination: Players differentiate between objects that vary in colour, shape, or size, testing their ability to spot subtle variations.
[1114] 6. Visual Attention: The game requires sustained focus on a particular object, monitoring for changes while filtering out irrelevant distractions.
[1115] An example of integration is illustrated by the dynamic movement of a basketball hoop’s backboard, where players must judge the spatial relationship between the ball, the hoop, and the moving backboard to score points.
[1116] VSM Perceptual Game (8 Integrated Perceptual Games)P13049PC01
[1117] The "VSM" (Visual Skills Mastery) game aims to develop and enhance a variety of perceptual skills essential for visual processing. The game begins by presenting players with a series of visually stimulating tasks. Each level focuses on a specific perceptual skill, such as recreating a scene, identifying missing elements, or finding differences between similar images. As players advance, the difficulty increases with more complex scenes, faster sequences, and more subtle variations.
[1118] The following perceptual skills are integrated into the "VSM" game:
[1119] 1. Visual Closure: Players view a scene with elements removed and must recreate it by identifying and repositioning the missing parts. They also differentiate similar objects, spotting subtle variations such as missing features.
[1120] 2. Visual Form Constancy: Objects are displayed for a limited time, after which players must identify them even when their size, shape, or colour has changed.
[1121] 3. Visual Figure-Ground: A cluttered scene presents the challenge of identifying missing elements or spotting changes amidst distractions in both the foreground and background.
[1122] 4. Visual Spatial Relationships: Players must understand the correct positioning of objects within a scene (e.g., the sun in the sky, trees on the ground, or fish in the sea), and replicate scenes while maintaining the same spatial relationships.
[1123] 5. Visual Memory: Players are shown a scene for a brief period and then asked to recreate it from memory, strengthening their ability to recall visual details.
[1124] 6. Visual Discrimination: Players are presented with similar images and must identify subtle differences, such as variations in size, shape, or features.
[1125] 7. Visual Attention: Players focus on essential details while ignoring irrelevant information. For instance, in a memory task, they concentrate on objects to remember while disregarding background elements.
[1126] 8. Visual Sequential Memory: A sequence of objects is displayed, and players must memorise and recreate the sequence in the correct order, strengthening their ability to recall and organise visual information overtime.
[1127] The "VSM" game adapts dynamically to the player’s progress, beginning with a focus on a single perceptual skill and gradually increasing the complexity of tasks. The game prioritises areas that need improvement, offering specific activities that address weaker skills. For example, if a player struggles with visual discrimination, they can work on visual memory or attention in other games while focusing on improving their weaker skills through targeted tasks.
[1128] For children, the game can start with single or dual perceptual elements, with the software adapting to recommend multi-perceptual games that combine multiple skills based on the player’s strengths. The system gradually introduces more complex challenges as the player’s abilities improve, ensuring a dynamic and engaging experience tailored to individual needs. This approach promotes sustained progress across all perceptual skills, fostering long-term development.
[1129] Work Mode (Theme)
[1130] Work mode is a treatment option available in the software which allows the user to perform their daily life computer-based work activities while receiving treatment for their amblyopic eye. This software solutionP13049PC01
[1131] transforms the computer’s operating system to work in harmony with anaglyph glasses, enabling effective amblyopia treatment while maintaining normal functionality. Once activated, the software applies a complete visual makeover to the operating system, altering the colours of all on-screen elements to align with calibrated values specific to the user's glasses. This innovative method provides a seamless combination of therapy and productivity, ensuring maximum convenience and effectiveness.
[1132] How It Works:
[1133] 1. Calibration Process: The software begins by calibrating the display, determining optimal colour values that match the red and blue lenses of the anaglyph glasses. These values are then stored and working combinations are derived and used to configure the operating system’s appearance as mentioned in the previous sections.
[1134] 2. System-wide Transformation:
[1135] Once activated, the solution makes a comprehensive visual overhaul of the operating system. For example, in a Windows environment, the following elements are adjusted:
[1136] • Start Menu: The background, text, and icons are recoloured to match the calibrated values.
[1137] • Taskbar and Action Center: Their colours are modified so that they align with the glasses' filters.
[1138] • Window Title Bars and Borders: These are adjusted to ensure consistent visibility and cancellation effects.
[1139] • Accent Colours: System accent colours, which influence highlights and buttons, are customised.
[1140] • Text: The text colour, including hyperlinks, disabled text, and selected text, is optimised for clarity through one lens and invisibility through the other.
[1141] • Backgrounds: All background colours, including window panels and workspaces, are tailored to enhance therapeutic outcomes.
[1142] Other features that can be adjusted are ActiveTitle, Background, Hilghight, Highlight Text, TitleText, Window, WndowText, Scrollbar, InactiveTitle, Menu, WndowFrame, MenuText, ActiveBorder, InactiveBorder, AppWorkspace, ButtonFace, Buttonshadow, GrayText, ButtonText, InactiveTitleText, ButtonH Hight, ButtonDkShadow, ButtonLight, InfoText, InfoWindow, GradientActiveTitle .GradientlnactiveTitle but the solution is not limited to these.
[1143] 3. Dynamic Adjustment During Use:
[1144] The solution ensures that every visible element — whether it’s text, buttons, or navigation features — follows the calibrated values. This creates a controlled visual environment where one eye is given reduced input while the other is more engaged, fostering effective therapy.
[1145] Practical Applications:
[1146] The system supports a wide range of tasks and applications. A few of such examples include:
[1147] • Students can use it for homework, essay writing, and creating presentations.
[1148] • Professionals can complete work assignments, browse the web, and analyse documents without disruption.P13049PC01
[1149] • General Users can enjoy casual activities like reading eBooks, shopping on Amazon, or messaging on WhatsApp Web.
[1150] Supported Applications:
[1151] On a Windows operating system, the solution integrates seamlessly with programs such as:
[1152] • Web Browsers: Chrome, Firefox, and Edge.
[1153] • Office Tools: Microsoft Word, Excel, and PowerPoint.
[1154] • PDF and E-Book Readers: Adobe Acrobat, Kindle Reader, etc.
[1155] • Other Applications: It works with a wide range of applications some of which include WnRAR, messaging apps like WhatsApp Web, and e-commerce platforms like Amazon.
[1156] By applying these changes system-wide, users experience a visually therapeutic interface that enables them to continue their daily tasks while receiving treatment. The solution is not limited to Windows as mentioned previously.
[1157] This mode is applicable on all types of software applications available currently and in future computer software applications. This mode holds the capability to work on any operating system available currently including but not limited to the operating systems mentioned, as well as the future operating systems. The software can also be used on multiple types of display that are available today including but not limited to and also any display that would be invented in the future.
[1158] An example involves using glasses with a red filter on one eye and a cyan filter on the other. The filters can be any colour, and the glasses can take any form — standalone without additional gadgets, integrated into a system, or as smart glasses equipped with sensors. The implementation format is not limited to these options. Once calibrated, the chosen colour combination — for instance, cyan — will be used with a corresponding background that interacts with the cyan to cancel out certain visual elements. The operating system settings are then adjusted to simulate these colours across all text and background configurations, ensuring compatibility with the glasses. This setup allows different information to be perceived by each eye based on the filters. The colour combinations can vary, enabling distinct visual input for each eye as shown in Figure 39.
[1159] 1. Start Menu
[1160] 2. Taskbar and Action Center
[1161] 3. Wndow Title Bars and Borders
[1162] 4. Accent Colours
[1163] 5. Text
[1164] 6. Backgrounds
[1165] Media Mode
[1166] The proposed solution offers the ability to transform virtually any display system — such as televisions, personal computers, laptops, tablets, and other devices — into an effective treatment platform for amblyopia and related conditions. This is accomplished through a combination of methods, including overlay filtering, operating system content adaptation, the use of custom anaglyph glasses, and specialised software.P13049PC01
[1167] The solution extends to a wide array of applications, enabling users to engage in activities such as gaming, watching movies, and performing typical tasks on a computer. This approach eliminates the need for a virtual reality (VR) headset, which has traditionally been a requirement for similar treatments, while providing unparalleled flexibility. Unlike conventional solutions that restrict users to content within their proprietary platforms, our software integrates seamlessly with external media and activities. This allows patients to engage with their preferred content — whether playing games, watching films, or browsing the internet — while simultaneously receiving vision therapy. This feature enhances the user experience and improves long-term adherence, addressing the limitations of existing systems that often lead to reduced compliance after prolonged use. Consequently, our solution represents a significant advancement in treatment technology.
[1168] The system is designed to support a wide range of activities, including watching films, playing games, surfing the internet, or engaging in other multimedia experiences, all while the patient undergoes vision therapy. Media Mode for Amblyopia Treatment
[1169] The Media Mode is specifically designed to optimise amblyopia treatment by applying calibrated filters to a display. These filters work in tandem with specialised 3D glasses to regulate and balance the visual input received by each eye. The key aspects of the solution include:
[1170] • Calibration Process: As outlined in the calibration and colour coding section, the system undergoes a thorough calibration to ensure the correct alignment of filters and visual input.
[1171] • Calibrated Colour Filters: Based on the calibration data, the software employs predetermined colour codes specific to both the glasses and the display. This ensures seamless synchronisation between the transparent overlays on the screen and the colour filters in the glasses, optimising the visual input control for each eye.
[1172] • Adjustable Parameters: The system allows for fine-tuning of various parameters to customise the treatment according to each patient’s needs. These adjustable settings include:
[1173] o Level of Transparency: The transparency of the overlay filters can be adjusted to regulate the amount of information reaching each eye.
[1174] o Number of Strips: The software allows modification of the number of strips applied to the screen, helping balance the visual input distribution between the amblyopic and dominant eyes.
[1175] o Variation in Strips: The size, spacing, or intensity of the strips can be adjusted to meet specific therapeutic requirements.
[1176] • Strip Filters for Binocular Input: The system overlays strip filters on the screen, alternating calibrated colours for each eye. This ensures the amblyopic eye receives enhanced input compared to the dominant eye, particularly in the early stages of treatment. By controlling the information presented to each eye, the software facilitates the brain’s integration of visual data from both eyes, promoting binocular therapy.
[1177] • Progressive Adjustment for Balanced Vision: Initially, the amblyopic eye is provided with more visual input to stimulate its development. As the vision in the weaker eye improves, the software dynamically adjusts to increase input to the dominant eye, encouraging balanced visual usage. This progressive approach fosters the development of stereopsis (depth perception) and 3D vision.
[1178] Advantages Over Traditional Patching
[1179] The software-based approach offers several benefits over traditional monocular therapies, such as eye patching, including:P13049PC01
[1180] • Avoidance of Reverse Amblyopia: Prolonged suppression of the dominant eye in patching can result in reduced vision in that eye. This system prevents such suppression by ensuring both eyes are engaged.
[1181] • Development of 3D Vision: Unlike patching, which prevents simultaneous use of both eyes, the software encourages binocular interaction, promoting the development of stereopsis and depth perception.
[1182] • Faster Progress: Monocular treatments do not train the brain to integrate input from both eyes, delaying improvement. The dynamic adjustments in this system accelerate visual development.
[1183] • Improved Compliance: Traditional patching can be uncomfortable and stigmatising, particularly for children, leading to inconsistent use and suboptimal results. This flexible, software-driven approach enhances comfort and encourages consistent participation in the treatment.
[1184] Filter Functionality
[1185] The media filter can operate in three ways:
[1186] • Transparent and Colour to Block: The filters can be applied to each eye with varying levels of transparency and colour blocking.
[1187] • Non-transparent Block for Each Eye: Filters can completely block input for each eye individually.
[1188] • Simultaneous Filtering: Filters can be applied to both eyes at once, allowing dynamic control over the visual input.
[1189] The filter system can also adjust the size of the filters to control input from 0-100%, enabling precise control over visual stimulation. Input can change dynamically during media viewing, providing a flicker effect, alternating eye dominance, and toggling filters on and off.
[1190] Iterative Treatment Process for Visual Acuity Enhancement
[1191] The treatment process described herein combines off-the-shelf or specially designed glasses with software to improve a patient's visual acuity (VA) in a highly effective and engaging manner. This process is adaptable and can include any combination of methods and processes disclosed within this patent. Below is an outline of the treatment process:
[1192] 1. Daily Use of Glasses and Software
[1193] Patients are instructed to wear specially calibrated glasses while using the software for 30 to 120 minutes each day (though this duration is not fixed). The glasses are integral to the treatment, working in conjunction with the software to regulate and balance the visual input to each eye.
[1194] The software provides several modes, including Media Mode, Work Mode, Perceptual Games, General Games, Blinking Filters, Overlay Filters, and more. Examples of how patients can use the software for treatment include: o Work Mode: Patients can use this mode to interact with Microsoft applications such as Excel or Word, enabling them to perform tasks such as creating or analysing financial reports or drafting documents. This seamlessly integrates the software into their everyday office tasks.
[1195] o Media Mode: In this mode, patients can enjoy films, documentaries, or anime on platforms like Netflix, Prime Video, or Hulu. The software also allows web browsing or playing favourite games, such as Fall Guys, outside the therapeutic environment.
[1196] o Perceptual Games: The software includes gamified treatments specifically designed to enhance vision while keeping patients engaged. These games are divided into two categories: perceptualP13049PC01
[1197] games, which target perceptual skills and neuroplasticity, and general games, which work to improve overall visual abilities.
[1198] 2. Interactive and Engaging Software
[1199] The software is designed to be interactive, making the treatment process more engaging for the patient. o Unlockable Treatment Elements: As patients progress through their treatment, the software progressively unlocks new exercises or features, which are tailored to the patient’s specific treatment plan and ongoing needs.
[1200] o Points System: A gamified points system motivates patients by rewarding them with points as they complete exercises, games, or perceptual tasks. Points are earned for activities that contribute to the treatment, such as using the software in work mode or media mode. These accumulated points can then be used to unlock new sections of the software, keeping the patient engaged and encouraging consistent participation in the therapy.
[1201] 3. Frequent Visual Acuity (VA) Testing
[1202] To monitor progress, patients are required to undergo regular VA tests. These assessments provide valuable feedback on the effectiveness of the treatment, enabling adjustments to be made to the therapy plan to optimise results.
[1203] 4. Ongoing Monitoring and Adaptation
[1204] The treatment process adapts in response to the patient’s improvements. As their vision improves, the difficulty of the exercises increases, and the filters or visual adjustments in the software are modified to ensure continued stimulation of the amblyopic eye. This dynamic approach ensures that the therapy evolves alongside the patient's visual development.
[1205] Additional Treatment Enhancements
[1206] In addition to the core treatment process, the solution incorporates supplementary recommendations to enhance the therapy’s effectiveness. These recommendations focus on physical activity, nutritional support, and complementary exercises, forming a holistic approach to treating amblyopia.
[1207] 1. Physical Exercise Integration
[1208] Incorporating regular physical exercise into the treatment plan is encouraged. Physical activity improves blood circulation and brain function, which in turn supports the neural pathways between the eyes and the brain. This synergy maximises the benefits of the visual therapy.
[1209] 2. Nutritional Support for Eye Health
[1210] Nutrition plays a pivotal role in visual rehabilitation. The treatment plan recommends a diet rich in essential vitamins and nutrients known to support eye health, particularly for patients with severe amblyopia. Key nutrients include:
[1211] o Vitamins A, C, and E: These antioxidants protect eye tissues from damage.
[1212] o Lutein and Zeaxanthin: Found in leafy greens, these nutrients promote macular health and improve visual function.
[1213] o Omega-3 Fatty Acids (particularly DHA): Vital for retinal health and neural repair.
[1214] o Beta Carotene: A precursor to Vitamin A, crucial for maintaining good vision.
[1215] o Zinc: Supports retinal enzyme function and aids the transport of Vitamin A from the liver to the retina.P13049PC01
[1216] o Fiber and Antioxidants: Help reduce inflammation and improve both eye and systemic health. These nutrients can be obtained through a balanced diet or supplements, particularly in cases where deficiencies are identified.
[1217] 3. Eye and Hand Coordination Exercises
[1218] To complement the primary treatment, a series of exercises is recommended to improve eye functionality and coordination, including:
[1219] o Eye Alignment and Tracking: Exercises designed to enhance focus and the ability to track moving objects.
[1220] o Hand-Eye Coordination Tasks: Activities such as catching or moving objects in synchrony with visual cues to strengthen neural connections.
[1221] o Distance Focusing: Training the eyes to focus on objects at varying distances.
[1222] 4. Eye-Specific Training
[1223] Targeted exercises are suggested to stimulate the weaker eye, such as:
[1224] o Convergence and Divergence Drills: Exercises that improve the eyes’ ability to focus on nearby and distant objects.
[1225] o Tracking Across Different Fields of Vision: Activities aimed at enhancing the ability of the weaker eye to follow moving objects across different visual fields.
[1226] o Isolation of the Weaker Eye: Using calibrated filters or patches to isolate the weaker eye and encourage its use during therapy.
[1227] Cloud Compatibility
[1228] The proposed vision therapy system is also compatible with cloud-based platforms and can also be accessed through a web browser, providing an additional method for software deployment alongside other implementation options. This approach allows for seamless integration, real-time updates, and cross-device accessibility while ensuring that all core functionalities — such as Media Mode, Perceptual Mode, Work Mode, calibration processes, visual acuity adjustments, digital overlays, and interactive vision training tools — can be managed remotely. By utilizing a cloud-based or web-enabled architecture, the system can dynamically adjust visual stimuli and transparency effects without requiring dedicated hardware, enhancing flexibility for both clinical and home use. Additionally, Al-driven personalization, remote monitoring, and real-time treatment adjustments can be implemented, ensuring an optimized therapy experience. This method also allows for integration with smart glasses, transparent displays, mobile devices, and interactive projection systems, further expanding the accessibility and adaptability of the vision therapy solution.
[1229] Patient Trial Results Over 14 Weeks Using AmblyoFix
[1230] The charts in Figure 40 present the vision improvement of a male 9-year-old patient undergoing treatment with AmblyoFix over a 14-week period. Additionally, the table provides the corresponding LogMAR values and percentage of vision for a clearer assessment of progress.
[1231] Visual Acuity Testing Results - Figure 41P13049PC01
[1232] 1. Introduction
[1233] This report presents the findings of a clinical trial conducted to evaluate the accuracy of Visual Acuity (VA) testing using our software, AmblyoFix, compared to the traditional VA assessment. The study included a group of 43 male participants between the ages of 15 and 58.
[1234] 2. Methodology
[1235] 2.1 Participants
[1236] A total of 43 male participants, aged between 15 and 58, were included in the study.
[1237] 2.2 Traditional VA Testing
[1238] • The traditional VA assessment was conducted at a distance of 6 meters using a LogMAR chart with English alphabets.
[1239] • The procedure involved the patient covering one eye while the examiner presented letters on the chart sequentially. The process was repeated for the other eye.
[1240] 2.3 Software-Based VA Testing
[1241] • The software-based VA test was conducted at a distance of 2 meters using a LogMAR chart with English alphabets.
[1242] • Patients wore red and blue glasses and performed the test with both eyes open using the proposed method within the software.
[1243] 3. Results
[1244] The software-based VA test achieved the following average accuracy levels:
[1245] • Left Eye: 91.5%
[1246] • Right Eye: 89.8%
[1247] 4. Conclusion
[1248] The results indicate that the proposed software-based VA testing method demonstrates a high level of accuracy in comparison to the traditional approach. The study provides promising evidence for the effectiveness of the software in conducting VA assessments under controlled
[1249] conditions.
[1250] The example embodiments are described in sufficient detail to enable those of ordinary skill in the art to embody and implement the systems and processes herein described. It is important to understand that embodiments can be provided in many alternative forms and should not be construed as limited to the examples set forth herein.
[1251] Accordingly, while embodiments can be modified in various ways and take on various alternative forms, specific embodiments thereof are shown in the drawings and described in detail below as examples. There is no intent to limit to the particular forms disclosed.
[1252] Unless otherwise defined, all terms (including technical and scientific terms) used herein are to be interpreted as is customary in the art. It will be further understood that terms in common usage should also be interpretedP13049PC01
[1253] as is customary in the relevant art and not in an idealised or overly formal sense unless expressly so defined herein.
[1254] Orientational terms, such as upper, lower, radially and axially, are used in relation to the drawings and should not be interpreted as limiting on the invention.
[1255] Although illustrative embodiments of the invention have been disclosed in detail herein, with reference to the accompanying drawings, it is understood that the invention is not limited to the precise embodiments shown and that various changes and modifications can be effected therein by one skilled in the art without departing from the scope of the invention.
Claims
P13049PC01CLAIMS1. A calibration process for a display screen based vision treatment system, the process being configured to calibrate the combination of visual stimuli displayed on a display screen and the filtering effects of an optical device so as to allow for optimized control of visual input to each eye of a subject.
2. A process according to claim 1, in which foreground colors are generated in incremental steps, with each increment defining a new calibration combination, and wherein a background and foreground combination, viewed through the optical element, is selected.3 A process according to claim 2, in which a background and foreground combination, viewed through the optical element, is selected, and wherein additional foreground and background color variations, including all possible hues, shades, tones, gradients, and brightness levels, can be generated or extracted to achieve optimal calibration.
4. A process according to any preceding claim, in which the optical device comprises one or more optical elements, including but not limited to lenses, glasses, filters, or any transparent or semi-transparent material capable of altering visual input to each eye.
5. A vision therapy system for applying calibrated and extracted visual parameters to dynamically control visual stimulus distribution between the eyes, comprising:• a wearable optical device, including optical elements as defined in claim 4, configured to selectively filter and modulate the visibility of visual content for each eye;• a calibrated segmentation and modulation system, wherein:o visual elements are divided into controlled segments, outlines, gradients, or shaded areas that are selectively visible to the left eye, right eye, or both;o the visibility of each segment is adjusted based on the extracted calibration values to control the balance of visual input received by each eye;o solid or transparent designs, color filtering techniques, and contrast modulation are applied to define the relative dominance of each eye in perceiving specific visual information;• an adaptive stimulus control mechanism, configured to:o modify visual elements in real time by adjusting the amount, intensity, and distribution of information perceived by each eye;o implement customizable occlusion strategies, allowing parts of an element to be fully visible to one eye, partially visible to both, or completely occluded, based on the treatment protocol;o apply segmentation and blending techniques where outlines, color gradients, transparency levels, or selective occlusion are dynamically controlled to optimize binocular vision training;• integration with interactive or real-world environments, enabling the controlled modulation of objects, backgrounds, and dynamic visual elements in sports, gaming, projection-based systems, or augmented reality applications to enhance vision therapy outcomes;• additional visual control methods, including adjusting the length of outlines, modifying the size of segmented areas, fine-tuning transparency levels, implementing specialized color coding strategies, and dynamically altering color contrast and luminance, allowing precise control over the visual input received by each eye in therapy and training environments.P13049PC016. A vision treatment method comprising the steps of:i) assessing strengths and weaknesses of a subject from a panel of a plurality of perceptual skills; ii) based on i) determining one or more tasks for the subject.
7. A method as claimed in claim 6, wherein the panel of perceptual skills comprises one or more of visual perceptual skills, including but not limited to Visual Attention, Visual Discrimination, Visual Memory, Visual Spatial Relationships, Visual Sequential Memory, Visual Figure-Ground Perception, Visual Form Constancy, Visual Closure, Depth Perception, Peripheral Vision, Dynamic Visual Acuity, and Contrast Sensitivity, and wherein the method further includes training or assessment of non-visual perceptual skills, including but not limited to auditory perception, tactile perception, proprioception, vestibular processing, cognitive processing, or any other sensory or neurocognitive function.
8. A method according to claim 6 or claim 7, in which based on ii) the subject engages in increasingly complex tasks that combine multiple perceptual skills to strengthen neural pathways and visual processing.
9. A method of providing vision therapy during media consumption and other activities, wherein a system overlays transparent and semi-transparent filters, allowing therapy to be applied while the user engages in various tasks, including but not limited to watching movies, playing games, browsing the web, or performing daily activities.
10. A platform according to claim 9, comprising:• performing a calibration process allowing for one or more optical elements, as defined in claim 4, to work in conjunction with the visual display for optimized visual input control;• providing a transparent or semi-transparent color filter based on the calibration data, in which specific colors that have a full or partial canceling effect are extracted, specific to the optical device and display output, wherein a transparent overlay filter, which can take any form, is integrated to ensure seamless synchronization between the transparent overlays on the screen and the optical device, optimizing the control of visual input for each eye;• providing adjustable transparency control for overlay filters, whereby the system allows for the fine-tuning of various parameters to customize treatment for individual patient needs.
11. A platform according to claim 10, in which the adjustable parameters include:• level of transparency: a method for dynamically regulating the transparency levels of overlay filters to precisely control the amount of visual information reaching each eye; the transparency level can be adjusted to achieve full occlusion, partial occlusion, or customized filtering, depending on the therapeutic or functional requirements; this control mechanism allows forgradual modulation of visual input, ensuring adaptability across various applications.
12. A platform according to any of claims 9 to 11, wherein the system enables adaptive occlusion therapy and provides comprehensive control over visual filtering parameters, including:• controllable filter area coverage, allowing selective application of visual overlays or occlusions to specific regions of the display;• adjustable color intensity of physical filters, enabling precise modulation of visibility and contrast of visual information for each eye;P13049PC01• customization of overlay or filter properties, including variations in design, shape, size, pattern, transparency, intensity, color, position, and spatial distribution, wherein such calibrated overlays or filters are dynamically adjustable based on calibration data and treatment requirements.
13. A vision treatment method utilizing the platform of any of claims 9 to 12, wherein dynamically controlled occlusion is implemented to modulate visual input for therapeutic purposes, the method comprising:• frequency of occlusion, wherein the occlusion effect is activated and deactivated at varying intervals, either periodically, randomly, or in response to external stimuli, and may be pre-programmed, user-controlled, or dynamically adjusted based on real-time data such as gaze tracking, engagement levels, or therapeutic requirements;• duration of occlusion, with fixed, progressive, or dynamically modulated timing based on user adaptation or Al-driven feedback;• alternating and inverse occlusion, applying occlusion to either eye, including dominant eye occlusion, inverse occlusion of the weaker eye, or alternating patterns with adjustable timing, intensity, and real-time adaptation.
14. A platform according to any of claims 9 to 13, comprising progressive adjustment.
15. An eye condition treatment Work Mode for a display device with a visual output, wherein Work Mode transforms the device's operating system to function synergistically with colored lenses, filters, glasses, or any other transparent or semi-transparent materials, wherein a calibration process can be performed to enhance the interaction between the display output and the optical elements, ensuring optimized control over visual stimuli for more effective vision therapy.
16. A platform according to claim 15, in which, once activated, Work mode applies a comprehensive visual adaptation to the device’s operating system, modifying the colors of display elements across the screen, allowing for vision therapy treatment to be conducted while the user continues their regular usage of the device.
17. A blinking filter feature for a visual therapy system which can be dynamically activated or deactivated, either for one eye or both eyes, depending on the therapeutic needs of the user.
18. A feature according to claim 17, in which the blinking effect works by intermittently switching between color combinations, or by toggling specific features on and off, such as altering the transparency or color of the visual elements.
19. An eyewear device for vision therapy comprising a frame for receiving one or more optical elements as described in claim 4, the device further comprising a wear detection system.
20. An eyewear device for vision therapy comprising a frame for receiving one or more interchangeable lenses, filters, glasses or other transparent, semi-transparent material, in which the device comprises means for detecting a particular lens that has been fitted to the frame.
21. A vision therapy system that integrates sports-based exercises, for improving binocular vision, perceptual learning, and motor coordination, comprising:• a wearable optical device, including transparent colored glasses, goggles, or smart glasses incorporating optical elements as defined in claim 4, configured to selectively filter visual stimuli received by each eye;• a calibrated interactive environment, wherein:P13049PC01o the foreground elements, such as a ball, sports equipment, targets, or players’ uniforms, are color-calibrated to selectively enhance or reduce visibility based on the filtering properties of the optical device; o the background elements, such as a playing field, walls, or floors, are adapted in color and contrast to create differential visual input between the eyes;• a method of dynamically controlling visual perception, wherein modifying the color, contrast, or transparency of foreground and background elements adjusts the visual information received by each eye, enabling selective stimulation of the weaker eye and promoting balanced binocular vision;• an adaptive calibration process, wherein:o the system optimizes color contrast and occlusion levels in real-time based on user performance and therapy progress;o different occlusion patterns, including partial occlusion, gradient transparency, and selective filtering, are dynamically applied to the optical device to modulate visual input;• interactive therapy and exercise integration, wherein users engage in movement-based activities such as catching, throwing, tracking, or gesture-based interactions, reinforcing depth perception, hand-eye coordination, and visual attention through adaptive color filtering and motor engagement.
22. A Visual Acuity (VA) vision assessment system wherein:• optotypes (letters, numbers, symbols) are displayed in colors selectively visible to only one eye through the anaglyph glasses, ensuring full occlusion of the opposite eye without physical obstruction;• a calibration process adjusts optotype size based on screen dimensions, ensuring standardized visual acuity measurement across different displays;• test parameters, including optotype type, contrast levels, spacing, and background color, are dynamically adjustable; andresults are automatically recorded, analyzed, and compared with previous test data to track visual progress and treatment effectiveness.
23. A system for real-time adaptive visual acuity testing, comprising:• a camera-based module that tracks the patient’s head size and interpu pi llary distance to estimate realtime distance from the screen;• a calibration reference tool for initial distance measurement and continuous scaling adjustments; • a software algorithm that dynamically scales optotypes based on detected movement, maintaining accurate angular size regardless of patient positioning;• integration with vision therapy software to ensure all VA tests and interactive exercises remain correctly calibrated, with adaptive difficulty based on user performance.
24. A vision therapy system incorporating a transparent display device, the system being configured to dynamically control visual input to each eye through the selective modulation of displayed content and transparency levels, comprising:• a transparent, semi-transparent, or opaque display, wherein individual pixels, light-emitting units, or reflective elements are dynamically controlled to adjust color, brightness, contrast, transparency, and visual stimuli for therapeutic applications;• a calibrated vision modulation system, wherein:P13049PC01o foreground and background colors are selectively adjusted in accordance with extracted calibration values to optimize binocular vision training;o visual elements, including objects, outlines, gradients, and segmented areas, are displayed in such a way that different parts of an element are visible to the left eye, right eye, or both, with controllable levels of visibility;o digital overlays, including selective occlusion, gradient transparency, and color-coded filters, are applied dynamically to enhance vision therapy;• adaptive stimulus control mechanisms, including:o adjustable visual acuity reduction, wherein selective pixel removal, color density modulation, pixel averaging, and partial transparency effects are implemented to alter the clarity of visual information perceived by each eye;o dynamic occlusion therapy, wherein specific regions of the display are rendered fully or partially opaque, eliminating the need for physical occlusion devices;o digital gradient transparency effects, allowing customizable transitions between transparent, semi-transparent, and fully opaque states for tailored treatment protocols;o interactive visual training tools, including motion-based patterns, blinking stimuli, and adaptive perceptual exercises to improve binocular coordination, depth perception, and visual processing;• applications beyond vision therapy, wherein the system extends to augmented reality training, professional use, athletic performance enhancement, industrial visualization, and interactive educational environments through the modulation of selective transparency and overlaid information.
25. A vision therapy platform comprising a versatile display system, including but not limited to:• a display system, including but not limited to projection-based displays, electronic displays, augmented reality (AR) systems, virtual reality (VR) systems, transparent displays, laser projection systems, small projectors, head-mounted displays (HMDs), and other emerging visual output technologies, configured to present interactive visual stimuli on a surface such as a wall, floor, screen, or within an immersive environment.• an optical device, including anaglyph glasses, custom optical elements such as mentioned in claims 19-20, AR / VR headsets, adaptive lenses, or transparent / semi-transparent overlays, configured to selectively modify visual input for each eye, promoting binocular vision enhancement.• a motion-tracking system incorporating RGB cameras, infrared cameras, depth sensors, eye-tracking systems, or other sensing technologies to monitor user movements and integrate real-time interactions with the displayed content.• a calibration process configured to optimize the alignment of visual stimuli and the filtering effects of the optical device, comprising:o display calibration, adjusting content dimensions based on predefined reference measurements, ensuring accurate scaling regardless of display type or size.o foreground and background color calibration, dynamically adapting stimulus colors, transparency, and intensity to optimize differential visual input for each eye.o adaptive synchronization, modifying optical filtering effects, display characteristics, and motiontracking parameters in real time to maintain therapeutic effectiveness across different display platforms.P13049PC01• interactive exercises and games requiring physical engagement and visual-motor coordination, including but not limited to jumping, reaching, swiping, rowing, body shifting, gaze-based interactions, and augmented gestures, wherein visual stimuli dynamically adjust based on user interaction, gaze tracking, and real-time calibration to reinforce perceptual learning and motor function.