Simulated Eye Movement System for Concussion Diagnosis Training
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Solution Overview
Problem
Conventional training methods for medical practitioners lack realistic simulation of concussion symptoms, hindering accurate diagnosis and assessment.
Innovation Solution
A system generating simulated eye movements and responses using a computer device with a display and stylus, simulating various concussion scenario symptoms such as diplopia, sensitivity to light, vision loss, ocular pain, and abnormal eye movements, allowing medical trainees to practice and improve their diagnostic skills.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If conventional training methods are used for medical practitioners, then training can be provided, but realistic simulation of concussion symptoms is lacking, hindering accurate diagnosis
Solution Approach 1:
The patent creates a virtual copy of human eyes that can simulate concussion symptoms. The system generates realistic eye movement patterns that replicate the physiological changes observed in concussed patients, allowing trainees to practice diagnosis on virtual eyes that behave like real eyes but can be controlled to display specific symptom patterns.
Solution Approach 2:
The virtual eyes are designed to dynamically respond to user interactions and automatically return to normal positioning. The system simulates the dynamic nature of eye movements during assessment, including saccades, pursuits, and vestibular-ocular reflexes, while allowing automatic recovery between assessments.
2Reliability
If a system generates simulated eye movements representing concussion symptoms, then training realism is improved, but device complexity increases
Solution Approach 1:
The patent replaces physical mechanical eye models with a software-based virtual eye system running on a computer. Instead of using complex mechanical actuators to move physical eyes, the system uses computer graphics and programmed algorithms to generate realistic eye movement patterns, significantly reducing mechanical complexity while maintaining training effectiveness.
Solution Approach 2:
The virtual eye system serves multiple training functions within a single platform. It can simulate various concussion symptom patterns, accommodate different assessment protocols, and provide both visual and auditory feedback, making one system capable of performing what would traditionally require multiple specialized training tools.
3Adaptability or versatility
If multiple concussion scenario symptoms are simulated, then comprehensive training is provided, but the complexity of managing multiple symptoms increases
Solution Approach 1:
The system pre-configures multiple concussion symptom scenarios with predetermined eye movement patterns and responses. Each scenario is prepared in advance with specific symptom profiles (e.g., vertical heterophoria, nystagmus, restricted movement), allowing trainees to select from predefined scenarios without requiring complex real-time configuration during training sessions.
Solution Approach 2:
The system controls complexity by changing software parameters rather than adding physical components. Each concussion scenario is represented by different parameter settings in the virtual eye model, such as modifying gain values, time constants, or movement constraints, allowing diverse symptom simulation through parameter adjustment rather than structural complexity.
Data Source
AI summary
Embodiments relate to a system for generating simulated eye movements and eye responses related to concussion symptoms for training medical practitioners. The system includes a computer device with a display that displays the pair of simulated eyes. Scenarios are generated and executed, in which simulated eye movements and responses to external stimuli are representative of typical symptoms associated with having a concussion. A user (e.g., medical trainee or medical trainer) provides external inputs e.g., voice commands, stylus movements, etc.) and assess eye movements provided by the scenarios and eye responses to the external inputs.


