VR Eye-Tracking Assessment for Accommodation Spasm Mitigation

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Solution Overview

Problem

Existing methods for diagnosing and treating eye disorders and assessing visual adaptability are static and invasive, lacking the dynamic and immersive capabilities provided by VR technology.

Innovation Solution

A VR system integrated with high-resolution headsets and precision eye-tracking technology simulates real-world scenarios to assess and train visual adaptability, providing personalized feedback and therapy exercises through immersive environments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If traditional static and invasive methods are used for diagnosing eye disorders, then diagnostic accuracy can be achieved, but patient comfort and ease of operation deteriorate

Engineering Contradiction:
Improvediagnostic accuracyVSAvoidpatient comfort
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The patent replaces traditional mechanical and invasive diagnostic equipment with a virtual reality-based optical system. The VR headset incorporates eye-tracking technology and displays visual stimuli to assess accommodative function non-invasively, substituting physical contact methods with optical field-based measurement that maintains diagnostic accuracy while improving patient comfort

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent introduces a virtual reality environment as an intermediary between the diagnostic system and the patient's eye. This VR intermediary presents controlled visual stimuli and captures eye responses without direct physical interaction, serving as a mediator that preserves measurement precision while enhancing ease of operation through immersive and comfortable visualization

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If VR technology is integrated with eye-tracking to assess visual adaptability, then adaptability of the diagnostic system improves, but device complexity increases

Engineering Contradiction:
Improvevisual adaptability assessmentVSAvoidsystem integration complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a multi-functional VR headset system that combines virtual reality display, eye-tracking technology, and accommodative assessment capabilities in a single integrated platform. This universal device performs multiple diagnostic functions including visual adaptability assessment, eye movement tracking, and refractive error measurement, thereby improving adaptability while managing complexity through functional integration

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent merges previously separate diagnostic components (VR display system, eye-tracking sensors, and accommodative assessment algorithms) into a unified integrated system. By combining these elements into a single VR-based platform, the system achieves enhanced adaptability for various visual assessments while reducing the operational complexity of managing multiple separate devices

Inventive Principle:
Principle #5Merging (Combining)

3Productivity

If dynamic immersive environments are used to train visual adaptability, then training effectiveness improves, but loss of time for calibration and setup increases

Engineering Contradiction:
Improvetraining effectivenessVSAvoidcalibration time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent incorporates preliminary calibration procedures that are performed once during initial system setup, establishing baseline eye movement patterns and individual visual characteristics. This preliminary action stores calibration data for reuse during subsequent training sessions, thereby improving training effectiveness while minimizing the time loss associated with repeated calibration

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements self-calibrating algorithms that automatically adapt to each user's visual characteristics during the first training session. The system uses machine learning to recognize and adjust to individual eye movement patterns without requiring extensive manual calibration, thereby reducing calibration time while maintaining high training effectiveness through personalized adaptive training protocols

Inventive Principle:
Principle #25Self-service

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Offers a precise, non-invasive, and user-friendly method for diagnosing and treating eye disorders, enhancing visual adaptability and safety in various occupational settings.

Implementation Method 1

Eye-tracking technology allows systems to detect and respond to where the user is looking

Methodology Applied
Scientific EffectEye-tracking technology: Optical Tweezers

Data Source

PatentUS20260076861A1Systems and methods for assessing and mitigating accommodation spasm
Publication Date: 2026.03.19 ZENNI OPTICAL
  • US20260076861A1 patent drawing
  • US20260076861A1 patent drawing
  • US20260076861A1 patent drawing

AI summary

A user's accommodative spasm can be evaluated and mitigated via a virtual reality (VR) system, which can include a VR headset in electronic communication with a computing device. The computing device causes virtual environments, which can include objects, optotypes, various lighting conditions, and various weather conditions, to be displayed on the VR headset. Using varying combinations of eye-tracking sensors, eye-tracking cameras, motion-tracking sensors, handheld devices, and microphones, the VR headset collects data about the user as she focuses on various objects placed at different distances away from her in the virtual environments. Optionally, advanced algorithms in the computing device dynamically alter the virtual environments and the visual tasks and analyze the user's responses to evaluate the user's accommodative spasm.