VR Underwater Vision Testing With Eye-Tracking Adaptation

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Solution Overview

Problem

Existing vision testing and training methods are static and limited, failing to effectively assess and improve visual adaptability and address specific visual deficiencies or stress in immersive environments, particularly for occupational needs.

Innovation Solution

A VR system integrated with high-resolution headsets and precision eye-tracking technology simulates real-world and occupational scenarios, dynamically adjusting conditions to test and train visual adaptability, address deficiencies, and teach relaxation techniques, providing personalized feedback and reports.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If traditional static vision testing methods are used, then the testing process is simple and quick, but the assessment of visual adaptability and visual performance in dynamic environments is insufficient

Engineering Contradiction:
Improvevisual adaptability assessment precisionVSAvoidtesting system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent creates virtual copies of real-world occupational environments (diving, fishing, hunting) within the VR system. These simulated environments replicate visual challenges such as water refraction, low light conditions, and obscured visibility, allowing precise measurement of visual adaptability without requiring actual physical field testing. The virtual environments serve as controlled replicas that maintain measurement precision while enabling repeatable, standardized assessment.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces traditional mechanical vision testing equipment with a VR-based optical and computational system. Instead of using physical charts and manual testing procedures, the system employs virtual reality headsets, eye-tracking sensors, and computational algorithms to assess visual performance. This substitution enables more precise measurement of dynamic visual adaptability while reducing the complexity of physical testing apparatus.

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

2Adaptability or versatility

If VR technology with eye-tracking is integrated, then visual adaptability and occupational vision can be precisely assessed, but the system complexity and cost increase

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

Solution Approach 1:

The patent designs the VR system to serve multiple functions: it assesses various ocular conditions (strabismus, amblyopia, convergence insufficiency), evaluates visual adaptability in occupational contexts, and provides training interventions. By integrating eye-tracking, motion-tracking, and customizable virtual environments into a single platform, the system achieves high adaptability for diverse assessment purposes without proportionally increasing complexity. The same hardware infrastructure supports both diagnostic and training applications.

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

Solution Approach 2:

The system incorporates automated eye-tracking and motion-tracking that operate without manual intervention. The VR headset automatically captures eye movements, head position, and visual responses, processing the data through integrated algorithms to generate assessments. This self-service capability reduces the need for complex manual testing procedures and skilled operators, thereby managing system complexity while maintaining high assessment capability.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If dynamic virtual environments with multiple scenarios are created, then comprehensive vision assessment is enabled, but the development time and computational resources increase

Engineering Contradiction:
Improveenvironment simulation versatilityVSAvoidsystem development time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent divides the virtual environment system into modular scenario components, each representing a specific occupational context (diving, fishing, hunting) or visual challenge type. These segmented scenarios can be independently developed, tested, and combined in various assessment protocols. The modular architecture allows comprehensive environment simulation versatility to be achieved by assembling pre-built scenario modules rather than creating entirely new environments from scratch, thereby reducing overall development time.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system utilizes parameter changes in virtual environment settings (lighting conditions, visibility levels, motion speed, environmental complexity) to create diverse assessment scenarios from a standardized base environment. By dynamically adjusting these parameters rather than creating entirely different virtual worlds, the system achieves high scenario versatility with reduced development effort. The same virtual space can be configured for multiple occupational assessments by modifying parameters such as water clarity, light intensity, and target movement characteristics.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20260076565A1Systems and methods for conducting occupational vision testing using simulated underwater environments
Publication Date: 2026.03.19 ZENNI OPTICAL
  • US20260076565A1 patent drawing
  • US20260076565A1 patent drawing
  • US20260076565A1 patent drawing

AI summary

A user's visual capabilities can be evaluated via a virtual reality (VR) system, which can include a VR headset in electronic communication with a computing device. The computing device causes simulated underwater environments, which can include objects, optotypes, and various lighting 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 participates in visual tasks within the simulated underwater environments. Optionally, advanced algorithms in the computing device dynamically alter the simulated underwater environments and the visual tasks and analyze the user's responses to evaluate the user's underwater visual capabilities and her qualification for jobs that require her to work underwater.