VR Vision Assessment System for Amblyopia Treatment Compliance
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Solution Overview
Problem
Current vision correction methods, such as eye patches for amblyopia treatment, face compliance issues due to discomfort and inconvenience, especially in children, making timely detection and treatment of vision disorders challenging, particularly in young children where early intervention is critical.
Innovation Solution
A computing system integrated with a head-mountable virtual reality (VR) device that displays interactive and engaging visual tasks, allowing users to perform vision tests and treatments in a controlled and reproducible manner, using sensors to track user input and adjust image parameters to assess and improve vision conditions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If traditional eye patch treatment is used for amblyopia, then the weaker eye can be trained to become stronger, but patient compliance deteriorates due to discomfort and inconvenience
Solution Approach 1:
The patent replaces the mechanical eye patch system with a digital/virtual reality-based treatment system. Instead of physically patching the eye, the system uses a VR headset to present visual stimuli selectively to each eye, transforming a mechanical constraint into a digital intervention that is more acceptable to patients, especially children.
Solution Approach 2:
The system changes the treatment parameters from physical occlusion to controlled visual stimulus presentation. By adjusting parameters such as stimulus type, duration, intensity, and inter-stimulus intervals, the system achieves therapeutic effects while maintaining patient engagement and compliance through interactive gameplay elements.
2Reliability
If eye patch treatment is used to force use of the weaker eye, then vision training can occur, but the treatment becomes inconvenient and uncomfortable for patients
Solution Approach 1:
The mechanical constraint of the eye patch is replaced with a software-based visual training protocol delivered through VR. This substitution eliminates the physical discomfort of wearing a patch while maintaining the therapeutic goal of forcing the weaker eye to work by presenting stimuli that can only be seen by that eye.
Solution Approach 2:
The VR headset acts as an intermediary device between the treatment protocol and the patient's eyes. It delivers controlled visual stimuli and collects response data, serving as a mediator that enables precise control over the training process while providing an engaging user experience that reduces discomfort.
3Measurement precision
If traditional vision assessment methods are used, then vision disorders can be detected, but the process is challenging and time-consuming
Solution Approach 1:
The system enables continuous vision assessment and treatment through the VR interface. Instead of discrete, time-consuming traditional tests, the system continuously presents visual stimuli and collects response data throughout the interactive session, allowing for real-time measurement of visual acuity, contrast sensitivity, and other parameters.
Solution Approach 2:
The system implements immediate feedback loops where the patient's responses to visual stimuli are instantly processed and used to adjust subsequent stimuli parameters. This automated feedback mechanism accelerates the assessment process by eliminating manual interpretation and allowing for adaptive testing that quickly identifies vision disorders and measures treatment progress.
Data Source
AI summary
Systems and methods for assessing vision and correcting vision problems are provided. A head-mountable virtual reality display controlled via a computing device can be worn by a user to display virtual reality images to the user. The images can be displayed as part of an interactive and engaging activity that can be used to determine a value of a certain parameter of the user's eyes. The activity can also be intended as a treatment procedure during which user's eyes are trained to perceive objects having certain properties that unassisted eyes of the user are normally not able to perceive. User input is acquired to determine user's perception of the displayed virtual reality images. The computing device can be a smartphone configured to perform the vision tests or treatment under control of a remote computing device operated by a trained clinician.


