Background
83% of the information obtained by human beings comes from vision, and the life style of 21 century makes people use near vision more, and visual problems related to overuse of eyes, such as myopia and asthenopia, are common. People who keep eyes focused within one meter are main groups suffering from myopia and asthenopia, for example, children and teenagers and students, and when the asthenopia is severe, learning obstacles such as missed serial reading, difficulty in long-term reading, inattention and difficulty in copying characters are caused. There are many treatment methods for relieving asthenopia, including surgery, medication, massage, vision training, etc., the surgical treatment is too extreme for teenagers, the medication can only relieve short-term discomfort, and the eye massage represented by eye exercises is performed in a manner that the eyes receive passive massage, and the effect of active movement of the eyeballs cannot be achieved, so most people hope to relieve by adopting the vision training. Nowadays, many visual training products are on the market, but the operation is complicated, the price is high, and when the prevention and treatment of asthenopia is carried out, most of the situations need to go to a hospital or a special eye health care health preserving house, and convenient visual training products are lacked.
The interpupillary distance of children and teenagers of 8-17 years old is 46-70 mm, when the vision of human eyes is 10-15 degrees, dynamic information can be captured accurately and attention is good, the eyeball rotation amplitude is about 18 degrees generally, and therefore the functions of eye muscle training and attention training can be achieved when the eyeball rotation amplitude is 10-18 degrees.
The red and blue vision separating glasses use the principle of chromatic aberration complementation to carry out vision separation, the red lens of the left eye filters other light except red light, the blue lens of the right eye filters other light except blue light, and ideally, the color information of the two eyes is complemented to obtain a red and blue image with relatively complete color information in an RGB color channel. Although the stereo effect realized in this way loses part of information, the human brain synthesizes a complete image under the deception of the incomplete information, the stereo acutance is greater than 800 '(second arc) and is a stereo blind, and a normal person can accept the image with the parallax of 800', and synthesizes the image with the stereo effect in the brain. The human eyes have the condition of fuzzy adaptation, experts guess that the fuzzy adaptation is adaptive reaction caused by the compensation of a nervous system, if the eyes are in a fuzzy environment for a period of time, the eyes adapt to a fuzzy state, and the eyes try to see objects in the fuzzy state clearly, so that the visual resolution capability is improved. In addition, the popularity of electronic games has increased due to the development of informatics and game technology, not only for entertainment purposes, but also in the rehabilitation field, 6 months 2020, the U.S. food and drug administration first approved electronic games for the prescription of attention therapy for children and teenagers between 8 and 12 years of age.
In order to solve the problems of eyeball active movement and eye muscle training, related researches and schemes exist in ophthalmic medicine, wherein the technical scheme which is closer to the invention comprises the following steps: the method is to provide an eyeball movement model with 15 dynamic points after summarizing several active eye exercises, and guide eyeballs to perform active eyeball training, but the method has limited visual target points, limited eyeball movement tracks and lacks interestingness. The invention patent (application number: CN201410373159.8, name: ciliary muscle training method) provides a method for stimulating optic nerve by projecting image bodies with variable sizes through an imaging device, which can achieve the effect of enhancing the capability of ciliary muscle to adjust crystalline lens, but the method has certain visual stimulation and is not favorable in practical application. A paper (wang wei, gambling exploration and design practice in visual form perception training [ D ]. zhejiang university, 2017.) proposes to blend visual training seeds into gambling elements, but the method is a training game model developed based on visual form perception training and does not embody eye muscle movement characteristics and visual fatigue related prevention and treatment methods.
Disclosure of Invention
In view of the above problems in the prior art, the present invention aims to provide a training method for relieving asthenopia, which is simple in equipment, supports the anywhere at any time, has interesting training contents, and is simple in use method, and is specially used for training the eye muscles of children and teenagers.
The invention provides the following technical scheme: a method of gamed visual training, comprising: the method comprises the following steps:
step 1: inputting the pupil distance of a trainer, selecting the size of a sighting target, selecting a training mode and selecting training time into a computer system for training;
step 2: calculating the attention range of the sighting target on the computer screen in the horizontal distance according to the pupil distance in the step 1; calculating to obtain a visual target position range by taking the central position of the screen as an origin and the attention range and the height of the screen; calculating the height of the sighting target at the set sighting distance according to the size of the sighting target selected in the step 1;
and step 3: obtaining direction, color and category data about the random visual target according to the data in the step 1 and the step 2;
and 4, step 4: determining the data information of the sighting target according to the data in the step 1, the step 2 and the step 3, and making a stereogram of the sighting target by setting parallax;
and 5: the screens present random visual targets with parallax one by one, and the user wears red and blue visual separation glasses and obtains scores by completing visual target tasks.
The game-based visual training method is characterized in that: in the step 1, the training mode sequentially includes a pure white background image mode, a static interference image mode and a dynamic interference image mode according to an increasing difficulty order by taking a background image as a difference, the static interference image includes a static speckle interference image, a static fringe interference image and a static spiral interference image, and the dynamic interference image includes a dynamic speckle interference image, a dynamic fringe interference image and a dynamic spiral interference image.
The game-based visual training method is characterized in that: the diameters of black points, the line widths and the spiral line widths in the static interference diagram and the dynamic interference diagram are all adapted to 1/5 corresponding to the height of the visual target, the distance values between points and lines in the static interference diagram and the dynamic interference diagram are 1/5 of the height of the visual target, the static interference diagram and the dynamic interference diagram are arranged below the visual target, and the rotating speed of the dynamic interference diagram is 0.5 r/min.
The game-based visual training method is characterized in that: the training method comprises the functions of calculating the game training level, scoring and timing.
The game-based visual training method is characterized in that: with the increase of the level of the gamification training, the size of the sighting target is changed from large to small, and the transparency is changed from small to large.
The game-based visual training method is characterized in that: the visual target is a group of geometric figures with openings.
The game-based visual training method is characterized in that: and in the step 5, the user wears the red and blue visual acuity separating glasses and performs feedback interaction according to the opening direction of the visual target to complete the visual target task.
The game-based visual training method is characterized in that: in the step 3, the visual target is a semi-closed vector diagram, is cut into two parts by random straight lines, and is filled with red and blue colors respectively.
The game-based visual training method is characterized in that: during training, the screen is looked up by eyes, and the eyes are higher than the screen and keep a visual distance of at least 40cm from the screen.
By adopting the technology, compared with the prior art, the invention has the following beneficial effects:
the invention uses a series of geometric figures displayed in a three-dimensional way as the sighting marks, and has a promoting effect on the development of the visual space ability of children and teenagers; by means of the setting of random positions, the red and blue stereoscopic effect images, transparency change, fuzzy adaptation and the like, the eye muscle adjusting capacity, the stereoscopic vision and the visual resolution capacity are improved, and the purposes of visual fatigue prevention and control and myopia prevention and control are achieved; the game system has the advantages of practicability and interestingness, and the game difficulty change characteristic can continuously excite and maintain the player to train repeatedly, so that the training compliance is improved.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention more apparent, the present invention is further described in detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
On the contrary, the invention is intended to cover alternatives, modifications, equivalents and alternatives which may be included within the spirit and scope of the invention as defined by the appended claims. Furthermore, in the following detailed description of the present invention, certain specific details are set forth in order to provide a better understanding of the present invention. It will be apparent to one skilled in the art that the present invention may be practiced without these specific details.
Referring to fig. 1-8, a method for playing a game-based visual training, which is mainly for guiding an eyeball to actively move so as to drive an eye muscle to move, includes the following steps:
step 1: after correcting the eyesight, the player adjusts the comfortable sitting posture and adjusts the position of the eyes which is 40cm away from the screen or above.
Step 2: starting the game, and inputting the pupil distance d of the trainer to be the [4.6cm,7cm ]; the player selects the size of the sighting target, namely the size x of the visual angle belongs to (2 degrees, 3 degrees, 4 degrees, 5 degrees, 6 degrees and 7 degrees), and the default is that the visual angle is 7 degrees; the player selects a training mode, the training mode comprises three modes of selecting a pure white background image, a static interference image and a dynamic interference image, the static interference image and the dynamic interference image respectively comprise three interference patterns, the three interference patterns are sequentially alternated at intervals of 1 minute, and the pure white background mode (without interference) is defaulted; the player selects the training time, which is three, 5 minutes, 7 minutes, and 10 minutes, and is 5 minutes by default.
And step 3: wear red and blue visual glasses.
And 4, step 4: the display screen presents the training optotypes one by one, and the player obtains scores by completing the optotype tasks.
The training optotype presenting rule comprises the following steps:
1) firstly, calculating the attention range of the visual target on the screen in the horizontal distance according to the interpupillary distance d in the step 1, wherein the AB distance L is 2 tan theta 40cm + d, and d is the same as the E shown in the attached figure 1
[4.6cm-7cm],θ∈[10°,18°]. The horizontal position of the sighting target can be obtained from L under the condition that the central position of the screen is taken as the origin
Since the vertical distance H of the computer screen is much less than the horizontal distance L, the vertical position
And (3) calculating the height a of the sighting mark at the sighting distance of 40cm to be 40cm according to the size of the sighting mark in the
step 1, namely the viewing angle x. The concrete basis is as follows: the visual angle is the angle of the light rays emitted from two points outside the eye in the eye, and is generally the following:
selectable viewing angles x ∈ [2 °, 3 °, 4 °, 5 °, 6 °,7 °](all are far greater than the
limit angle 1 of the recognizable object by human eyes) 6.
2) Then, values of direction i, color j and category k of the random visual target pattern are obtained by using a random function, and the visual target state is determined
The sighting marks are semi-closed vector diagrams, the opening direction of the pattern can be obviously identified, and the pattern is only a right opening. The pattern is cut by random straight lines to a ratio of gamma (gamma e)
) The two parts of (2) are filled with red and blue colors respectively.
3) Next, the random icon is copied and shifted to the left, and as shown in fig. 2, since the angle of 800 ″ is extremely small and less than 1 °, the shift distance, that is, the distance D between the center points of the original and the copy map is tan800 ″ -40 cm (40cm is the viewing distance). The original image and its copy are referred to as the visual target with parallax.
4) As shown in fig. 4, according to the above information of the optotype position (l, h), the optotype height a, the random optotype state (i, j, z), the parallax D, etc., in combination with the background map in the play mode, the screen presents the optotype form with parallax, the player corresponds to the opening direction of the semi-closed optotype, and presses a random point on the screen with the left mouse button to drag (←, ±, →, ↓) in a certain direction, or perform feedback interaction according to the keyboard buttons (←, ±, →, ↓).
(II) wherein the game scoring rules under the three training modes are as follows:
1) the initial scores s of the games are all 0, and the initial values of the game training levels g are all 1.
2) And (3) corresponding time t (5 seconds initially) exists in each visual target, the next visual target directly appears when interaction fails or the corresponding time is exceeded, the score is added when the interaction is correct, the score of the added score is related to the basic score and the game training level, and the scores are separately accumulated and calculated under different modes. As the number of correct game interactions of a certain player increases, the more the player points, the higher the level of gamer training and the greater the difficulty.
3) The game-based training level automatically calculates the accumulated value according to the principle of 'three advances and one retreats', namely, the level is increased by 1 when the interaction is conducted for three times, the extreme values are 1 and 100, and the detailed description is shown in the attached figure 6.
4) Score n for kth optotype interaction behavior
k=g
k*s(g
kFor a Games training level, g
k∈[1,100](ii) a The single optotype base score in the three modes is 100,120,150. Score accumulated to kth optotype
The final score of the game is based on the final scores in three modes, namely S
General assembly=S
Pure white background mode+S
Static interference graph mode+S
Dynamic interference graph mode。
And (III) the game difficulty is reflected as follows:
the difficulty is reflected in single sighting mark response time t, sighting mark size, sighting mark transparency and background picture (interference picture).
1) When the game training level is increased by 10 levels, the response time t of a single visual target is shortened and changed into
The extreme value is 1 second.
2) When the level of the gamification training is increased by 10 levels, the visual targets become smaller, namely, the visual targets are changed according to the sequence of 7 degrees, 6 degrees, 5 degrees, 4 degrees, 3 degrees and 2 degrees from the selected visual target size, the initial visual target sizes are all set values of players or default values of 7 degrees, and the extreme value is 2 degrees.
3) When the level of the gamification training is increased by 10 levels, the transparency of the sighting target is changed step by step according to the sequence of 0%, 30%, 50%, 60%, 65%, 70%, 75% and 80%, the initial value of the transparency of the sighting target is 0%, the extreme value is 80%, the initial value is influenced by the performance of the display, and slight difference exists, and the detail is shown in the attached figure 7.
4) The pure white background mode is the simplest, the next is the static interference mode, the most difficult is the dynamic interference mode, the dynamic rotation speed is 0.5r/min, wherein the interference patterns are sequentially alternated at intervals of 1 minute, and the three interference patterns are shown in figure 8.
And 5: when the game time reaches the selected time or the default time, or the player actively quits by pressing an ESC key, the game is terminated.
The above description is only for the purpose of illustrating the preferred embodiments of the present invention and is not to be construed as limiting the invention, and any modifications, equivalents and improvements made within the spirit and principle of the present invention are intended to be included within the scope of the present invention.