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CN112155957A - Game-based visual training method - Google Patents

Game-based visual training method Download PDF

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CN112155957A
CN112155957A CN202011118444.7A CN202011118444A CN112155957A CN 112155957 A CN112155957 A CN 112155957A CN 202011118444 A CN202011118444 A CN 202011118444A CN 112155957 A CN112155957 A CN 112155957A
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optotype
visual
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training method
interference graph
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邱飞岳
刘苗
陆佳峰
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Zhejiang University of Technology ZJUT
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    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61HPHYSICAL THERAPY APPARATUS, e.g. DEVICES FOR LOCATING OR STIMULATING REFLEX POINTS IN THE BODY; ARTIFICIAL RESPIRATION; MASSAGE; BATHING DEVICES FOR SPECIAL THERAPEUTIC OR HYGIENIC PURPOSES OR SPECIFIC PARTS OF THE BODY
    • A61H5/00Exercisers for the eyes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
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    • G06F18/20Analysing
    • G06F18/21Design or setup of recognition systems or techniques; Extraction of features in feature space; Blind source separation
    • G06F18/214Generating training patterns; Bootstrap methods, e.g. bagging or boosting
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61HPHYSICAL THERAPY APPARATUS, e.g. DEVICES FOR LOCATING OR STIMULATING REFLEX POINTS IN THE BODY; ARTIFICIAL RESPIRATION; MASSAGE; BATHING DEVICES FOR SPECIAL THERAPEUTIC OR HYGIENIC PURPOSES OR SPECIFIC PARTS OF THE BODY
    • A61H2205/00Devices for specific parts of the body
    • A61H2205/02Head
    • A61H2205/022Face
    • A61H2205/024Eyes

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Abstract

一种游戏化视觉训练方法,属于视觉训练技术领域。该方法基于计算机基本组件和红蓝分视眼镜等硬件设备,通过红蓝立体显示原理设计训练内容,利用眼球主动运动的原理,牵引训练者的眼球运动,提升睫状肌和眼外肌的收缩能力、立体视觉、注意力和视觉分辨能力,进而达到视疲劳防治、近视防控的效果。考虑到几何图形对于儿童青少年视空间能力发展的促进作用,训练中的视标采用一系列带开口方向的立体几何图形,且通过各种方式实现游戏难度变化,激发并维持儿童青少年玩家的内部动机,提升视觉训练的依从性。同时,也可通过游戏缓解儿童青少年的学习压力,供儿童青少年休闲娱乐,有助于儿童青少年释放情绪,兼具实用性和趣味性。

Figure 202011118444

A game-based visual training method belongs to the technical field of visual training. The method is based on basic computer components and hardware equipment such as red-blue split-view glasses. The training content is designed based on the principle of red and blue stereoscopic display. The principle of active eye movement is used to pull the trainer's eye movement and improve the contraction of ciliary and extraocular muscles. Ability, stereo vision, attention and visual discrimination ability, and then achieve the effect of visual fatigue prevention and myopia prevention and control. Taking into account the role of geometric figures in promoting the development of children and adolescents' visual space ability, the optotypes in training use a series of three-dimensional geometric figures with opening directions, and change the difficulty of the game in various ways to stimulate and maintain the internal motivation of children and adolescent players. , to improve compliance with visual training. At the same time, games can also relieve the learning pressure of children and adolescents, provide leisure and entertainment for children and adolescents, help children and adolescents to release their emotions, and are both practical and interesting.

Figure 202011118444

Description

Game-based visual training method
Technical Field
The invention belongs to the technical field of visual training, and particularly relates to a computer and red-blue three-dimensional display technology-based game visual training method suitable for young students.
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.
Drawings
FIG. 1 is a schematic view illustrating an attention range of eyeball rotation in accordance with the present invention;
FIG. 2 is a schematic diagram illustrating the red-blue parallax calculation according to the present invention;
FIG. 3 is a schematic diagram illustrating the red and blue split view imaging principle of the present invention;
FIG. 4 is a schematic diagram illustrating a procedure for displaying optotypes according to the present invention;
FIG. 5 is a flow chart of the use of the training game of the present invention;
FIG. 6 is a flow chart of incremental levels of gamed training according to the present invention;
FIG. 7 is a schematic diagram illustrating the transparency of each stage of the present invention;
FIG. 8 is a schematic diagram of three interference patterns according to the present invention.
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
Figure BDA0002731125960000071
Since the vertical distance H of the computer screen is much less than the horizontal distance L, the vertical position
Figure BDA0002731125960000072
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:
Figure BDA0002731125960000073
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
Figure BDA0002731125960000074
Figure BDA0002731125960000075
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)
Figure BDA0002731125960000076
) 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 behaviork=gk*s(gkFor a Games training level, gk∈[1,100](ii) a The single optotype base score in the three modes is 100,120,150. Score accumulated to kth optotype
Figure BDA0002731125960000081
The final score of the game is based on the final scores in three modes, namely SGeneral assembly=SPure white background mode+SStatic interference graph mode+SDynamic 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
Figure BDA0002731125960000091
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.

Claims (9)

1.一种游戏化视觉训练方法,其特征在于:包括以下步骤:1. a game-based visual training method, is characterized in that: comprise the following steps: 步骤1:向训练用计算机系统中输入训练者的瞳距、选择视标尺寸、选择训练模式、选择训练时间;Step 1: Input the pupillary distance of the trainer, select the optotype size, select the training mode, and select the training time into the training computer system; 步骤2:根据步骤1中的瞳距计算计算机屏幕上视标在水平距离上的注意范围;以屏幕中心位置为原点,由注意范围和屏幕高度计算得出视标位置范围;根据步骤1中选定的视标尺寸,计算设定视距下的视标高度;Step 2: Calculate the attention range of the optotype on the computer screen at the horizontal distance according to the interpupillary distance in step 1; take the center of the screen as the origin, calculate the range of the optotype position from the attention range and screen height; Determine the size of the optotype, calculate the optotype height under the set sight distance; 步骤3:根据步骤1及步骤2中数据得出关于随机视标的方向、颜色、种类数据;Step 3: According to the data in Step 1 and Step 2, the direction, color and type data about the random optotype are obtained; 步骤4:根据步骤1、步骤2及步骤3中数据,确定视标数据信息,通过设置视差,制作视标的立体图;Step 4: According to the data in step 1, step 2 and step 3, determine the data information of the optotype, and make a stereogram of the optotype by setting the parallax; 步骤5:屏幕逐个呈现带视差的随机视标,用户带上戴上红蓝分视眼镜,通过完成视标任务获取分数。Step 5: The screen presents random optotypes with parallax one by one, the user wears red and blue split vision glasses, and obtains points by completing the optotype task. 2.根据权利要求1所述的一种游戏化视觉训练方法,其特征在于:所述步骤1中,所述训练模式以背景图为区别按照难度递增的顺序依次包括纯白背景图模式、静态干扰图模式及动态干扰图模式,所述静态干扰图包括静态斑点干扰图、静态条纹干扰图、静态螺旋干扰图,所述动态干扰图包括动态斑点干扰图、动态条纹干扰图、动态螺旋干扰图。2. A kind of gamified visual training method according to claim 1, it is characterized in that: in described step 1, described training mode is distinguished by background image and sequentially comprises pure white background image mode, static Interference graph mode and dynamic interference graph mode, the static interference graph includes static speckle interference graph, static fringe interference graph, and static spiral interference graph, and the dynamic interference graph includes dynamic speckle interference graph, dynamic fringe interference graph, and dynamic spiral interference graph . 3.根据权利要求2所述的一种游戏化视觉训练方法,其特征在于:所述静态干扰图及动态干扰图中的黑点直径、线条宽度、螺旋线条宽度均适配为相应视标高度的1/5,静态干扰图及动态干扰图中的点、线间距值为视标高度1/5,静态干扰图及动态干扰图居于视标下方,动态干扰图的转速为0.5r/min。3. a kind of gamification visual training method according to claim 2, is characterized in that: the diameter of black dots, line width, spiral line width in described static interference figure and dynamic interference figure are all adapted to corresponding optotype height 1/5 of , the distance between points and lines in the static interference graph and dynamic interference graph is 1/5 of the height of the optotype, the static and dynamic interference graphs are located below the optotype, and the rotational speed of the dynamic interference graph is 0.5r/min. 4.根据权利要求2所述的一种游戏化视觉训练方法,其特征在于:所述训练方法包括游戏化训练级别计算、计分及计时功能。4 . The gamified visual training method according to claim 2 , wherein the training method includes the functions of gamification training level calculation, scoring and timing. 5 . 5.根据权利要求4所述的一种游戏化视觉训练方法,其特征在于:随着游戏化训练级别的增大,视标尺寸从大到小变换、透明度从小到大变换。5. A gamified visual training method according to claim 4, characterized in that: with the increase of the gamification training level, the size of the optotype changes from large to small, and the transparency changes from small to large. 6.根据权利要求1所述的一种游戏化视觉训练方法,其特征在于:所述视标为一组带有开口的几何图形。6 . The gamified visual training method according to claim 1 , wherein the optotype is a group of geometric figures with openings. 7 . 7.根据权利要求6所述的一种游戏化视觉训练方法,其特征在于:所述步骤5中,用户带上戴上红蓝分视眼镜,根据视标开口方向进行反馈互动,完成视标任务。7. A gamified visual training method according to claim 6, characterized in that: in the step 5, the user wears red and blue split vision glasses, and performs feedback interaction according to the opening direction of the optotype to complete the optotype. Task. 8.根据权利要求1或6所述的一种游戏化视觉训练方法,其特征在于:所述步骤3中,所述视标为半封闭矢量图,被随机直线切割为两部分,并分别以红、蓝色填充。8. A gamified visual training method according to claim 1 or 6, characterized in that: in the step 3, the optotype is a semi-closed vector diagram, which is cut into two parts by a random straight line, and is divided into two parts by a random line. Red and blue fill. 9.根据权利要求1所述的一种游戏化视觉训练方法,其特征在于:训练时双眼平视屏幕,双眼高于屏幕并与屏幕保持至少40cm的视距。9. A kind of gamification vision training method according to claim 1 is characterized in that: during training, both eyes are looking at the screen, and both eyes are higher than the screen and keep a visual distance of at least 40cm from the screen.
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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113081717A (en) * 2021-04-12 2021-07-09 广州市诺以德医疗科技发展有限公司 Binocular visual perception state stimulation simulation system
CN114617752A (en) * 2022-03-28 2022-06-14 贵州和美家科技有限公司 Interactive vision recovery method, system, electronic equipment and storage medium
CN115836961A (en) * 2022-12-19 2023-03-24 广州视景医疗软件有限公司 Stereoscopic vision training method, device and equipment

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113081717A (en) * 2021-04-12 2021-07-09 广州市诺以德医疗科技发展有限公司 Binocular visual perception state stimulation simulation system
CN114617752A (en) * 2022-03-28 2022-06-14 贵州和美家科技有限公司 Interactive vision recovery method, system, electronic equipment and storage medium
CN115836961A (en) * 2022-12-19 2023-03-24 广州视景医疗软件有限公司 Stereoscopic vision training method, device and equipment
CN115836961B (en) * 2022-12-19 2023-12-26 广州视景医疗软件有限公司 Stereoscopic vision training method, device and equipment

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