"OwO Sight" is a digital rehabilitation product designed for amblyopic children between the ages of 3 and 6, using a combination of hardware and software. Its main goal is to assist amblyopic children in their rehabilitation therapy through gamification and fun. The hardware part of the product consists of amblyopia rehabilitation VR glasses with built-in eye-tracking technology, while the software part provides rehabilitation games specialized in eye training for amblyopic children. The eye movement sensors and trackers capture the changes of the children's eyes so that they can perform different amblyopia rehabilitation training by simply rotating their eyes according to the requirements of the games. In addition, the product utilizes multiple ports for data detection and feedback so that both parents and doctors can access the data in real time to provide dynamic and effective treatment plans for amblyopic children.
Amblyopia is a common eye disease in children, and in the process of its treatment, there are problems such as cumbersome treatment steps, low compliance, peer discrimination, etc. These problems may cause children to miss the golden period of treatment, resulting in lifelong inability to heal, and may also adversely affect the development of children's mental health. With the rapid development of digital technology and artificial intelligence technology, digital and gamified medical rehabilitation products have emerged, combining the rigor of digital and the entertainment of gamification, making the treatment process no longer boring and providing more possibilities for the rehabilitation of amblyopia in children.
This design is dedicated to the innovation of children's amblyopia treatment, with gamified rehabilitation as the main concept, integrating eye-tracking technology and virtual reality (VR) headset equipment, and constructing a complete set of product service system. The product assists amblyopic children in their rehabilitation treatment in a gamified and fun way, and is personalized for different stages of rehabilitation needs by incorporating a variety of treatment modalities. During the treatment process, the visual nervous system of the amblyopic eye is stimulated by asking the child to gaze at an icon for a long period of time to select an object, which promotes the activation of the photoreceptor cells and reduces their inhibition. Next, the direction of the owl's movement in the game scene is controlled by frequently rotating the eyes, thus promoting visual tracking and eye coordination. In addition, children can improve the vision of amblyopic patients by training their eyes to track moving fireflies. In the game scene, the alternating flashes of multi-frequency and multi-color light from gems and crystals are designed to stimulate the player's visual nervous system, activate the visual system, and promote visual development. Finally, before the end of the game, the player needs to gaze at the center depression of the tree hole, where the red light flashes at a frequency of 70 times/minute, stimulating vision restoration through red filtering.
The product uses eye-tracking technology to allow children to use the game using only their eyes. Eye movements are measured by tracking eye movement points or eye movements relative to the head. At the same time, we use virtual reality in the game to realize the training of children's stereoscopic vision. Computer technology and equipment are utilized to create a realistic 3D, multi-sensory virtual world that immerses the user. In order to better fit the head size of children aged 3-6 years old and prevent the product from being too large and heavy to affect children's growth and development, the delineation of the length, width and height dimensions is 140mm*180mm*52mm and the weight is 215g.
This design is characterized by the integration of a variety of therapeutic methods and the use of gamification to make the treatment process more enjoyable and effective, as well as personalized treatment through technical means. This innovative approach can attract children's interest and promote their treatment progress, and is expected to be one of the ways to improve amblyopia treatment.