# US 12,178,511 B2 · Eye tracking for accessibility and visibility of critical elements as well as performance enhancements

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- Number: US 12,178,511 B2
- Document ID: US12178511B2
- Status: Granted
- Kind: B2
- Application number: 17/817,183
- Filed: 2022-08-03
- Published: 2024-02-08
- Granted: 2024-12-31
- Earliest claimed: 2022-08-03
- Assignees: Sony Interactive Entertainment Inc.
- Applicants: Sony Interactive Entertainment Inc.
- Inventors: Steven Osman
- Web page: https://patentgrep.com/patent/US12178511B2

## CPC

- A61B 3/113: for determining or recording eye movement
- A63F 13/213: comprising photodetecting means, e.g. cameras, photodiodes or infrared cells (A63F13/219 takes precedence)
- A63F 13/22: Setup operations, e.g. calibration, key configuration or button assignment
- A63F 13/525: Changing parameters of virtual cameras
- A63F 13/5378: for displaying an additional top view, e.g. radar screens or maps
- A63F 13/55: Controlling game characters or game objects based on the game progress
- A63F 13/69: by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
- G06F 3/013: {Eye tracking input arrangements (G06F3/015 takes precedence)}
- G06T 11/00: Two-dimensional [2D] image generation
- A61B: DIAGNOSIS; SURGERY; IDENTIFICATION (usefulness limited to only animals A61D)
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)
- G06T: IMAGE DATA PROCESSING OR GENERATION, IN GENERAL

## Abstract

A map of a person's spatial vision abilities, including areas of low acuity and areas of high acuity, may be generated from medical records or from a calibration phase. During presentation of a computer simulation such as a computer game, the map is provided to a foveated renderer to optimize which areas should be rendered most crisply. Content placement may be optimized to ensure that any critical elements to the game, for instance, any text that needs to be seen or treasures or special pickups that need to be seen clearly can be moved into regions of the player's field of view that the person has higher acuity in.

## Claims

### Claim 1

An assembly, comprising:
at least one processor system configured with instructions to:
identify data representing a person's spatially-dependent visual acuity; and
using the data, relocate at least one character in at least one computer simulation from a demanded location specified by the computer simulation to an area of at least one display corresponding to an area of first visual acuity as represented by the data and not to an area of the at least one display corresponding to an area of second visual acuity as represented by the data, the first visual acuity being higher than the second visual acuity.

### Claim 2 (depends on 1)

The assembly of claim 1, wherein the computer simulation comprises a computer game.

### Claim 3 (depends on 1)

The assembly of claim 1, wherein the data comprises a map.

### Claim 4 (depends on 1)

The assembly of claim 1, wherein the instructions are executable to:
implement foveated rendering of the computer simulation based at least in part on the data representing the person's spatially-dependent visual acuity.

### Claim 5 (depends on 4)

The assembly of claim 4, wherein the instructions are executable to:
present a first portion of the computer simulation in a first region of the display with a first resolution responsive to the first region corresponding to an area of first visual acuity as represented by the data representing the person's spatially-dependent visual acuity; and
present a second portion of the computer simulation in a second region of the display with a second resolution responsive to the second region corresponding to an area of second visual acuity as represented by the data representing the person's spatially-dependent visual acuity, the first resolution being higher than the second resolution, the first visual acuity being better than the second visual acuity.

### Claim 6 (depends on 1)

The assembly of claim 1, wherein the instructions are executable to:
determine whether the person is looking at a first location of the display;
responsive to the person not looking at the first location, pause the computer simulation;
responsive to the person looking at the first location, play the computer simulation.

### Claim 7 (depends on 6)

The assembly of claim 6, wherein the first location corresponds to a location of a character in the computer simulation.

### Claim 8 (depends on 6)

The assembly of claim 6, wherein the instructions are executable to:
responsive to the person not looking at the first location, filter out of game play or out of presentation on the display at least one in-game event.

### Claim 9 (depends on 1)

The assembly of claim 1, wherein the instructions are executable to:
disable at least one eye tracking-operated element responsive to the element being presented in a demanded display region corresponding to poor visual acuity in the data representing the person's spatially-dependent visual acuity.

### Claim 10

A device, comprising:
at least one computer storage that is not a transitory signal and that comprises instructions executable by at least one processor system to:
identify data representing a person's spatially-dependent visual acuity; and
using the data representing the person's spatially-dependent visual acuity, relocate at least one character in the computer simulation from a demanded location specified by the computer simulation to an area of at least one display corresponding to an area of first visual acuity as represented by the data and not to an area of the at least one display corresponding to an area of second visual acuity as represented by the data, the first visual acuity being higher than the second visual acuity.

### Claim 11 (depends on 10)

The device of claim 10, wherein the instructions are executable to:
present a first portion of the computer simulation in a first region of the display with a first resolution responsive to the first region corresponding to an area of first visual acuity as represented by the data representing the person's spatially-dependent visual acuity; and
present a second portion of the computer simulation in a second region of the display with a second resolution responsive to the second region corresponding to an area of second visual acuity as represented by the data representing the person's spatially-dependent visual acuity, the first resolution being higher than the second resolution, the first visual acuity being better than the second visual acuity.

### Claim 12 (depends on 10)

The device of claim 10, wherein the instructions are executable to:
determine whether the person is looking at a first location of the display;
responsive to the person not looking at the first location, pause the computer simulation;
responsive to the person looking at the first location, play the computer simulation.

### Claim 13 (depends on 12)

The device of claim 12, wherein the first location corresponds to a location of a character in the computer simulation.

### Claim 14 (depends on 12)

The device of claim 12, wherein the instructions are executable to:
responsive to the person not looking at the first location, filter out of game play or out of presentation on the display at least one in-game event.

### Claim 15 (depends on 10)

The device of claim 10, wherein the instructions are executable to:
disable at least one eye tracking-operated element responsive to the element being presented in a demanded display region corresponding to poor visual acuity in the data representing the person's spatially-dependent visual acuity.

### Claim 16 (depends on 10)

The device of claim 10, wherein the instructions are executable to:
implement foveated rendering of a computer simulation based at least in part on the data representing the person's spatially-dependent visual acuity.

### Claim 17 (depends on 10)

The device of claim 10, wherein the computer simulation comprises a computer game.

### Claim 18 (depends on 10)

The device of claim 10, wherein the data representing the person's spatially-dependent visual acuity comprises a map.

### Claim 19

A method, comprising:
identifying data representing a person's spatially-dependent visual acuity; and
(a) using the data representing the person's spatially-dependent visual acuity, relocating at least one character in at least one computer simulation from a demanded location specified by the computer simulation to an area of at least one display corresponding to an area of first visual acuity as represented by the data representing the person's spatially-dependent visual acuity and not to an area of the at least one display corresponding to an area of second visual acuity as represented by the data representing the person's spatially-dependent visual acuity, the first visual acuity being higher than the second visual acuity.

### Claim 20 (depends on 19)

The method of claim 19, wherein the computer simulation comprises a computer game.
