# US 2026/0076569 A1 · Methods and systems for evaluating visual discomfort in users with eye strain sensitivity using virtual reality

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- Number: US 2026/0076569 A1
- Document ID: US20260076569A1
- Status: Published application
- Kind: A1
- Application number: 18/885,534
- Filed: 2024-09-13
- Published: 2026-03-19
- Earliest claimed: 2024-09-13
- Assignees: Zenni Optical, Inc.
- Applicants: Zenni Optical, Inc.
- Inventors: Steven LEE; Julia ZHEN; ChyrSong TING; Matthew James GOLINO; Justin Paul DEMPSEY; Jeffrey Joseph FILLINGHAM
- Web page: https://patentgrep.com/patent/US20260076569A1

## CPC

- A61B 3/113: for determining or recording eye movement
- A61B 3/005: {Constructional features of the display}
- A61B 3/024: for determining the visual field, e.g. perimeter types
- A61B 3/028: for testing visual acuity; for determination of refraction, e.g. phoropters
- A61B: DIAGNOSIS; SURGERY; IDENTIFICATION (usefulness limited to only animals A61D)

## Abstract

A virtual reality (VR) system can be implemented to evaluate visual discomfort in users with eye strain sensitivity. The system utilizes an electronic device equipped with a high-resolution VR headset and eye-tracking sensors. The system generates a VR user interface that simulates visually demanding tasks and renders this interface on the VR headset. Within this virtual environment, the system presents a series of interactive scenarios designed to potentially induce visual stress. Throughout these scenarios, the system continuously monitors the user's eye movements and behavior using the eye-tracking sensors. The collected data is then analyzed for indicators of eye strain and visual discomfort, potentially providing insights into individual susceptibility to visual stress and informing strategies for mitigating discomfort in VR and other visually demanding environments.

## Claims

### Claim 1

A method of implementing a virtual reality (VR) system for evaluating visual discomfort in users with eye strain sensitivity, comprising:
at an electronic device including a high-resolution VR headset with eye-tracking sensors:
generating a VR user interface simulating visually demanding tasks;
rendering the VR user interface on the VR headset;
presenting a series of interactive scenarios in the VR user interface;
continuously monitoring, using the eye-tracking sensors, eye movements and behavior during the scenarios; and
evaluating the monitored data for indicators of eye strain and visual discomfort.

### Claim 2 (depends on 1)

The method of claim 1, wherein the high-resolution VR headset has a visual fidelity of at least 60 pixels per degree (PPD), adjustable light intensity and color temperature, and a refresh rate of at least 120 Hz.

### Claim 3 (depends on 1)

The method of claim 1, wherein the VR headset includes a wide field of view to simulate real-world movements and visual experiences.

### Claim 4 (depends on 1)

The method of claim 1, wherein presenting a series of interactive scenarios comprises simulating sessions ranging from 15 to 30 minutes, varying based on task complexity.

### Claim 5 (depends on 1)

The method of claim 1, wherein the interactive scenarios comprise:
prolonged reading tasks with varying text sizes and distances;
dynamic tracking of fast-moving objects with variable lighting conditions; and
tasks designed to mimic real-world scenarios that cause eye strain.

### Claim 6 (depends on 1)

The method of claim 1, wherein evaluating the monitored data comprises:
assessing blink rate, with a decline in rate indicating potential strain;
measuring pupil dilation, with consistent dilation suggesting discomfort; and
analyzing fixation stability, with reduced stability signaling difficulty in focusing.

### Claim 7 (depends on 1)

The method of claim 1, further comprising:
performing an initial calibration to establish baseline visual performance; and
dynamically adapting task difficulty based on real-time data.

### Claim 8 (depends on 1)

The method of claim 1, further comprising using one or more algorithms to evaluate visual performance by analyzing visual sharpness, measuring reaction time, and detecting fatigue onset through changes in eye-tracking metrics.

### Claim 9 (depends on 1)

The method of claim 1, further comprising generating a comprehensive report including eye strain indicators, visual performance metrics, and environmental factors.

### Claim 10 (depends on 9)

The method of claim 9, wherein the comprehensive report includes visuals and actionable insights tailored for both personal and clinical use.

### Claim 11 (depends on 1)

The method of claim 1, further comprising providing personalized eye-care solutions, including:
suggesting specific lens types based on visual performance;
recommending adjustments for screen brightness, contrast, and color temperature; and
providing recommendations for workspace ergonomic setup.

### Claim 12 (depends on 1)

The method of claim 1, further comprising implementing safety and comfort measures including presenting break reminders, providing relaxation cues, and offering adjustable session lengths.

### Claim 13 (depends on 1)

The method of claim 1, further comprising:
tracking improvements over time to ensure effectiveness of personalized solutions; and
validating the effectiveness of recommended eye-care solutions through follow-up assessments.

### Claim 14 (depends on 1)

The method of claim 1, further comprising, for use in clinical settings, integrating with patient records in optometry practices, and using the patient records in evaluating the monitored data.

### Claim 15 (depends on 1)

The method of claim 1, further comprising customizing the VR user interface for workplace environments with specific visual demands.

### Claim 16 (depends on 1)

The method of claim 1, further comprising updating and expanding the interactive scenarios based on new research data or new eye health concerns.

### Claim 17 (depends on 1)

The method of claim 1, further comprising:
establishing baseline eye strain sensitivity levels for the user;
comparing real-time monitored data to the baseline levels; and
initiating personalized interventions when deviations from the baseline exceed predetermined thresholds.

### Claim 18 (depends on 1)

The method of claim 1, further comprising:
simulating various environmental conditions that may exacerbate eye strain;
assessing the user's sensitivity to these conditions; and
providing specific recommendations for managing eye strain in different environments.

### Claim 19

A virtual reality (VR) system for evaluating visual discomfort in users with eye strain sensitivity, comprising:
a high-resolution VR headset with eye-tracking sensors;
one or more processors; and
memory storing one or more programs configured to be executed by the one or more processors, the one or more programs including instructions for:
generating a VR user interface simulating visually demanding tasks;
rendering the VR user interface on the VR headset;
presenting a series of interactive scenarios in the VR environment;
continuously monitoring eye movements and behavior during the scenarios; and
evaluating the monitored data for indicators of eye strain and visual discomfort.

### Claim 20

A non-transitory computer-readable storage medium storing one or more programs configured to be executed by one or more processors of an electronic device with a high-resolution VR headset with eye-tracking sensors, the one or more programs including instructions for:
generating a VR user interface simulating visually demanding tasks;
rendering the VR user interface on the VR headset;
presenting a series of interactive scenarios in the VR environment;
continuously monitoring eye movements and behavior during the scenarios; and
evaluating the monitored data for indicators of eye strain and visual discomfort.
