# US 9,433,346 B2 · Circular preferential hyperacuity perimetry video game to monitor macular and retinal diseases

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- Number: US 9,433,346 B2
- Document ID: US9433346B2
- Status: Granted
- Kind: B2
- Application number: 14/663,098
- Filed: 2015-03-19
- Published: 2015-07-09
- Granted: 2016-09-06
- Earliest claimed: 2011-11-21
- Assignees: Gobiquity, Inc.
- Applicants: ICHECK Health Connection, Inc.
- Inventors: David Huang
- Web page: https://patentgrep.com/patent/US9433346B2

## CPC

- A61B 3/032: Devices for presenting test symbols or characters, e.g. test chart projectors (A61B3/036 takes precedence)
- A61B 3/0033: {characterised by user input arrangements}
- A61B 3/0091: {Fixation targets for viewing direction}
- 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 3/0041: {characterised by display arrangements}
- A61B: DIAGNOSIS; SURGERY; IDENTIFICATION (usefulness limited to only animals A61D)

## Abstract

Systems and methods for providing a video game to map macular visual acuity comprising a test where a fixation point is ensured by brief simultaneous presentation of central and pericentral targets. The game may be implemented on a hardware platform including a video display, a user input device, and a video camera. The camera is used to monitor ambient light level and the distance between the device and the eyes of the test subject. The game serves as a macular acuity perimeter that produces a map of the acuity of an eye that may be compared with normative data. The type of acuity tested is preferably Vernier acuity, but resolution acuity can also be tested. The test results are transmitted to a health care professional by telecommunications means to facilitate the diagnosis or monitoring of age-related macular degeneration or other relevant eye diseases.

## Claims

### Claim 1

A computer-implemented method for testing macular visual acuity, comprising:
(A) displaying a fixation location indicator on a display of a computing device configured for fixation thereon by a user;
(B) simultaneously and briefly displaying on the display a hyperacuity target arranged around the fixation location indicator, wherein a correct portion of the hyperacuity target is spaced apart from the fixation location indicator at a different distance than an other portion of the hyperacuity target;
(C) receiving input from the user via a user input device indicating a user selection of a portion of the hyperacuity target;
(D) determining whether the user selected the correct portion; and
(E) recording whether the user selected the correct portion in a data storage.

### Claim 2 (depends on 1)

The computer-implemented method of claim 1, wherein the correct portion is spaced farther from the fixation location indicator than the other portion of the hyperacuity target.

### Claim 3 (depends on 1)

The computer-implemented method of claim 1, wherein the hyperacuity target has a symmetrical shape.

### Claim 4 (depends on 1)

The computer-implemented method of claim 1, wherein the hyperacuity target comprises a plurality of targets and the correct portion is one of the plurality of targets.

### Claim 5 (depends on 1)

The computer-implemented method of claim 1, wherein the hyperacuity target includes a substantially continuous shape surrounding the fixation location indicator and the correct portion is a distorted or discontinuous portion of the substantially continuous shape.

### Claim 6 (depends on 1)

The computer-implemented method of claim 1, wherein the input from the user includes tapping on one of a plurality of arrows displayed on the display.

### Claim 7 (depends on 1)

The computer-implemented method of claim 1, the method further comprising:
testing visual acuity by executing a plurality of visual acuity rounds of the video game, each visual acuity round comprising steps (A)-(E); and
generating a visual acuity map based on a user's selections during the plurality of visual acuity rounds, wherein in the visual acuity map is divided into a plurality of locations, and each of the plurality of locations is tested by at least one visual acuity round of the video game.

### Claim 8 (depends on 7)

The computer-implemented method of claim 7, the method further comprising:
obscuring part of the hyperacuity target based on the user selection in at least one of the plurality of visual acuity rounds.

### Claim 9 (depends on 7)

The computer-implemented method of claim 7, wherein a size of the hyperacuity target displayed on the display is different in at least two of the plurality of visual acuity rounds.

### Claim 10 (depends on 7)

The computer-implemented method of claim 7, wherein, during each of the visual acuity rounds, a characteristic of the hyperacuity target displayed on the display is dependent on the user's selection in a previous visual acuity round.

### Claim 11 (depends on 7)

The computer-implemented method of claim 7, wherein the generating a visual acuity map includes generating a scotoma probability map or a metamorphosis probability map.

### Claim 12 (depends on 7)

The computer-implemented method of claim 7, wherein a size of the hyperacuity target is either successively expanded or contracted in subsequent visual acuity rounds.

### Claim 13 (depends on 1)

The computer-implemented method of claim 1, wherein a size of the hyperacuity target displayed on the display is dependent on an area of visual acuity being tested.

### Claim 14 (depends on 1)

The computer-implemented method of claim 1, wherein the input from the user includes tapping on the hyperacuity target displayed on the display.

### Claim 15 (depends on 1)

The computer-implemented method of claim 1, further comprising:
providing an instruction to the user to either increase or decrease his or her distance from the display based on a distance between the display of the computing device and the user.

### Claim 16 (depends on 1)

The computer-implemented method of claim 1, further comprising:
adjusting a brightness level of the display dependent on an ambient light level.

### Claim 17 (depends on 1)

The computer-implemented method of claim 1, further comprising:
transmitting data relating to the user's visual acuity to an external computing device.

### Claim 18 (depends on 1)

The computer-implemented method of claim 1, wherein determining whether the user selected the correct portion includes determining (I) a visual acuity score based on whether the user selected the correct portion; and (II) a game score based on a reaction time between when the hyperacuity target is displayed and when the input from the user is received.

### Claim 19

A system for testing macular visual acuity, comprising:
a display;
a user input device; and
a computer coupled to the display and the user input device, and configured to (A) display a fixation location indicator on the display, (B) simultaneously and briefly display on the display an hyperacuity target arranged around the fixation location indicator, wherein a correct portion of the hyperacuity target is spaced apart from the fixation location indicator at a different distance than an other portion of the hyperacuity target, (C) receive input from the user via the user input device indicating a user selection of a portion of the hyperacuity target, and (D) determine whether the user selected the correct portion.

### Claim 20 (depends on 19)

The system of claim 19, wherein the correct portion is spaced farther from the fixation location indicator than the other portion of the hyperacuity target.

### Claim 21 (depends on 19)

The system of claim 19, wherein the hyperacuity target has a symmetrical shape.

### Claim 22 (depends on 19)

The system of claim 19, wherein the computer is further configured to (E) record whether the user selected the correct portion in a data storage.

### Claim 23 (depends on 22)

The system of claim 22, wherein the computer is further configured to:
execute a plurality of visual acuity rounds of the video game, each visual acuity round comprising steps (A)-(E); and
generate a visual acuity map based on the user's selections during the plurality of visual acuity rounds, wherein in the visual acuity map is divided into a plurality of locations, and each of the plurality of locations is tested by at least one visual acuity round of the video game.

### Claim 24 (depends on 23)

The system of claim 23, wherein, when generating the visual acuity map, the computer is configured to generate a scotoma probability map or a metamorphosis probability map.

### Claim 25

A non-transitory computer-readable medium encoded with computer executable instructions, which when executed by a processor, causes the processor to perform a method comprising:
(A) displaying a fixation location indicator on a display of a computing device configured for fixation thereon by a user;
(B) simultaneously and briefly displaying on the display an hyperacuity target arranged around the fixation location indicator, wherein a correct portion of the hyperacuity target is spaced apart from the fixation location indicator at a different distance than an other portion of the hyperacuity target;
(C) receiving input from the user via a user input device of the computing device indicating a user selection of a portion of the hyperacuity target;
(D) determining whether the user correctly selected the correct portion; and
(E) assessing the user's visual acuity based on the selection of the user.

### Claim 26 (depends on 25)

The non-transitory computer-readable medium of claim 25, wherein, in the simultaneously and briefly displaying, the correct portion is spaced farther from the fixation location indicator than the other portion of the hyperacuity target.

### Claim 27 (depends on 25)

The non-transitory computer-readable medium of claim 25, wherein, in the simultaneously and briefly displaying, the hyperacuity target has a symmetrical shape.

### Claim 28 (depends on 25)

The non-transitory computer-readable medium of claim 25, wherein, in the simultaneously and briefly displaying, the hyperacuity target comprises a plurality of targets and the correct portion is one of the plurality of targets.

### Claim 29 (depends on 25)

The non-transitory computer-readable medium of claim 25, wherein, in the simultaneously and briefly displaying, the hyperacuity target includes a substantially continuous shape surrounding the fixation location indicator and the correct portion is a distorted or discontinuous portion of the substantially continuous shape.

### Claim 30 (depends on 25)

The non-transitory computer-readable medium of claim 25, the method further comprising:
testing visual acuity by executing a plurality of visual acuity rounds of the video game, each visual acuity round comprising steps (A)-(E); and
generating a visual acuity map based on the user's selections during the plurality of visual acuity rounds, wherein in the visual acuity map is divided into a plurality of locations, and each of the plurality of locations is tested by at least one visual acuity round of the video game.

### Claim 31 (depends on 30)

The non-transitory computer-readable medium of claim 30, wherein the generating a visual acuity map includes generating a scotoma probability map or a metamorphosis probability map.

### Claim 32 (depends on 25)

The non-transitory computer-readable medium of claim 25, wherein determining whether the user selected the correct portion includes determining (I) a visual acuity score based on whether the user selected the correct portion; and (II) a game score based on a reaction time between when the hyperacuity target is displayed and when the input from the user is received.

### Claim 33

A method of distributing data adapted to be stored on a non-transitory computer-readable medium, the data including computer executable instructions, which when executed by a processor, cause the processor to perform a method for testing macular visual acuity comprising the steps of:
(A) displaying a fixation location indicator on a display of a computing device configured for fixation thereon by a user;
(B) simultaneously and briefly displaying on the display a hyperacuity target arranged around the fixation location indicator, wherein a correct portion of the hyperacuity target is spaced apart from the fixation location indicator at a different distance than an other portion of the hyperacuity target;
(C) receiving input from the user via a user input device indicating a user selection of a portion of the hyperacuity target;
(D) determining whether the user selected the correct portion; and
(E) recording whether the user selected the correct portion in a data storage.

### Claim 34 (depends on 33)

The method of distributing data of claim 33, wherein, in the simultaneously and briefly displaying, the correct portion is spaced farther from the fixation location indicator than the other portion of the hyperacuity target.

### Claim 35 (depends on 33)

The method of distributing data of claim 33, wherein, in the simultaneously and briefly displaying, the hyperacuity target has a symmetrical shape.

### Claim 36 (depends on 33)

The method of distributing data of claim 33, the method for testing macular visual acuity further comprising:
testing visual acuity by executing a plurality of visual acuity rounds of the video game, each visual acuity round comprising steps (A)-(E); and
generating a visual acuity map based on the user's selections during the plurality of visual acuity rounds, wherein in the visual acuity map is divided into a plurality of locations, and each of the plurality of locations is tested by at least one visual acuity round of the video game.
