Games that diagnose and treat eye conditions. A headset can show each eye a different image and watch where both of them go — which turns a clinical assessment into something you play.
03Tools in clinical useeye diagnosis and treatment software, all three live
The exercise telling the player one eye is blocked and to answer with the other — four speed limits at a fixed focal distance, one of them correct
第1章Chapter 01 — The problem
Two eyes, measured separately
Conditions like convergence insufficiency, phoria and myopia are about how the two eyes work as a pair — whether they aim at the same point, how long they hold it, how quickly each one resolves what it sees. Measuring that in a clinic means an optometrist, a room of equipment, and a patient who has to keep coming back.
A VR headset happens to be the right instrument almost by accident. It is the one display that can show each eye a completely different image, and with an eye tracker it can also watch what each eye did about it. That combination is what makes a diagnosis possible inside a game rather than around one.
第2章Chapter 02 — What I built
A game where the score is the diagnosis
The suite runs on Pico Neo 3 with Tobii eye tracking. Before any of the games existed, the tracker itself had to be trusted: we tested it thoroughly and validated every signal it reports — pupil diameter, gaze angles, the filters applied to them — so that later measurements were anchored to something known rather than assumed.
The first of them measures response and effective lens power per eye. You are driving; four numbers sit at a fixed focal distance; a speed limit appears and you select it as soon as you can resolve it. Timing and correctness are recorded — once with both eyes, then once for each eye alone — and the results go back to the client’s server.
The convergence–divergence game starts from the diagnostic you choose, and the game changes to suit it. For convergence you are shown five symbols and asked to pick the largest. They are all the same size. What differs is the stereo separation presented to each eye, so they only appear different if your eyes are converging correctly.
第3章Chapter 03 — The hard part
Breaking point and recovery point
The convergence test does not stop when you get one wrong. It keeps going. The moment answers start failing is the breaking point — the demand at which the eyes stop cooperating. Past it you keep answering wrongly, because the eyes are fatigued rather than because the task got harder. Then, as they recover, answers start coming back right, and that is the recovery point.
Those two numbers are the clinical output, and getting them means designing an exercise that deliberately runs past failure and keeps measuring. Most game design works to avoid exactly that. Here the failure is the reading, and the same session doubles as the therapy, because pushing to the breaking point repeatedly is what trains the response.
第4章Chapter 04 — The result
Tested on patients
Three games commissioned for the client’s diagnostic platform, on a validated eye-tracking stack, reporting to their servers. They have been tested on real patients.
What came of that testing is not something I have seen — the outcome data belongs to the client and was never shared back. So there are no results on this page, only what was built.