WO2019206145A1 - 视觉疲劳识别方法、视觉疲劳识别装置、虚拟现实设备和存储介质 - Google Patents
视觉疲劳识别方法、视觉疲劳识别装置、虚拟现实设备和存储介质 Download PDFInfo
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Definitions
- Embodiments of the present disclosure relate to a visual fatigue recognition method, a visual fatigue recognition device, a virtual reality device, and a storage medium.
- Virtual Reality (VR) technology is a computer simulation technology that can create and experience virtual worlds. It combines computer technology and display technology to construct a virtual environment that allows users to immerse themselves in the virtual environment. Strong immersion.
- Virtual reality VR devices are typically head-mounted, which can be used in areas such as video games and video interactions, but head-mounted virtual reality devices are typically used in a dim and relatively closed environment for wearing VR devices, usually The distance from the displayed display screen is relatively close, and when the image displayed on the display screen is observed by the VR device, there may be problems such as image distortion and excessive disparity of the two eyes, thus causing visual fatigue when the user uses the virtual reality device.
- Some embodiments of the present disclosure provide a visual fatigue recognition method, including: acquiring an eye image of a user; acquiring a visual feature from the eye image, and calculating a visual fatigue value according to the visual feature; The fatigue level threshold is compared and the visual fatigue level is determined based on the comparison result; the visual fatigue level is used to generate a corresponding alert signal.
- the method further includes pre-processing the ocular image prior to acquiring the visual feature from the ocular image.
- the pre-processing includes: increasing brightness of the ocular image, increasing contrast of the ocular image, and/or performing denoising processing on the ocular image.
- the visual features include: average saccade velocity, average squint angular velocity, closed eye averaging time, and/or blink average frequency.
- the extracting the visual feature from the ocular image comprises: acquiring a pupil position, a pupil area, and/or a blinking number from the continuous image of each of the ocular images; and then, corresponding to the visual feature Correspondingly, calculating the average speed of the eyeball according to each of the pupil positions in the first preset time period; calculating the average angular velocity of the eyeball according to each of the pupil positions in the second preset time period; Calculating the average duration of the closed eyes for each of the pupil areas in the preset time period; and/or calculating the average frequency of the blinks according to the number of blinks in the fourth preset time period.
- calculating the visual fatigue value according to the visual feature includes: comparing the saccade average speed to an saccade average speed level threshold to obtain a first visual fatigue value, corresponding to extracting the temporal feature And comparing the average angular velocity of the eyeball with the threshold value of the average angular velocity of the eyeball to obtain a second visual fatigue value, and comparing the average duration of the closed eye with the threshold of the average duration of the closed eye to obtain a third visual fatigue value, and / or comparing the blink average frequency with the blink average frequency level threshold to obtain a fourth visual fatigue value.
- the saccade average speed level threshold includes an saccade average speed light fatigue threshold, an saccade average speed moderate fatigue threshold, and an saccade average speed severe fatigue threshold;
- the saccade average angular velocity level threshold includes an eye Skating average angular velocity, mild fatigue threshold, saccade average angular velocity, moderate fatigue threshold, and saccade average angular velocity, severe fatigue threshold;
- said closed-eye continuous average time-level threshold includes saccade average angular velocity, mild fatigue threshold, and average saccade average angular velocity Fatigue threshold and eye movement average angular velocity severe fatigue threshold;
- the blink average frequency level threshold includes a blink average frequency mild fatigue threshold, a blink average frequency moderate fatigue threshold, and a blink average frequency severe fatigue threshold; Comparing the saccade average speed level threshold to obtain the first visual fatigue value includes: when the average saccade speed is less than the squint average speed and the light fatigue threshold, the first visual fatigue value is a first speed value When the average speed of the eyeball is greater than the average speed of the eyeball, the light fatigue When the threshold is less than
- calculating the visual fatigue value based on the visual feature further comprises: determining the first visual fatigue value, the second visual fatigue value, the third visual fatigue value, and/or the fourth visual fatigue The value determines the visual fatigue value.
- the fatigue level threshold includes a mild fatigue threshold, a moderate fatigue threshold, and a severe fatigue threshold, comparing the visual fatigue value to a fatigue level threshold and determining a visual fatigue level based on the comparison result, including: When the visual fatigue value is greater than or equal to the light fatigue threshold and less than the moderate fatigue threshold, determining that the visual fatigue level is a mild fatigue level; when the visual fatigue value is greater than or equal to the moderate fatigue threshold and When the threshold is less than the severe fatigue threshold, the visual fatigue level is determined to be a moderate fatigue level; and when the visual fatigue value is greater than or equal to the severe fatigue threshold, the visual fatigue level is determined to be a severe fatigue level.
- the method also includes generating a corresponding alert signal based on the visual fatigue level.
- the generating the corresponding reminding signal according to the visual fatigue level comprises: generating an image flicker signal of a corresponding color and/or a vibration signal of a corresponding frequency according to the visual fatigue level, so that an image of the corresponding color is displayed on the screen of the virtual reality device And the image flashes at a set frequency and/or causes the virtual reality device to vibrate at a preset frequency.
- the method is for a virtual reality device.
- Some embodiments of the present disclosure further provide a visual fatigue recognition apparatus, including: an eye image acquisition unit configured to acquire an eye image of a user; a visual fatigue value acquisition unit configured to acquire a visual feature from the eye image, and Calculating a visual fatigue value according to the visual feature; the visual fatigue level determining unit is configured to compare the visual fatigue value with a fatigue level threshold and determine a visual fatigue level according to the comparison result.
- the apparatus further includes: a reminder signal generating unit configured to generate a corresponding alert signal according to the visual fatigue level.
- the apparatus further includes an image pre-processing unit.
- the image pre-processing unit includes a brightness enhancement unit, a contrast enhancement unit, and/or a filtering unit; the brightness enhancement unit is configured to increase brightness of the eye image; and the contrast enhancement unit is configured to increase the image of the eye Contrast; the filtering unit is configured to perform denoising processing on the eye image.
- the visual features include: an average saccade velocity, an average squint angular velocity, a closed eye averaging time, and/or a blink average frequency
- the visual fatigue value acquisition unit includes: a visual feature acquisition subunit And a method for obtaining a pupil position, a pupil area, and/or a blinking number from the continuous eye frames, and an eye hop average speed calculation subunit, configured to: according to each of the pupils in the first preset time period Position calculating the average saccade speed; the saccade average angular velocity calculation subunit, configured to calculate the average yaw rate of the saccade according to each of the pupil positions in the second preset time period; And calculating a closed eye average duration according to each of the pupil areas in the third preset time period; and/or a blink average frequency calculation subunit, configured to calculate the number of blinks according to the fourth preset time period The average frequency of blinking.
- the visual fatigue value acquisition unit further includes: a first visual fatigue value determining subunit, a second visual fatigue value determining subunit, a third visual fatigue value determining subunit, and/or a fourth visual fatigue value determining a sub-unit, and a visual fatigue value determining sub-unit, wherein the first visual fatigue value determining sub-unit is configured to compare the saccade average speed with an saccade average speed level threshold to obtain a first visual fatigue value, the second a visual fatigue value determining subunit for comparing the squint average angular velocity with an squint average angular velocity grading threshold to obtain a second visual fatigue value, the third visual fatigue value determining subunit for averaging the closed eye The time is compared with a closed eye continuous average time level threshold to obtain a third visual fatigue value, and the fourth visual fatigue value determining subunit is configured to compare the blink average frequency with the blink average frequency level threshold to obtain a fourth visual fatigue value.
- the visual fatigue value determining subunit is configured to use the first visual fatigue value,
- the saccade average speed level threshold includes an saccade average speed light fatigue threshold, an saccade average speed moderate fatigue threshold, and an saccade average speed severe fatigue threshold;
- the saccade average angular velocity level threshold includes an eye Skating average angular velocity, mild fatigue threshold, saccade average angular velocity, moderate fatigue threshold, and saccade average angular velocity, severe fatigue threshold;
- said closed-eye continuous average time-level threshold includes saccade average angular velocity, mild fatigue threshold, and average saccade average angular velocity Fatigue threshold and eye movement average angular velocity severe fatigue threshold;
- the blink average frequency level threshold includes a blink average frequency mild fatigue threshold, a blink average frequency moderate fatigue threshold, and a blink average frequency severe fatigue threshold;
- the first visual fatigue value is determined The subunit is configured to make the first visual fatigue value a first speed value when the average eye speed is less than the eye movement average light fatigue threshold, when the eye movement average speed is greater than the eye movement Average speed mild fatigue threshold and less than the average eye movement threshold fatigue threshold
- the first visual fatigue value is a second
- the threshold value is less than the average eye rate average fatigue threshold, such that the second visual fatigue value is a second angular velocity value, when the average eye angle is When the degree is greater than the average eye rate average fatigue threshold and less than the eye movement average angular speed severe fatigue threshold, the second visual fatigue value is a third angular velocity value, and when the average angular velocity of the eyeball is greater than the average eye velocity When the angular velocity is a severe fatigue threshold, the second visual fatigue value is a fourth angular velocity value, wherein the patrol flat angular velocity mild fatigue threshold is less than the saccade average angular velocity moderate fatigue threshold, the squint average The angular velocity moderate fatigue threshold is less than the eye movement average angular velocity severe fatigue threshold; and the third visual fatigue value determining subunit is configured to when the closed eye continuous average time is less than the closed eye continuous average time mild fatigue threshold And causing the third visual fatigue value to be a first time value, when the closed eye continuous average time is greater than the closed eye continuous average time light fatigue threshold and less than
- the fatigue level threshold includes a light fatigue threshold, a medium fatigue threshold, and a severe fatigue threshold
- the visual fatigue level determining unit configured to: when the visual fatigue value is greater than or equal to the light fatigue threshold and When the moderate fatigue threshold is less than, the visual fatigue level is determined to be a mild fatigue level; and when the visual fatigue value is greater than or equal to the moderate fatigue threshold and less than the severe fatigue threshold, determining the visual fatigue The level is a moderate fatigue level; when the visual fatigue value is greater than or equal to the severe fatigue threshold, the visual fatigue level is determined to be a severe fatigue level.
- Some embodiments of the present disclosure also provide a virtual reality device including the above-described visual fatigue recognition device.
- Some embodiments of the present disclosure also provide another virtual reality device, including a processor and a machine readable storage medium.
- the machine readable storage medium stores machine executable instructions executable by the processor, the machine executable instructions being implemented by the processor to implement the visual fatigue recognition method described above.
- Some embodiments of the present disclosure also provide a storage medium that non-transitoryly stores computer readable instructions that can be executed when the non-transitory computer readable instructions are executed by a computer.
- FIG. 1 is a workflow diagram of a visual fatigue recognition method provided in accordance with some embodiments of the present disclosure
- FIG. 2 is a schematic illustration of a change in position of a pupil of a human eye provided in accordance with some embodiments of the present disclosure
- FIG. 3 is a schematic diagram of a change in position of a pupil of a human eye according to further embodiments of the present disclosure
- FIG. 4 is a schematic diagram of a change in face pupil area according to some embodiments of the present disclosure.
- FIG. 5A is a block diagram of a visual fatigue recognition device provided in accordance with some embodiments of the present disclosure
- FIG. 5B is a schematic block diagram of a time fatigue recognition device provided by other embodiments of the present disclosure
- FIG. 6 is a schematic block diagram of a visual fatigue acquisition unit provided by some embodiments of the present disclosure.
- FIG. 7 is a schematic block diagram of a visual fatigue recognition apparatus provided by some embodiments of the present disclosure.
- FIG. 8A is a schematic block diagram of a virtual reality device according to some embodiments of the present disclosure
- FIG. 8B is a schematic block diagram of a virtual reality device according to another embodiment of the present disclosure
- FIG. 8C is a virtual reality provided by still another embodiment of the present disclosure. Schematic diagram of the device.
- An embodiment of the present disclosure provides a visual fatigue recognition method.
- the method includes: Step S10: acquiring an eye image of a user; Step S20, acquiring a visual feature from an eye image, and calculating visual fatigue according to the visual feature. a value; step S30, comparing the visual fatigue value with the fatigue level threshold and determining a visual fatigue level based on the comparison result; and step S40, using the visual fatigue level to generate a corresponding alert signal.
- a virtual reality (VR) device may include a modeling component (eg, a 3D scanner), a three-dimensional visual display component (eg, a 3D display device, a projection device, etc.), a head mounted stereoscopic display (eg, binocular) from a hardware perspective. All-round display), sounding components (eg, three-dimensional sound devices), interactive devices (eg, including position trackers, data gloves, etc.), 3D input devices (eg, three-dimensional mice), motion capture devices, and other interactive devices.
- a modeling component eg, a 3D scanner
- a three-dimensional visual display component eg, a 3D display device, a projection device, etc.
- a head mounted stereoscopic display eg, binocular from a hardware perspective. All-round display
- sounding components eg, three-dimensional sound devices
- interactive devices eg, including position trackers, data gloves, etc.
- 3D input devices eg, three-dimensional mice
- motion capture devices e
- the VR device may further include an image capture device, for example, the image capture device includes an infrared light source and an infrared camera, and the infrared camera may be disposed under the lens in the three-dimensional visual reality component of the VR device, and the infrared light source may be opposite to the eye.
- the part fills in the light, and then the infrared camera is used to acquire the eye image, which can help to obtain the details of the eye image, especially the details of the pupil part image.
- the image capture device can also be set independently of the VR device.
- the eye image may include both the left eye image and the right eye image, or only the left eye image or the right eye image. Since the states of the two eyes of the person are usually the same or similar, the image of one eye can also be judged by the image of one eye. Eye state.
- a depth learning-based image recognition algorithm may be employed to extract visual features from the ocular image, such as saccade speed, saccade angular velocity, closed eye duration, and/or blink frequency, etc., depending on visual characteristics.
- the visual fatigue value is calculated.
- the visual fatigue value is used to indicate the degree of fatigue of the human eye. The greater the visual fatigue value, the higher the degree of fatigue of the human eye. For example, if the frequency of blinking is low and the duration of the closed eye is long, the visual fatigue is calculated. The value is large, and the user's eyes can be considered to be in a relatively fatigue state.
- the visual fatigue value is compared with the fatigue level threshold, and the visual fatigue level is further determined according to the comparison result.
- the visual fatigue level is classified according to the degree of fatigue of the human eye, and the visual fatigue level may include, for example, mild fatigue and moderateness. Fatigue and severe fatigue.
- the fatigue level threshold includes a mild fatigue threshold, a moderate fatigue threshold, and a severe fatigue threshold.
- the mild fatigue threshold, the moderate fatigue threshold, and the severe fatigue threshold distribution correspond to mild fatigue, moderate fatigue, and severe fatigue.
- the visual fatigue level can be determined based on the comparison between the visual fatigue value and the fatigue level threshold, and the fatigue threshold can be a reference value for judging the degree of visual fatigue, for example, if the visual fatigue value is greater than the fatigue level threshold (such as light) Degree fatigue threshold), it can be determined that the user's human eye is in a mild fatigue state; if the visual fatigue value is greater than the fatigue level threshold (such as the moderate fatigue threshold), the user's human eye can be judged to be in a moderate fatigue state; The fatigue value is greater than the fatigue level threshold (such as the severe fatigue threshold) at the time of severe fatigue, and it can be determined that the user's human eye is in a severe fatigue state.
- the fatigue level threshold such as light
- the visual fatigue level is used to generate a corresponding reminder signal to remind the user of the current degree of visual fatigue, and the user performs appropriate rest according to the reminder signal, which helps relieve eye fatigue
- the reminder signal can be
- an alarm sound is emitted using a speaker in a VR device, or a reminder image is displayed in a display of a VR device, or a vibration of a VR device or the like is controlled.
- the visual fatigue recognition method based on the VR device can calculate the visual fatigue value from the visual features extracted from the eye image, compare the visual fatigue value with the fatigue level threshold, and determine the visual fatigue level according to the comparison result.
- the visual fatigue level is determined, and the visual fatigue level is used to generate a corresponding reminder signal, and the user's eye fatigue degree is reminded by the reminder information, so that the user can know the current degree of human eye fatigue, and the user can take appropriate rest to reduce the user's occurrence of myopia.
- the risk of such problems helps to protect the user's eyesight.
- the acquired original eye image may be pre-processed before the visual feature is acquired from the eye image, for example, the pre-processing may include one or more of the following processes: The brightness of the eye image is described, the contrast of the eye image is increased, and the eye image is denoised.
- the brightness and contrast of the eye image may be improved by an image processing algorithm, such as a gradation transformation method or a histogram adjustment method, and the original eye image acquired usually has a certain noise, which is further improved.
- the image quality of the eye can be further filtered by the filtering algorithm to remove the noise in the eye image, which helps to extract visual features from the high quality eye image.
- the visual feature may include an eye saccade speed, an saccade yaw rate, a closed eye duration, and/or a blink frequency.
- the extracting the visual feature from the ocular image described in the above step S20 may correspondingly include: step S201, from continuous Obtaining a pupil position, a pupil area, and/or a blinking number in each of the eye images of each frame; and then, corresponding to the visual feature, step S202, calculating an eyeball average according to each pupil position in the first preset time period a speed; a step S203, calculating an average angular velocity of the eyeball according to each pupil position in the second preset time period; and step S204, calculating an average duration of the closed eye according to each pupil area in the third preset time period; and/or step S205
- the average blink frequency is calculated according to the number of blinks in the fourth preset time period.
- the first preset time period, the second preset time period, the third preset time period, and the fourth preset time period may be the same time period, or may be different time periods, and the embodiment of the present disclosure is This is not a limitation.
- the image capture device may acquire a plurality of frames of the eye image, and the image capture device acquires the image at a frame rate, for example, a frame rate of 240 frames. /s, that is, 240 frames of eye images per second can be acquired.
- visual feature extraction may be performed for each frame image, or in order to reduce the calculation amount of visual feature extraction, visual feature extraction may be performed every several frames of images, which may be separately from successive frame images. Obtain the pupil position, pupil area, and so on.
- the saccade velocity can be calculated from two pupil positions of two consecutive eye images.
- the pupil position can be the pupil center position. Referring to FIG. 2, the dotted line indicates the level of the pupil center.
- the pupil center obtained from the eye image at time t is located at point A, and the two-dimensional coordinates of the pupil center position at time t are (x A , y A );
- the pupil center obtained by the eye image is located at point B, and the two-dimensional coordinates of the pupil center position at time t+1 are (x B , y B );
- the frame rate of the image acquisition device is rate; then the eye movement speed at time t+1 v t+1 can be calculated by the following formula:
- the saccade angular velocity can be calculated from three pupil positions of three consecutive three-eye images, for example, as shown in FIG. 3, the dotted line in the figure indicates the horizontal direction through which the pupil center passes, and the eye image from the time t-1 is assumed.
- the obtained pupil center is located at point C, and the two-dimensional coordinates of the pupil center position at time t-1 are (x C , y C ); the pupil center obtained from the eye image at time t is located at point D, and the pupil center position at time t
- the two-dimensional coordinates are (x D , y D ), and the movement angle of the center of the pupil at time t is ⁇ t ; the center of the pupil obtained from the eye image at time t+1 is located at point E, and the position of the center of the pupil at time t+1 is two.
- the dimensional coordinates are (x E , y E ), and the motion angle of the pupil center at time t+1 is ⁇ t+1 ; then the angular velocity v t+1 at time t+1 can be calculated by the following formula: among them,
- the closed eye duration can be calculated according to each pupil area of three consecutive frames of the eye image.
- the pupil area obtained from the eye image at time t3 is 1/4 of the total pupil area, from time t2 to time t3.
- the blink frequency f can be calculated based on the number of blinks n per unit time t (for example, 1 second):
- the above method is to calculate the primary saccade velocity, the primary saccade angular velocity, the primary closed eye duration, and the blink frequency per unit time according to the continuous multi-frame eye image, and the above calculated values may have a large error, so
- the average value of the foregoing values in the preset time period may be calculated, and the average value is used as a visual feature.
- the preset may be calculated by using multiple eye hop speeds in the preset time period T calculated in the above manner.
- Average speed of saccades over time Calculating the average angular velocity of the eyeball in the preset time period according to the plurality of eyeball angular velocities Calculating the average duration of closed eyes in the preset time period based on a plurality of closed eye durations Calculating the average blink frequency of the preset time period based on a plurality of blink frequencies
- the preset time may be selected according to requirements, for example, the preset time period is 60s.
- the calculating the visual fatigue value according to the visual feature includes: comparing the average saccade speed to an saccade average speed level threshold to obtain a first visual fatigue value, the eye hopping The average angular velocity is compared with an average angular velocity index of the eyeball to obtain a second visual fatigue value, and the average closed eye duration is compared with a closed eye continuous average time threshold to obtain a third visual fatigue value, and/or the average frequency of the blink A fourth visual fatigue value is obtained by comparison with a blink average frequency level threshold.
- the average eye movement speed threshold includes an eye movement average speed light fatigue threshold, an eye movement average speed medium fatigue threshold, and an eye movement average speed severe fatigue threshold;
- the eye movement average angular velocity level threshold includes an average eye movement average angular velocity Fatigue threshold, average average angular velocity of eyeball, moderate fatigue threshold of average angular velocity of eyeball, and average fatigue time threshold of eyelid continuation;
- the threshold of average duration of closed eye includes mild fatigue threshold of average angular velocity, moderate average angular velocity of eyeball, and average saccade Angular velocity severe fatigue threshold;
- the blink average frequency level threshold includes a blinking average frequency mild fatigue threshold, a blink average frequency moderate fatigue threshold, and a blink average frequency severe fatigue threshold.
- calculating the visual fatigue value based on the visual features described in step S20 above may include the following steps S206, S207, S208, and/or S209.
- Step S206 when the average speed of the eyeball Less than the eyelid leveling speed, mild fatigue threshold
- the above average saccade average speed mild fatigue threshold Average saccade speed moderate fatigue threshold And eye movement average speed severe fatigue threshold It can be preset according to the experience value.
- Step S207 when the average angular velocity of the eyeball Less than the average angular velocity of the eye movement, mild fatigue threshold
- the above average nysolic average angular velocity mild fatigue threshold Average nystagmus of moderate angular velocity And eye movement average angular velocity severe fatigue threshold It can be preset according to the experience value.
- Step S208 when the closed eye lasts for an average time Less than the closed eye duration average time mild fatigue threshold
- closed eye continuous average time mild fatigue threshold Closed eye continuous average time moderate fatigue threshold And closed eye continuous average time severe fatigue threshold It can be preset according to the experience value.
- Step S209 when the average frequency of blinking Less than the average frequency of blinking, mild fatigue threshold
- Blinking average frequency mild fatigue threshold Less than the mean frequency of the blinking average fatigue threshold Blink average frequency moderate fatigue threshold Less than the average frequency of blinking, severe fatigue threshold Blink average frequency mild fatigue threshold Blink average frequency moderate fatigue threshold Blink average frequency severe fatigue threshold It can be preset according to the experience value.
- first speed value, the second speed value, the third speed value, and the fourth speed value herein may be an artificially set first sequence having a certain regularity; the first angular velocity value, the second angular velocity value, The third triangular speed value and the fourth angular velocity value may be artificially set a second sequence having a certain regularity; the first time value, the second time value, the third time value, and the fourth time value may be artificially set The third sequence of certain regularity; the first frequency value, the second frequency value, the third frequency value, and the fourth frequency value may be artificially set fourth rows having a certain regularity.
- the first series, the second number, the third number, and the fourth number may be the same.
- calculating the visual fatigue value according to the visual feature further comprises: determining the visual fatigue value according to the first visual fatigue value, the second visual fatigue value, the third visual fatigue value, and/or the fourth visual fatigue value.
- the visual fatigue value may be calculated by step S210: calculating the first visual fatigue value, the second visual fatigue value, and the third visual fatigue.
- the sum of the value and/or the fourth visual fatigue value as the visual fatigue value that is, the visual fatigue value m is the first visual fatigue value m 1 , the second visual fatigue value m 2 , the third visual fatigue value m 3 and/or
- the sum of the fourth visual fatigue values m 4 added, i.e., m m 1 + m 2 + m 3 + m 4 , may also be referred to as a visual fatigue integrated value.
- the first visual fatigue value m 1 , the second visual fatigue value m 2 , and the third visual fatigue value may be first used.
- the m 3 and/or the fourth visual fatigue value m 4 are normalized and then summed to obtain the visual fatigue value.
- the visual fatigue value can be compared with the fatigue level value, and the visual fatigue level can be determined based on the comparison result.
- visual fatigue levels can be classified into mild fatigue, moderate fatigue, and severe fatigue
- fatigue level thresholds can also include mild fatigue thresholds, moderate fatigue thresholds, and severe fatigue thresholds.
- the mild fatigue threshold, the moderate fatigue threshold, and the severe fatigue threshold may be determined based on the first, second, third, and fourth series.
- comparing the visual fatigue value with a fatigue level threshold and determining a visual fatigue level according to the comparison result includes: determining that the visual fatigue value is greater than or equal to the light fatigue threshold and less than the moderate fatigue threshold The visual fatigue level is a mild fatigue level; when the visual fatigue value is greater than or equal to the moderate fatigue threshold and less than the severe fatigue threshold, determining that the visual fatigue level is a moderate fatigue level; When the visual fatigue value is greater than or equal to the severe fatigue threshold, the visual fatigue level is determined to be a severe fatigue level.
- the light fatigue threshold is, for example, 4, the moderate fatigue threshold is 7, for example, and the severe fatigue threshold is 10, for example, if 4 ⁇ If m ⁇ 7, it can be determined that the user's eye fatigue degree is mild fatigue. If 7 ⁇ m ⁇ 10, it can be determined that the user's eye fatigue degree is moderate fatigue, and if 10 ⁇ m, the user can be determined. The degree of eye fatigue is severe fatigue.
- the visual fatigue recognition method may further include generating a corresponding reminding signal according to the visual fatigue level, and generating a corresponding reminding signal according to the visual fatigue level, for example, including:
- the alert signal may include a visual signal and/or a haptic signal
- the visual signal may specifically be an image flicker signal
- the virtual reality device may display an image of the corresponding color on the screen after receiving the image flicker signal
- the stroking signal can be a vibration signal of a corresponding frequency
- the VR device vibrates at a preset frequency after receiving the vibration signal, and the user can better remind the user through the image flicker signal and the vibration signal, and the user can know the current The degree of fatigue of the human eye.
- a green flashing triangle image appears on the screen of the VR device, and the VR device is slightly vibrated (vibrating at a lower frequency) to perform a mild fatigue reminder.
- an orange flashing triangle image appears on the screen of the VR device, and the VR device is moderately vibrated (vibrating at a higher frequency) for mild fatigue reminder;
- a red flashing triangle image appears on the screen of the VR device, and the VR device is severely vibrated (vibrating at a higher frequency) to perform a severe fatigue reminder.
- the embodiment of the present disclosure further provides a visual fatigue recognition device.
- the visual fatigue recognition device 05 includes an eye image acquisition unit 501 for acquiring an eye image of the user, and a visual fatigue value acquisition unit 502. For acquiring a visual feature from the eye image, and calculating a visual fatigue value according to the visual feature; a visual fatigue level determining unit 503, configured to compare the visual fatigue value with a fatigue level threshold and determine a visual according to the comparison result Fatigue level.
- the visual fatigue recognition device 05 may further include a reminder signal generating unit 504 for generating a corresponding reminder signal based on the visual fatigue level.
- the visual fatigue recognition apparatus may further include an image pre-processing unit 505, which may include one or more of the following components: a brightness enhancement unit 551, a contrast enhancement unit 552, and filtering. Unit 553.
- the brightness enhancement unit 551 is configured to increase the brightness of the eye image
- the contrast enhancement unit 552 is configured to increase the contrast of the eye image
- the filtering unit 553 is configured to perform a denoising process on the eye image.
- the visual features include: average saccade velocity, average squint angular velocity, closed eye averaging time, and/or blink average frequency.
- the visual fatigue value acquisition unit 502 includes: a feature acquisition sub-unit 521, configured to respectively obtain a pupil position, a pupil area, and/or a blink number from the consecutive image frames of the frames; the eye jump average speed calculation sub-unit 522 is configured to use the first preset time period according to the first preset time period Calculating the average saccade speed of each of the pupil positions; the saccade average angular velocity calculation sub-unit 523 is configured to calculate an average saccade angular velocity according to each of the pupil positions in the second preset time period; a subunit 524, configured to calculate a closed eye average duration according to each of the pupil areas in the third preset time period; and/or a blink average frequency calculation subunit 525, configured to blink according to the fourth preset time period The number of times calculates the average frequency of blinks.
- the first preset time period, the second preset time period, the third preset time period, and the fourth preset time period may be the same time period, or may be different time periods, and the embodiment of the present disclosure is This is not a limitation.
- the visual fatigue value acquisition unit 502 may further include a first visual fatigue value determination subunit 526, a second visual fatigue value determination subunit 527, a third visual fatigue value determination subunit 528, and/or Or the fourth visual fatigue value determining subunit 529.
- the first visual fatigue value determining sub-unit 526 is configured to compare the saccade average speed with an saccade average speed level threshold to obtain a first visual fatigue value.
- the second visual fatigue value determining sub-unit 527 is configured to compare the eye-jump average angular velocity with an eye-jump average angular velocity level threshold to obtain a second visual fatigue value.
- the third visual fatigue value determining sub-unit 528 is configured to compare the closed-eye average duration with the closed-eye continuous average time level threshold to obtain a third visual fatigue value.
- the fourth visual fatigue value determining sub-unit 529 is configured to compare the blink average frequency with the blink average frequency level threshold to obtain a fourth visual fatigue value.
- the visual fatigue value acquisition unit 502 may further include a visual fatigue value determination sub-unit 530 for using the first visual fatigue value, the second visual fatigue value, and the third visual The fatigue value and/or the fourth visual fatigue value determine the visual fatigue value.
- the eye movement average speed level threshold includes an eye movement average speed light fatigue threshold, an eye movement average speed medium fatigue threshold, and an eye movement average speed heavy fatigue threshold
- the eye movement average angular speed level threshold includes an eye movement average angular speed Mild fatigue threshold, average average angular velocity of eyeball, moderate fatigue threshold of average angular velocity of eyeball, and average threshold of average eye velocity of closed eye include threshold of average angular velocity of eyeball, mild fatigue threshold of average angular velocity of eyeball, and moderate fatigue threshold of eyeball average angular velocity
- the blink average frequency level threshold includes a blink average frequency mild fatigue threshold, a blink average frequency moderate fatigue threshold, and a blink average frequency severe fatigue threshold.
- the first visual fatigue value determining sub-unit 526 is configured to: when the average eye movement speed is less than the eye movement average light fatigue threshold, the first visual fatigue value is a first speed value, when the eye movement average When the speed is greater than the light fatigue threshold of the average eye speed and less than the average fatigue threshold of the average eye speed, the first visual fatigue value is a second speed value, and when the average speed of the eyeball is greater than the average speed of the eyeball
- the first visual fatigue value is a third speed value when the degree of fatigue threshold is less than the eye movement average heavy fatigue threshold, and the first visual fatigue is when the eye movement average speed is greater than the eye movement average speed severe fatigue threshold
- the value is a fourth speed value, wherein the eye movement flatness light fatigue threshold is less than the eye movement average speed medium fatigue threshold, and the eye movement average speed medium fatigue threshold is less than the eye movement average speed severe fatigue threshold.
- the second visual fatigue value determining subunit 527 is configured to: when the average angular velocity of the eyeball is less than the average fatigue angular velocity of the eyeball average angular velocity, the second visual fatigue value is a first angular velocity value, when the average eye velocity is When the angular velocity is greater than the average fatigue angular threshold of the eyeball and less than the moderate fatigue threshold of the average angular velocity of the eyeball, the second visual fatigue value is a second angular velocity value, and when the average angular velocity of the eyeball is greater than the average angular velocity of the eyeball.
- the second visual fatigue value is a third angular velocity value when the degree of fatigue threshold is less than the eye movement average angular velocity severe fatigue threshold, and the second visual fatigue is when the eyeball average angular velocity is greater than the eyeball average angular velocity severe fatigue threshold
- the value is a fourth angular velocity value, wherein the ocular angular angular velocity mild fatigue threshold is less than the squinting average
- the third visual fatigue value determining sub-unit 528 is configured to: when the closed-eye continuous average time is less than the closed-eye continuous average time light fatigue threshold, the third visual fatigue value is a first time value, when the closed The third visual fatigue value is a second time value when the eye average duration is greater than the closed eye continuous average time mild fatigue threshold and less than the closed eye continuous average time moderate fatigue threshold, when the closed eye duration average time is greater than
- the third visual fatigue value is a third time value
- the closed eye continuous average time is greater than the closed eye continuous average time
- the third visual fatigue value is a fourth time value, wherein the closed eye continuous average time mild fatigue threshold is less than the closed eye continuous average time moderate fatigue threshold, and the closed eye lasts the average time moderate fatigue The threshold is less than the closed eye continuous average time severe fatigue threshold.
- a fourth visual fatigue value determining subunit 529 configured to: when the blinking average frequency is less than the blinking average frequency light fatigue threshold, the fourth visual fatigue value is a first frequency value, when the blinking average frequency is greater than the blink When the average frequency is slightly fatigue threshold and less than the average frequency of the blink average fatigue threshold, the fourth visual fatigue value is the second frequency value, and when the blink average frequency is greater than the average frequency of the blink average fatigue threshold and less than the blink average When the frequency is severely fatigued, the fourth visual fatigue value is a third frequency value, and when the blink average frequency is greater than the blink average frequency severe fatigue threshold, the fourth visual fatigue value is a fourth frequency value, wherein the blink is The average frequency mild fatigue threshold is less than the blink average frequency moderate fatigue threshold, and the blink average frequency moderate fatigue threshold is less than the blink average frequency severe fatigue threshold.
- first speed value, the second speed value, the third speed value, and the fourth speed value herein may be an artificially set first sequence having a certain regularity; the first angular velocity value, the second angular velocity value, The third triangular speed value and the fourth angular velocity value may be artificially set a second sequence having a certain regularity; the first time value, the second time value, the third time value, and the fourth time value may be artificially set The third sequence of certain regularity; the first frequency value, the second frequency value, the third frequency value, and the fourth frequency value may be artificially set fourth rows having a certain regularity.
- the first series, the second number, the third number, and the fourth number may be the same.
- calculating the visual fatigue value according to the visual feature further comprises: determining the visual fatigue value according to the first visual fatigue value, the second visual fatigue value, the third visual fatigue value, and/or the fourth visual fatigue value.
- the visual fatigue value determining subunit 530 may calculate the first visual fatigue value, the second visual fatigue value, the The sum of the third visual fatigue value and/or the fourth visual fatigue value is taken as the visual fatigue value.
- the visual fatigue value determining subunit 530 may first compare the first visual fatigue value m 1 and the second visual fatigue value m. 2. The third visual fatigue value m 3 and/or the fourth visual fatigue value m 4 are normalized and then summed to obtain the visual fatigue value.
- the fatigue level threshold includes a light fatigue threshold, a medium fatigue threshold, and a severe fatigue threshold
- the visual fatigue level determining unit 503 is configured to: when the visual fatigue value is greater than or equal to the light fatigue threshold and less than the middle Determining the visual fatigue level as a mild fatigue level; and determining that the visual fatigue level is moderate when the visual fatigue value is greater than or equal to the moderate fatigue threshold and less than the severe fatigue threshold a fatigue level; when the visual fatigue value is greater than or equal to the severe fatigue threshold, determining that the visual fatigue level is a severe fatigue level.
- the visual fatigue device provided by the present disclosure can reduce the risk of a user suffering from problems such as myopia and help protect the user's vision.
- the device embodiments described above are merely illustrative, wherein the units described as separate components may or may not be physically separate, ie may be located in one place, or may be distributed over multiple network elements; The above units may be combined into one unit, or may be further split into a plurality of subunits.
- the units in the apparatus of the embodiments of the present disclosure may be implemented by means of software, or by software and hardware, and may also be implemented by hardware. Based on such understanding, the technical solution of the present disclosure may be embodied in the form of a software product in essence or in the form of a software product, taking a software implementation as an example, by applying the The processor in which the device of the device is located reads the corresponding computer program instructions in the non-volatile memory into memory.
- FIG. 7 is a schematic block diagram of another visual fatigue recognition device 06 provided by at least one embodiment of the present disclosure.
- the visual fatigue recognition device 06 includes a processor 210, a machine readable storage medium 220, and one or more computer program modules 221.
- processor 210 is coupled to machine readable storage medium 220 via bus system 230.
- one or more computer program modules 221 are stored in machine readable storage medium 220.
- one or more computer program modules 221 include instructions for performing the visual fatigue recognition method provided by any of the embodiments of the present disclosure.
- instructions in one or more computer program modules 221 can be executed by processor 210.
- the bus system 230 can be a conventional serial, parallel communication bus, etc., and embodiments of the present disclosure do not limit this.
- the processor 210 can be a central processing unit (CPU), an image processor (GPU), or other form of processing unit having data processing capabilities and/or instruction execution capabilities, and can be a general purpose processor or a dedicated processor, and Other components in the device 06 can be visually fatigued to perform the desired function.
- CPU central processing unit
- GPU image processor
- Other components in the device 06 can be visually fatigued to perform the desired function.
- Machine-readable storage medium 220 can include one or more computer program products, which can include various forms of computer-readable storage media, such as volatile memory and/or nonvolatile memory.
- the volatile memory may include, for example, random access memory (RAM) and/or cache or the like.
- the nonvolatile memory may include, for example, a read only memory (ROM), a hard disk, a flash memory, or the like.
- One or more computer program instructions can be stored on a computer readable storage medium, and the processor 210 can execute the program instructions to implement the functions (implemented by the processor 210) and/or other desired functions in the disclosed embodiments. For example, visual fatigue recognition methods and the like.
- Various applications and various data such as a sequence of face images and various data used and/or generated by the application, etc., may also be stored in the computer readable storage medium.
- an embodiment of the present disclosure further provides a virtual reality device 07, including the visual fatigue recognition device 05 or the visual fatigue recognition device 06 described above.
- FIG. 8B is a schematic block diagram of the virtual reality device 08.
- the virtual reality device 08 includes a machine readable storage medium 102 and a processor 101, and may further include a nonvolatile storage medium 103, a communication interface 104, and a bus 105; wherein the machine readable storage medium 102
- the processor 101, the nonvolatile storage medium 103, and the communication interface 104 complete communication with each other via the bus 105.
- the processor 101 can perform the visual fatigue recognition method described above by reading and executing machine executable instructions in the machine readable storage medium 102 corresponding to the control logic of the visual fatigue recognition method.
- the communication interface 104 is coupled to a communication device (not shown).
- the communication device can communicate with the network and other devices via wireless communication, such as the Internet, an intranet, and/or a wireless network such as a cellular telephone network, a wireless local area network (LAN), and/or a metropolitan area network (MAN) ).
- Wireless communication can use any of a variety of communication standards, protocols, and technologies including, but not limited to, Global System for Mobile Communications (GSM), Enhanced Data GSM Environment (EDGE), Wideband Code Division Multiple Access (W-CDMA).
- GSM Global System for Mobile Communications
- EDGE Enhanced Data GSM Environment
- W-CDMA Wideband Code Division Multiple Access
- CDMA Code Division Multiple Access
- TDMA Time Division Multiple Access
- Wi-Fi eg based on IEEE 802.11a, IEEE 802.11b, IEEE 802.11g and/or IEEE 802.11n standards
- VoIP Internet Protocol-based voice transmission
- Wi-MAX protocols for email, instant messaging, and/or short message service (SMS), or any other suitable communication protocol.
- the machine-readable storage medium referred to herein may be any electronic, magnetic, optical, or other physical storage device that can contain or store information such as executable instructions, data, and so forth.
- the machine-readable storage medium may be: RAM (Radom Access Memory), volatile memory, non-volatile memory, flash memory, storage drive (such as a hard disk drive), any type of storage disk (such as a disk). , dvd, etc.), or a similar storage medium, or a combination thereof.
- the non-volatile medium can be a non-volatile memory, a flash memory, a storage drive (such as a hard drive), any type of storage disk (such as a compact disc, dvd, etc.), or a similar non-volatile storage medium, or a combination thereof.
- the above VR device may also include other existing components, and details are not described herein again.
- the virtual reality device 07/08 can be worn on the eyes of a person, thereby implementing a visual fatigue recognition function for the user as needed.
- Embodiments of the present disclosure also provide a storage medium.
- the storage medium stores computer readable instructions non-transitoryly, and the non-transitory computer readable instructions, when executed by a computer (including a processor), can perform the visual fatigue recognition method provided by any of the embodiments of the present disclosure.
- the storage medium may be any combination of one or more computer readable storage media, such as a computer readable storage medium containing computer readable program code for obtaining an image of a user's eye, and another computer readable storage medium containing The eye image acquires computer readable program code of the visual feature.
- the computer can execute the program code stored in the computer storage medium to perform a visual fatigue recognition method such as provided by any of the embodiments of the present disclosure.
- the storage medium may include a memory card of a smart phone, a storage unit of a tablet, a hard disk of a personal computer, a random access memory (RAM), a read only memory (ROM), an erasable programmable read only memory (EPROM), Portable compact disk read only memory (CD-ROM), flash memory, or any combination of the above storage media may be other suitable storage media.
- RAM random access memory
- ROM read only memory
- EPROM erasable programmable read only memory
- CD-ROM Portable compact disk read only memory
- flash memory or any combination of the above storage media may be other suitable storage media.
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Abstract
Description
Claims (20)
- 一种视觉疲劳识别方法,包括:获取用户的眼部图像;从所述眼部图像获取视觉特征,并根据所述视觉特征计算视觉疲劳值;将所述视觉疲劳值与疲劳等级阈值进行比较并根据比较结果判定视觉疲劳等级;将所述视觉疲劳等级用于生成对应的提醒信号。
- 根据权利要求1所述的方法,还包括:在从所述眼部图像获取视觉特征之前对所述眼部图像进行预处理,其中,所述预处理包括:提高所述眼部图像的亮度、提高所述眼部图像的对比度和/或对所述眼部图像进行去噪处理。
- 根据权利要求1或2所述的方法,其中,所述视觉特征包括:眼跳平均速度、眼跳平均角速度、闭眼持续平均时间和/或眨眼平均频率。
- 根据权利要求3所述的方法,其中,所述从所述眼部图像提取视觉特征包括:从连续的各帧所述眼部图像中分别获取瞳孔位置、瞳孔面积和/或眨眼次数;然后,与所述视觉特征相对应地,根据第一预设时间段内的各所述瞳孔位置计算所述眼跳平均速度;根据第二预设时间段内的各所述瞳孔位置计算所述眼跳平均角速度;根据第三预设时间段内的各所述瞳孔面积计算所述闭眼平均持续时间;和/或根据第四预设时间段内的眨眼次数计算所述眨眼平均频率。
- 根据权利要求4所述的方法,其中,与提取所述时间特征相对应地,所述根据所述视觉特征计算视觉疲劳值包括:将所述眼跳平均速度与眼跳平均速度等级阈值进行比较获得第一视觉疲劳值,将所述眼跳平均角速度与眼跳平均角速度等级阈值进行比较获得第 二视觉疲劳值,将所述闭眼平均持续时间与闭眼持续平均时间等级阈值进行比较获得第三视觉疲劳值,和/或将所述眨眼平均频率与眨眼平均频率等级阈值进行比较获得第四视觉疲劳值。
- 根据权利要求5所述的方法,其中,所述眼跳平均速度等级阈值包括眼跳平均速度轻度疲劳阈值、眼跳平均速度中度疲劳阈值和眼跳平均速度重度疲劳阈值;所述眼跳平均角速度等级阈值包括眼跳平均角速度轻度疲劳阈值、眼跳平均角速度中度疲劳阈值和眼跳平均角速度重度疲劳阈值;所述闭眼持续平均时间等级阈值包括眼跳平均角速度轻度疲劳阈值、眼跳平均角速度中度疲劳阈值和眼跳平均角速度重度疲劳阈值;所述眨眼平均频率等级阈值包括眨眼平均频率轻度疲劳阈值、眨眼平均频率中度疲劳阈值和眨眼平均频率重度疲劳阈值;将所述眼跳平均速度与眼跳平均速度等级阈值进行比较获得第一视觉疲劳值包括:当所述眼跳平均速度小于所述眼跳平均速度轻度疲劳阈值时,则使得所述第一视觉疲劳值为第一速度数值,当所述眼跳平均速度大于所述眼跳平均速度轻度疲劳阈值且小于所述眼跳平均速度中度疲劳阈值时,则使得所述第一视觉疲劳值为第二速度数值,当所述眼跳平均速度大于所述眼跳平均速度中度疲劳阈值且小于所述眼跳平均速度重度疲劳阈值时,则使得所述第一视觉疲劳值为第三速度数值,当所述眼跳平均速度大于所述眼跳平均速度重度疲劳阈值时,则使得所述第一视觉疲劳值为第四速度数值,其中,所述眼跳平速度轻度疲劳阈值小于所述眼跳平均速度中度疲劳阈值,所述眼跳平均速度中度疲劳阈值小于所述眼跳平均速度重度疲劳阈值;将所述眼跳平均角速度与眼跳平均角速度等级阈值进行比较获得第二视觉疲劳值包括:当所述眼跳平均角速度小于所述眼跳平均角速度轻度疲劳阈值时,则使得所述第二视觉疲劳值为第一角速度数值,当所述眼跳平均角速度大于所述眼跳平均角速度轻度疲劳阈值且小于所述眼跳平均角速度中度疲劳阈值时,则使得所述第二视觉疲劳值为第二角速度数 值,当所述眼跳平均角速度大于所述眼跳平均角速度中度疲劳阈值且小于所述眼跳平均角速度重度疲劳阈值时,则使得所述第二视觉疲劳值为第三角速度数值,当所述眼跳平均角速度大于所述眼跳平均角速度重度疲劳阈值时,则使得所述第二视觉疲劳值为第四角速度数值,其中,所述眼跳平角速度轻度疲劳阈值小于所述眼跳平均角速度中度疲劳阈值,所述眼跳平均角速度中度疲劳阈值小于所述眼跳平均角速度重度疲劳阈值;将所述闭眼平均持续时间与闭眼持续平均时间等级阈值进行比较获得第三视觉疲劳值包括:当所述闭眼持续平均时间小于闭眼持续平均时间轻度疲劳阈值时,则使得所述第三视觉疲劳值为第一时间数值,当所述闭眼持续平均时间大于所述闭眼持续平均时间轻度疲劳阈值且小于所述闭眼持续平均时间中度疲劳阈值时,则使得所述第三视觉疲劳值为第二时间数值,当所述闭眼持续平均时间大于所述闭眼持续平均时间中度疲劳阈值且小于所述闭眼持续平均时间重度疲劳阈值时,则使得所述第三视觉疲劳值为第三时间数值,当所述闭眼持续平均时间大于所述闭眼持续平均时间重度疲劳阈值时,则使得所述第三视觉疲劳值为第四时间数值,其中,所述闭眼持续平均时间轻度疲劳阈值小于所述闭眼持续平均时间中度疲劳阈值,所述闭眼持续平均时间中度疲劳阈值小于所述闭眼持续平均时间重度疲劳阈值;将所述眨眼平均频率与眨眼平均频率等级阈值进行比较获得第四视觉疲劳值包括:当所述眨眼平均频率小于所述眨眼平均频率轻度疲劳阈值时,则使得所述第四视觉疲劳值为第一频率数值,当所述眨眼平均频率大于所述眨眼平均频率轻度疲劳阈值且小于所述眨眼平均频率中度疲劳阈值时,则使得所述第四视觉疲劳值为第二频率数值,当所述眨眼平均频率大于所述眨眼平均频率中度疲劳阈值且小于眨眼平均频率重度疲劳阈值时,则使得所述第四视觉疲劳值为第三频率数值,当所述眨眼平均频率大于所述眨眼平均频率重度疲劳阈值时,则使得所述第四视觉疲劳值为第四频率数值,其中,所述眨眼平均频率轻度疲劳阈值小于所述眨眼平均频率中度疲劳阈值,所述眨眼平均频率中度疲劳阈值小于所述眨眼平均频率重度疲劳阈值。
- 根据权利要求5或6所述的方法,其中,根据所述视觉特征计算 视觉疲劳值还包括:根据所述第一视觉疲劳值、所述第二视觉疲劳值、所述第三视觉疲劳值和/或所述第四视觉疲劳值确定所述视觉疲劳值。
- 根据权利要求7所述的方法,其中,所述疲劳等级阈值包括轻度疲劳阈值、中度疲劳阈值和重度疲劳阈值,将所述视觉疲劳值与疲劳等级阈值进行比较并根据比较结果判定视觉疲劳等级包括:当所述视觉疲劳值大于或等于所述轻度疲劳阈值并小于所述中度疲劳阈值时,判断所述视觉疲劳等级为轻度疲劳等级;当所述视觉疲劳值大于或等于所述中度疲劳阈值并小于所述重度疲劳阈值时,判断所述视觉疲劳等级为中度疲劳等级;当所述视觉疲劳值大于或等于所述重度疲劳阈值时,判断所述视觉疲劳等级为重度疲劳等级。
- 根据权利要求1-8任一项所述的方法,还包括根据所述视觉疲劳等级生成所述对应的提醒信号,其中,所述根据所述视觉疲劳等级生成所述对应的提醒信号包括:根据所述视觉疲劳等级生成对应颜色的图像闪烁信号和/或对应频率的振动信号,以使虚拟现实设备的屏幕上显示对应颜色的图像且所述图像以设定频率闪烁和/或使虚拟现实设备以预设频率震动。
- 根据权利要求1-9任一项所述的方法,用于虚拟现实设备。
- 一种视觉疲劳识别装置,包括:眼部图像获取单元,用于获取用户的眼部图像;视觉疲劳值获取单元,用于从所述眼部图像获取视觉特征,并根据所述视觉特征计算视觉疲劳值;视觉疲劳等级判定单元,用于将所述视觉疲劳值与疲劳等级阈值进行比较并根据比较结果判定视觉疲劳等级。
- 根据权利要求11所述的装置,还包括:提醒信号生成单元,用于根据所述视觉疲劳等级生成对应的提醒信号。
- 根据权利要求11或12所述的装置,还包括图像预处理单元,其中,所述图像预处理单元包括亮度提高单元、对比度提高单元和/或滤波 单元;所述亮度提高单元用于提高所述眼部图像的亮度;所述对比度提高单元用于提高所述眼部图像的对比度;所述滤波单元用于对所述眼部图像进行去噪处理。
- 根据权利要求11-13任一所述的装置,其中,所述视觉特征包括:眼跳平均速度、眼跳平均角速度、闭眼持续平均时间和/或眨眼平均频率,相应地,所述视觉疲劳值获取单元包括:视觉特征获取子单元,用于从连续的各帧所述眼部图像中分别获取瞳孔位置、瞳孔面积和/或眨眼次数;眼跳平均速度计算子单元,用于根据第一预设时间段内的各所述瞳孔位置计算所述眼跳平均速度;眼跳平均角速度计算子单元,用于根据第二预设时间段内的各所述瞳孔位置计算所述眼跳平均角速度;闭眼平均持续时间计算子单元,用于根据第三预设时间段内的各所述瞳孔面积计算所述闭眼平均持续时间;和/或眨眼平均频率计算子单元,用于根据第四预设时间段内的眨眼次数计算所述眨眼平均频率。
- 根据权利要求14所述的装置,其中,所述视觉疲劳值获取单元还包括:第一视觉疲劳值确定子单元、第二视觉疲劳值确定子单元、第三视觉疲劳值确定子单元和/或第四视觉疲劳值确定子单元,以及视觉疲劳值确定子单元,所述第一视觉疲劳值确定子单元用于将所述眼跳平均速度与眼跳平均速度等级阈值进行比较获得第一视觉疲劳值,所述第二视觉疲劳值确定子单元用于将所述眼跳平均角速度与眼跳平均角速度等级阈值进行比较获得第二视觉疲劳值,所述第三视觉疲劳值确定子单元用于将所述闭眼平均持续时间与闭眼持续平均时间等级阈值进行比较获得第三视觉疲劳值,所述第四视觉疲劳值确定子单元用于将所述眨眼平均频率与眨眼平均频率等级阈值进行比较获得第四视觉疲劳值,所述视觉疲劳值确定子单元用于根据所述第一视觉疲劳值、所述第二视觉疲劳值、所述第三视觉疲劳值和/或所述第四视觉疲劳值确定所述视觉疲劳值。
- 根据权利要求15所述的装置,其中,所述眼跳平均速度等级阈值包括眼跳平均速度轻度疲劳阈值、眼跳平均速度中度疲劳阈值和眼跳平均速度重度疲劳阈值;所述眼跳平均角速度等级阈值包括眼跳平均角速度轻度疲劳阈值、眼跳平均角速度中度疲劳阈值和眼跳平均角速度重度疲劳阈值;所述闭眼持续平均时间等级阈值包括眼跳平均角速度轻度疲劳阈值、眼跳平均角速度中度疲劳阈值和眼跳平均角速度重度疲劳阈值;所述眨眼平均频率等级阈值包括眨眼平均频率轻度疲劳阈值、眨眼平均频率中度疲劳阈值和眨眼平均频率重度疲劳阈值;所述第一视觉疲劳值确定子单元用于当所述眼跳平均速度小于所述眼跳平均速度轻度疲劳阈值时,使得所述第一视觉疲劳值为第一速度数值,当所述眼跳平均速度大于所述眼跳平均速度轻度疲劳阈值且小于所述眼跳平均速度中度疲劳阈值时,使得所述第一视觉疲劳值为第二速度数值,当所述眼跳平均速度大于所述眼跳平均速度中度疲劳阈值且小于所述眼跳平均速度重度疲劳阈值时,使得所述第一视觉疲劳值为第三速度数值,当所述眼跳平均速度大于所述眼跳平均速度重度疲劳阈值时,使得所述第一视觉疲劳值为第四平均速度数值,其中,所述眼跳平速度轻度疲劳阈值小于所述眼跳平均速度中度疲劳阈值,所述眼跳平均速度中度疲劳阈值小于所述眼跳平均速度重度疲劳阈值;所述第二视觉疲劳值确定子单元,用于当所述眼跳平均角速度小于眼跳平均角速度轻度疲劳阈值时,使得所述第二视觉疲劳值为第一角速度数值,当所述眼跳平均角速度大于所述眼跳平均角速度轻度疲劳阈值且小于所述眼跳平均角速度中度疲劳阈值时,使得所述第二视觉疲劳值为第二角速度数值,当所述眼跳平均角速度大于所述眼跳平均角速度中度疲劳阈值且小于所述眼跳平均角速度重度疲劳阈值时,使得所述第二视觉疲劳值为第三角速度数值,当所述眼跳平均角速度大于眼跳平均角速度重度疲劳阈值时,使得所述第二视觉疲劳值为第四角速度数值,其中,所述眼跳平角速度轻度疲劳阈值小于所述眼跳平均角速度中度疲劳阈值, 所述眼跳平均角速度中度疲劳阈值小于所述眼跳平均角速度重度疲劳阈值;所述第三视觉疲劳值确定子单元,用于当所述闭眼持续平均时间小于所述闭眼持续平均时间轻度疲劳阈值时,使得所述第三视觉疲劳值为第一时间数值,当所述闭眼持续平均时间大于所述闭眼持续平均时间轻度疲劳阈值且小于所述闭眼持续平均时间中度疲劳阈值时,使得所述第三视觉疲劳值为第二时间数值,当所述闭眼持续平均时间大于所述闭眼持续平均时间中度疲劳阈值且小于所述闭眼持续平均时间重度疲劳阈值时,使得所述第三视觉疲劳值为第三时间数值,当所述闭眼持续平均时间大于所述闭眼持续平均时间重度疲劳阈值时,使得所述第三视觉疲劳值为第四时间数值,其中,所述闭眼持续平均时间轻度疲劳阈值小于所述闭眼持续平均时间中度疲劳阈值,所述闭眼持续平均时间中度疲劳阈值小于所述闭眼持续平均时间重度疲劳阈值;所述第四视觉疲劳值确定子单元,用于当所述眨眼平均频率小于所述眨眼平均频率轻度疲劳阈值时,使得所述第四视觉疲劳值为第一频率数值,当所述眨眼平均频率大于所述眨眼平均频率轻度疲劳阈值且小于所述眨眼平均频率中度疲劳阈值时,使得所述第四视觉疲劳值为第二频率数值,当所述眨眼平均频率大于所述眨眼平均频率中度疲劳阈值且小于所述眨眼平均频率重度疲劳阈值时,使得所述第四视觉疲劳值为第三频率数值,当所述眨眼平均频率大于所述眨眼平均频率重度疲劳阈值时,使得所述第四视觉疲劳值为第四频率数值,其中,所述眨眼平均频率轻度疲劳阈值小于所述眨眼平均频率中度疲劳阈值,所述眨眼平均频率中度疲劳阈值小于所述眨眼平均频率重度疲劳阈值。
- 根据权利要求16所述的装置,其中,所述疲劳等级阈值包括轻度疲劳阈值、中度疲劳阈值和重度疲劳阈值,所述视觉疲劳等级判定单元用于当所述视觉疲劳值大于或等于所述轻度疲劳阈值并小于所述中度疲劳阈值时,判断所述视觉疲劳等级为轻度疲劳等级;当所述视觉疲劳值大于或等于所述中度疲劳阈值并小于所述重度疲劳阈值时,判断所述视觉疲劳等级为中度疲劳等级;当所述视觉疲劳值大于或等于所述重度疲劳阈值时,判断所述视觉疲劳等级为重度疲劳等级。
- 一种虚拟现实设备,包括如权利要求12-17任一所述的视觉疲劳识别装置。
- 一种虚拟现实设备,包括处理器和机器可读存储介质,其中,所述机器可读存储介质存储有可适于被所述处理器执行的机器可执行指令,所述机器可执行指令被所述处理器执行时实施如权利要求1-8任一项所述的视觉疲劳识别方法。
- 一种存储介质,非暂时性地存储计算机可读指令,当所述非暂时性计算机可读指令由计算机执行时可以执行如权利要求1-8任一所述的视觉疲劳识别方法。
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CN110413124A (zh) * | 2019-08-01 | 2019-11-05 | 贵州电网有限责任公司 | 一种基于vr视频的人机交互系统及其使用方法 |
CN112183443A (zh) * | 2020-10-14 | 2021-01-05 | 歌尔科技有限公司 | 保护视力的方法、装置及智能眼镜 |
CN113239841B (zh) * | 2021-05-24 | 2023-03-24 | 桂林理工大学博文管理学院 | 基于人脸识别的课堂专注状态检测方法及相关仪器 |
CN113448439A (zh) * | 2021-06-30 | 2021-09-28 | 广东小天才科技有限公司 | 光线发射方法、装置、终端设备及存储介质 |
CN115993239A (zh) * | 2023-03-24 | 2023-04-21 | 京东方艺云(苏州)科技有限公司 | 一种评估方法、装置、电子设备及存储介质 |
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