WO2023096713A1 - Optique personnalisée - Google Patents

Optique personnalisée Download PDF

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Publication number
WO2023096713A1
WO2023096713A1 PCT/US2022/047070 US2022047070W WO2023096713A1 WO 2023096713 A1 WO2023096713 A1 WO 2023096713A1 US 2022047070 W US2022047070 W US 2022047070W WO 2023096713 A1 WO2023096713 A1 WO 2023096713A1
Authority
WO
WIPO (PCT)
Prior art keywords
eyewear
user
disposed
shading
view
Prior art date
Application number
PCT/US2022/047070
Other languages
English (en)
Inventor
Scott W. Lewis
Original Assignee
Percept Technologies, Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Percept Technologies, Inc. filed Critical Percept Technologies, Inc.
Publication of WO2023096713A1 publication Critical patent/WO2023096713A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A41WEARING APPAREL
    • A41DOUTERWEAR; PROTECTIVE GARMENTS; ACCESSORIES
    • A41D13/00Professional, industrial or sporting protective garments, e.g. surgeons' gowns or garments protecting against blows or punches
    • A41D13/05Professional, industrial or sporting protective garments, e.g. surgeons' gowns or garments protecting against blows or punches protecting only a particular body part
    • A41D13/11Protective face masks, e.g. for surgical use, or for use in foul atmospheres
    • AHUMAN NECESSITIES
    • A41WEARING APPAREL
    • A41DOUTERWEAR; PROTECTIVE GARMENTS; ACCESSORIES
    • A41D13/00Professional, industrial or sporting protective garments, e.g. surgeons' gowns or garments protecting against blows or punches
    • A41D13/05Professional, industrial or sporting protective garments, e.g. surgeons' gowns or garments protecting against blows or punches protecting only a particular body part
    • A41D13/11Protective face masks, e.g. for surgical use, or for use in foul atmospheres
    • A41D13/1184Protective face masks, e.g. for surgical use, or for use in foul atmospheres with protection for the eyes, e.g. using shield or visor
    • GPHYSICS
    • G02OPTICS
    • G02CSPECTACLES; SUNGLASSES OR GOGGLES INSOFAR AS THEY HAVE THE SAME FEATURES AS SPECTACLES; CONTACT LENSES
    • G02C11/00Non-optical adjuncts; Attachment thereof
    • G02C11/04Illuminating means
    • GPHYSICS
    • G02OPTICS
    • G02CSPECTACLES; SUNGLASSES OR GOGGLES INSOFAR AS THEY HAVE THE SAME FEATURES AS SPECTACLES; CONTACT LENSES
    • G02C11/00Non-optical adjuncts; Attachment thereof
    • G02C11/10Electronic devices other than hearing aids
    • GPHYSICS
    • G02OPTICS
    • G02CSPECTACLES; SUNGLASSES OR GOGGLES INSOFAR AS THEY HAVE THE SAME FEATURES AS SPECTACLES; CONTACT LENSES
    • G02C7/00Optical parts
    • G02C7/02Lenses; Lens systems ; Methods of designing lenses
    • G02C7/08Auxiliary lenses; Arrangements for varying focal length
    • G02C7/081Ophthalmic lenses with variable focal length
    • GPHYSICS
    • G02OPTICS
    • G02CSPECTACLES; SUNGLASSES OR GOGGLES INSOFAR AS THEY HAVE THE SAME FEATURES AS SPECTACLES; CONTACT LENSES
    • G02C7/00Optical parts
    • G02C7/10Filters, e.g. for facilitating adaptation of the eyes to the dark; Sunglasses
    • G02C7/101Filters, e.g. for facilitating adaptation of the eyes to the dark; Sunglasses having an electro-optical light valve
    • GPHYSICS
    • G02OPTICS
    • G02CSPECTACLES; SUNGLASSES OR GOGGLES INSOFAR AS THEY HAVE THE SAME FEATURES AS SPECTACLES; CONTACT LENSES
    • G02C7/00Optical parts
    • G02C7/16Shades; shields; Obturators, e.g. with pinhole, with slot
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/0101Head-up displays characterised by optical features
    • G02B2027/014Head-up displays characterised by optical features comprising information/image processing systems

Definitions

  • Corrective lenses must match the needs of the wearer; more particularly, those lenses must match the needs of the wearer when viewing a object at a particular distance, or when otherwise providing assistance to the wearer in viewing.
  • standardized lenses do not match every wearer, and even lenses that are specific to a particular wearer do not match every viewing distance or provide proper assistance in all circumstances.
  • some corrective lenses provide more than one amount of correction, depending on distance to an object being viewed by the wearer. These are sometimes called “bifocals” or “progressive” lenses; they provide different corrective eye prescriptions depending on the position of the object in the wearer’s field of view.
  • this Application describes a system, and techniques for use, capable of providing eyewear that can dynamically adjust its effect on viewing to match a combination of the wearer, the object or scene being viewed, and possibly other conditions.
  • the eyewear (or digital eyewear) can be disposed to be responsive to one or more of:
  • sensory parameters such as the wearer’s gaze direction or focal length; eye gestures or multiple eye gestures by the wearer; other eye activity by the wearer, such as pupil or iris size, blink rate, squinting, eye twitching or nystagmus, saccades; or other senses such as hearing, smell, or touch (possibly including the wearer triggering a control on the eyewear, conducting a hand or other body gesture, or otherwise as described herein);
  • wearer parameters such as the wearer’s eye activity, or changes thereof; the wearer’s location or distance from a selected object, or changes thereof; or otherwise as described herein;
  • features of the wearer such as luminance, color prominence, glare, visual blur or noise, or otherwise as described herein; presence of particular objects or people in view, such as persons known to the wearer, or such as weapons (guns, knives, or otherwise as described herein); or features of the ambient environment, such as a relationship between the wearer and scene or object being viewed, such as whether the wearer is in motion with respect thereto, or otherwise as described herein.
  • the eyewear or digital eyewear can be disposed to be responsive to wearer activity, such as one or more of:
  • an activity being conducted by the wearer such as whether the wearer is engaged in police, military, firefighter, emergency responder, search and rescue activity, or otherwise as described herein;
  • a vehicle such as a racing car, a speed boat, an aircraft, another type of vehicle, or otherwise as described herein; whether the wearer is engaged in observing a sporting activity or other event, such as a baseball or football game, a live-action or recorded concert, a movie or other presentation, a theme-park event or other interactive experience, an advertisement or store front, an augmented reality (AR) or virtual reality (VR) event or other three-dimensional (3D) experience, or otherwise as described herein;
  • a sporting activity or other event such as a baseball or football game, a live-action or recorded concert, a movie or other presentation, a theme-park event or other interactive experience, an advertisement or store front, an augmented reality (AR) or virtual reality (VR) event or other three-dimensional (3D) experience, or otherwise as described herein;
  • AR augmented reality
  • VR virtual reality
  • the type of eyewear or digital eyewear can be disposed to be particular to a use being made by the wearer.
  • wearable eyewear can include one or more of:
  • glasses contact lenses, a retinal image display (RID), an intra-ocular lens (IOL), or otherwise as described herein;
  • RID retinal image display
  • IOL intra-ocular lens
  • a helmet such as might be disposed for use by police, military, firefighter, emergency responder, search and rescue activity, or other personnel;
  • augmented eyewear such as a microscope or telescope, a rifle scope or other scope, binoculars, a still or motion-picture camera, “night vision” glasses or other infrared detectors, or otherwise as described herein;
  • nerve sensors or stimulators such as optic nerve sensors or stimulators, optical cortex or other brain element sensors or stimulators, or otherwise as described herein;
  • eyewear can be used in combination or conjunction with other devices, such as smartphones, smart watches, or other wearable or implantable devices; concert screens or other displays; AR presentations; cameras, scopes, and related devices; wireless or other electromagnetic signals; medical devices; or otherwise as described herein.
  • other devices such as smartphones, smart watches, or other wearable or implantable devices; concert screens or other displays; AR presentations; cameras, scopes, and related devices; wireless or other electromagnetic signals; medical devices; or otherwise as described herein.
  • the eyewear or digital eyewear can be disposed to be responsive to a wearer’s field of view (FOV), or a portion of the wearer’s FOV, such as whether the wearer’s FOV is long-range or short-range, higher or lower, right or left, central or peripheral vision, or otherwise as described herein.
  • FOV field of view
  • the eyewear or digital eyewear can be disposed to adjust visual features presented to the wearer, such as using changes in refraction; changes in polarization or shading; changes in color filtering, color injection, false coloring, or otherwise as described herein; changes in prismatic angles or functions; changes in presentation of 3D displays; or otherwise as described herein.
  • the eyewear or digital eyewear can be disposed to adjust visual features presented to the wearer, so as to encourage the wearer to look in a particular direction or through a particular region of the lenses.
  • the eyewear can include multiple lenses with combined operations to provide further personalization.
  • a lens can include a first region for vision correction (possibly using refraction), such as for close-range viewing, and a second region for different vision correction (also possibly using refraction), such as for longer-range viewing.
  • the first region or the second region, or portions thereof can be adjusted so as to optimize the viewer’s clarity of vision.
  • the amount of refraction can be adjusted in each region, such as using electronic control of the refraction. This can have the effect that the wearer can be provided with a relatively optimized view despite the distance of objects at which they are looking.
  • one or more of the regions, or portions thereof can be shaded or inverse-shaded, such as using electronic control of the shading or inverse-shading. This can have the effect that the wearer can be provided with a relatively optimized view despite the direction in which they are looking.
  • the eyewear or digital eyewear can include a combination of more than one lens.
  • a first lens can include a first region for vision correction (again, e.g., using refraction) for close-range viewing and a second region for vision correction for longer- range viewing.
  • a second lens can be aligned with the first lens and can shade either the first region or the second region, so as to encourage the wearer to focus on relative close-range viewing or on relative longer-range viewing.
  • the second lens can be responsive to features of the wearer’s eye, such as when the wearer’s eyes become strained or dried-out in response to excessive close-range viewing.
  • the eyewear can cause the second lens to shade regions aligned of the first lens, so as to encourage the wearer to alter their attention pattern.
  • the eyewear can respond to wearer’s attention pattern with respect to bright lights or lights with glare or flashing, concentration on small obj ects, lights with a potentially adverse color balance, or other aspects of the wearer’s field of view (FOV) that might affect the wearer’s vision, attention, or medical conditions.
  • FOV field of view
  • the eyewear or digital eyewear can include more than one function, each associated with separate portion of the user’s field of view.
  • the lenses can be separated into upper/lower portions, such as in “reader” glasses; or such as in bifocal, trifocal, or multifocal lenses.
  • the upper/lower portions of the lenses can each be disposed with separate functions.
  • the upper/lower portions of the lenses can each include different refractive functions.
  • the upper/lower portions of the lenses can each include different shad- ing/inverse-shading functions, different coloring/tinting or color balancing functions, different polarization or prismatic deflection functions, different dynamic visual optimization functions, or as otherwise described herein.
  • the different functions can be responsive to the particular portion of the user’s field of view affected by the lenses, such as when the lenses relate to upper/lower portions or central/peripheral portions of the user’s field of view.
  • the different functions can be responsive to one or more of the following: (A) content recognized with respect to the portion of the user’s field of view within the scope of the lenses; (B) ambient circumstances recognized with respect to the portion of the user’s field of view within the scope of the lenses, such as time of day or location; (C) user inputs provided at a time when the user is viewing content using the lenses; (D) defined “bookmarks” with respect to functions to be applied with respect to one or more of the preceding factors; or as otherwise described herein.
  • the eyewear or digital eyewear can be disposed to adjust shading with respect to an object or a portion of the user’s field of view (FOVj at which the user is looking.
  • FOVj field of view
  • the eyewear when the user is looking in a particular direction, the eyewear can be disposed to shade only portions of the user’s FOV in that direction.
  • the eyewear when the user is looking at a particular object, such as when looking in a particular direction and at a particular depth of focus so as to distinguish a selected object, the eyewear can be disposed to shade only that selected object.
  • An outbound camera such as a camera mounted behind one or more of the lenses and disposed to view a location or region at which the user is looking, can be disposed to determine an amount of shading that optimizes the user’s view, or to determine an amount of shading that optimizes a clarity of the location or region at which the user is looking.
  • the eyewear or digital eyewear can be disposed to detect where the user is looking in response to one or more of: a dynamic eye tracking system, or in response to one or more “outbound” cameras disposed to review the user’s field of view (FOV) from inside one or more lenses.
  • the dynamic eye tracking system can be disposed to determine in what direction, and at what depth of focus, the user is looking.
  • the dynamic eye tracking system can determine a location in three-dimensional (3D) space at which the user is looking.
  • the outbound camera can be disposed to examine the user’s FOV from inside one or more of the lenses. Either of these techniques can have the effect that when the user moves their head or otherwise alters their FOV, the eyewear can adjust the 3D location that is shaded. More precisely, the eyewear can adjust a location on each lens so that the joint focus of the user’s eyes at that 3D location is shaded.
  • the eyewear can shade where the user looks, and if so desired, only where the user looks.
  • the user might be in a vehicle, such as an aircraft, racecar, or sailboat or speedboat, or the user might be looking at a dashboard or instrument, or the user might be looking at an external object.
  • the eyewear can shade where the user is looking, notwithstanding the user’s head or eye movement, the vehicle’s movement, or other movement that might affect where the user is looking.
  • the eyewear or digital eyewear can shade with respect to a particular light source, such as a welding torch, a glass blowing element, a firearm or fireworks, or as otherwise described herein.
  • the eyewear or digital eyewear can be disposed to provide light in a direction where the user is looking, such as in response to a dynamic eye tracking mechanism.
  • This can have the effect that the eyewear can illuminate objects at which the user is looking; thus, the eyewear can “light where the user is looking”.
  • the eyewear can “light where the user looks”, and if so desired, only where the user looks.
  • This can be applied to specific portions of the user’s field of view as well, such as only applied to an upper/lower or a central/peripheral portion of the lenses.
  • the user might be in a vehicle, such as an aircraft, racecar, or sailboat or speedboat, or the user might be looking at a dashboard or instrument, or the user might be looking at an external object.
  • the eyewear can illuminate where the user is looking, notwithstanding the user’s head or eye movement, the vehicle’s movement, or other movement that might affect where the user is looking.
  • the eyewear or digital eyewear can include a lamp (such as a laser or an LED) and can be disposed to direct the light from the lamp in a direction or at a focal length where the user’s eyes are focusing.
  • the lamp can be disposed on a portion of the eyewear, such as on a front piece (such as at a location between the user’s eyes) or on an earpiece, sometimes also referred to herein as a “temple” (such as at a location near the user’s temple) and disposed to provide a light beam in a direction which the user is looking at or focused at a distance at which the user is focusing.
  • the eyewear or digital eyewear can be disposed to perform differential amounts of shading/inverse-shading for distinct locations in the user’s field of view.
  • the eyewear or digital eyewear can be disposed to perform a first amount of shading/inverse-shading in a close-range portion of the user’s field of view and a second amount of shading/inverse-shading in a distant portion of the user’s field of view.
  • the eyewear or digital eyewear when the user is reading in a bright environment, such as in sunlight, the eyewear or digital eyewear can be disposed to shade/inverse-shade the portion of the user’s field of view associated with reading, to account for brightness of the reading material.
  • the eyewear or digital eyewear when the user is operating an aircraft, the eyewear or digital eyewear can be disposed to shade/inverse-shade the portion of the user’s field of view associated with a bright sky field, to account for brightness of the ambient environment.
  • the eyewear or digital eyewear can be disposed to adjust coloring/tinting or color balance of at least a portion of the user’s field of view, such as in response to the brightness or coloring/tinting of the ambient environment.
  • the coloring/tinting of the ambient environment can be adjusted to reduce (in whole or in part) the amount of blue/ultraviolet light in the coloring/tinting of the user’s field of view.
  • the coloring/tinting or color balance of the ambient environment can be adjusted to increase the amount of green light received by the user’s eyes.
  • the coloring/tinting of the ambient environment can be adjusted to enhance those portions of the user’s field of view that relate to particular colors for which the user’s attention is to be drawn.
  • the user’s field of view can be adjusted to show red coloring/tinting (such as traffic lights or signs when the user is driving) in a brighter format or in a flashing format, so as to allow the user to determine the presence of those colors even when the user is unable to see them directly.
  • red coloring/tinting such as traffic lights or signs when the user is driving
  • the eyewear or digital eyewear can be disposed to respond to an audio/video signal, such as a song or other music presentation.
  • the eyewear or digital eyewear can receive the audio/video signal and shade/inverse-shade in response thereto.
  • the eyewear or digital eyewear can receive the audio/video signal and illuminate in response thereto. This can have the effect that the user experiences a shading/inverse-shading effect or an illumination effect in response to a song, another music presentation, or another audio/video signal.
  • the eyewear or digital eyewear can be disposed to allow an external device or another person to control its response to the audio/video signal.
  • the eyewear or digital eyewear can be disposed to allow a “DJ” or another entertainer to send a signal (such as an electromagnetic or ultrasound signal) to the eyewear or digital eyewear, so as to provide the user with a music shading experience.
  • the eyewear or digital eyewear can be disposed to provide a color change with respect to one or more lenses in response to the song, other music presentation, or other audio/video.
  • This can have the effect that an external device or another person can provide the user with a colorized experience to go with associated music.
  • This can alternatively have the effect that an external device or another person can provide the user with a colorized enhancement of an alarm or other audio/video (such as a fire alarm or a emergency vehicle siren).
  • the eyewear or digital eyewear can be disposed to perform shad- ing/inverse-shading or coloring/tinting in response to an external measurement device, such as one or more of the following: an Apple WatchTM, FitbitTM, blood oximeter, blood pressure monitor, heart rate monitor, mood-sensing ring, thermometer or other temperature sensor, or as otherwise described herein.
  • an external measurement device such as one or more of the following: an Apple WatchTM, FitbitTM, blood oximeter, blood pressure monitor, heart rate monitor, mood-sensing ring, thermometer or other temperature sensor, or as otherwise described herein.
  • the eyewear or digital eyewear can be disposed to perform shad- ing/inverse-shading or coloring/tinting in response to the user’s voice or facial movements.
  • the eyewear or digital eyewear can be disposed to present a variable set of shading/in- verse-shading or coloring/tinting when the user is speaking, singing, grunting, or otherwise making artificial noises, or as otherwise described herein.
  • the eyewear or digital eyewear can be disposed to present a variable set of shading/inverse-shading or coloring/tinting in response to a set of user’s gestures, such as when the user moves their eyes, nose, mouth, chin, neck, or other elements of their head/ neck in selected ways.
  • the eyewear or digital eyewear can be disposed to present a picture on the eyewear’s lenses (or on a device coupled thereto, such as a facemask or other facial covering) in response to the user’s speaking, singing, or other examples such as described herein.
  • the eyewear or digital eyewear can be disposed to present a picture of how the user’s facial features would look without the facemask or facial covering, in response to movement or sound provided by the user’s facial features. This can have the effect that the user can wear a protective covering on their face (such as when they are ill or when they are protecting against transmitted illness) and still present a natural look to others while speaking or otherwise communicating.
  • the user can wear a protective facemask and still show facial features while speaking, singing, or as otherwise described herein.
  • An audio microphone can be disposed to receive sounds from the user’s mouth, throat, or other vocal apparatus, and can be disposed to present a picture of how the user’s face/mouth would look while the user was speaking, singing, or as otherwise described herein.
  • the picture also need not look exactly as the user’s facial features would look; the picture can be presented on a facemask or other facial shield, showing a picture of an arbitrary face/mouth.
  • the picture presented can be disposed to show a caricature of the user’s face, a filtered version of the user’s face (such as using an image filter), a picture of another person’s face (such as a celebrity or a friend/ relative of the user), a picture of an animal or cartoon, another arbitrary image, or as otherwise described herein.
  • the eyewear or digital eyewear can include a transmitter, such as an electromagnetic or ultrasonic transmitter, disposed to control an external device, such as a smartphone or other mobile device.
  • a transmitter such as an electromagnetic or ultrasonic transmitter
  • the eyewear can send a signal to the mobile device that directs the mobile device to highlight a designated portion of the mobile device’s screen.
  • the eyewear can direct the mobile device to highlight only that portion of the screen.
  • the eyewear or digital eyewear can be disposed to recognize commands or requests from the user to alter the intensity (or other features) of the illumination.
  • user commands can include capacitive or touch controls, eye or face gestures, finger or hand gestures, head or mouth movements, voice commands, electromagnetic commands from another device, other user commands described herein, or other ways the user can direct the eyewear.
  • the eyewear or digital eyewear can be disposed to allow the user to direct the illumination to have a different amount of area at the illuminated device, a different angle or amount of polarization, a different color or color balance (or a different set of colors in a varying color pattern), or otherwise as described herein.
  • the eyewear can be disposed to direct the mobile device to increase a magnification, or to impose other visual effects, on the portion of the screen being viewed by the user.
  • the eyewear can be disposed to alter a color or color balance of that portion, to cause that portion to blink, or otherwise change a way that portion can be viewed by the user.
  • the eyewear or digital eyewear can be disposed to operate with multiple display screens, whether controlled by a single device (either a mobile device or a “desktop” device) or multiple devices.
  • the eyewear can determine whether the user is looking at a first screen or a second screen, and in response thereto, cause the screen being looked at (the “active” screen) to have a first visual effect and the screen not being looked at (the “inactive” screen) to have a second visual effect.
  • the eyewear can direct the inactive screen to be substantially dimmed, so the user is not subject to excessive brightness directed at their peripheral vision.
  • the eyewear can direct the inactive screen to have its color balance altered: (A) the inactive screen can be filtered to be more amber, so as to reduce peripheral-vision brightness in the blue portion of the visual spectrum; or (B) the inactive screen can be directed to provide green light, so as to prevent or reduce the likelihood of, or to treat or reduce the severity of, migraines, photophobia, or neuro-ophthalmic disorder.
  • the eyewear can operate the external device using one or more controls in the control panel.
  • the external device includes a control for a vehicle (such as a ground vehicle, an aircraft, or watercraft)
  • the user can control the vehicle, or elements thereof, by looking in a direction relevant to the control and executing a gesture or other technique for triggering the control.
  • the user can use a gesture in combination with a gaze direction or focusing distance to aid the user’s ability to operate the vehicle; this can be valuable when the vehicle is operated at speed or when the user is making rapid operation decisions.
  • the user can be allowed to operate a vehicle using eye/face gestures or hand/ finger gestures, such as one or more of the following: starting the vehicle, setting a temperature or related controls, turning on/off air conditioning or defrosters or related controls, operating a radio or related equipment, opening/ closing doors or windows, opening/closing an engine hood or a trunk, opening/closing a gas or other fluid entry, extruding/retracting cup holders or related equipment, turning on/off internal lights or displays, turning on/off or adjusting external lights, presenting/highlighting alerts such as from the engine or fuel reserves, controlling “cruise control” or other automatic driving controls, or controlling other controls relating to electric vehicles such as golf carts.
  • eye/face gestures or hand/ finger gestures such as one or more of the following: starting the vehicle, setting a temperature or related controls, turning on/off air conditioning or defrosters or related controls, operating a radio or related equipment, opening/ closing doors or windows, opening/closing an engine hood or a trunk
  • the user when the user is operating a vehicle having a dashboard with control elements, such as an automobile or a racing car (with control elements on a dashboard or steering wheel) or such as an aircraft (with control elements on level and upper dashboards, a control yoke, or a throttle), the user might benefit from (A) maintaining eye contact with a path of travel, (B) maintaining control contact with one of those controls when operating a different control, or otherwise as described herein.
  • the eyewear or digital eyewear can respond to one or more of: a user gaze direction, a user hand/eye gesture or other body movement, so as to direct operation of a first vehicle control while the user otherwise maintains operation of a second vehicle control.
  • the user can operate engine and/or flight surface controls using one or more eye/facial gestures or one or more hand/ finger gestures (such as possibly hand/ finger gestures as described in the Incorporated Disclosures).
  • the user can glance upward/ downward once (or 2-3 times in succession) and perform a first selected gesture (such as a blink or squint) to increase/decrease a throttle setting.
  • a first selected gesture such as a blink or squint
  • the user can glance rightward/left- ward and perform a second (not necessarily different) selected gesture (such as a hand wave or a finger touch at a selected location on a control panel near the pilot) to execute a slip or turn.
  • a second (not necessarily different) selected gesture such as a hand wave or a finger touch at a selected location on a control panel near the pilot
  • the user can perform other combinations of actions (thus, of eye/facial gestures, hand/ finger gestures, and/or other body movements) to operate other aircraft controls.
  • the user can glance or look at a particular control element and perform a selected gesture to operate that control element; thus, looking at an artificial horizon and performing a thumbs-up (or down) gesture to raise (or lower) an elevator control.
  • the user can perform other combinations of actions, such as described herein, to operate other aircraft controls (including such possibilities as operating cabin lights, a radio, or otherwise as described herein).
  • the user can operate accelerator/brake, gearing, and/or turning controls, using one or more eye/facial gestures or one or more hand/finger gestures.
  • the user can glance upward/ downward once (or 2-3 times in succession) and perform a first selected gesture (such as a blink or squint) to apply/ relax an accelerator and/or apply/ release a brake.
  • a first selected gesture such as a blink or squint
  • the user can glance rightward/leftward and perform a second (not necessarily different) selected gesture (such as a hand wave or a finger touch at a selected location on a wheel) to execute a turn.
  • the user can perform other combinations of actions, such as described herein, to operate other vehicle controls (including such possibilities as operating doors, windows, locks, a trunk, or otherwise as described herein).
  • the user can receive information with respect to a travel surface while operating a motorcycle, mountain bike, dirt bike, or bicycle.
  • the user can maintain their hands on handlebars to control a direction of the vehicle while concurrently performing eye/ facial gestures to operate one or more vehicle controls, such as altering an accelerator, a clutch or throttle, a gear selection, one or more warning blinkers or lights, or otherwise as described herein.
  • the eyewear or digital eyewear can also present augmented reality or virtual reality (AR/VR) input for to the user to provide periodic, requested, or triggered information with respect to travel, such as warnings of racing conditions, road hazards, directions, timing, or otherwise as described herein.
  • AR/VR augmented reality or virtual reality
  • the eyewear or digital eyewear can control a weapon, such as a pistol, rifle, or taser.
  • a weapon such as a pistol, rifle, or taser.
  • the user can set a safety mechanism on a weapon so as to operate that weapon only when the user explicitly releases the safety using an eye/facial gesture.
  • the user can select a set of persons as explicit non-targets (such as non-suspect citizens or other law enforcement officers) so as to operate the weapon only when the eyewear or digital eyewear recognizes that it is not directed at (thus, pointed at or otherwise targeting) one or more of those non-targets.
  • This can have the effect of reducing the likelihood of the law enforcement officer accidentally targeting one or more of the explicitly designated non-tar- gets.
  • the weapon can be associated with the user in response to an iris scan or other biometric device.
  • the eyewear or digital eyewear can include (or be coupled to) an iris scanner or other biometric device, which can be disposed to lock the weapon if the user is not detected as the proper operator of the weapon. This can have the effect that if a law enforcement officer’s gun is taken away, the new possessor of the weapon cannot use it.
  • the weapon can be associated with more than one such user, such as a set of law enforcement officers who work together.
  • the weapon can cooperate with the eyewear or digital eyewear so as to determine whether the weapon is properly aligned with an object at which the user is looking. For example, if the user is looking at a particular target, but the weapon is in fact aimed elsewhere, the eyewear or digital eyewear can either (A) signal the user that the weapon is mis-aimed, or (B) signal the weapon not to fire at the wrongly selected target.
  • the eyewear or digital eyewear can be disposed to present one or more of: (C) a laser sight indicating where the weapon is aimed, or (D) a virtual image of what a laser sight would look like, either of which might allow the law enforcement officer to accurately aim at the target, in the latter case, without so revealing to the target. This can have the effect that the weapon is less likely to be fired at an erroneous target.
  • the eyewear or digital eyewear can detect one or more gestures or other controls by the user and operate the external device itself in response thereto.
  • the eyewear or digital eyewear can detect an eye/face gesture and perform an associated operation such as “squint to shoot” or “wink to shoot” with a firearm or other weapon.
  • the user might personalize their selection of gestures and the actions associated therewith.
  • the eyewear or digital eyewear can be disposed to adjust to user gesture capability when determining its sensitivity to those gestures. For example, a user who can easily manipulate their nose might be offered a selection of gestures associated with nasal movements, such as flaring the nostrils, raising the nose bridge, or wiggling the nose; a user unable to easily perform such actions might be offered a different selection of gestures.
  • the eyewear or digital eyewear can control medical equipment, such as presenting a warning to medical personnel with respect to a patient condition while performing a surgical operation (or a dental surgery operation).
  • the medical personnel can select a warning trigger for a medical sensor, such as using an eye/facial gesture.
  • a medical sensor presents a sensor value that satisfies the warning trigger
  • a computing device coupled to the medical sensor can so indicate, thus prompting the eyewear or digital eyewear to present the warning to the medical personnel without the latter having to direct their attention or their gaze toward the medical sensor during the procedure.
  • the eyewear or digital eyewear when the user is participating in a sport, can be disposed to identify a direction in which they are looking and can match that with a direction in which they are directing sports equipment. For a golfer attempting a putt, the eyewear or digital eyewear can be disposed to show a direction in which the ball would move given the angle of the putter and the degree of backswing the player is allocating; when this lines up with a direction the player is looking, the eyewear or digital eyewear can be disposed to present a confirming notification. When available, the eyewear or digital eyewear can be disposed to compute a likely path in response to a contour map of a putting green, and where possible, in response to a wind direction and strength.
  • the eyewear or digital eyewear can be disposed to send an electromagnetic or other signal to an external device, so as to allow a user to control that device using eye/face gestures or other gesture detectable by the eyewear or digital eyewear.
  • the eyewear or digital eyewear can be disposed to detect the user’s eye/face gestures and to send one or more appropriate electromagnetic or other signals to the external device to operate one or more of its functions.
  • the user can use the eyewear or digital eyewear to control a garage door or other automatic device using one or more eye/face gestures.
  • the eyewear or digital eyewear can detect the one or more eye/face gestures and, in response thereto, send an electromagnetic signal to the garage door to cause it to open/close, as the user instructs.
  • the user can use the eyewear or digital eyewear to control a security door in response to an iris scanner or other biometric scanner.
  • the eyewear or digital eyewear can include (or be coupled to) the iris scanner or other biometric scanner and can send an electromagnetic signal to the security door to cause it to open/close, as the user instructs.
  • the user can use the eyewear or digital eyewear to control an external device, so as to emulate an automobile key, an entertainment device, a game controller, a house lights controller, a laptop (or other computing device) keyboard or pointing device, a sound system controller, a television remote, a universal remote, or any other remote controller.
  • the eyewear or digital eyewear can respond to eye/face gestures and in response thereto, send one or more electromagnetic signals to external devices so as to emulate an appropriate controller, as the user instructs.
  • the user can use the eyewear or digital eyewear to control an external device in response to an RFID transponder.
  • the eyewear or digital eyewear can include (or be coupled to) the RFID transponder and can allow the transponder to operate with the external device. Where applicable, the user can send one or more signals to control the external device in response to eye/face gestures.
  • the eyewear or digital eyewear can be disposed to cooperate with one or more external devices, so as to identify control signals from the user and adjust operation of the eyewear or digital eyewear, the external devices, or both.
  • the external devices can include a smartphone or mobile device, such as a mobile device including a camera disposed to capture one or more images of the user and including a processor disposed to operate on those images to detect one or more eye/face gestures by the user.
  • the mobile device can be disposed to recognize one or more eye/face gestures and/or hand/finger gestures by the user and to adjust one or more of the following:
  • a level or volume with respect to music or other audio/video presentation to the user For example, the user can raise/lower the volume until satisfied.
  • An offer or receive a screen-sharing or other AR/VR communication with another eyewear or digital eyewear For example, the user can present their own field of view to another user who is willing to receive it.
  • An operation of the smartphone or mobile device such as to make or take a call, send or read a text message (possibly using an AR/VR display with the eyewear or digital eyewear), send or read a social media communication, or as otherwise described herein.
  • the user can communicate with another user using social media or otherwise.
  • a zoom or distant focus control For example, the user can “zoom in” or out, or alter their depth of focus. The user might also use this type of control when playing a video game.
  • the mobile device can be disposed to recognize one or more features of an ambient environment, such as a measure of luminance, a measure of coloring/tinting, a measure of audio/video complexity or other interface with possible visual acuity, or as otherwise described herein.
  • an ambient environment such as a measure of luminance, a measure of coloring/tinting, a measure of audio/video complexity or other interface with possible visual acuity, or as otherwise described herein.
  • the mobile device can signal the eyewear or digital eyewear to make that adjustment.
  • the user can direct the mobile device to cause the eyewear or digital eyewear to make such adjustments, in response to the user’s preference in the moment.
  • the user can direct the mobile device to make any adjustments with respect to shading/inverse-shading, coloring/tinting, or other effects as the user might desire.
  • the external device can include a vehicle having a set of controls disposed to operate the eyewear or digital eyewear.
  • the vehicle can be real or virtual (such as in an AR/VR environment, or such as in a simulation or video game).
  • the controls can be disposed on a dashboard, on a steering wheel or control yoke, on a detachable control device, or as otherwise described herein.
  • the controls can include one or more of the following:
  • a control to set automatic adjustment of one or more audio/video effects such as setting a threshold at which one or more such audio/video effects are performed.
  • One or more sensors disposed to detect objects and/or proximity at a side of the vehicle.
  • the eyewear or digital eyewear can be disposed to receive signals from the vehicle indicating its state, and possibly warnings with respect to its status and/or proximity. For example, when backing up, the vehicle can be disposed to send a signal to all nearby eyewear or digital eyewear, each of which can alert its user of a possible hazard. For example, the user can be shown a flashing screen or a flashing icon, a warning color/tint (e.g., red), or a warning message. Similarly, when operating a vehicle that is backing up, the operator can be warned of any objects in the way or in proximity thereto, in a similar manner.
  • a warning color/tint e.g., red
  • the eyewear or digital eyewear can include a combination of the two lenses described above, plus a third lens having an additional or complementary effect.
  • the third lens can be tinted, either with a fixed chemical tint or with an electronically activated tint. This can have effect that the eyewear can be disposed to provide clarity of vision to the wearer both at close-range and at longer-range distances, while also protecting the wearer’s eyesight or night vision against damage from excessive light (whether ambient light or artificial spotlights) or from glare.
  • a chemical or electrochemical tint can be applied to a surface of the first or the second lens, without substantially increasing the thickness of the eyewear.
  • the third lens can assist with shading or inverse-shading, particularly with respect to colors that are relatively intense for computer, smartphone, and other device displays.
  • color balance, color filtering, tinting, and related effects can protect the wearer’s eyes against excessive blue or ultraviolet from mobile phones, particularly when viewed in an otherwise dark environment. This can have the effect of allowing the wearer to read from a display in an otherwise bright ambient environment, without having to increase the brightness of the display to the point of eye pain.
  • the third lens can also be disposed to adjust the color balance of the wearer’s field of view, or to filter out undesired frequencies (or to specifically inject desired frequencies).
  • wearers who are subject to migraines or photophobia can have the color balance of their field of view adjusted to allow for greater brightness without excessive pain, or to provide calming, soothing, or therapeutic colors such as amber or green.
  • the third lens can provide a separate visual effect, such as a polarization effect (to reduce glare), a prismatic effect (to alter a direction of the wearer’s line-of-sight or field of view), or otherwise as described herein.
  • the eyewear or digital eyewear can be responsive to a detected mental state of the user, or a diagnosis of the user’s mental state by medical personnel, so as to provide coloring/tinting, or other color balance effects to assist with treatment and/or amelioration of adverse mental states.
  • users who are subject to migraines can be aided by altering the coloring/tinting and/or the color balance of their field of view so as to include more green light (particularly green light in the 5OO-56onm range).
  • users who are subject to seasonal affective disorder (“SAD”) can be aided by altering the coloring/tinting and/ or the color balance of their field of view so as to include more blue light.
  • SAD seasonal affective disorder
  • one such environment can be when the user is controlling an aircraft.
  • a pilot’s eyes might need to look at instruments within the aircraft, and those instruments might be positioned (A) in shadow, (B) where they reflect sunlight, (C) where they are illuminated by cabin lights, or some combination thereof.
  • a pilot’s eyes might alternatively need to look at objects outside the aircraft, and those objects might be positioned (A) in shadow, such as under cloud cover, (B) where they reflect sunlight, such as when the cloud cover itself is brightly lit, (C) where they are backlit by sunlight, such as when transiting the sun or approaching from sunward, or some combination thereof.
  • the eyewear can be disposed to shade in response to (A) a direction at which the user is looking or (B) a distance at which the user is focusing, such as in response to a dynamic eye tracking system, (C) whether the user tilts their head or otherwise gestures in response to a change in attitude concurrent with looking inside or outside the aircraft.
  • the eyewear or digital eyewear can be disposed to obtain information with respect to an ambient environment near the user, so as to determine whether adjusting shading/inverse-shading is necessary or desirable.
  • the eyewear or digital eyewear can be disposed to request and/or receive information from one or more of the following: a compass direction detector, a detector of the user’s head angle (e.g., toward the sky or toward the ground), an elevation detector, a GPS device or other location detector, a time of day or season detector, an ultraviolet measurement device, a weather detector, or as otherwise described herein.
  • the eyewear or digital eyewear can be disposed to integrate such information so as to determine a measurement of surrounding luminance, and where applicable, its primary direction and coloring/tint- ing.
  • the eyewear or digital eyewear can be disposed to adjust shading with respect to at least a portion of the user’s field of view (FOV) in response to a sudden rise (or other change) in brightness/luminosity or color balance.
  • FOV field of view
  • the user’s eye might have been subjected to a bright light or a laser.
  • the eyewear can be disposed to shade in response to an intensity of the bright light or laser, so as to protect the user’s eyes against damage to eyesight or night vision.
  • the eyewear can be disposed to shade in response to a direction of the bright light or laser, so as to maintain as much of the user’s field of view (FOV) as possible, and so as to provide the user with an indicator of where the bright light or laser is coming from. If the user is piloting a vehicle, such as an aircraft, or sailboat or speedboat, the user can use this information to direct the vehicle toward or away from the source of the bright light or laser.
  • FOV field of view
  • the eyewear or digital eyewear can be disposed to detect polarization of the bright light or laser, and to adjust polarization with respect to at least a portion of the user’s field of view (FOV) in response thereto.
  • This can have the effect that the brightness/luminosity of the bright light or laser can be reduced (when the bright light or laser is polarized).
  • This can also have the effect that the eyewear can protect the user’s eyes against damage to eyesight or night vision, while providing the user with the ability to see through the region of their FOV impacted by the bright light or laser.
  • the eyewear can also be disposed to detect changes in the polarization of the bright light or laser, and to adjust polarization with respect to those changes, so as to maintain protection of the user’s eyes even when the bright light or laser is itself changing.
  • the eyewear or digital eyewear can be disposed to adjust polarization when light sources the user desires to view are polarized at a relative angle to the eyewear that causes those light sources to be difficult to see.
  • the eyewear can be disposed to adjust polarization when the user divides their attention between an ambient environment, such as when operating a vehicle, and close-range devices, such as controls or sensors in that vehicle. Maladjustment between polarization of close-range devices and eyewear can cause the controls or sensors to appear extremely darkened, or even black, reducing their value to the user to nearly zero.
  • the eyewear can be disposed to determine a relative angle between the external devices and the eyewear’s own polarization angle, so as to assure that external devices remain clear to the user even when the user moves their head at different angles or looks at the external devices from differing angles.
  • the eyewear or digital eyewear can be disposed to adjust polarization to account for a selected display.
  • the eyewear or digital eyewear includes an e-polarizer
  • the e-polarizer can be disposed to adjust polarization in response to a control signal, which can itself be modified to adjust to each particular display that comes within the user’s field of view.
  • the polarization can be adjusted to account for the particular characteristics of the television display.
  • One possible use might be to deliberately polarize the lenses so as to render the screen blank to the user during commercials; in such cases, the eyewear or digital eyewear can be disposed to retain audio so as to allow the user to determine when the commercial is over, or the audio can be muted and a timer can be counted down for 30 seconds for the time allotted to the commercial.
  • a right-circular or left- circular polarizer can be used to shade images on the display without blacking out the entire display with planar polarization. Adjusting prismatic deflection
  • the eyewear or digital eyewear can be disposed to detect a direction of a bright light or laser, and to adjust a prismatic angular deflection with respect to at least a portion of the user’s field of view (FOVj in response thereto.
  • This can have the effect that the brightness/luminosity of the bright light or laser can be deflected from the user’s eye.
  • This can also have the effect that the eyewear can protect the user’s eyes against damage to eyesight or night vision, while providing the user with the ability to see through other regions of their field of view not impacted by the bright light or laser.
  • the eyewear can also be disposed to detect changes in the direction of the bright light or laser, and to adjust prismatic angular deflection with respect to those changes, so as to maintain protection of the user’s eyes even when the bright light or laser is itself changing.
  • the prismatic angular deflection can be disposed to be responsive to a fixed (ophthalmic) deflection, or responsive to an electronically controlled shift of the user’s angular view.
  • a fixed ophthalmic deflection can be presented so as to adjust for a user’s misaligned eyes.
  • the eyewear or digital eyewear can be disposed to adjust shading with respect to at least a portion of the user’s field of view (FOV) during a time period while the user blinks. Since a blink takes a finite amount of time, the eyewear can adjust an amount of shading while the user is blinking (and the pupil is covered by the eyelid). This can have the effect that the user sees a different amount of shading before the blink and after the blink. The eye integrates the amount of shading into its received image. This can have the effect that the user does not notice the change in the amount of shading.
  • FOV field of view
  • the eyewear or digital eyewear can be similarly disposed to adjust other visual effects (such as polarization, refraction, or prismatic deflection) with respect to at least a portion of the user’s field of view (FOV) during a time period while the user blinks. Similar to adjustment of shading during the user’s blink, this can have the effect that the user sees different other visual effects (such as polarization, refraction, or prismatic deflection) before the blink and after the blink, which can be integrated by the eye into its received image, so that the user does not notice the change.
  • other visual effects such as polarization, refraction, or prismatic deflection
  • the eyewear or digital eyewear can be disposed to adjust one or more visual effects with respect to at least a portion of the user’s field of view during a time period while the user is not looking in that direction.
  • the eyewear or digital eyewear can be disposed to adjust shading/inverse-shading of one or more lenses for a peripheral portion of the user’s field of view while the user is looking in a frontal direction, or for a frontal portion of the user’s field of view while the user is looking in a peripheral direction.
  • the eyewear or digital eyewear can be disposed to determine a measurement of visual acuity available to the user, and to adjust an effect on the user’s field of view in response thereto.
  • the eyewear can measure visual acuity in response to a comparison between (A) a first view available to the user using the eyewear, and (B) a second view available to the user without using the eyewear.
  • the eyewear can include a first camera disposed to capture the field of view available to the user using the eyewear and a second camera disposed to capture the same field of view available to the user, only without using the eyewear.
  • the first camera can be disposed to view through a lens of the eyewear; the second camera can be disposed to view outside any lens of the eyewear.
  • the eyewear can adjust one or more parameters, such as color balance, polarization, shading, or other parameters affecting the user’s field of view.
  • the user’s field of view can depend at least in part on what one or more objects the user is looking at or focusing upon.
  • the eyewear can determine what one or more objects the user is looking at or focusing upon in response to a dynamic eye tracking system or other features of the scene available in the user’s field of view.
  • the eyewear or digital eyewear can be disposed to present a 3D display on a selected background.
  • the selected background can include a screen, such as a smartphone screen or a screen with respect to another mobile device.
  • the selected background can include a billboard, a movie theater screen, a theme-park display or other interactive display, an outdoor background, a region of the sky or other natural background, or another region of the wearer’s field of view appropriate for a 3D display.
  • the eyewear or digital eyewear can be disposed to provide signals from one or more external devices, such as a smartphone or mobile device, a GPS or other location device, a proximity sensor or other external tracking device, or another device such as described herein.
  • external devices such as a smartphone or mobile device, a GPS or other location device, a proximity sensor or other external tracking device, or another device such as described herein.
  • the eyewear or digital eyewear can be disposed to “flash” (that is, to rapidly shade/inverse-shade so as to present a brief flash), or otherwise signal the user, when the user exceeds a speed limit, when the user approaches a designated exit or turnoff, when the user is within a selected proximity of a law enforcement vehicle, when the user is near (or is causing) a driving or racing hazard, as otherwise designated or selected by the user, or as otherwise described herein.
  • the signal to the user is a “flash”; a relatively slower change in shading/inverse-shading or coloring/ tinting, a shaded/in- verse-shaded or a colored/tinted marker in a portion of the user’s field of view, or another indicator, would also be workable.
  • the eyewear or digital eyewear can be disposed to signal the user when the user exceeds a selected distance from those other persons, exceeds that selected distance for a designated amount of time, otherwise exhibits signs of becoming detached from a group, or otherwise as described herein.
  • the eyewear or digital eyewear can be disposed to signal the user when the user approaches within a selected distance of a second user in the first user’s circle of “friends” or other persons related to the first user with respect to a social network, with respect to a similar class schedule, or as otherwise described herein.
  • the eyewear or digital eyewear can be disposed to allow the user to send/receive, or respond to, messages such as one or more of the following: advertising, comments on media articles, communication with other users, phone calls or text messages, social media, or as otherwise described herein.
  • the user can be allowed to use eye/face gestures (possibly including eyebrow or head gestures), hand/ finger gestures (possibly including hand movement toward/ away from a sensor such as described in the Incorporated Disclosures), or otherwise as described herein.
  • the eyewear or digital eyewear can be disposed to provide color change by the eyewear or digital eyewear.
  • this can include a color change by the frame when the eyewear or digital eyewear includes glasses, a facemask, helmet, or otherwise as described herein.
  • this can include a color change by a portion of the eyewear or digital eyewear, such as associated with the iris so as to not interfere with the wearer’s vision, when the eyewear or digital eyewear includes a contact lens, or otherwise as described herein.
  • this can include a size change associated with the eyewear or digital eyewear, such as associated with the pupil so as to not interfere with the wearer’s vision, when the eyewear or digital eyewear includes a contact lens, or otherwise as described herein.
  • the color change can include a portion of a contact lens that covers the iris or sclera, but not the pupil.
  • this can include a color change associated with the pupil or lens, so as to alter a color balance of the wearer’s vision, when the eyewear includes a contact lens or implantable lens, or otherwise as described herein.
  • the eyewear or digital eyewear can be disposed to provide a color change other that a fixed color or color pattern.
  • the color change might include one or more of the following: (A) a glitter effect, (B) a florescent effect, (C) a coloring/tinting effect that changes with time, such as a pattern having a time-dependent element.
  • the color change might be responsive to an ambient environment, a situational context, a user input, a determination of a user state (such as whether the user is subject to a medical condition, a mental condition such as migraine or photophobia, or a mood or other emotional condition).
  • the eyewear or digital eyewear can be disposed to provide color change by the eyewear or digital eyewear frame (such as including temples and/ or a front piece) in response to an audio/video signal, such as described herein with respect to a “music shading” feature.
  • the eyewear or digital eyewear can itself change color in synchrony with the audio/video signal. This can have the effect that the eyewear or digital eyewear presents a changing image related to the audio/video signal.
  • the eyewear or digital eyewear can include an e-chromatic material disposed inside a substantially clear coating or other substantially clear material, so as to show any coloring/tinting changes to the e-chromatic material externally through the substantially clear material.
  • the eyewear or digital eyewear can include an e-chromatic material sandwiched between layers of substantially clear material.
  • the eyewear or digital eyewear can be responsive to one or more magnetic fields, so as to change color when a magnetic field is present.
  • the eyewear or digital eyewear can include a frame or portion thereof, or one or more lenses, including polymer beads (possibly substantially microscopic in size) that are disposed to change color when a magnetic field is present.
  • the eyewear or digital eyewear is responsive to a magnetic field, it can allow the user to adjust or alter their color, or a portion thereof, dynamically using a magnet or another tool.
  • the eyewear or digital eyewear can be responsive to a detected mental state of the user, or a diagnosis of the user’s mental state by medical personnel, so as to change color to identify the user’s mood or other mental state.
  • users who are subject to migraines can cause the eyewear or digital eyewear to identify an (oncoming or current) migraine by altering the color of the eyewear so as to inform medical personnel, emergency responders, or other nearby volunteers, to assist the user.
  • users who are subject to narcolepsy or other disorders can be aided by altering the color of the eyewear so as to inform medical personnel, emergency responders, or other nearby volunteers, to assist the user.
  • the eyewear or digital eyewear can be responsive to information with respect to the ambient environment to detect whether one or more lenses are likely to be subject to fog, frost, similar effects, or other obstructions to visibility.
  • the eyewear or digital eyewear can include a thermometer, thermocouple, or another temperature detector, so as to determine whether fog, frost, or similar effects are likely.
  • the lenses can be coupled to a resistive circuit or other heating element, so as to de-fog, defrost, or otherwise maintain the lenses clear of visual obstruction.
  • the eyewear or digital eyewear can be responsive to one or more controls by the user, such as eye/face gestures, hand/finger gestures (such as those described in the Incorporated Disclosures), capacitive or touch controls, or other techniques for the user to signal their desire to de-fog or defrost the lenses.
  • controls such as eye/face gestures, hand/finger gestures (such as those described in the Incorporated Disclosures), capacitive or touch controls, or other techniques for the user to signal their desire to de-fog or defrost the lenses.
  • the eyewear or digital eyewear can be disposed to receive information with respect to the ambient environment, as well as other weather or related information, and attempt to predict whether any one or more lenses are likely to be subject to fog, frost, similar effects, or other obstructions to visibility.
  • the eyewear or digital eyewear can be disposed to proactively treat one or more of the lenses so as to prevent obstructions to visibility.
  • the eyewear or digital eyewear when the user is operating a vehicle, particularly a vehicle having a windshield or other clear surface through which the user is expected to see an operating environment, the eyewear or digital eyewear can be disposed to perform its de-fog, defrost, or similar operation with respect to the windshield as well as with respect to the lenses.
  • This can have the effect that the user can more easily operate the vehicle, such as when the vehicle includes one or more of the following: an airplane, glider, helicopter, or other aircraft; an automobile, motorcycle or dirt bike, race car, truck, or other ground vehicle; a motorboat or other water vehicle; or another vehicle as described herein.
  • the eyewear or digital eyewear can include a set of circuit elements disposed in distinct separable portions.
  • the distinct separable portions can be couplable using modular connectors, capable of both coupling the separable portions while the eyewear is in operation and coupling one or more of those portions to external devices while the eyewear is otherwise dormant.
  • the separable portions can include a set of elements selected by or personalized to the user.
  • the separable portions can be selected by others (such as an optometrist, ophthalmologist, or other medical personnel).
  • the eyewear or digital eyewear can include a front piece supporting one or more lenses disposed for viewing, the front piece being supported by a first temple having a battery or other energy storage, and a second temple having a computing device or other data storage.
  • the temples can be coupled to the front piece using detachable hinges, each of which can include a magnetic hinge and a circuit coupling, so as to allow the battery to couple to the computing device using a circuit coupling through the front piece.
  • the hinge when the temples include a magnetic hinge, the hinge can be disposed to hold the temples in place, such as when open and worn by the user.
  • each temple can be held in place by the magnetic hinge and with digital circuitry, with the effect that the temple is both mechanically, magnetically, and electronically coupled to the front piece.
  • the front piece can couple the two temples electronically and digitally, such as with an electric and digital coupling between the hinge for one temple and the hinge for the other temple.
  • the coupling between each temple and the front piece can include both a magnetic coupling (such as using an electromagnet) and a digital coupling.
  • the magnetic coupling can be disposed separately from the digital coupling; the digital coupling can include one or more pins, each coupled to a circuit element, that couple when the magnetic coupling is closed.
  • the magnetic coupling and/ or the digital coupling can be disposed such as couple to a carrier, such as a charger/ recharger or communi cation/storage element as described herein.
  • the temples can be disposed to couple to one or more external devices, such as when the eyewear or digital eyewear is not being worn by the user.
  • the eyewear or digital eyewear can be disposed to be opened, so that each temple can couple to an external device suitable to interface with that temple.
  • one or more such pins can be disposed to couple analog/digital signals, one or more such pins can be disposed to couple electrical power/ground, one or more pins can be disposed to operate in combination with other circuits as receiver/transmitters, one or more pins can be disposed to operate to transmit optical signals within the eyewear or digital eyewear, or as otherwise described herein.
  • a temple having a battery or other energy storage can be coupled to a charger/ recharger, so as to restore a relatively full charge to the battery after use.
  • the charger/ recharger can be coupled to a charging dock, charging outlet, charging station, building outlet, or other device for relatively rapid charging/ recharging of the battery.
  • the eyewear or digital eyewear can present an indicator thereof, such as providing fully dark lenses, cycling between/among a sequence of colors (such as green, yellow, and red), flashing while coupled to a charging station, or otherwise as described herein.
  • a temple having a computing device or other storage can be disposed to a communication element or to another computing device or storage device, so as to exchange data with the eyewear or digital eyewear and an external device.
  • the external device can include a storage element, a coupling or outlet for a storage element (such as a USB port couplable to a hand-held SSD drive, or a similar device), a communication element (such as a wired or wireless transmitter, or such as a BluetoothTM or Wi-Fi transmitter coupled to a local area network or to an internet router), and/or a processing element (such as a device suitable to review/revise data maintained in the temple).
  • a storage element such as a USB port couplable to a hand-held SSD drive, or a similar device
  • a communication element such as a wired or wireless transmitter, or such as a BluetoothTM or Wi-Fi transmitter coupled to a local area network or to an internet router
  • a processing element such as a device suitable to review/revise data maintained in the temple.
  • the eyewear or digital eyewear when worn, can indicate a low-battery or other lack of charging condition by presenting an audio/video indicator to a user.
  • the eyewear or digital eyewear can flash or cycle between/among a sequence of colors to so inform the user.
  • the eyewear or digital eyewear can flash a greater number of times, or otherwise indicate a greater urgency, as the low-battery or other lack of charging condition becomes more serious.
  • the eyewear or digital eyewear can fail-over to a benign state, such as to a set of eyewear with clear lenses.
  • the eyewear or digital eyewear when the eyewear or digital eyewear is very low on power, it can fail-over softly to a benign state, maintaining its power reserve for urgent uses.
  • the eyewear or digital eyewear can be disposed to provide hybrid personalization of corrections or enhancement of the user’s vision.
  • the hybrid personalization can include one or more alternative corrections or enhancements of the user’s vision, in combination or conjunction with techniques for focusing the user’s gaze through portions of the eyewear that provide those alternative corrections or enhancements in appropriate circumstances.
  • a region of the eyewear that provides close-range correction or enhancement of the user’s vision can be combined with one or more techniques for directing the user’s gaze through that portion of the eyewear when the user is focusing on one or more objects at that range.
  • the eyewear or digital eyewear can include a computing device performing an artificial intelligence or machine learning technique, coupled to an outward-looking camera and a dynamic eye-tracking mechanism.
  • the artificial intelligence or machine learning technique can “learn” (that is, can adapt to or otherwise determine a set of parameters with respect to) those objects or scenes which the user favors looking at, and can tune its adjustment of the user’s field of view to enhance the visibility of those objects or scenes the user favors.
  • FIG. 1 shows a conceptual drawing of example eyewear including wearable glasses, such as providing active correction or enhancement.
  • Figure 1A shows a conceptual drawing of example glasses having multiple active regions related to wearer view.
  • Figure 1B shows a conceptual drawing of example glasses having multiple active pixels related to individual wearer view.
  • FIG. 2 shows a conceptual drawing of example eyewear including a retinal image display.
  • FIG. 3 shows a conceptual drawing of example eyewear including contact lenses or intra-ocular lenses.
  • Figure 3A shows a conceptual drawing of example contact lenses having multiple active regions related to wearer view.
  • Figure 3B shows a conceptual drawing of example contact lenses having multiple individual pixels related to wearer view.
  • FIG. 4 shows a conceptual drawing of example eyewear including a facemask, helmet, goggles, or visor.
  • Figure 4A shows a conceptual drawing of an example facemask or helmet having multiple active regions related to wearer view.
  • Figure 4B shows a conceptual drawing of an example facemask or helmet having multiple individual pixels related to wearer view.
  • Figure 4C shows a conceptual drawing of an example goggles or visor having multiple active regions related to wearer view.
  • Figure 4D shows a conceptual drawing of an example goggles or visor having multiple individual pixels related to wearer view.
  • Fig. 5 shows a conceptual drawing of example eyewear including one or more scopes or sights, including binoculars, microscopes, rifle scopes, spotting scopes, telescopes, analog or digital cameras, rangefinders, or otherwise as described herein.
  • scopes or sights including binoculars, microscopes, rifle scopes, spotting scopes, telescopes, analog or digital cameras, rangefinders, or otherwise as described herein.
  • FIG. 6 shows a conceptual drawing of example eyewear including one or more nerve sensors or stimulators.
  • FIG. 7 (collectively including Figures 7A-7B) shows a conceptual drawing of eyewear used with an example display.
  • Figure 7A shows a conceptual drawing of the example display disposed on or in a building or structure.
  • Figure 7B shows a conceptual drawing of the example display disposed in a vehicle.
  • FIG. 8 shows a conceptual drawing of an example eyewear used to provide hybrid personalization.
  • FIG. 9 shows a conceptual drawing of an example eyewear used to provide dynamic adjustment of polarization.
  • Fig. 10 shows a conceptual drawing of an example eyewear used to provide dynamic adjustment of magnification.
  • FIG. 11 shows a conceptual drawing of an example eyewear used to provide dynamic adjustment with respect to reflection and partial reflection.
  • Fig. 12 shows a conceptual drawing of an example eyewear used to provide dynamic adjustment with respect to three-dimensional (3D) viewing of a display.
  • FIG. 13 shows a conceptual drawing of eyewear used to provide dynamic lighting in a direction being viewed by a wearer.
  • Figure 13A shows a conceptual drawing of eyewear being used to provide light where the user is looking.
  • Figure 13B shows a conceptual drawing of eyewear being used to control one or more devices to highlight one or more displays, in response to where the user is looking.
  • FIG. 14 shows a conceptual drawing of eyewear including a peripheral vision lens.
  • Figure 14A shows a side view of eyewear including a peripheral vision lens.
  • Figure 14B shows a top view of eyewear including a peripheral vision lens.
  • FIG. 15 shows a conceptual drawing of eyewear capable of performing music and entertainment shading.
  • Fig. 16 (collectively including Figures 16A-D) shows a conceptual drawing of eyewear capable of controlling external devices or being controlled by external devices.
  • FIG. 17 shows a conceptual drawing of eyewear capable of including a hand/finger gesture sensor.
  • FIG. 18 shows a conceptual drawing of eyewear capable of including couplable circuit elements and temples, and capable of being coupled to an external device.
  • FIG. 19 shows a conceptual drawing of eyewear capable of including magnetic clip-on couplable circuit elements and lenses.
  • Fig. 20 shows a conceptual drawing of eyewear capable of including one or more multilayer lenses.
  • Fig. 21 shows a conceptual drawing of eyewear capable of highlighting using polarization.
  • the eyewear can be responsive to one or more of: sensory parameters, wearer parameters, environmental parameters, or otherwise as described herein.
  • sensory parameters can include the wearer’s gaze direction or focal length; eye gestures or multiple eye gestures by the wearer; other eye activity by the wearer, such as pupil or iris size, blink rate, squinting, eye twitching or nystagmus, saccades; or other senses such as hearing, smell, or touch (possibly including the wearer triggering a control on the eyewear, conducting a hand or other body gesture, or otherwise as described herein).
  • Wearer parameters can include medical conditions, such as whether the wearer is subject to allergies, “dry eyes” and related conditions, migraines/photophobia or related conditions, sleep deprivation, epilepsy or other seizure concerns, being under the influence of alcohol or other substances, or otherwise as described herein; the wearer’s eye activity, or changes thereof; the wearer’s location or distance from a selected object, or changes thereof; or otherwise as described herein.
  • Environmental parameters can include features of the wearer’s field of view, such as luminance, color prominence, glare, visual blur or noise, or otherwise as described herein; presence of particular objects or people in view, such as persons known to the wearer, or such as weapons (guns, knives, or otherwise as described herein); or features of the ambient environment, such as a relationship between the wearer and scene or object being viewed, such as whether the wearer is in motion with respect thereto, or otherwise as described herein.
  • the eyewear or digital eyewear can be responsive to wearer activity.
  • Wearer activity can include one or more of: an activity being conducted by the wearer, such as whether the wearer is engaged in police, military, firefighter, emergency responder, search and rescue activity, or otherwise as described herein; whether the wearer is engaged in operating a vehicle, such as a racing car, a speed boat, an aircraft, another type of vehicle, or otherwise as described herein; whether the wearer is engaged in observing a sporting activity or other event, such as a baseball or football game, a live-action or recorded concert, a movie or other presentation, a theme-park event or other interactive experience, or otherwise as described herein, an advertisement or store front, an augmented reality (AR) or virtual reality (VR) event or other three- dimensional (3D) experience, or otherwise as described herein; whether the wearer is reading, conversing with another person, viewing a target at a distance, viewing a panorama, or otherwise as described herein; or other possible wearer activities.
  • AR augmented reality
  • wearable eyewear can include glasses, contact lenses, a retinal image display (RID), an intra-ocular lens (IOL), or otherwise as described herein.
  • wearable eyewear can include a helmet, such as might be disposed for use by police, military, firefighter, emergency responder, search and rescue activity, or other personnel.
  • eyewear can include augmented eyewear, such as a microscope or telescope, a rifle scope or other scope, binoculars, a still or motion-picture camera, “night vision” glasses or other infrared detectors, or otherwise as described herein.
  • eyewear can include nerve sensors or stimulators, such as optic nerve sensors or stimulators, optical cortex or other brain element sensors or stimulators, or otherwise as described herein.
  • the eyewear can be used in combination or conjunction with other devices, such as smartphones, smart watches, or other wearable or implantable devices; concert screens or other displays; AR presentations; cameras, scopes, and related devices; wireless or other electromagnetic signals; medical devices; or otherwise as described herein.
  • the eyewear or digital eyewear can be responsive to a wearer’s field of view (FOV), or a portion of the wearer’s FOV, such as whether the wearer’s FOV is long-range or short-range, higher or lower, right or left, central or peripheral vision, or otherwise as described herein.
  • FOV field of view
  • the eyewear or digital eyewear can adjust visual features presented to the wearer, such as using changes in refraction; changes in polarization or shading; changes in color filtering, color injection, false coloring, color change by the eyewear, or otherwise as described herein; changes in prismatic angles or functions; changes in presentation of 3D displays; or otherwise as described herein.
  • the eyewear or digital eyewear can include multiple lenses to provide hybrid personalization.
  • a first lens can provide a first adjustment of visual features presented to the wearer, such as correction or enhancement of the wearer’s vision
  • a second lens can provide a second adjustment of visual features presented to the wearer, possibly electronically induced, such as changes in refraction, changes in shading/inverse-shading, chromatic alteration (or other changes in color, color balance, color gamut, or false coloring, or otherwise as described herein), changes in polarization, changes in prismatic angles or functions; changes in presentation of 3D displays; or otherwise as described herein.
  • the eyewear or digital eyewear can include multiple lenses with combined operations to provide further personalization.
  • a first lens can include a first region in which it provides a first amount of vision correction (refraction), such as for closerange vision, and a second region in which it provides a second amount of vision correction, such as for longer-range vision.
  • a second lens can include a first region aligned with the first lens’ first region, in which it provides a first variable amount of shading, and a second region aligned with the first lens’ second region, in which it provides a second variable amount of shading.
  • the eyewear can use shading (such as by polarizing that portion of the lens) to darken that portion of the lens and encourage the user to look elsewhere.
  • the first lens can provide vision correction
  • the second lens provides shading to encourage particular gaze directions (or to discourage particular gaze directions). This can have the effect that the user is encouraged not to stare at close objects for too long, and to look away periodically (or otherwise from time to time) at more distant objects. This can have the effect that the user is encouraged to avoid eyestrain.
  • the first lens and the second lens can have additional regions, such as a close-range region, a mid-range region, and a long-range region.
  • the first lens and the second lens can be responsive to other features of the user’s field of view, such as an amount of brightness, a color balance, an amount of concentration on small objects, or other factors that might affect the user’s eyesight, prompt headache, or prompt other medical issues.
  • the eyewear or digital eyewear can be disposed to adjust shading with respect to an object or a portion of the user’s field of view (FOV) at which the user is looking.
  • FOV field of view
  • the eyewear can be disposed to shade only portions of the user’s FOV in that direction.
  • the eyewear can be disposed to shade only that selected object.
  • An outbound camera such as a camera mounted behind one or more of the lenses and disposed to view a location or region at which the user is looking, can be disposed to determine an amount of shading that optimizes the user’s view, or to determine an amount of shading that optimizes a clarity of the location or region at which the user is looking.
  • the eyewear or digital eyewear can be disposed to detect where the user is looking in response to one or more of: a dynamic eye tracking system, one or more “outbound” cameras disposed to review the user’s field of view (FOV) from inside one or more lenses.
  • a dynamic eye tracking system can be disposed to determine in what direction, and at what depth of focus, the user is looking. This can have the effect that the dynamic eye tracking system can determine a location in three-dimensional (3D) space at which the user is looking.
  • the outbound camera can be disposed to examine the user’s FOV from inside one or more of the lenses.
  • Either of these techniques can have the effect that when the user moves their head or otherwise alters their FOV, the eyewear can adjust the 3D location that is shaded. More precisely, the eyewear can adjust a location on each lens so that the joint focus of the user’s eyes at that 3D location is shaded.
  • the eyewear or digital eyewear shades “where the user is looking”.
  • the eyewear can shade where the user looks, and if so desired, only where the user looks. For example, if the user might be in a vehicle, such as an aircraft, racecar, or sailboat or speedboat, and the user might be looking at a dashboard or instrument, or user might be looking at an external object.
  • the eyewear can shade where the user is looking, notwithstanding the user’s head or eye movement, the vehicle’s movement, or other movement that might affect where the user is looking.
  • the environment has a substantial amount of excessive lighting from one or more sources.
  • it can matter (A) whether any particular light source exceeds an amount of ambient light, and if so, by how much; (B) whether the user is looking in the direction of, or focusing on, any particular light source, and if so, how directly; and (C) whether the object the user is looking at is bright or not, has contrast or not, is reflective or not, or other factors that might have an effect on the user’s eyesight.
  • it can be desirable to adjust an amount of shading in response to lighting conditions and in response to the nature of the object at which the user is looking.
  • one such environment can be when the user is controlling an aircraft.
  • a pilot’s eyes might need to look at instruments within the aircraft, and those instruments might be positioned (A) in shadow, (B) where they reflect sunlight, (C) where they are illuminated by cabin lights, or some combination thereof.
  • a pilot might need to look at objects outside the aircraft, and those objects might be positioned (A) in shadow, such as under cloud cover, (B) where they reflect sunlight, such as when the cloud cover itself is brightly lit, (C) where they are backlit by sunlight, such as when transiting the sun or approaching from sunward, or some combination thereof.
  • the eyewear or digital eyewear can be disposed to adjust shading in response to whether the user is looking at an object outside the aircraft or whether the user is looking at an instrument inside the aircraft.
  • the eyewear can be disposed to shade in response to (A) a direction at which the user is looking or (B) a distance at which the user is focusing, such as in response to a dynamic eye tracking system, (C) whether the user tilts their head or otherwise gestures (such as using an eye/ face gesture, a head gesture, a hand/ finger gesture, or another gesture) in response to a change in one or more of (airspeed, altitude, attitude, or otherwise as described herein) concurrent with looking inside or outside the aircraft (or transitioning between the two).
  • the eyewear or digital eyewear can be disposed to adjust shading with respect to at least a portion of the user’s field of view (FOV) during a time period while the user blinks. Since a blink takes a finite amount of time, the eyewear can adjust an amount of shading while the user is blinking (and the pupil is covered by the eyelid). This can have the effect that the user sees a different amount of shading before the blink and after the blink. The eye integrates the amount of shading into its received image. This can have the effect that the user does not notice the change in the amount of shading.
  • FOV field of view
  • the eyewear or digital eyewear can be similarly disposed to adjust other visual effects (such as polarization or refraction) with respect to at least a portion of the user’s field of view (FOV) during a time period while the user blinks. Similar to adjustment of shading during the user’s blink, this can have the effect that the user sees different other visual effects (such as polarization or refraction) before the blink and after the blink, which can be integrated by the eye into its received image, so that the user does not notice the change.
  • other visual effects such as polarization or refraction
  • the eyewear or digital eyewear can be disposed to adjust shading with respect to at least a portion of the user’s field of view (FOV) during a time period while the user blinks. Since a blink takes a finite amount of time, the eyewear can adjust an amount of shading while the user is blinking (and the pupil is covered by the eyelid). This can have the effect that the user sees a different amount of shading before the blink and after the blink. The eye integrates the amount of shading into its received image. This can have the effect that the user does not notice the change in the amount of shading.
  • FOV field of view
  • the eyewear or digital eyewear can be disposed to adjust shading with respect to at least a portion of the user’s field of view (FOV) in response to a sudden rise (or other change) in brightness/luminosity or color balance.
  • FOV field of view
  • the user’s eye might have been subjected to a bright light or a laser.
  • the eyewear can be disposed to shade in response to an intensity of the bright light or laser, so as to protect the user’s eyes against damage to eyesight or night vision.
  • the eyewear can be disposed to shade in response to a direction of the bright light or laser, so as to maintain as much of the user’s field of view (FOV) as possible, and so as to provide the user with an indicator of where the bright light or laser is coming from. If the user is piloting a vehicle, such as an aircraft, or sailboat or speedboat, the user can use this information to direct the vehicle toward or away from the source of the bright light or laser.
  • FOV field of view
  • the eyewear or digital eyewear can be disposed to detect polarization of the bright light or laser, and to adjust polarization with respect to at least a portion of the user’s field of view (FOV) in response thereto.
  • This can have the effect that the brightness/luminosity of the bright light or laser can be reduced (when the bright light or laser is polarized).
  • This can also have the effect that the eyewear can protect the user’s eyes against damage to eyesight or night vision, while providing the user with the ability to see through the region of their FOV impacted by the bright light or laser.
  • the eyewear can also be disposed to detect changes in the polarization of the bright light or laser, and to adjust polarization with respect to those changes, so as to maintain protection of the user’s eyes even when the bright light or laser is itself changing.
  • the eyewear or digital eyewear can include an electrically controlled polarizer disposed to alter an angle of polarization in real time.
  • the polarizer can be adjusted in real time in response to changes in a relative angle between the wearer’s eye and a direction of infalling glare. When light is reflected from a surface, it can become polarized in a plane. This can have the effect that a planar polarizer can be adjusted so as to reduce or eliminate the amount of light allowed through the polarizer to the wearer’s eye.
  • the electrically controlled polarizer can alter the plane of personalization in response to a sensor for determining an angle at which the glare is viewed.
  • the sensor can include a gyroscope or a magnetometer, or another device suitable to determine a relative orientation of the eyewear with respect to the in- falling glare.
  • the sensor can be disposed inside the eyewear and include a light sensor, an infrared (IR) sensor, a camera, or another device suitable to determine an amount of in- falling glare.
  • IR infrared
  • the eyewear or digital eyewear can include an electrically controlled magnifier disposed to alter an amount of magnification, such as in real time.
  • the magnifier can be adjusted, such as in real time, in response to eye gaze direction by the wearer’s eye, in response to eye gestures or other inputs by the wearer, or in response to object recognition by the eyewear.
  • the wearer looks at a particular object, their gaze direction and focal length can be determined and can identify a particular object.
  • the eyewear can also identify the object using object recognition.
  • the wearer provides an eye gesture or other input, the wearer can designate a particular object and direct the eyewear to identify that object.
  • the eyewear can determine, such as in response to the wearer’s input, an amount of magnification desired by the wearer and can adjust an amount of magnification of that object provided by the eyewear.
  • the eyewear or digital eyewear can provide dynamic adjustment with respect to three-dimensional (3D) viewing of a display.
  • the display can include a smartphone or mobile device display, a phablet or tablet display, a computer display, a wearable or implantable device display, a gaming device display, a video display, or otherwise as described herein.
  • the eyewear can determine when the wearer is looking at, or otherwise as described herein directing their gaze toward, the display, and can determine whether the display is disposed to provide a 3D presentation.
  • the eyewear can turn on/ off a 3D presentation in response thereto.
  • the eyewear when the eyewear is disposed to provide a 3D presentation at the display and the wearer moves their gaze from the display, the eyewear can turn off its 3D presentation and allow the wearer to see their normal field of view (FOV) without any 3D adjustment.
  • FOV field of view
  • the eyewear can turn on its 3D presentation and allow the wearer to see the display using 3D viewing.
  • the eyewear or digital eyewear can be disposed to provide color change by the eyewear.
  • this can include a color change by the frame when the eyewear includes glasses, a facemask, helmet, or otherwise as described herein.
  • this can include a color change by a portion of the eyewear, such as associated with the iris so as to not interfere with the wearer’s vision, when the eyewear includes a contact lens, or otherwise as described herein.
  • this can include a size change associated with the eyewear, such as associated with the pupil so as to not interfere with the wearer’s vision, when the eyewear includes a contact lens, or otherwise as described herein.
  • the color change can include a portion of a contact lens that covers the iris or sclera, but not the pupil.
  • this can include a color change associated with the pupil or lens, so as to alter a color balance of the wearer’s vision, when the eyewear includes a contact lens or implantable lens, or otherwise as described herein.
  • the eyewear or digital eyewear can be disposed to provide a color texture.
  • the color texture can include a combination of multiple colors, such as a color gradient, a color pattern, a picture, or another technique in which more than one color is disposed on the eyewear frame or on a contact lens.
  • the color texture can be disposed over the entire eyewear, such as a gradient, pattern, or picture that is disposed over the entire frame or the whole contact lens.
  • the color texture can be disposed with respect to portions of the eyewear, such as a color texture that is only applied to portions touching the lenses, or only applied to portions at the edges of contact lenses.
  • the color change can also be disposed to itself change in response to time.
  • the color change can include a continuous change, such as a color texture that cycles from a first to a second color and back again.
  • the color change can include a random element, such as a color texture that changes the color of portions of the eyewear randomly or pseudo-randomly, or randomly or pseudo-randomly and in response to objects in the user’s field of view (or otherwise subject to user parameters, such as the user’s skin temperature).
  • the color texture can even be disposed to present a moving picture, such as on the side of the frame or on the iris portion of a contact lens.
  • the eyewear or digital eyewear can combine two or more such functions, such as in response to an input from the wearer designating that those functions should be combined, or such as in response to the eyewear recognizing a circumstance in which the wearer typically requests that those functions should be combined.
  • the wearer can designate that those functions should be combined using an eye gesture or other input.
  • the eyewear can recognize a circumstance in which the wearer typically requests that those functions should be combined in response to a machine learning technique, such as a statistical response to sensory parameters, wearer parameters, environmental parameters, or otherwise as described herein.
  • the sensory parameters or wearer parameters can include information with respect to the wearer’s medical or other status; the environmental parameters or can include information with respect to the scene in the wearer’s field of view (FOV).
  • the eyewear can also be responsive to other information, or to a combination of factors, such as the eyewear being more/less sensitive to selected parameters (or to particular wearer inputs) when sensory parameters or wearer parameters indicate particular medical or other status, or otherwise as described herein.
  • earpiece and “temple”, and variants thereof, generally refer to a portion of an eyewear in the form of glasses, used to hold a front piece over a wearer’s ears.
  • each eyewear has a right earpiece/temple and a left earpiece/temple, disposed to hold the front piece over the wearer’s ears.
  • the “front piece” typically has elements disposed to hold one or more lenses in front of the wearer’s eyes, and typically includes a nosepiece disposed to hold the front piece over the wearer’s nose.
  • eyewear generally refers to any device coupled to a wearer’s (or other user’s) input senses, including without limitation: glasses (such as those including lens frames and lenses), contact lenses (such as so-called “hard” and “soft” contact lenses applied to the surface of the eye, as well as lenses implanted in the eye), retinal image displays (RID), laser and other external lighting images, “heads-up” displays (HUD), holographic displays, electro-optical stimulation, artificial vision induced using other senses, transfer of brain signals or other neural signals, headphones and other auditory stimulation, bone conductive stimulation, wearable and implantable devices, and other devices disposed to influence (or be influenced by) the wearer.
  • glasses such as those including lens frames and lenses
  • contact lenses such as so-called “hard” and “soft” contact lenses applied to the surface of the eye, as well as lenses implanted in the eye
  • RID retinal image displays
  • HUD heads-up” displays
  • electro-optical stimulation electro-optical stimulation
  • the eyewear or digital eyewear can be wearable by the user, either directly as eyeglasses or as part of one or more clothing items, or implantable in the user, either above or below the skin, in or on the eyes (such as contact lenses), or otherwise as described herein.
  • the eyewear or digital eyewear can include one or more devices operating in concert, or otherwise operating with other devices that are themselves not part of the eyewear or digital eyewear.
  • coloring generally refer to any technique by which a set of one or more frequencies or frequency ranges can be selected for emphasis or deemphasis by digital eyewear, including one or more of: (A) adding or injecting light of one or more frequencies or frequency ranges to the user’s eye or to one or more lenses for receipt by the user’s eye; (B) illuminating digital eyewear or the user’s eye so as to improve the user’s ability to see in one or more frequencies or frequency ranges; (C) filtering or removing light of one or more frequencies or frequency ranges from infalling light, so as to prevent light of those frequencies or frequency ranges from reaching the user’s eye; or otherwise as described herein.
  • coloring/tinting can have the property that the user’s field of view can be improved so as to reduce the likelihood or severity of a medical condition, or to otherwise treat or ameliorate the medical condition.
  • dynamic visual optimization generally refers to any technique by which a moving object can be presented to an observer in a substantially non-moving manner, including one or more of: (A) presenting a sequence of substantially still images, each separately identifiable to the observer with at least some distinction between successive ones of that sequence, which collectively show a continuous motion of the object; (B) presenting a sequence of substantially short moving images, each separately identifiable to the observer with at least some distinction between successive ones of that sequence, which collectively show a continuous motion of the object; or (C) any another techniques described herein by which the observer can distinguish between substantially local positions and direction of motion of the object, without the observer losing the ability to determine a relatively longer motion of the object.
  • dynamic visual optimization can have the property that the observer’s view of the moving object improves the observer’s visual acuity and reduces the cognitive load on the observer when viewing the object.
  • an e-sun reader generally refers to any device disposed to use a shading/inverse-shading effect to provide a readable portion of the wearer’s field of view in bright light, such as in bright sunlight.
  • an e-sun reader can include eyewear disposed to shade/inverse-shade one or more lenses so as to adjust brightness on a smartphone, tablet/phablet, or computer screen or another screen. This can have the effect that the wearer of the eyewear can read the screen even in sunlight (or other bright light) that would otherwise wash out the display on the screen and make it difficult to read.
  • eye-tracking generally refers to any technique by which a gaze direction and/or distance to an object being looked at can be determined, including one or more of: (A) determining a direction in which a user’s eye is oriented; (B) determining a focal length of a single user’s eye, or a point in space at which both user’s eyes are directed; (C) determining a time of flight to an object in a direction in which a user’s eye is oriented; (D) performing object recognize with respect to an object in a user’s field of view in a direction at which a user’s eye is oriented or nearly oriented; or otherwise as described herein.
  • motion blur generally refer to artifacts of viewing objects for which there is relative motion between the user and object, in which the object appears blurred, smeared, or otherwise unclear, due to that relative motion.
  • motion blur can occur when the obj ect and user are moving or rotating relatively quickly with respect to each other.
  • motion blur can occur when the object is disposed in the user’s field of view other than focused upon, such as a peripheral vision field of view or a upper or lower range of the user’s field of view.
  • perceptual optimization generally refers to any technique by which user senses can be disposed to be adjusted so as to provide the user with a preferred review of an ambient environment, whether a natural ambient environment, or in response to an augmented reality or virtual reality environment.
  • perceptual optimization can include one or more of shading/inverse-shading, coloring/ tinting, polarization, prismatic deflection, dynamic visual optimization, audio signal alteration, or as otherwise described herein.
  • perceptual optimization can include adjustment by a user, by another person, by a processor operating using control software (such as possibly predictive software, or an artificial intelligence or machine learning technique), or in response to a set of pre-set bookmarks set by one or more of the foregoing.
  • real time generally refer to timing, particularly with respect to sensory input or adjustment thereto, operating substantially in synchrony with real world activity, such as when a user is performing an action with respect to real world sensory input.
  • “real time” operation of digital eyewear with respect to sensory input generally includes user receipt of sensory input and activity substantially promptly in response to that sensory input, rather than user receipt of sensory input in preparation for later activity with respect to other sensory input.
  • sensory input generally refer to any input detectable by a human or animal user.
  • sensory inputs include audio stimuli such as in response to sound; haptic stimuli such as in response to touch, vibration, or electricity; visual stimuli such as in response to light of any detectable frequency; nasal or oral stimuli such as in response to aroma, odor, scent, taste, or otherwise as described herein; other stimuli such as balance; or otherwise as described herein.
  • the phrase “sensory overload”, and variants thereof, generally refers to any case in which excessive volume of a sensory input (such as brightness, loudness, or another measure) can cause information to be lost due to human sensory limitations. For example, excessive luminance in all or part of an image can cause human vision to be unable to detect some details in the image. For another example, images having sensory overload can cause human vision to be unable to properly determine the presence or location of objects of interest.
  • the term “shading”, and the phrases “shading/inverse-shading”, “inverse-shading”, and variants thereof, generally refer to any technique for altering a sensory input, including but not limited to:
  • altering a luminance associated with a portion of an image such as by increasing luminance at a selected portion of the image, to brighten that portion of the image, to highlight a border around or near that portion of the image, to improve visibility of that portion of the image, or otherwise as described herein;
  • altering a loudness associated with a portion of an auditory signal such as by increasing loudness at a selected set of times or frequencies in that auditory signal, to improve listening to that portion of the image, or otherwise as described herein;
  • altering a selected set of frequencies associated with an image such as to provide a “false color” image of a signal not originally viewable by the human eye, such as to provide a visible image in response to an IR (infrared) or UV (ultraviolet) or other information ordinarily not available to human senses;
  • altering a sensory input other than visual or auditory sensory inputs such as reducing/in- creasing an intensity of a haptic input, of an odor, or of another sense.
  • signal input generally refer to any input detectable by digital eyewear or other devices.
  • signal inputs can include
  • electromagnetic signals other than human senses such as signals disposed in a telephone protocol, a messaging protocol such as SMS or MMS or a variant thereof, an electromagnetic signal such as NFC or RFID or a variant thereof, an internet protocol such as TCP/IP or a variant thereof, or similar elements;
  • mobile device generally refers to any relatively portable device disposed to receive inputs from and provide outputs to, one or more users.
  • a mobile device can include a smartphone, an MP3 player, a laptop or notebook computer, a computing tablet or phablet, or any other relatively portable device disposed to be capable as further described herein.
  • the mobile device can include input elements such as a capacitive touchscreen; a keyboard; an audio input; an accelerometer or haptic input device; an input couplable to an electromagnetic signal, to an SMS or MMS signal or a variant thereof, to an NFC or RFID signal or a variant thereof, to a signal disposed using TCP/IP or another internet protocol or a variant thereof, to a signal using a telephone protocol or a variant thereof; another type of input device; or otherwise as described herein.
  • input elements such as a capacitive touchscreen; a keyboard; an audio input; an accelerometer or haptic input device; an input couplable to an electromagnetic signal, to an SMS or MMS signal or a variant thereof, to an NFC or RFID signal or a variant thereof, to a signal disposed using TCP/IP or another internet protocol or a variant thereof, to a signal using a telephone protocol or a variant thereof; another type of input device; or otherwise as described herein.
  • random generally refers to any process or technique having a substantially nonpredictable result, and includes pseudorandom processes and functions.
  • a remote device generally refers to any device disposed to be accessed, and not already integrated into the accessing device, such as disposed to be accessed by digital eyewear.
  • a remote device can include a database or a server, or another device or otherwise as described herein, coupled to a communication network, accessible using a communication protocol.
  • a remote device can include one or more mobile devices other than a user’s digital eyewear, accessible using a telephone protocol, a messaging protocol such as SMS or MMS or a variant thereof, an electromagnetic signal such as NFC or RFID or a variant thereof, an internet protocol such as TCP/IP or a variant thereof, or otherwise as described herein.
  • user input generally refers to information received from the user, such as in response to audio/video conditions, requests by other persons, requests by the digital eyewear, or otherwise as described herein.
  • user input can be received by the digital eyewear in response to an input device (whether real or virtual), a gesture (whether by the users’ eyes, hands, or otherwise as described herein), using a smartphone or controlling device, or otherwise as described herein.
  • user parameters generally refers to information with respect to the user as determined by digital eyewear, user input, or other examination about the user.
  • user parameters can include measures of whether the user is able to distinguish objects from audio/video background signals, whether the user is currently undergoing an overload of audio/video signals (such as from excessive luminance or sound), a measure of confidence or probability thereof, a measure of severity or duration thereof, other information with respect to such events, or otherwise as described herein.
  • the phrase “visual acuity”, and variants thereof, generally refers to the ability of a user to determine a clear identification of an object in the user’s field of view, such as one or more of:
  • the object is presented in the user’s field of view against a background that involves the user having relatively greater difficulty identifying the object against that background. This is sometimes called “static” visual acuity herein.
  • the object is moving at relatively high speed, or relatively unexpected speed, in the user’s field of view, that involves the user having relatively greater difficulty identifying a path of the object. This is sometimes called “dynamic” visual acuity herein.
  • the object is presented in the user’s field of view at an angle, such as a peripheral vision angle or another non-frontal visual angle, that involves the user having relatively greater difficulty identifying the object. This is sometimes called “peripheral” visual acuity herein.
  • the object is in motion with respect to the user, such as objects that are moving directly toward or away from the user, or objects that are moving in a region of the user’s peripheral vision.
  • the object is located poorly for viewing with respect to a background, such as an object that is brightly backlit, or for which the sun or other lighting is in the user’s eyes, or an object which appears before a visually noisy background, or otherwise is difficult to distinguish.
  • a background such as an object that is brightly backlit, or for which the sun or other lighting is in the user’s eyes, or an object which appears before a visually noisy background, or otherwise is difficult to distinguish.
  • the phrase “improving visual acuity”, and variants thereof, generally refers to improving the user’s audio and/or visual acuity, or improving the user’s ability to see motion, without degrading the user’s normal ability to sense audio and/or visual information, and without interfering with the user’s normal sensory activity.
  • the user when the user’s visual acuity is improved, the user should still be able to operate a vehicle, such as driving a motor vehicle or piloting an aircraft, or operating another type of vehicle.
  • cognitive load generally refers to a measure of how difficult an observer might find determining a location or movement of that object, such as with respect to a foreground or a background.
  • cognitive load when the user’s cognitive load is reduced (whether due to a reduced amount of cognitive overload or cognitive underload), the user’s visual acuity is generally improved.
  • cognitive overload generally refers to a measure of excessive sensory input, with the effect that the user loses visual acuity due to that overload.
  • cognitive overload can occur with respect to a moving object when that moving object has a relatively bright sky or a relatively noisy image behind it.
  • cognitive underload generally refers to a measure of inadequate sensory input, with the effect that the user loses visual acuity due to that underload.
  • cognitive underload can occur with respect to a moving object when that moving object is relatively dim or indistinct with respect to its background.
  • Fig. 1 Active Correction or Enhancement
  • FIG. 1 shows a conceptual drawing of example eyewear including wearable glasses.
  • Figure 1A shows a conceptual drawing of example glasses having multiple active regions related to wearer view.
  • Figure 1B shows a conceptual drawing of example glasses having multiple active pixels related to individual wearer view.
  • Figure 1A shows a conceptual drawing of example glasses having multiple active regions related to wearer view.
  • an example eyewear too can include glasses no disposed for use by the wearer (not shown), including elements shown in the figure, such as one or more of:
  • a frame 111 such as possibly including temples 111a, a nosepiece mb, or lens holders 111c;
  • At least one lens 112 such as possibly a right lens 112a (shown in Figure 1A), or a left lens 112b (shown in Figure 1B).
  • the frame 111 can enclose, or hold, one or more electronic elements shown in the figure, such as one or more of:
  • a computing device 121 such as possibly including a processor, memory or mass storage, a power supply, a clock circuit, or other elements used with computing devices;
  • a communication device 122 such as possibly including a wireless or wired communicate element, a communication protocol stack, or other elements used with communication devices;
  • one or more sensors 123 such as possibly including one or more of: wearer sensors 123a disposed to receive information about the wearer (or their current condition), ambient sensors 123b disposed to receive information about an environment near the wearer (or its current condition), or other sensors.
  • the sensors 123 can include one or more visually evoked potential (VEP) elements disposed to measure a potential of the wearer’s visual region of the brain.
  • VEP elements can be disposed using a set of electrodes disposed on the wearer’s scalp, or on a headset or headband, on the wearer’s forehead, on the back of the wearer’s neck, or otherwise as described herein.
  • the sensors 123 can also include elements disposed to measure an electroencephalogram (EEG), an amount of skin moisture, a skin temperature, a galvanic skin response, other elements disposed to measure the wearer’s emotional state, or otherwise as described herein.
  • EEG electroencephalogram
  • the sensors 123 can include one or more devices disposed to perform electroencephalography (EEG), electrooculography (EOG), electroretinography (ERG), optical computed tomography (OCT), or other measures with respect to eye function.
  • EEG electroencephalography
  • EOG electrooculography
  • ERP electroretinography
  • OCT optical computed tomography
  • anxiety or depression can be determined in response to ERG.
  • cardiac risk can be determined in response to OCT.
  • the computing device 121 can be disposed to use other measures with respect to eye function, such as in combination with one or more artificial intelligence (Al) or machine learning (ML) techniques, to predict one or more measures of efficacy of treatment, quality of life after treatment, or otherwise as described herein, with respect to monitoring, predicting, preventing, diagnosing, or treating medical conditions.
  • Al artificial intelligence
  • ML machine learning
  • the sensors 123 can include an electric field element disposed to measure a dipole moment of the eye.
  • the dipole moment of the eye is weak but present; it is aligned at a known angle with respect to a gaze direction. This can have the effect that the element disposed to measure a dipole moment of the eye can measure a gaze direction, without requiring any input to, or view of, the pupil or iris.
  • the sensors 123 can include a gaze direction sensor (not shown), such as an element disposed to measure a reflection of an electromagnetic signal, such as infrared (IR) light directed at the eye and reflected in response to a direction of the pupil or the lens thereof.
  • the gaze direction sensor can provide a signal indicating a direction at which the wearer is looking, such as whether the wearer is looking up/down, right/left, centrally/ perip her- ally, or through what region of the lens the wearer’s gaze is directed.
  • the sensors 123 can also include a pupillometer, such as an element disposed to measure a size of the pupil, such as a camera or other device disposed to distinguish a size of the pupil. A size of the pupil can be used to determine a focal length at which the wearer is directing a gaze, such as at a distance, mid-range, or near range.
  • the sensors 123 can include one or more devices mounted on a vehicle, such as a vehicle being controlled by the wearer (such as a racing car or an aircraft).
  • the sensors 123 can be disposed surrounding the vehicle, directed at fields of view (FOV) not ordinarily available to the wearer when operating the vehicle.
  • the sensors 123 can be mounted on the vehicle and directed to the sides or rear of the vehicle, at the front of the vehicle and directed at angles from the wearer’s FOV, or otherwise as described herein.
  • the sensors 123 can be mounted on the vehicle and disposed so as to move relative to the vehicle, such as when the vehicle is turning, climbing or diving, accelerating or decelerating, or otherwise as described herein.
  • the sensors 123 can include one or more remote devices, such as mounted on aircraft, drones, other vehicles, other distant stations, or otherwise as described herein. In such cases, the sensors 123 can be disposed to transmit information to the computing device 121, so as to control the lenses 112. In additional such cases, the sensors 123 can be disposed to transmit information from an over-the-horizon field of view (FOV), otherwise not ordinarily available to the wearer.
  • FOV over-the-horizon field of view
  • the lens holders me can be disposed to maintain one or more lenses 112, such as lenses used to correct vision on behalf of the wearer, lenses used to enhance vision on behalf of the wearer, or otherwise as described herein.
  • lenses 112 used to correct vision can have one or more lens prescriptions associated therewith, disposed to correct for myopia, presbyopia, astigmatism, or other wearer vision artifacts.
  • lenses 112 used to enhance vision can include a zoom feature disposed to present the wearer with a zoomedin or zoomed-out view of the wearer’s field of view (FOV), or can include other features disposed to present the wearer with other vision enhancements described in the Incorporated Disclosures, or otherwise as described herein.
  • FOV field of view
  • the lenses 112 can include multiple lens regions 131, each disposed to correct vision or enhance vision on behalf of the wearer.
  • the lens regions 131 can include a central vision region 131a, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at objects using their central vision, or one or more peripheral vision regions 131b, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at objects using their peripheral vision.
  • the lens regions 131 can include a close-vision region 131c, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at a close object, a mid-range vision region I3id, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at a mid-range object, or a distant vision region 131c, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at a distant object.
  • each lens region 131 can be individually controlled, such as by the computing device 121, or otherwise as described herein. This can have the effect that the wearer’s vision can be corrected or enhanced in each region where the wearer might look.
  • the close-vision region 131c can be disposed with a distinct prescription from the mid-range vision region 13 id. This can have the effect that when the wearer looks at a close object, their vision can be corrected or enhanced with respect to the prescription assigned to the close- vision region 131c, or when the wearer looks at a mid-range object, vision can be corrected or enhanced with respect to the prescription assigned to the mid-range vision region I3id.
  • the central vision region 131a can be disposed with a distinct prescription from the peripheral vision region 131b.
  • the computing device 121 can determine, such as using an accelerometer or a gyroscope (which can be included with the sensors 123), a wearer’s head movement.
  • the computing device 121 can also determine, such as using a dynamic eye gaze tracker (which can be included with the sensors 123), a gaze direction. This information can allow the computing device 121 to determine whether the wearer is intending to look at a close object, a mid-range object, or a distant object; similarly, this information can allow the computing device 121 to determine whether the wearer is using their central vision or peripheral vision.
  • the computing device 121 can control the correction or enhancement associated with one or more of the lens regions 131. This can have the effect that the eyewear too adjusts its correction or enhancement to match the wearer’s intended use thereof.
  • the computing device 121 when the wearer shifts their gaze, can determine, such as using a focal length detector (which can be included with the sensors 123), a distance to an object being viewed by the wearer. This information can allow the computing device 121 to determine whether the wearer is intending to look at a close object, a mid-range object, or a distant object. In response thereto, the computing device 121 can control the correction or enhancement associated with one or more of the lens regions 131. This can have the effect that the eyewear too adjusts its correction or enhancement to match the wearer’s intended use thereof. [197] In one embodiment, the lens regions 131 can overlap, such as shown in the figure.
  • intersection of multiple lens regions 131, or the union of multiple lens regions 131, as appropriate, can be invoked by the computing device 121, so as to provide the wearer with the correction or enhancement to match the wearer’s intended use of the eyewear too.
  • Figure 1B shows a conceptual drawing of example glasses having multiple active pixels related to individual wearer view.
  • an example eyewear too can include glasses 110 disposed for use by the wearer (not shown), including elements shown in the figure, such as one or more of:
  • a frame 111 such as possibly including temples 111a, a nosepiece mb, or lens holders 111c;
  • At least one lens 112 such as possibly a right lens 112a (shown in Figure 1A), or a left lens 112b (shown in Figure 1B).
  • the lenses 112 can include multiple lens pixels 141, each disposed to correct vision or enhance vision on behalf of the wearer.
  • each lens pixel 141 can include an individual region (such as the multiple lens regions 131, only typically smaller), disposed to provide distinct corrections or enhancements to vision in the region where the wearer’s gaze direction intersects the lens pixel. Similar to the lens regions 131 described with respect to Figure 1A, each lens pixel 141 can be individually controlled, such as by the computing device 121, or otherwise as described herein. This can have the effect that the wearer’s vision can be corrected or enhanced for each direction where the wearer might look.
  • the computing device 121 can associate a distinct set of lens pixels 141 for use as a separate one of the multiple lens regions 131.
  • the computing device 121 can control the prescription with respect to each such lens region 131 by controlling each of the lens pixels 141 associated with that particular lens region. Similar to the possibility of overlap of lens regions 131, a set of lens pixels 141 can be associated with more than one such lens region. This can have the effect that when the computing device 121 determines that the wearer is using a particular lens region 131, it can select the set of lens pixels associated with that lens region, even if those lens pixels are also associated with another lens region.
  • the intersection of multiple sets of lens pixels 141, or the union of multiple sets of lens pixels 141, as appropriate, can be invoked by the computing device 121, so as to provide the wearer with the correction or enhancement to match the wearer’s intended user of the eyewear too.
  • the computing device 121 can determine the wearer’s intended user of the eyewear too and can determine the particular lens pixel 141 that the wearer’s gaze direction passes through, the computing device can invoke only that one lens pixel, possibly updating the particular lens pixel to invoke as the wearer’s gaze direction might change.
  • the set of lens pixels 141 associated with each such lens region 131 can be adjusted by the computing device 121. This can have the effect that the set of lens pixels 141 associated with each such lens region 131 can be altered from time to time.
  • the lenses 112 can include one or more layers or alternative regions that can have their shading, or other effects, separately adjusted.
  • the lenses 112 can use separate regions that are adjusted as a whole, rather than being adjusted as a collective of lens pixels 141. When a region is adjusted, this can have the effect that the eye can be drawn toward or away a particular adjusted region. For example, when it is desired to encourage the user to look through a short-range focusing region, other regions can be shaded to decrease visibility, thus encouraging the user to look in a particular direction or through a particular region of the lenses.
  • a selected lens 112a or 112b can include a first region for a first degree of vision correction, such as using refraction, such as for close-range viewing and a second region for a second degree of vision correction, such as for longer-range viewing.
  • a second lens can be overlaid on the first lens, so that the second lens can shade one or more regions of the first lens. This can have the effect that the user is prompted to look in a selected direction, or through a particular region of the first lens.
  • the second lens can shade so as to prompt the user to view through the selected lens 112a or 112b, thus looking at a field of view (FOVj through either a selected close-range lens (e.g., lens 112a) or a selected more longer-range lens (e.g., lens 112b).
  • FOVj field of view
  • the computing device 121 can maintain a record of wearer activity with respect to use of the lens regions 131, so as to identify which portions of the lenses 112 should be associated with which lens regions 131 to provide the wearer with the best possible experience with using the eyewear too. For example, when the computing device 121 determines that the wearer is most likely to need a particular prescription for a selected portion of the lenses 112, the computing device can adjust the prescription for that particular portion of the lenses so as to provide the wearer with that prescription when the wearer is using that portion of the lenses.
  • the computing device 121 can determine the wearer’s most likely prescription in response to a predictive technique, such as using artificial intelligence (Al) or machine learning (ML). For example, the computing device 121 can train a recurrent neural network (RNN) to predict the wearer’s most likely prescription in response to each lens region 131 and each other set of circumstances, such as information obtained from the sensors 123. Alternatively, the computing device 121 can determine a set of regression parameters to predict the wearer’s most likely prescription in response to each lens region 131 and each other set of circumstances. The computing device 121 can use other and further Al or ML techniques, or other techniques, or otherwise as described herein, to make the desired prediction.
  • a predictive technique such as using artificial intelligence (Al) or machine learning (ML).
  • the computing device 121 can train a recurrent neural network (RNN) to predict the wearer’s most likely prescription in response to each lens region 131 and each other set of circumstances, such as information obtained from the sensors 123.
  • RNN recurrent neural network
  • the computing device 121 can determine the wearer’s most likely prescription in response to one or more predictive techniques, such as using artificial intelligence (Al) or machine learning (ML) with respect to each lens pixel 141, with respect to association of lens pixels 141 with particular lens regions 131, or otherwise as described herein. In such cases, the computing device 121 can assign individual lens pixels 141 to selected lens regions 131, in response to one or more predictive techniques. Also similarly, the computing device 121 can adjust the set of lens pixels 141 associated with each lens region 131 in response to a predictive technique in response to wearer actions, such as the wearer moving their head when their gaze direction should be reassociated with a different lens region 131-
  • one or more predictive techniques such as using artificial intelligence (Al) or machine learning (ML) with respect to each lens pixel 141, with respect to association of lens pixels 141 with particular lens regions 131, or otherwise as described herein.
  • the computing device 121 can assign individual lens pixels 141 to selected lens regions 131, in response to one or more predictive techniques.
  • the computing device 121 can determine the wearer’s most likely medical condition, such as in response to the sensors 123. For example, blink rate and other parameters with respect to the wearer’s eye activity can be used to determine whether the wearer is excessively anxious, depressed, sleep-deprived, or otherwise needs to rest. In such cases, the eyewear too can be disposed to urge the wearer to take a break and rest. This can have the effect that safety is improved, such as for commercial pilots and other pilots, long-haul truckers and other long-distance drivers, police officers, military personnel, firefighters, emergency responders, medical personnel, and other personnel often subject to long hours or stressful circumstances. Alternatively, the eyewear 100 can be disposed to urge the wearer to take a break or to obtain a stimulant, such as caffeine, sugar, a meal, or otherwise as described herein.
  • a stimulant such as caffeine, sugar, a meal, or otherwise as described herein.
  • an example eyewear 100 can be responsive to environment features, such as: features of wearer’s field of view (FOV), features of objects or scenes within the wearer’s FOV, other features of the ambient environment, or otherwise as described herein.
  • environment features such as: features of wearer’s field of view (FOV), features of objects or scenes within the wearer’s FOV, other features of the ambient environment, or otherwise as described herein.
  • features of the wearer’s field of view can include one or more of: ambient light, such as total luminance, luminance in a particular region thereof (such as in a region of peripheral vision), prominence of particular colors (such as excessive or inadequate red, green, or blue), glare, ultraviolet (UV), or otherwise as described herein.
  • features of the wearer’s field of view can include the presence of infrared (IR) frequencies, such as for use with “night vision” eyewear.
  • IR infrared
  • features of the wearer’s field of view can include particular frequency mixtures, such as: sunlight, indoor lighting, excessive UV, particularly when inappropriate for the time of day.
  • features of the wearer’s field of view can include identifying particular objects, such as weapons (guns, knives, or otherwise as described herein), possibly using object recognition.
  • features of the wearer’s field of view can include identifying particular people, such as friends, teammates, co-workers, search/rescue targets, criminal suspects, accident victims or medical patients, or otherwise as described herein.
  • features of the wearer’s ambient environment can include the wearer’s location (including whether the wearer is within a particular area (such as within a known geofence), or whether the wearer is within a selected distance of a known object); the absence or presence of known electromagnetic signals, such as identify- friend-or-foe (IFF) signals for particular persons or equipment; atmospheric conditions, such as weather, pollution conditions, or allergens.
  • location including whether the wearer is within a particular area (such as within a known geofence), or whether the wearer is within a selected distance of a known object
  • known electromagnetic signals such as identify- friend-or-foe (IFF) signals for particular persons or equipment
  • atmospheric conditions such as weather, pollution conditions, or allergens.
  • Electromagnetic signals and predictive actions When the wearer’s ambient environment includes an IFF signal, the eyewear too can determine whether to adjust features of the wearer’s field of view (FOV) in response to the IFF signal. For example, when the IFF signal indicates a warning that a stun grenade (sometimes called a “flashbang grenade”) is about to be triggered in the local area, the eyewear too can adjust the wearer’s FOV to (A) heavily shade infalling light so as to protect the wearer eyes against the extreme light emitted by the flashbang grenade, and (B) heavily protect the wearer’s ears against the extreme sound emitted by the flashbang grenade.
  • a stun grenade sometimes called a “flashbang grenade”
  • the eyewear too can determine whether to adjust feature of the wearer’s field of view (FOV) in response to the object.
  • FOV field of view
  • the eyewear too does not need to explicitly wait for an explicit signal indicating describing the object; the eyewear can use a predictive technique, such as an artificial intelligence (Al) or machine learning (ML) technique to, in response to the ambient environment or other factors, to determine that the object is about to enter the wearer’s FOV, so as to prepare itself accordingly to adjust the wearer’s FOV.
  • a predictive technique such as an artificial intelligence (Al) or machine learning (ML) technique
  • the signal can indicate that the wearer is about to enter or to exit a dark tunnel, particularly when driving at relatively high speed.
  • the signal with respect to entering or exiting a dark tunnel can be emitted by a transmitter at or near the entrance or exit of the tunnel, or can be received with respect to a general location detector, such as a GPS device.
  • the eyewear too can adjust the wearer’s FOV to (A) remove any shading against sunlight so as to allow the driver to see within the dark tunnel, and (B) enhance the wearer’s vision within the dark tunnel, such as by enhancing any lighting within the tunnel, adjusting for any visual blur or noise due to the vehicle moving quickly within the dark tunnel, (C) adjust the wearer’s prescription so as to account for the relative closeness of the walls of the dark tunnel, and (D) enhance the wearer’s vision within the dark tunnel by adding to the light (by inj ecting light) in areas of the wearer’s FOV where the dark tunnel is in shadow.
  • the eyewear too can make similar adjustments to account for entering any similar darkened region, such as a canyon shadowed against sunlight.
  • the eyewear too can adjust the wearer’s FOV to (A) replace shading against sunlight so as to allow the driver to see when exiting the dark tunnel, and especially to remove glare from sudden sunlight from exiting the dark tunnel, (B) remove any enhancement of lighting so as to not exacerbate the effect of sudden sunlight, (C) adjust the wearer’s prescription so as to account for the relative distance of roadway outside the dark tunnel (or other darkened region), and (D) remove any light injection so as to not overload the wearer’s vision.
  • the eyewear too can similarly alert the wearer and adjust the wearer’s field of view (FOV) in response to sudden changes in lighting condition, whether those sudden changes are due to known objects, known terrain features, or other known effects.
  • FOV field of view
  • the eyewear too detects a sudden change in lighting condition the eyewear can adjust the wearer’s FOV in response to that sudden change. Since the eyewear too can operate electronically, while the wearer’s eye operates using the pupil and iris, this can have the effect that that the wearer’s FOV can be adjusted much faster by the eyewear than by the wearer’s eye muscles.
  • the eyewear too can operate to respond to sudden changes in lighting condition in approximately 1.5 milliseconds, while the pupil and iris might take as long as 300 to 400 milliseconds to respond. Accordingly, the eyewear can protect the wearer against sudden changes in lighting more effectively than the wearer’s eye itself. In such cases, the eyewear too does not need to explicitly wait for a sudden change in lighting condition; the eyewear can use a predictive technique, such as an artificial intelligence (Al) or machine learning (ML) technique to, in response to the ambient environment or other factors, to determine that a sudden change in lighting condition is imminent, so as to prepare itself accordingly to adjust the wearer’s FOV.
  • a predictive technique such as an artificial intelligence (Al) or machine learning (ML) technique to, in response to the ambient environment or other factors, to determine that a sudden change in lighting condition is imminent, so as to prepare itself accordingly to adjust the wearer’s FOV.
  • the signal can indicate that the wearer is about to view a display, such as a display described with respect to fig. 7.
  • the signal with respect to viewing a display can be emitted by a transmitter on or near the display, or can be received with respect to a general location detector such as a GPS device. (Viewing a display)
  • the eyewear too can adjust the wearer’s FOV to augment the wearer’s vision to inject an image at the location of the display.
  • the image injected onto the display can include information with respect to news, road conditions or weather; one or more advertisements, such as in response to demographic or social information about the wearer, or information about which the wearer has expressed interest, or otherwise as described herein.
  • the eyewear too can adjust the wearer’s field of view (FOV) to include a three-dimensional (3D) display on the display superposed on the selected background.
  • FOV field of view
  • the eyewear too can adjust the wearer’s FOV to present a 3D display on the smartphone’s display when the wearer looks at the smartphone.
  • the eyewear too can adjust the wearer’s FOV to present a 3D display on another selected background, such as a billboard, a movie theater screen, a theme-park display or other interactive display, an outdoor background, a region of the sky or other natural background, or another region of the wearer’s field of view appropriate for a 3D display.
  • a selected background such as a billboard, a movie theater screen, a theme-park display or other interactive display, an outdoor background, a region of the sky or other natural background, or another region of the wearer’s field of view appropriate for a 3D display.
  • the eyewear can be disposed to adjust shading, or other effects, with respect to an object or with respect to a portion of the user’s field of view (FOV) at which the user is looking.
  • FOV field of view
  • the eyewear when the user is looking in a particular direction, the eyewear can be disposed to shade only portions of the user’s FOV in that direction.
  • the eyewear when the user is looking at a particular object, such as when looking in a particular direction and at a particular depth of focus so as to distinguish a selected object, the eyewear can be disposed to shade only that selected object.
  • An outbound camera such as a camera mounted behind one or more of the lenses and disposed to view a location or region at which the user is looking, can be disposed to determine an amount of shading that optimizes the user’s view, or to determine an amount of shading that optimizes a clarity of the location or region at which the user is looking.
  • the eyewear when the eyewear detects that the user is looking at a display, such as a smartphone or other mobile device, the eyewear can detect whether shading is necessary or appropriate, in response to the relative brightness of the display and of the ambient environment. For example, if the display is much brighter than the ambient environment (such as when the display is bright and is being viewed in relative darkness), the eyewear can be disposed to shade the region of the user’s field of view (FOV) occupied by the display, and not those areas of the user’s FOV occupied by other, less bright, objects.
  • FOV field of view
  • the eyewear can be disposed to shade the region of the user’s FOV occupied by the display, so as to allow the display to be viewed even in the bright ambient environment.
  • the eyewear when the user is piloting a vehicle (such as an aircraft, a racing car, a sailboat or speedboat, or another controllable moving object), the eyewear can be disposed to detect the locations of the displays associated with that vehicle.
  • the eyewear can be disposed specifically for use with that vehicle, or the eyewear can be disposed to receive information from that vehicle when the user enters the vehicle.
  • the eyewear detects the locations of the displays associated with that vehicle, the eyewear can determine which displays are excessively bright or are over-brightly lit by the ambient environment.
  • the eyewear can be disposed to shade exactly those regions in the user’s field of view (FOV), or those regions in the user’s FOV and also depth of focus, where those displays are located with respect to the user’s position when piloting the vehicle.
  • the eyewear can be disposed to shade exactly those regions in the user’s FOV, or those regions in the user’s FOV and depth of focus, where those displays are located with respect to the user’s position when co-piloting the vehicle.
  • the eyewear can be disposed to detect the particular type of vehicle in response to a signal from the vehicle, such as an electromagnetic signal when the user opens or closes a door to the vehicle, or when the user buckles a harness in the vehicle, or triggers an engine for the vehicle, or otherwise indicates their readiness to pilot the vehicle.
  • a signal from the vehicle such as an electromagnetic signal when the user opens or closes a door to the vehicle, or when the user buckles a harness in the vehicle, or triggers an engine for the vehicle, or otherwise indicates their readiness to pilot the vehicle.
  • the eyewear can be disposed to operate with respect to a particular type of vehicle; the eyewear can be pre-loaded with information about the vehicle, including positions of the vehicle’s displays when in operation.
  • the eyewear can be pre-loaded by one or more of: (A) being designed for use with a particular vehicle; (B) having information about distinct types of vehicle and setting itself for use with one type of vehicle in response to one or more signals indicating the user’s starting to pilot that type of vehicle; (C) having information about locations of displays for distinct types of vehicle and setting itself for use with one type of vehicle in response to identifying displays associated with one type of vehicle; or (D) otherwise identifying locations of displays in response to information about the vehicle.
  • A being designed for use with a particular vehicle
  • B having information about distinct types of vehicle and setting itself for use with one type of vehicle in response to one or more signals indicating the user’s starting to pilot that type of vehicle
  • C having information about locations of displays for distinct types of vehicle and setting itself for use with one type of vehicle in response to identifying displays associated with one type of vehicle
  • D otherwise identifying locations of displays in response to information about the vehicle.
  • the eyewear too can adjust the wearer’s FOV to augment the wearer’s vision to inject an image at the location of the object.
  • the image injected at the location of the object can replace the wearer’s view of the object with a different object. This can have the effect that the viewable entertainment attraction can be replaced with a different attraction without substantial physical change.
  • the image injected at the location of the object can augment the wearer’s view of the object with an additional texture, such as a seasonal decoration. This can have the effect that the viewable entertainment attraction can be modified in response to a time of day, day of the week, or season of the year, without substantial physical change.
  • the signal can indicate that the wearer is about to view an object, such as when the wearer is moving in a store, shopping mall, or other commercial area, and such as when the object is a product (or a display with respect to a service) in which wearer might be interested.
  • the signal with respect to the object can be emitted by a transmitter on or near the object, or can be received with respect to a general location detector such as a GPS device.
  • the image can include (A) information about the product or service, such as a price or sale price, a product specification, a comparison with another product, a set of multiple views of the object, a view of the object in another color or style, or otherwise as described herein; (B) information about customer reviews of the product or services, such as positive or negative reviews that have been deemed helpful by other customers, or otherwise as described herein; (C) information about example uses, other products or services that can be used together, other products or services that have been purchased together, or otherwise as described herein; (D) an advertisement, such as one targeted to the wearer or related to topics in which the wearer is interested.
  • the eyewear 100 can adjust the wearer’s FOV at such times when the wearer is directing their gaze or focus at the object itself, rather than the generalized area in which the object can be seen.
  • the eyewear 100 can adjust the wearer’s view of the object to augment the wearer’s vision in response to input from the wearer.
  • the wearer can indicate a particular use in which the wearer is interested, in response to which the eyewear 100 can adjust the wearer’s view of the object to show the object in the context of that particular use.
  • the eyewear 100 can adjust the wearer’s view of the object to show the context in which the wearer intends to use the object.
  • Examples can include:
  • the eyewear 100 can adjust the wearer’s view to show how the object might look in full sunlight at a beach or pool, or otherwise as described herein;
  • the eyewear 100 can adjust the wearer’s view to show how the object might look in a bar or club, a party environment, or otherwise as described herein;
  • the eyewear 100 can adjust the wearer’s view to show how the object might look in a context with respect to one or more intended uses, such as in daytime or nighttime, indoors or outdoors, in bright or dark environments, or otherwise as described herein.
  • an example eyewear 100 can enhance the wearer’s vision using augmented reality or virtual reality.
  • the eyewear 100 can be disposed to provide one or more images in lieu of or in place of images that would otherwise be available to the wearer’s eye from the ambient environment. This can include one or more of:
  • the eyewear when presenting an augmented reality or virtual reality view to the wearer, the eyewear too can provide one or more of: text, still pictures, moving pictures, lines (such as scrimmage lines or trajectories in sporting events, whether the wearer is a participant or a spectator), highlighting or outlines of objects (such as the wearer’s friends, or such as suspects or weapons when the wearer is a law enforcement officer), information presented in false-coloring or isobars, or otherwise as described herein.
  • lines such as scrimmage lines or trajectories in sporting events, whether the wearer is a participant or a spectator
  • highlighting or outlines of objects such as the wearer’s friends, or such as suspects or weapons when the wearer is a law enforcement officer
  • information presented in false-coloring or isobars or otherwise as described herein.
  • the eyewear when presenting an augmented reality or virtual reality view to the wearer, the eyewear too can provide one or more of: an image of an object or person not otherwise present in the wearer’s field of view, such as an object being presented to the wearer as an advertisement or for an informational purpose, an object in a game, an object being presented to the wearer using remote communication; or such as a person whom the wearer is interacting or observing or searching for, with whom the wearer is communicating.
  • the wearer can control or invoke augmented reality or virtual reality functions, such as
  • the wearer can control or invoke augmented reality or virtual reality functions to shade/inverse-shade an amount of incoming light from the ambient environment, such as to mitigate glare or excessive brightness, to mitigate excessively bright lighting, to preserve the wearer’s night vision, to inject selected electromagnetic frequencies (such as amber or green light for a calming effect, or such as blue light to a stimulating or waking effect), or otherwise as described herein.
  • selected electromagnetic frequencies such as amber or green light for a calming effect, or such as blue light to a stimulating or waking effect
  • the wearer can trigger augmented reality or virtual reality features, such as by proximity to a selected object or by looking in a selected direction.
  • Proximity to a selected object can include approaching an object in a store that is for sale, whereupon the object can trigger the augmented reality or virtual reality feature to present an advertisement or other information to the wearer.
  • looking in a selected direction can include looking at a menu in a restaurant whereupon the menu can trigger the augmented reality or virtual reality feature to present a description or a picture of the selected menu item, or looking at an object associated with an audio/video presentation to present that presentation, or to present an augmented reality or virtual reality presentation associated with that object.
  • an example eyewear too can be responsive to medical conditions of the wearer, such as whether the wearer is subject to allergies, “dry eyes” and related conditions, migraines/photophobia or related conditions, sleep deprivation, epilepsy or other seizure concerns, being under the influence of alcohol or other substances, or otherwise as described herein.
  • the eyewear too can determine whether the wearer is subject to allergies in response to whether there is any mucus buildup on the wearer’s eyes or tear ducts, or other parameters with respect to allergies.
  • the eyewear too can determine whether the wearer is subject to “dry eyes” in response to whether the wearer exhibits red sclera (such as from display of blood vessels at the sclera), short tear film breakup time, thin tear films, or other parameters with respect to dry eyes, and features described with respect to the Incorporated Disclosures, particularly including Application 16/138,941, filed Sept. 21, 2018, naming the same inventor, titled “Digital eyewear procedures related to dry eyes”, Attorney Docket No. 6301, currently pending.
  • the eyewear too can determine whether the wearer is subject to migraines/ photophobia or related conditions in response to features described with respect to the Incorporated Disclosures, particularly including Application 15/942,951, filed Apr. 2, 2018, naming the same inventor, titled “Digital Eyewear System and Method for the Treatment and Prevention of Migraines and Photophobia”, Attorney Docket No. 6021, currently pending.
  • the eyewear 100 can determine whether the wearer is subject to epilepsy or other seizure concerns, stroke or transient ischemia, traumatic brain injury (TBI), or being under the influence of alcohol or other substances, in response to the wearer’s eye activity, such as pupil or iris size, blink rate, eye twitching or nystagmus, saccade rates and distances, eye rotation, other measurable features of the wearer’s eye activity or facial activity, or otherwise as described herein.
  • epilepsy or other seizure concerns such as stroke or transient ischemia, traumatic brain injury (TBI), or being under the influence of alcohol or other substances
  • eye activity such as pupil or iris size, blink rate, eye twitching or nystagmus, saccade rates and distances, eye rotation, other measurable features of the wearer’s eye activity or facial activity, or otherwise as described herein.
  • the eyewear 100 can determine the actual values of these or other measures, comparison with a baseline “normal” rate for the wearer or for ordinary patients, comparison with a baseline “normal” rate for the wearer under ordinary conditions (such as with respect to blink rate and related measures), or otherwise as described herein.
  • the eyewear 100 can also determine first and other derivatives of those values, first order and other statistical measures of those values, correlations of pairs of those values, medical information with respect to those values, or otherwise as described herein.
  • the eyewear too can determine medical parameters with respect to the wearer’s retina, such as whether the wearer’s rods or cones are activated; whether the wearer’s eyes are operating in photopic, mesopic, scotopic modes; a measure of activity of the wearer’s fovea; or otherwise as described herein.
  • the eyewear too can, with respect to one or more medical conditions, attempt to predict those medical conditions, prevent those medical conditions, diagnose those medical conditions (such as when they are beginning, occurring, or ending), monitor those medical conditions (as they begin, proceed, finish, end, or recur), treat those medical conditions (possibly with the assistance of the wearer), or otherwise as described herein.
  • the eyewear too can perform prediction, prevention, diagnosis, treatment, or otherwise as described herein, using one or more artificial intelligence (Al) or machine learning (ML) techniques, such as those described with respect to the Incorporated Disclosures, particularly including Application 15/942,951, filed Apr. 2, 2018, naming the same inventor, titled “Digital Eyewear System and Method for the Treatment and Prevention of Migraines and Photophobia”, Attorney Docket No. 6021, currently pending.
  • Al artificial intelligence
  • ML machine learning
  • the eyewear 100 can perform prediction, prevention, diagnosis, treatment, or otherwise as described herein, with respect to medical conditions other than migraines or photophobia; for example, the eyewear 100 can perform these functions with respect to ADD or ADHD, Alzheimer’s disease, autism spectrum disorder, bipolar disorder, cancer, cardiovascular risk, dementia, depression, “dry eyes”, epilepsy or seizure disorders, eye fasciculations, hallucinations, Parkinson’s disease, PTSD, schizophrenia, sleep disorders or circadian disorders (including “night shift” and “jet lag”), stroke or transient ischemia, traumatic brain injury (TBI), other medical conditions, or otherwise as described herein.
  • the eyewear 100 can obtain, such as from a medical database or other remote source, a set of high-resolution longitudinal data with respect to a relatively large population.
  • the high-resolution data can be used to generate an Al or ML model that the computing device 121 can apply to relatively low-resolution data obtained from the eyewear 100.
  • the computing device 121 can apply the Al or ML model to the relatively low-resolution data obtained from the eyewear 100, so as to provide an in-the-field on-the-fly diagnosis with respect to the wearer.
  • the eyewear 100 can perform prediction, prevention, diagnosis, treatment, or otherwise as described herein, using one or more Al or ML techniques, such as those described with respect to the Incorporated Disclosures, particularly including Application 16/264,553, filed Jan. 31, 2019, naming inventor Scott LEWIS, titled “Digital eyewear integrated with medical and other services”, Attorney Docket No. 6041, currently pending.
  • an example eyewear 100 can include glasses 110 disposed for use by the wearer (not shown) and can be responsive to user input.
  • User input can provide information to the computing device 121, such as indicating that the user is attempting a particular viewing activity, as user input indicating that the user accepts/rejects a selected prescription for a particular gaze direction, or as a command directing the computing device to perform a selected action.
  • user input can include one or more of: — eye activity, such as possibly including eye gestures, facial gestures;
  • manual activity such as possibly including manual gestures, touch controls
  • external device activity such as possibly including external screens, mobile devices, smartphones, smart watches, or computing devices (such as mice or keyboards, trackpads or computer styluses, or capacitive touch devices);
  • eye gestures can include one or more of: blinking one or more times, blinking rapidly with respect to an ordinary blink rate, glancing in a particular direction (such as glancing up/down, right/left, or doing so repeatedly), squinting one or more times, squinting rapidly with respect to an ordinary squint rate, or otherwise as described herein.
  • Facial gestures can include movement of the ears (such as wiggling the ears), eyebrows (such as raising or lowering one or more eyebrows), mouth (such as opening or closing the mouth), teeth, tongue (such as touching controls coupled to the teeth), use of the wearer’s voice, or other facial features, or otherwise as described herein.
  • Eye gestures and other movements can also include deliberately looking at particular objects, such as directing one’s eyes at a camera, scope, target, bar code or QR code, menu item or purchasable object, or another identifiable location in the user’s field of view or in three-dimensional space that can be given a particular eye gesture meaning.
  • one or more eye gestures or movements can be combined. Eye gestures or movements can also be supplemented with one or more other gestures or movements, such as facial or mouth gestures or other movements (as described above), head gestures or other movements, hand/finger gestures or other movements, or other bodily gestures or movements.
  • other gestures or movements such as facial or mouth gestures or other movements (as described above), head gestures or other movements, hand/finger gestures or other movements, or other bodily gestures or movements.
  • the user can move their face, mouth, or head in defined ways that can be give a particular meaning.
  • the user can also (as otherwise and further described herein) move their hands/fingers or body in gestures or other movements within the user’s field of view or in the field of view of a camera, so as to indicate a particular meaning.
  • the user might be in a vehicle, such as when operating or a passenger in an aircraft, racecar, or sailboat or speedboat, or the user might be looking inside the vehicle (such as when looking at a dashboard or instrument), or the user might be looking outside the vehicle (such as when looking at an external object, sky, or terrain).
  • the eyewear can shade where the user is looking, notwithstanding the user’s head or eye movement or the vehicle’s movement.
  • the eyewear can shade where the user is looking, notwithstanding, when the vehicle applies a force to the user’s head or body, or due to any other movement that might affect where the user is looking.
  • the eyewear can include one or more sensors, such as accelerometers or similar devices, so as to determine when the user’s view is altered by external forces rather than the user deliberately chang-ing their gaze direction or depth of focal length.
  • the user might be using a particular device, such as a welding torch, a glass blowing element, a firearm or fireworks, a “flashbang” grenade or other bright light disposed to non-lethally disable persons or animals, or as otherwise described herein.
  • a particular device such as a welding torch, a glass blowing element, a firearm or fireworks, a “flashbang” grenade or other bright light disposed to non-lethally disable persons or animals, or as otherwise described herein.
  • the eyewear might be disposed to shade/inverse-shade with respect to a particular light source, such as one of the former described devices, or such as one or more of the following:
  • An external bright light including the sun, a brightly-lit sky, a set of brightly-lit clouds, a set of floodlights in a stadium, a large-scale display in a stadium, or as otherwise described herein.
  • An object presenting glare to the user such as a body of water, a set of brightly-lit clouds, a metallic or otherwise shiny object, or as otherwise described herein.
  • the user’s eye can look in a selected direction with respect to an object being viewed.
  • the eyewear too can be disposed to “shade where the user is looking” (as otherwise and further described herein). More specifically, the eyewear too can be disposed to determine an object in the direction at which the user is looking and at a distance at which the user is focusing. In response to the selection of the object at which the user is looking, the eyewear too can be disposed to shade/inverse-shade that particular object. This can have the effect that when the object is subject to excessive light, the user can see the object more clearly when shaded.
  • the eyewear can be disposed to detect where the user is looking in response to one or more of: a dynamic eye tracking system, or in response to one or more “outbound” cameras disposed to review the user’s field of view (FOV) from inside one or more lenses.
  • a dynamic eye tracking system can be disposed to determine in what direction, and at what depth of focus, the user is looking. This can have the effect that the dynamic eye tracking system can determine a location in three-dimensional (3D) space at which the user is looking.
  • the outbound camera can be disposed to examine the user’s FOV from inside one or more of the lenses.
  • Either of these techniques can have the effect that when the user moves their head or otherwise alters their FOV, the eyewear can adjust the 3D location that is shaded. More precisely, the eyewear can adjust a location on each lens so that the joint focus of the user’s eyes at that 3D location is shaded.
  • the dynamic eye tracking system can be disposed to determine in what direction, and at what focal length, the user is looking. This can have the effect that of identifying a particular object, at a particular location in three-dimensional (3D) space at which the user is looking.
  • the outward-facing camera can be disposed to examine the user’s field of view (FOV) from inside one or more of the lenses.
  • FOV field of view
  • the eyewear shades “where the user is looking”.
  • the eyewear can shade or inverse-shade where the user looks, and if so desired, only where the user looks. For example, if the user might be in a vehicle, such as an aircraft, racecar, or sailboat or speedboat, and the user might be looking at a dashboard or instrument, or user might be looking at an external object, external sky, or external terrain.
  • the eyewear can shade where the user is looking, notwithstanding the user’s head or eye movement, the vehicle’s movement, or other movement that might affect where the user is looking.
  • the eyewear too can be disposed to adjust the three-dimensional (3D) location that it shades. More specifically, the eyewear too can identify one or more lens pixels associated with that three-dimensional (3D) location, as perceived within the user’s FOV on one or more of the lenses, should be shaded so as to shade the particular object at which the user is looking.
  • the eyewear too determines that lens pixels on both lenses should be shaded, the eyewear too can be disposed to select one or more lens pixels for each lens (although not necessarily the same lens pixels on each lens), so as to cause the joint focus with respect to the user’s eyes to be shaded at that 3D location.
  • a vehicle such as an aircraft, racecar, sailboat or speedboat, or another type of vehicle
  • the user directs their gaze to different locations, either inside the vehicle, outside the vehicle, or between inside and outside the vehicle.
  • the user might find themselves changing their direction of view, and thus their field of view (FOV), between two distinct instruments within the vehicle, or between an instrument within the vehicle and an object external to the vehicle (such as another vehicle, an airport or airstrip, a buoy or other marker, or a set of clouds or terrain), or between two objects outside the vehicle (such as between an cloud cover and ground terrain, or such as between a moving vehicle and a stationary object).
  • FOV field of view
  • the light environment can be quite different between inside the vehicle and outside the vehicle, and the user might desire a distinct degree of shading for each such light environment.
  • This can have the effect that the eyewear too can be disposed to provide the user with an enhanced degree of perceptual acuity in the direction where the user is looking.
  • the eyewear too can be disposed to provide the user with enhanced visual acuity with respect to the object at which the user is newly looking. This can have the effect that the user is provided enhanced visual acuity in all directions (since the user can look in any direction at any time) without having to enhance the user’s view in all directions at once.
  • the light environment inside the vehicle might be relatively dark (such as when shaded by parts of the vehicle) relatively bright (such as when the sun directly shines on the instruments or control elements), or subject to another effect (such as when the objects the user is looking at are lit by vehicle cabin lights, or otherwise as described herein).
  • the amount of ambient light can be substantially different depending on where the user is looking.
  • the eyewear can be disposed with locations of particular instruments or control elements pre-selected.
  • Each individual eyewear can be pre-loaded with locations for instruments or control elements for a particular aircraft or other vehicle, so that it is not necessary for the eyewear to determine which type of aircraft or other vehicle is being flown.
  • This can have the effect that the user can switch between looking at selected instruments or control elements without the eyewear having to determine which instruments or control elements the user is actually looking at or focusing upon.
  • This can have the effect that the user can look at the approximately area where their selected instrument or control element is found, and that the eyewear need not attempt to determine whether the user is actually looking at that selected instrument or control element.
  • an instrument internal to the vehicle is lit differently (either more or less brightly) than an object external to the vehicle.
  • an instrument internal to the vehicle might be relatively shaded, while a set of clouds or terrain might be brightly lit by the sun.
  • the eyewear can be disposed to shade a different amount in response to a relative change in brightness between a first and a second direction in which the user looks.
  • the eyewear can reduce an amount of shading, so as to allow the user to see
  • the light environment outside the vehicle can be quite bright with respect to some objects, such as when the sun is reflected from cloud cover, when the objects the user is looking at are brightly lit by the sun or by other vehicle lights, when the user’s vision is possibly dazzled by backlighting from the sun or by other vehicle lights, or by other visual effects.
  • the light environment outside the vehicle can be significantly less bright with respect to other objects, such as when the objects the user is looking at are less brightly lit, are in shade, or are not substantial reflectors (such as certain types of ground terrain).
  • the eyewear too can be disposed to determine whether the user is looking at bright objects in response to both the direction at which the user is looking and the distance at which the user is focusing.
  • a dynamic eye tracking system can be disposed to determine a direction of each of the user’s eyes and to determine a focal length in response to a pupil size or a stereoscopic distance.
  • the dynamic eye tracking system can also be disposed to determine when the user moves or tilts their head, or otherwise alters their gaze direction by a bodily movement.
  • one such environment can be when the user is controlling an aircraft.
  • a pilot’s eyes might need to look at instruments within the aircraft, and those instruments might be positioned (A) in shadow, (B) where they reflect sunlight, (C) where they are illuminated by cabin lights, or some combination thereof.
  • a pilot’s eyes might alternatively need to look at objects outside the aircraft, and those objects might be positioned (A) in shadow, such as under cloud cover, (B) where they reflect sunlight, such as when the cloud cover itself is brightly lit, (C) where they are backlit by sunlight, such as when transiting the sun or approaching from sunward, or some combination thereof.
  • the eyewear can be disposed to shade in response to (A) a direction at which the user is looking or (B) a distance at which the user is focusing, such as in response to a dynamic eye tracking system, (C) whether the user tilts their head or otherwise gestures in response to a change in attitude concurrent with looking inside or outside the aircraft.
  • the eyewear too can be disposed to allow the user to set a shading level by manual activity, such as by touching a control element, performing hand or finger gestures, or otherwise manipulating one or more control elements.
  • the eyewear too can be disposed to allow a user to set a shading level by one or more of the following:
  • the user can set a shading level by moving a body part (such as a finger or the back of a hand) on a slider, such as a slider attached to a frame of the eyewear too.
  • a body part such as a finger or the back of a hand
  • a slider such as a slider attached to a frame of the eyewear too.
  • longer/ shorter slides can indicate more/less shading.
  • the user can set a shading level by tapping a body part (such as a finger or the back of a hand) repeatedly on a touchable element, such as a button or a capacitive sensing element. For example, more/fewer repeated taps can indicate more/less shading.
  • a body part such as a finger or the back of a hand
  • a touchable element such as a button or a capacitive sensing element. For example, more/fewer repeated taps can indicate more/less shading.
  • the user can set a shading level by gesturing with a body part (such as a finger, the back or palm of a hand) near a touchable element, such as an outward-facing camera, a capacitive sensor, or an element having an electromagnetic field. For example, waving a hand more/fewer times can indicate more/less shading. In such cases, the user can indicate an end to the count of more/fewer waves using a secondary gesture, such as a closed fist, a movement in another direction, or otherwise as described herein.
  • a secondary gesture such as a closed fist, a movement in another direction, or otherwise as described herein.
  • the eyewear too can be responsive to user gestures either inside the user’s field of view (FOV), such as (A) in response to an outward facing camera in the user’s FOV or in response to a dynamic eye tracking mechanism; or such as (B) in response to an outward facing camera outside the user’s FOV.
  • FOV field of view
  • manual activity can include hand gestures (possibly aided by a glove or other sensor), hand gestures conducted within the wearer’s field of view (FOV), other bodily movement within the wearer’s FOV (such as movement by the wearer’s wrist, arm, elbow, leg, knee, or otherwise as described herein).
  • Manual activity can include touch controls 151 (such as on the eyewear too or on an external device).
  • the touch controls 151 can include one or more buttons, sliders, switches, or capacitive sensors, and can be mounted on or near the eyewear frame 111.
  • touch controls 151 can be mounted on an external device, such as an external screen, a mobile device, a smartphone, a smart watch, another wearable, a control panel for another device (such as a computing device or a vehicle), or otherwise as described herein.
  • an external device such as an external screen, a mobile device, a smartphone, a smart watch, another wearable, a control panel for another device (such as a computing device or a vehicle), or otherwise as described herein.
  • a touch control 151 when mounted on a vehicle, it can be disposed on a steering wheel for a racing car, a tiller for a sailboat, a control yoke for a speedboat, a control stick for an aircraft, a set of ski poles when skiing or a set of buttons when snowboarding, a controller for a gaming system, or otherwise as described herein.
  • the eyewear too can be disposed to allow the wearer to use a touch control or other control disposed on the steering wheel, control yoke, control stick, ski poles, snowboard buttons, gaming system controller, or otherwise as described herein.
  • the eyewear too can also be disposed to allow the wearer to use an eye gesture, hand gesture, or other gesture, to control the eyewear too itself, such as for shading/inverse-shading, or to control the vehicle or gaming system, such as to increase or decrease speed, alter direction, or control other functions thereof.
  • the eyewear too can also be disposed to use one or more artificial intelligence (Al) or machine learning (ML) techniques to identify circumstances when shading/inverse-shading is desirable for the wearer, or when the wearer is subject to a medical condition or other debilitating circumstance, such as “dry eyes”, migraine/photophobia or related conditions, epilepsy or seizures, or otherwise as described herein.
  • a wearable or implantable device can be disposed to measure a bodily function, such as heart rate, movement, walking distance, or otherwise as described herein.
  • the wearable or implantable device can use the measure of the bodily function to provide feedback to the eyewear too.
  • Feedback to the eyewear too can indicate that the wearer is in medical distress or is otherwise subject to a medical condition, including whether the wearer is subject to a cardiac or stroke event, whether the wearer is subject to excessive stress, whether the wearer is subject to a migraine, whether the wearer is subject to a seizure, or otherwise as described herein.
  • the eyewear too can use the communication device 122 to alert emergency responders, medical personnel, search and rescue personnel, or volunteers who are nearby and able to help.
  • the eyewear too can be disposed to respond to medical conditions such as stress, migraine, or otherwise as described herein, by adjusting the wearer’s prescription to assist in treatment of eyestrain, headache or migraine, “dry eye” conditions, or otherwise as described herein.
  • the eyewear too can be disposed to respond to the wearer’s voice commands, such as by using one or more artificial intelligence (Al) or machine learning (ML) techniques to recognize voice commands, parse those commands, and perform the actions requested by the wearer.
  • the eyewear too can be disposed to respond to a wakeup word, so as to only respond to voice commands when the wearer deliberately intends the eyewear 100 to respond, and not to respond to voice commands when the wearer is merely talking to another person (or themselves).
  • an example eyewear 100 can be responsive to the wearer’s gaze direction, so as to illuminate a location, an object, or a person, at which the wearer is looking.
  • the eyewear 100 can include sensors 123 including a gaze detector (not shown), disposed to determine a direction at which the wearer is directing their gaze, and a pupillometer (not shown), disposed to determine a size of the pupil and accordingly a focal length.
  • the gaze detector can be coupled to a lamp (not shown), disposed to illuminate in an outward direction at a region of the wearer’s field of view where the wearer is looking.
  • the lamp can move an illumination effect with the wearer’s gaze direction. This can have the effect that the wearer’s field of view is illuminated where the wearer is looking, without the wearer having to move their hand (when holding a lamp) or their head (when wearing a lamp) to point the lamp toward an object of interest.
  • the lamp can be disposed to present its illumination effect in only the portion of the wearer’s field of view at which the wearer’s gaze is directed, such as to illuminate the location, object, or person, of interest to the wearer, without having to illuminate a larger region that includes the region of interest to the wearer.
  • the pupillometer or another focal length detector, can be disposed to determine a distance at which the wearer is looking. This can have the effect that the eyewear too can determine a specific location, object, or person, of interest to the wearer, rather than a solid angle within the wearer’s field of view. For example, when a specific object of interest to the wearer is nearby, the lamp can be disposed to focus on that nearby object. This can have the effect that that only that nearby object would be illuminated, not objects about which the wearer is not interested.
  • the illumination effect can be disposed (A) to enhance context sensitivity when viewing the object of interest, such as when the object has better contrast with respect to its background; (B) to enhance visual acuity when viewing the object of interest, such as when the object is subject to less visual blur or noise, motion blur, peripheral blur, or other effects that debilitate visual acuity; (C) to enhance visibility of a feature of the object, such as an edge thereof, a face thereof, writing on the object, or otherwise as described herein.
  • the illumination from the lamp can be polarized. This can have the effect that the illuminated object does not present glare to the wearer, even when the object is highly reflective or otherwise shiny.
  • the illumination from the lamp can be a blinking light or a strobe light. This can have the effect that the wearer can view the object of interest without debilitating their night vision, or while identifying the object to another viewer.
  • the illumination from the lamp can include a color effect, such as having a color distinct from the object or its background.
  • the illumination can emphasize the object by altering its color with respect to its background, or by altering the color of the background in the region of the object.
  • the illumination can emphasize the object by altering the contrast of its color with respect to its background, or by altering the color contrast of the portion of the background in the region of the object.
  • the illumination from the lamp can include an augmented reality or virtual reality effect, such as a heads-up display (HUD) in which the object of interest is highlighted, or such as a virtual reality pointer directed at the object of interest.
  • an augmented reality or virtual reality effect such as a heads-up display (HUD) in which the object of interest is highlighted, or such as a virtual reality pointer directed at the object of interest.
  • HUD heads-up display
  • the lamp can be directed at the wearer’s eye, such as at the wearer’s pupil or retina. This can have the effect of adjusting the wearer’s pupil or retina, such as to cause the wearer to see the object of interest more brightly or darkened.
  • the lamp can be directed at the wearer’s pupil, such as to cause the pupil to contract and the object to be darkened. This can have the effect of emphasizing the object when otherwise presented against a brightly lit background.
  • the lamp can be directed at another portion of the wearer’s eye, such as to cause the pupil to expand and the object to be brightened.
  • the lamp can be directed at the wearer’s eye, such as at the wearer’s pupil or retina, with the purpose of activating a particular mode of the wearer’s vision.
  • the wearer’s vision can be activated in a mesopic, photopic, or scotopic mode.
  • the lamp can be directed at the wearer’s eye, such as at the wearer’s pupil or retina, with the purpose of adjusting the size of the wearer’s pupil (A) to ameliorate visual aberration, such as when visual aberration occurs after LASIK surgery or other eye surgery, or (B) to promote night adaptation of the wearer’s vision, such as by adjusting the wearer’s pupil to become narrower even when the wearer enters a darkened region.
  • A to ameliorate visual aberration, such as when visual aberration occurs after LASIK surgery or other eye surgery
  • B to promote night adaptation of the wearer’s vision, such as by adjusting the wearer’s pupil to become narrower even when the wearer enters a darkened region.
  • User feedback can also include combinations of multiple user inputs, such as multiple eye gestures, multiple manual inputs, multiple external device inputs, combinations of different types of user inputs, or otherwise as described herein.
  • combinations of eye gestures can include activity such as “blink twice and glance left”.
  • an example eyewear too can be disposed to correct vision or enhance vision on behalf of the wearer.
  • the eyewear too can be disposed to alter refraction, polari- zation/shading, color, prismatic angles/functions, or otherwise as described herein.
  • the eyewear too can be disposed to correct or enhance the wearer’s vision by altering the amount of refraction (such as an optometry prescription) in response to factors described herein.
  • the eyewear too can be disposed to alter the amount of refraction in response to whether the wearer’s gaze direction or focal length, or whether the wearer’s field of view (FOV) includes a recognized object, with a particular distance.
  • FOV field of view
  • the eyewear too can be disposed to alter the amount of refraction to correct or enhance the wearer’s vision to optimize the wearer’s ability to clearly see at the particular distance or to clearly see the recognized object.
  • the eyewear too can be disposed to alter the amount of refraction in response to a predicted distance at which the wearer is most likely to be focusing when their gaze direction intersects a particular lens region 131 or lens pixel 141 of the lenses 112. Having learned the wearer’s behavior, the eyewear too can be disposed to select the amount of refraction statically, thus, without regard to the nature of the objects or scene in the wearer’s field of view (FOV).
  • FOV field of view
  • the eyewear too can be disposed to select the amount of refraction dynamically in response to a focus distance determined with respect to the wearer, such as by measurement of the wearer’s pupil or iris size, contraction, or widening.
  • the eyewear too can be disposed to correct or enhance the wearer’s vision by altering the amount of polarization/shading of light entering the wearer’s eyes through the lenses 112.
  • the eyewear too can alter the amount of polarization/shading in a particular gaze direction to alleviate glare, can alter the amount of polarization/shading in a particular vision region to alleviate excess luminance or UV light, or otherwise as described herein.
  • the eyewear too can alter the amount of polarization/shading in response thereto, so as to match the amount of polarization/shading to the brightness of the object being viewed by the wearer.
  • the wearer exhibits features associated with medical conditions or other conditions, such as in response to blink rate, pupil or iris size, squinting, redness or showing blood vessels on the sclera, inadequate tear films or tear film breakup time, other eye features (or significant changes therein), or otherwise as described herein
  • the eyewear too can respond to those conditions by altering the amount of polarization/shading of light entering the wearer’s eyes through the lenses 112.
  • the eyewear can adjust infalling light so as to induce photopic, mesopic, or scotopic activity of the eye’s rods and cones.
  • the eyewear too can be disposed to alter the amount of polarization/shading of light entering the wearer’s eyes in response to a prediction of an amount of infalling light likely to enter the wearer’s eyes.
  • the eyewear too can determine its prediction in response to one or more artificial intelligence (Al) or machine learning (ML) techniques, possibly in response to a direction the wearer is facing, a location the wearer is positioned, a time of day, a season of the year, a measure of ambient lighting or detection of a number of ambient artificial lights, or otherwise as described herein.
  • the eyewear too can electronically control the lenses 112, such as particular lens regions 131 or lens pixels 141.
  • the eyewear too can be disposed to correct or enhance the wearer’s vision by altering the amount of color filtering, color injection, false coloring, or color changes.
  • the eyewear too can adjust the amount of filtering for that color or frequency range to limit the amount of infalling light to a reasonable amount.
  • the eyewear too can reduce an amount of blue just before sleep.
  • the eyewear too can also detect infalling ultraviolet (UV) light, absorb that UV, and inject a false color in lieu thereof, using one or more electromagnetic or photochromatic techniques.
  • UV ultraviolet
  • the eyewear too can alter the color balance of infalling light so as to allow artists, such as graphic designers or web developers, to generate color schema that are accurate when viewed in their intended environment.
  • the eyewear too determines that the amount of infalling light is inadequate for a particular color, or in the case of migraines, attempts to treat the migraine effect by injecting some amount of that color (such as green), the eyewear too can adjust the amount of filtering, or can directly inject that color into the wearer’s field of view (FOV), such as by using color LEDs to directly inject selected colors.
  • red LEDs can be used to inject red pixels
  • green LEDs can be used to inject green pixels
  • blue LEDs can be used to inject blue pixels
  • white LEDs can be used to inject white pixels.
  • the eyewear too can provide a false-coloring of the FOV to show features of interest to the wearer, such as when the eyewear too is operated using or in lieu of “night vision” goggles that detect infrared (IR), or when false coloring is used with object recognition, or otherwise as described herein.
  • the eyewear too can alter the color balance of infalling light to prompt the wearer’s eye to operate in a photopic, mesopic, or scotopic mode.
  • the eyewear too can adjust the amount of color at selected frequencies injected into the wearer’s field of view (FOV).
  • FOV field of view
  • color injection can be used to control an amount of melatonin produced by the brain. Blue light decreases an amount of melatonin produced by the brain, which is why blue light can interfere with sleep. Melatonin causes the eye to decrease blink rate, so an excessive blink rate can be controlled by color injection, at least in part.
  • color injection can be used to control an amount of dopamine produced by the brain. Blue light increases an amount of dopamine produced by the brain.
  • the eyewear too can be disposed to correct or enhance the wearer’s vision by altering the amount of prismatic angle imposed by the lenses 112.
  • the eyewear too can be disposed to alter the amount of prismatic angle imposed by the lenses 112 so as to allow the wearer to see the keyboard or smartphone without any unnecessary head movement.
  • the eyewear too can be disposed to alter the amount of prismatic angle imposed by the lenses 112 so as to allow the wearer to see that object without any unnecessary head movement.
  • the eyewear too can be disposed to change a color of its frame 111 or a portion thereof, such as changing a color of its temples 111a (or a portion thereof, such as a relatively flat portion near the temple), its nosepiece mb, or its lens holders (or a portion thereof, such as changing a first portion above the lenses separately from a second portion below the lenses).
  • the eyewear too can be disposed to change its frame 111 from a relatively clear color to a relatively opaque color, or the reverse, or from a relatively cool color (blue) to a relatively warm color (red or orange), or the reverse.
  • the eyewear too can be disposed to change a color of one or more lenses, or portions thereof.
  • the eyewear too includes a physical frame 111
  • the eyewear can be disposed to change a first portion of the frame nearer the lenses, or a second portion of the frame farther from the lenses.
  • the eyewear too includes a contact lens
  • the eyewear can be disposed to change a portion of the lenses themselves that does not intersect the user’s field of view, such as a portion that covers only the user’s iris.
  • the eyewear too can be disposed to change color in response to a color of the user’s iris (possibly in addition to other factors), with the effect of altering an external view of the user’s iris.
  • the color change can be responsive to a wearer condition; to a color determined in response to an electromagnetic signal, such as a signal from the computing device 121 or from a wearer input; to a color determined in response to an environmental condition; or otherwise as described herein.
  • the wearer condition can include a medical condition or another condition, such as whether the user is excessively tired, has high or low blood pressure, is intoxicated, or is about to or is currently subject to migraine or photophobia. This can have the effect that other persons, such as medical personnel, emergency responders, nearby volunteers, or friends of the user can identify whether the user needs aid or assistance.
  • the eyewear too can be disposed to change a color texture of its frame, thus from a relatively solid color to a non-solid color scheme.
  • the non-solid color scheme can include a spotted or striped color scheme including more than one color (or including one color with differing amounts of grey or saturation), an leopard-print or other animal-like scheme, another pattern (whether recognizable as a natural pattern or otherwise as described herein), a modern art pattern, a picture or moving picture mapped onto at least a portion of the frame, or another pattern to the liking of the user.
  • the eyewear too can be disposed to change the color texture of its frame in response to time, such as a color texture that cycles through multiple patterns.
  • the color texture can cycle through multiple patterns in a rotating order, in a random or pseudorandom order, in an order responsive to a personal condition of the user (such as a medical condition, an emotional state, or another condition responsive to a user status), an ambient condition (such as an environmental condition, an attempt to match other objects, or another condition external to the user.
  • the eyewear too can be disposed to change the color texture of its frame in response to an input message, such as a user command, an electromagnetic message from another device, or another message received from outside the eyewear.
  • the eyewear too can receive and decode the message (which might be encrypted and have to be decrypted), determine a color texture or sequence of color textures to provide, and alter its color texture or sequence of color textures in response thereto.
  • the eyewear’s one or more sensors 123 can be coupled to the computing device 121 and disposed to provide information thereto.
  • the computing device 121 can be disposed to determine, in response to information from the sensors 123, whether the user is exhibiting a condition for which the eyewear too should change color, and if so, in what manner the eyewear should present a new color (or color pattern).
  • the computing device 121 can be disposed to receive information from the sensors 123 with respect to one or more of the following:
  • An ambient environment condition such as an allergenic condition, a pollution condition, a weather condition, or as otherwise described herein.
  • a communication condition such as a presence of one or more “friends” or relatives or other persons known to the user, a presence of one or more objects recognized by the user, a presence of one or more signals directed at the user or otherwise near the user.
  • a user condition such as a desired color or pattern for the eyewear, a desired message to communicate, an emergency condition, an emotional condition, a medical condition, or as otherwise described herein.
  • the eyewear can be disposed to provide a color texture, which can include a combination of multiple colors.
  • the combination of multiple colors can include a distinct color in each one of a plurality of regions, whether those regions cover the whole of the eyewear frame or the contact lens, or otherwise as described herein.
  • the combination of multiple colors can include a distinct color in each one of a plurality of individual pixels, whether those pixels cover the whole of the eyewear frame or the contact lens.
  • each individual pixel might be individually substantially similar to its neighbors, but the whole of the eyewear frame or the contact lens can exhibit substantial color variation.
  • a color texture can include a color gradient, such as a gradient between a blue color and a red color; a color pattern, such as a set of orange polka-dots on a purple background, or a faux- snakeskin or other imitative pattern; a picture, such as a corporate logo or a religious symbol; or another combination in which more than one color is disposed on the eyewear frame or on a contact lens.
  • the color texture can be selected so as to present an image of a three-dimensional (3D) object, such as by presenting a different color texture to viewers in response to an angle at which the color texture is viewed.
  • the color texture can be disposed over a flat portion of an eyewear temple, thus, to the sides of the user’s head; over a non-pupillary portion of a contact lens, thus, to the sides of the user’s pupil; or otherwise in a location where the color texture does not disturb the user’s vision.
  • the color texture can be disposed over a pupillary portion of a contact lens, so as to affect the color balance of the user’s vision, as otherwise and further described herein.
  • the eyewear too can be disposed to change a color or color texture of its frame in a time-dependent manner, thus in one or more of the following:
  • a cyclical or pseudo-cyclical manner such as in a repeating or near- rep eating manner, such as where the color of the eyewear too or a portion thereof cycles between red-green-blue.
  • a florescent effect such as in response to ultraviolet light, or in response to a selected audio/video frequency of light or sound, such as: emitting light in response to a musical or other audio input, emitting light in response to a selected electromagnetic frequency such as blue light, or as otherwise described herein.
  • a natural process such as in response to a simulation of a natural artifact, such as: glitter or a molded material including glitter, a sparkling material, a pattern evincing gemstones, or as otherwise described herein.
  • a natural artifact such as: glitter or a molded material including glitter, a sparkling material, a pattern evincing gemstones, or as otherwise described herein.
  • the color change or color texture can also be disposed to itself vary in response to one or more factors: a passage of time, a random element, a change in a parameter with respect to the user, or another measurable feature that can be expressed as a color variation.
  • a processor can be disposed to receive information with respect to one or more such measurable features, to determine a new color change or color texture in response thereto, and to direct the eyewear to adopt a new color change or color texture in response thereto.
  • the processor can, in response to a measure of time, vary the color change or color texture from a starting point to an ending point and back, or from a starting point in a loop back to the same starting point, or otherwise in a selected time-varying pattern, such as a color texture that cycles from a first to a second color and back to the first color, or a color texture that cycles through a selected color wheel.
  • the processor can vary the color change or color texture in response to a random element, in response to one or more objects in the user’s field of view, in response to one or more user parameters, such as the user’s skin temperature or the eyewear’s prediction of whether the user is about to be affected by a migraine.
  • the processor can be disposed to present a color texture including a moving picture, such as a picture displaying a movie of the user’s children or pets.
  • the moving picture can be presented on the side of the eyewear frame, on the iris portion of a contact lens, where the user can see the moving picture, or where persons other than the user can see the moving picture.
  • the wearer condition can include one or more of: a medical condition, such as the wearer suffering from a dry eye condition, a migraine/photophobia or a neurological condition in response thereto, or otherwise as described herein.
  • the wearer condition can be determined in response to a computing device processing outputs from sensors coupled to the wearer, from an input from the wearer, or otherwise as described herein.
  • the eyewear too when the wearer is undergoing a medical condition for which the wearer needs assistance, medical or otherwise as described herein, the eyewear too can be disposed to change color to alert the wearer, and nearby persons, about the medical condition. For example, when the wearer is undergoing a coronary attack or a stroke, it can be desirable to alert emergency responders and medical personnel, and it can be desirable for volunteers to assist the wearer in being transported to an ambulance or hospital with haste. In such cases, the eyewear too can change color to alert the wearer and nearby persons to do so.
  • the eyewear too can emit an electromagnetic signal, thus changing “color” to a frequency outside normal human vision.
  • the electromagnetic signal can include a coded message which can be received by another device, such as another set of eyewear too, a smartphone or other mobile device, or another type of device, which can be disposed to receive the electromagnetic signal and send a message to alert emergency responders and medical personnel that the wearer needs assistance and is in transit to an ambulance or hospital.
  • the eyewear 100 can change color to indicate the wearer’s emotional state or mood, such as when the wearer is (A) excessively tired, (B) under the influence of alcohol or other substances, (C) subject to a diabetic complication or other issue, (D) an unexpected lack of energy, or an emotional state or mood otherwise indicating that the wearer needs assistance or should not be operating heavy machinery.
  • the wearer or nearby persons can take appropriate action to assist the wearer, such as by calling for a taxi or otherwise bringing them home.
  • the wearer’s field of view can include one or more of: an amount of luminance (whether excessive or inadequate), an amount of glare, an amount of sensory noise or cognitive stimulation (whether excessive or inadequate), or otherwise as described herein.
  • the effect of the wearer’s FOV can be determined in response to one or more of: a computing device processing inputs from the wearer’s field of view FOV, a computing device processing the wearer’s response to the wearer’s FOV, an input from the wearer with respect to the wearer’s FOV, or otherwise as described herein.
  • the eyewear too can be disposed to make itself brighter or dimmer in response to the ambient environment. This can have the effect that the eyewear too can adjust its color with respect to the ambient environment, either by reducing/increasing its contrast with the ambient environment to become less/more prominent.
  • the eyewear too can be disposed to make itself less/more prominent with respect to an external device, such as (A) the wearer’s clothing or accessories, or (B) another person’s eyewear, clothing or accessories.
  • the eyewear 100 can communicate with other eyewear so as to determine whether all members of the tour group are present, or whether some statistical measure, such as whether members of the tour group are within a localized area.
  • one or more eyewear too can change color in a timevarying manner, such as by cycling among two or more different colors, such as (A) to improve the visibility of the eyewear, (B) to send a coded message to an electronic device, or otherwise as described herein.
  • the eyewear too can be disposed to change color in response to an external signal, such as an electromagnetic signal from another eyewear, a smartphone or other mobile device, or another type of device.
  • an external signal such as an electromagnetic signal from another eyewear, a smartphone or other mobile device, or another type of device.
  • the environmental condition can include one or more of: a weather condition, an amount or severity of allergens or pollutants; or another environmental condition (such as a presence of smoke inhalation or soot, a presence of absorbable/inhalable hazards, a presence of hazardous biological/chemical substances, a presence of an ambient drug hazard, a presence of a pathogen, or otherwise as described herein).
  • the environmental condition can be determined in response to a computing device processing inputs from the wearer’s field of view (FOV), a computing device processing the wearer’s response to the wearer’s FOV, an input from the wearer with respect to the wearer’s FOV, or otherwise as described herein.
  • FOV field of view
  • the weather condition (or the amount or severity of allergens or pollutants) can be determined in response to a sensor disposed to detect those conditions, in response to a GPS or other location device disposed to identify the wearer’s location and obtain a report of those conditions for that location, an input from the wearer with respect to those conditions, or otherwise as described herein.
  • the environmental condition can include one or more of: a wearer’s field of view (FOV), a weather condition, an amount or severity of allergens or pollutants; or another environmental condition.
  • FOV field of view
  • the environmental condition can be determined in response to a computing device processing inputs from the wearer’s FOV, a computing device processing the wearer’s response to the wearer’s FOV, an input from the wearer with respect to the wearer’s FOV, or otherwise as described herein.
  • the weather condition (or the amount or severity of allergens or pollutants) can be determined in response to a sensor disposed to detect those conditions, in response to a GPS or other location device disposed to identify the wearer’s location and obtain a report of those conditions for that location, an input from the wearer with respect to those conditions, or otherwise as described herein.
  • the frame 111 can be coated with an LCD material, an LED material, an OLED material, a PLED (polarized LED) material, a phosphorescent material, or a related material responsive to an electromagnetic signal or an electronic signal, in response to an environmental factor such as temperature or pollutants, or otherwise as described herein.
  • the electromagnetic signal or electronic signal can be received from the computing device, from a wearer condition sensor, from an environmental sensor (including a sensor disposed to detect a color balance or other condition of a scene, an object or person identified in the scene, or otherwise as described herein), from a wearer input sensor, or otherwise as described herein.
  • the eyewear too can be disposed to have the new frame color set at the time of sale; this can have the effect that a smaller number of stock keeping units (SKUs) can be maintained by a seller while maintaining a degree of flexibility for sales.
  • the eyewear too can be disposed to have the new frame color set at a time when the eyewear is lent or issued to the wearer, such as when 3D glasses are provided to the wearer at a show; in such cases, it can be advantageous for clerks issuing eyewear to wearers to be able to easily identify which eyewear is associated with which wearer’s tickets to see the show. Similarly, in such cases, it can be advantageous for clerks issuing eyewear to wearers to be able to easily set parameters for the eyewear, while concurrently setting the color of the eyewear to identify that the eyewear has been set with those parameters.
  • the eyewear too can be disposed to change its frame color in response to the wearer’s control, in response to an amount or color balance of ambient light (such as sunlight, indoor light, an amount of UV light, or otherwise as described herein), in response to a time of day or day of the week, in response to a change in the wearer’s appearance, in response to the wearer’s emotional affect or mood, or otherwise as described herein.
  • ambient light such as sunlight, indoor light, an amount of UV light, or otherwise as described herein
  • the wearer can adjust the eyewear so as to match the context, such as by making the eyewear lighter when the wearer desires to emphasize their eyes and darker when the wearer desires the opposite.
  • the wearer’s emotional affect or mood can be determined in response to the wearer’s body temperature or skin temperature, in response to the wearer’s pupil size or eye motions (or frequency thereof), in response to the wearer’s heart rate or blood pressure (or stability thereof), in response to the wearer’s galvanic skin response, in response to other medical conditions, in response to one or more inputs from the wearer, or otherwise as described herein.
  • the wearer’s appearance can be determined in response to the wearer’s hair color (such as when it is dyed or gelled or otherwise styled, bleached by sunlight or stage-lit or otherwise altered, or subject to different lighting conditions, or otherwise as described herein); in response to the wearer’s eye color or skin color; in response to a color of the wearer’s outfit (such as clothing or jewelry); in response to whether the wearer is wearing cosplay/ costuming or face paint, makeup or broadcast makeup, or suntan lotion; or otherwise as described herein.
  • hair color such as when it is dyed or gelled or otherwise styled, bleached by sunlight or stage-lit or otherwise altered, or subject to different lighting conditions, or otherwise as described herein
  • eye color or skin color such as clothing or jewelry
  • a color of the wearer’s outfit such as clothing or jewelry
  • in response to whether the wearer is wearing cosplay/ costuming or face paint, makeup or broadcast makeup, or suntan lotion or otherwise as described herein.
  • the eyewear can be disposed to provide an active color change in response to one or more factors, so as to signal to observers that the wearer has a particular condition, such as a medical condition, a wearer activity, or a wearer focus on a particular portion of their field of view.
  • a glasses frame can be disposed to change color without interfering with the wearer’s field of view (FOVj, while communicating to the wearer or to others a wearer’s emotional affect or mood, medical condition, or to match an environment in which the wearer is participating.
  • the glasses frame can match the wearer’s hair color or eye color (even if one or more of those has been altered to match a social occasion), to match the wearer’s outfit, or to match ambient lighting.
  • the eyewear can be disposed to provide an active color change when disposed in one or more distinct form factors: a glasses frame; a facemask or helmet; a heads-up display (HUD), a window screen, a vehicle window or windshield, or otherwise as described herein.
  • the glasses frame, facemask, or helmet can be disposed to change color without interfering with the wearer’s field of vision (FOVj.
  • FOVj field of vision
  • the facemask or helmet, HUD, window screen, or vehicle window or windshield can be disposed to change color so as to alter the wearer’s FOV, such as to alter the color balance of ambient light.
  • the eyewear too can be disposed to change a color of its lens, thus altering an external view of the lens and of the user’s eye in response to the change in color.
  • the lens can include an e-chromatic material, defined herein as a material that can change color responsive to an electromagnetic signal.
  • the lens can change color in response to one or more of:
  • a medical condition observed by the user such as a medical condition of a person within the user’s field of view
  • an emotional state observed by the user such as an emotional state of a person within the user’s field of view
  • an ambient condition such as an effect within the user’s field of view, a local weather condition, pollution measure, pollen count, or another ambient condition capable of affecting the user, prompting a migraine, or prompting another medical condition with respect to the user or a person within the user’s field of view;
  • the eyewear too can be disposed to change a color texture of its lens, thus altering an external view of the lens to other than a solid color.
  • the color texture of the lens can be disposed in one or more color textures, such as those described with respect to color texture of the frame.
  • the color texture of the lens can also be disposed to change with respect to time, such as described with respect to color texture of the frame.
  • the color (and color texture) of the lens can be disposed so that the color (and color texture) of the portion of the lens disposed before the pupil differs from that disposed before the iris.
  • the color (and color texture) of the lens can be disposed in a first portion before the pupil and a second portion before the iris. This can have the effect that the pupil looks naturally black, while the iris can have its color (or color texture) altered.
  • the color (and color texture) of the first portion of the lens, before the pupil can be generally disposed to be clear.
  • FOV field of view
  • the first portion of the lens can be restricted to the user’s pupil.
  • the first portion of the lens can be adjusted in response to changes in the size of the pupil, so as to maintain the first portion of the lens to cover substantially only the pupil and no substantial portion of the iris.
  • the eyewear when the eyewear is disposed to adjust the color or color texture of the portion of the lens before the pupil, the eyewear can be disposed to adjust that color or color texture during a time period while the user blinks.
  • a blink takes a finite amount of time, so the eyewear can adjust the color or color texture of the portion of the lens before the pupil while the user is blinking (and the pupil is covered by the eyelid). This can have the effect that the user sees a different amount of color or color texture before the blink and after the blink.
  • the eye integrates the amount of color or color texture into its received image. This can have the effect that the user does not notice the change when the eyewear adjusts the color or color texture.
  • the color (and color texture) of the second portion of the lens, before the iris can be generally disposed to have a color that alters others’ view of the user’s iris.
  • the use’s iris might be naturally brown, but the user might desire to have their iris appear blue.
  • the second portion of the lens can be disposed to show the iris as blue.
  • the second portion of the lens regardless of color or color texture, can be restricted to the user’s iris.
  • the second portion of the lens can be adjusted in response to changes in the size of the pupil, so as to maintain the second portion of the lens to cover substantially the iris and no substantial portion of the pupil.
  • the eyewear too can be disposed to include one or more contact lenses 300, one or more of which can be disposed to change color, such as described with respect to the frame 111.
  • the eyewear too can also be disposed to include photochromatic lenses 112, which can be disposed to change color, as described with respect to the frame 111.
  • the lenses 112 can also be disposed to change color in response to a gaze direction or focal length, so as to not to impose an artificial color on the wearer’s view through the pupil.
  • the lenses 112 can also be disposed with a color that is adjustable in response to the wearer’s iris color, so as to combine the iris color with the lenses’ color to form a selected color.
  • the eyewear too can be disposed to change color or shading in response to a gaze direction or size of the wearer’s pupil, so as to not to interfere with the wearer’s vision.
  • the eyewear too can alter the portions in which it provides color or shading so as to avoid obscuring the width of the wearer’s pupil.
  • the eyewear too can alter the portions in which it provides color or shading so as to avoid obscuring the direction of the wearer’s pupil.
  • the eyewear too can be disposed to deliberately alter the color balance of the wearer’s field of view (FOV), so as to alter the color balance seen by the wearer.
  • FOV field of view
  • the eyewear too can alter the color it provides in the region (or for the set of pixels) associated with the wearer’s pupil, so as to alter the color balance of the wearer’s FOV when the eyewear includes a lens 112 disposed in a glasses frame, a facemask, or helmet; when the eyewear includes contact lenses, an intra-ocular lens or other implantable device; or otherwise as described herein.
  • the eyewear too can be disposed to deliberately alter an amount of shading or inverse-shading of the wearer’s field of view (FOV), so as to alter an amount of luminance of light infalling to the wearer’s pupil or onto the wearer’s retina.
  • the eyewear 100 can alter the amount of shading/inverse-shading it provides in the region (or for the set of pixels) associated with the wearer’s pupil, so as to alter the amount of luminance or light contrast with respect to the wearer’s FOV.
  • the eyewear too can alter the amount of shading/inverse-shading it provides so as to assure that the wearer obtains sufficient contrast between objects that the wearer can identify those objects even in relatively dim lighting (such as at night) or excessively bright lighting (such as in bright ambient light, when the object is brightly backlit, or when the object is subject to glare).
  • the eyewear can include a first camera disposed to capture the field of view available to the user using the eyewear and a second camera disposed to capture the same field of view available to the user, only without using the eyewear.
  • the eyewear can determine a comparison between (A) a first view available to the user using the eyewear, such as available using the first camera, and (B) a second view available to the user without using the eyewear, such as available using the second camera. In response to the comparison, the eyewear can determine a measurement of visual acuity available to the user.
  • the first camera can be disposed to view through a lens of the eyewear; the second camera can be disposed to view outside any lens of the eyewear.
  • the eyewear can determine the measure of visual acuity both in response to the difference between information from the first camera and information from the second camera, and in response to an examination of a digital image from one or more of the two cameras. For example, if there is no difference between the images from the two cameras, it might still occur that the eyewear can improve the user’s visual acuity by altering a visual effect on the user’s field of view, such as using one or more lenses to alter that visual effect. In such cases, the eyewear can adjust one or more lenses so as to adjust that visual effect.
  • the eyewear can also include a sensor disposed to determine the user’s best currently available visual acuity, thus, whether that is using the eyewear’s lenses or not.
  • the sensor can identify one or more pixels in an image from the user’s field of view and determine whether like pixels present like images to the user. If not, the eyewear can determine that the user’s visual acuity could be improved, similar to the concept of autofocus. However, while autofocus generally measures a distance to a target and alters a focal length of a camera to match that distance, the method and system described herein is not that.
  • the eyewear can adjust one or more parameters, such as color balance, polarization, shading, or other parameters affecting the user’s field of view. For example, the eyewear can adjust shading of the object being looked at or focused upon by the user.
  • the eyewear can re-measure the user’s visual acuity, so as to determine whether the user’s visual acuity has been improved by the adjustment of the one or more parameters.
  • the eyewear can, in response to whether the user’s visual acuity has been improved, reverse the adjustment, extend the adjustment, try an adjustment of one or more different parameters, try a combination of two or more adjustments, or otherwise attempt to improve the user’s visual acuity.
  • the eyewear can determine that the user’s visual acuity is inadequate due to that excessive brightness or glare. In such cases, the eyewear can determine that it should shade those regions of the user’s field of view that are subject to the excessive brightness or glare. Once the eyewear has done so, the user’s visual acuity should be sufficiently improved that the eyewear can wait until conditions change.
  • the eyewear can adjust the amount of shading so as to prompt the user’s eye to operate in a mesopic range. This can have the effect that the eyewear can optimize the user’s view so as to operate with a best degree of black-and-white vision and color vision.
  • the eyewear can brighten the image available to the user, so as to allow the user’s eye to see using both black-and- white vision and color vision.
  • the eyewear can shade the image available to the user, so as to allow the user’s eye to see using mesopic vision.
  • the eyewear can determine whether the user’s visual acuity has reached a satisfactory measure, thus, whether the eyewear has successfully improved the user’s visual acuity to a satisfactory degree. If not, the eyewear can continue to adjust the one or more parameters, or combinations or conjunctions thereof, so as to reach a satisfactory measure of user visual acuity. [351] The eyewear can periodically, or otherwise in response to changing conditions, re-meas- ure the user’s visual acuity, so as to obtain a degree of visual acuity that is continually satisfactory.
  • the eyewear might determine that it should re-adjust the one or more parameters. This can have the effect that the user’s visual acuity can be maintained substantially constantly satisfactory.
  • the eyewear 100 can be disposed to perform shading using the lenses 112 by one or more of: (A) darkening one or more lens regions 131 or lens pixels 141 through which the wearer is viewing a light source; (B) urging the wearer’s pupil or iris to contract, such as by injecting light into the pupil, by triggering an electronic signal to prompt the iris muscle to contract, by inducing a puff of air to prompt the iris muscle to contract, or otherwise as described herein; (C) or by darkening one or more concentric rings of lens regions 131 or lens pixels 141, with the effect that the wearer’s pupil is artificially restricted in width, thus effectively contracted; or otherwise as described herein. This can have the effect that the wearer receives less infalling light on their retina, thus darkening their view.
  • the eyewear too can be disposed to perform shading in response to detecting epilepsy or seizure, measuring a rate of oscillation with respect to a seizure event, and fully shading away all infalling light in synchrony with the seizure event, so as to effectively remove any further trigger of the seizure event.
  • This can have the effect that a seizure event can be treated, at least in part.
  • the eyewear too can be disposed to combine restriction of light injected into the pupil or iris, so as to focus infalling light on the center of the retina (the macula), with a disc or ring of light being allowed to flow through to the retina’s rods.
  • This can have the effect that the wearer’s night vision can be improved, as the wearer’s rods would be activated, while also allowing the wearer’s color vision to be used, as the wearer’s cones would be activated.
  • This can also have the effect of providing a treatment for Parkinson’s disease, at least in part. Allowing color into the eye can also have the effect of providing a treatment for autism or dementia, at least in part.
  • the eyewear 100 can be disposed to specifically urge the wearer’s pupil or iris to contract by either (A) urging the wearer’s pupil or iris muscle to contract, as described just above; (B) or by darkening one or more concentric rings of lens regions 131 or lens pixels 141, with the effect that the wearer’s pupil is artificially restricted in width, thus effectively contracted, as described just above; (C) applying an electromagnetic field to the optic nerve, as further described herein with respect to fig. 6; or otherwise as described herein. This can have the effect that that the wearer’s pupil or iris is urged to contract, which can be useful when conducting LASIK eye surgery or for adjusting pupil size after LASIK surgeiy.
  • the eyewear 100 can be disposed to perform inverse-shading using the lenses 112 by one or more of: (A) darkening one or more lens regions 131 or lens pixels 141 through which the wearer is viewing their field of view (FOVj, with the exception of an object, display or screen that is being inverse-shaded; (B) injecting light into the wearer’s eye where their gaze would be directed at the selected inverse-shaded object, display or screen, similar to when the inverse-shaded object is glowing or phosphorescent; or otherwise as described herein.
  • This can have the effect that the selected inverse-shaded object, display or screen is brighter than its background in the wearer’s FOV.
  • the eyewear too can be disposed to promote the wearer reading by one or more of: (A) performing enhanced refraction in one or more lens regions 131 or sets of lens pixels 141 in areas of the wearer’s field of view (FOV) through which the wearer would read a book or other readable object, causing a horizontal line to be available for viewing at a higher magnification; (B) performing a prismatic effect using the lenses 112 to alter the angle through which light is bent when passing through the lenses, with the effect that the wearer sees objects as if “looking down” even when the wearer’s gaze direction is straight ahead; (C) darkening one or more lens regions 131 or sets of lens pixels 141 in areas of the wearer’s field of view other than in a region through which the wearer would read a book, leaving a horizontal line available for viewing; or otherwise as described herein.
  • A performing enhanced refraction in one or more lens regions 131 or sets of lens pixels 141 in areas of the wearer’s field of view (FOV)
  • the eyewear 100 can be disposed to provide an augmented reality (AR) or virtual reality (VR) display of an eye chart, a peripheral vision test, or another eye test.
  • AR augmented reality
  • VR virtual reality
  • an optometrist or other medical personnel can conduct an eye exam to determine a prescription for the wearer, such as whether the wearer needs a prescription to address myopia, presbyopia, astigmatism, or otherwise as described herein.
  • the eyewear 100 can also be disposed with a camera directed at the wearer’s retina, so as to determine whether the image provided by the AR or VR display is in focus on the wearer’s retina. This can have the effect that the optometrist or other medical personnel can conduct the eye exam without requiring the wearer to select which image is best in focus.
  • the eyewear 100 can be disposed to provide an augmented reality (AR) or virtual reality (VR) display of the wearer’s field of view (FOV), such as when the wearer is a police officer or military personnel, a firefighter or other emergency responder, search/rescue personnel, a physician or other medical personnel, or a volunteer assisting a nearby person in need of aid.
  • AR augmented reality
  • VR virtual reality
  • FOV field of view
  • the eyewear too can be disposed to use one or more artificial intelligence (Al) or machine learning (ML) techniques to recognize selected types of objects, such as weapons (guns, knives, or otherwise as described herein), that might be dangerous to the wearer.
  • the eyewear too can (A) inverse-shade the dangerous object, so as to emphasize its location to the wearer; (B) provide an augmented reality (AR) or virtual reality (VR) display of information with respect to the dangerous object, so as to urge the wearer not to fail to recognize that object.
  • the eyewear too can be disposed to use an Al or ML technique to recognize when the object is moving, or is within reach of a person’s hand, or otherwise becomes significantly more dangerous.
  • the eyewear too can be disposed to receive electromagnetic signals from a flashbang grenade when the grenade is triggered. At or just before the grenade is set to emit light and sound, the eyewear too can completely shade that light and sound, thus protecting the police or military from effects of the grenade. This can have the effect that police and military can use flashbang grenades to stun any opposition, without having to assure that they are not subject to their effects. Similarly, police and military can use light or sound as offensive devices and tactics against persons they seek to subdue. In a related example, police vehicle lights can reach 500 lux in brightness, sufficient to temporarily blind suspects.
  • the police vehicle lights can emit an electromagnetic signal when turned on, which can be received by the eyewear 100 so as to completely shade that light, thus protecting the police or military from effects of the extreme light. This can have the effect that the police or military can use vehicle lights against persons they seek to subdue, without having to temporarily blind themselves while so doing.
  • the eyewear 100 can be disposed to exchange electromagnetic signals with firearms, such as police pistols or military pistols or rifles. Firearms can be set with a “safety” mechanism on or off.
  • firearms such as police pistols or military pistols or rifles.
  • Firearms can be set with a “safety” mechanism on or off.
  • police or military firearms can be disposed to send electromagnetic signals to the eyewear too so as to indicate whether the safety is on or off, and to receive electromagnetic signals from the eyewear too so as to set the safety on or off.
  • the eyewear too can be disposed so as to allow police or military personnel to identify whether the safety is on or off using an augmented reality (AR) indicator in their field of view (FOV), and to set the safety to be on or off using an eye gesture, hand gesture, or other action.
  • AR augmented reality
  • This can have the effect that police or military personnel can both (A) be assured when the safety is on or off with respect to their firearms, and (B) be assured that they can set
  • the eyewear too can be disposed to exchange electromagnetic signals with firearms, so as to identify in what direction and at what target the firearm is directed.
  • firearms can be disposed to send electromagnetic signals to the eyewear too, so as to indicate in what direction the firearm is pointed.
  • the computing device 121 can use this information to determine a line of sight and a current target for the firearm, and can inject this information using an augmented reality (AR) indicator in their field of view (FOV). This can have the effect that police or military personnel can identify at whom they are aiming without revealing that information to an opponent with a laser pointer.
  • AR augmented reality
  • the computing device 121 can inject an AR indicator into their FOV to show what would be seen through the firearm’s gun sights, even if the officer is not actually so positioned. This can also have the effect that police or military personnel can identify when they are inopportunely aiming at another officer or at an innocent civilian. In such cases, the police or military can inform the computing device 121, such as using an eye gesture, which persons are not proper targets, and the computing device 121 can control the firearm so as to prevent accidents.
  • the eyewear 100 can be disposed to use one or more artificial intelligence (Al) or machine learning (ML) techniques to identify one or more persons (such as suspects or rescuees), such as in response to one or more facial recognition techniques, or otherwise as described herein.
  • the eyewear 100 can, in response to identifying those persons, can (A) inverse-shade the dangerous object, so as to emphasize its location to the wearer; (B) provide an provide an augmented reality (AR) or virtual reality (VR) display of information with respect to the recognized person; (C) apply an electromagnetic field to the optic nerve, as further described herein with respect to fig. 6; or otherwise as described herein.
  • AR augmented reality
  • VR virtual reality
  • the eyewear 100 can be disposed to use one or more artificial intelligence (Al) or machine learning (ML) techniques to recognize selected types of events.
  • the selected types of events can include (for firefighters) objects that are significantly hotter than expected, such as in response to an infrared (IR) sensor, areas that have dangerous gases or other toxins, such as in response to a chemical sensor, or otherwise as described herein.
  • the selected types of events can include (for emergency responders) patients whose vital signs are abnormal, such as in response to a blood oxygen sensor, a blood pressure or pulse rate sensor, or otherwise as described herein.
  • the eyewear too can identify one or more persons in need of aid by a volunteer, such as using one or more artificial intelligence (Al) or machine learning (ML) techniques, such as those described with respect to the Incorporated Disclosures, particularly Application 16/264,553, filed Jan. 31, 2019, naming inventor Scott LEWIS, titled “Digital eyewear integrated with medical and other services”, Attorney Docket No. 6041, currently pending.
  • Al artificial intelligence
  • ML machine learning
  • Fig. 2 shows a conceptual drawing of example eyewear including a retinal image display (RID).
  • RID retinal image display
  • an example eyewear 100 can include elements shown in the figure, such as one or more of: — a frame 201, such as possibly including one or more temples 201a, a nosepiece 201b, or a RID holder 201c;
  • At least one RID 202 such as possibly for a right eye or a left eye.
  • the RID 202 can provide an alternative image, to replace the image available to the wearer’s eye, or a supplemental image to add to the image available to the wearer’s eye.
  • the lens 112 (shown in fig. 1) in front of the wearer’s eye can be opaqued, and the RID 202 can provide the alternative image directly to the wearer’s retina.
  • the computing device 121 can adjust, with respect to the lens, one or more of: shading, polarization, color filtering, prismatic adjustment, or otherwise as described herein.
  • the lens 112 can be adjusted by changing
  • the lens 112 in front of the wearer’s eye can be allowed to remain clear, and the RID 202 can provide the supplemental image directly to the wearer’s retina.
  • Fig. 3 Contact lenses or intra-ocular lenses
  • FIG. 3 (collectively including Figures 3A and 8) shows a conceptual drawing of example eyewear including contact lenses or intra-ocular lenses.
  • Figure 3A shows a conceptual drawing of example contact lenses having multiple active regions related to wearer view.
  • Figure 3B shows a conceptual drawing of example contact lenses having multiple individual pixels related to wearer view.
  • an example eyewear 100 can include one or more contact lenses 300 disposed for use by the wearer (not shown) by affixing the contact lenses to the wearer’s eyes.
  • the contact lenses 300 can include one or more lenses 300, such as possibly a right lens 300a or a left lens 300b.
  • the contact lenses 300 can include elements shown in the figure, such as one or more of:
  • the power harvester 301 can include an antenna tuned to receive electromagnetic energy from a cellular phone network, a Wi-Fi network, a 60 Hz power system, or otherwise as described herein;
  • a communication device 302 such as possibly including a wireless antenna disposed to transmit or receive information using the power harvester 301, a clock circuit, or other elements used with communication devices;
  • a computing device 303 such as possibly coupled wirelessly to the communication device 302, and possibly including a processor, memory or mass storage, a second power supply, or other elements used with computing devices;
  • one or more sensors 304 such as possibly embedded in the contact lenses 300 or coupled to the computing device 303, and possibly including one or more of: wearer sensors 304a disposed to receive information about the wearer (or their current condition), ambient sensors 304b disposed to receive information about an environment near the wearer (or its current condition), or other sensors.
  • the one or more sensors 304 can also include a magnetic (or magnetizable) ring, or a set of magnetic (or magnetizable) elements at the edge of the contact lenses 300. This can have the effect that when the wearer’s gaze direction changes, the position of the contact lenses 300 also changes to match a vector from the retina through the pupil and iris.
  • the computing device 303 can be disposed to detect the position of the contact lenses 300, such as using a capacitive sensor, a magnetometer, another electromagnetic device, or otherwise as described herein.
  • the one or more sensors 304 can also include one or more outwardfacing photovoltaic cells, or similar electronic elements, such as affixed to the contact lenses 300 or elsewhere on the eye, so as to become covered by the eyelid when the wearer blinks.
  • the one or more sensors 304 can also include one or more inward-facing photovoltaic cells, or similar electronic elements, such as affixed to the contact lenses 300 or elsewhere on the eye, so as to obtain an image of the retina, which will be blanked out when the wearer blinks. This can have the effect that the sensors 304 can determine a blink rate for the wearer without any complex elements selected to identify when a blink occurs or whether the blink is a complete blink (thus, not a partial blink).
  • the one or more sensors 304 can also include sensors such as those described with respect to the sensors 123 coupled to the frame 111 (fig. 1). Where practical, and such as described with respect to Figures 1A or 1B, these can include one or more of:
  • VEP visually evoked potential
  • EEG electroencephalography
  • EOG electrooculography
  • EEG electroretinography
  • OCT optical computed tomography
  • an electric field element disposed to measure a dipole moment of the eye
  • a gaze direction sensor such as an element disposed to measure a reflection of an electromagnetic signal, such as infrared (IR) light directed at the eye and reflected in response to a direction of the pupil or the lens thereof.
  • the gaze direction sensor can use reflections or refractions from the lenses to provide a signal indicating a direction at which the wearer is looking, as described with respect to Figures 1A and 1B.
  • Intra-ocular lenses Similar to Figure 3A or 3B (as described below), an intra-ocular lens (not shown) can be implanted in the wearer’s eye, such as by replacing or augmenting the natural lens of the wearer’s eye.
  • the intra-ocular lens can be disposed to be static, such as by determining its shape at the time of implantation, or by causing the amount of refraction by the intra-ocular lens to be set by one or more fuses or other electronic components, the values of which can be set at the time of implantation.
  • the intra-ocular lens can be disposed to be alterable by the computing device 121, such as by causing the amount of refraction by the intra-ocular lens to be set by one or more fuses or other electronic components, the values of which can be altered by an electromagnetic signal from the computing device 121 or another device. Similar to the contact lenses 300, the intra-ocular lens can be powered by electromagnetic harvesting, or a related technique.
  • Figure 3A shows a conceptual drawing of example contact lenses having multiple active regions related to wearer view.
  • the contact lenses 300 can be used to correct vision on behalf of the wearer, enhance vision on behalf of the wearer, or otherwise as described herein.
  • the contact lenses 300 can correct for myopia, presbyopia, astigmatism, or other wearer vision artifacts.
  • the contact lenses 300 can enhance vision can include a zoom feature disposed to present the wearer with a zoomed-in or zoomed-out view of the wearer’s field of view (FOV), or can include other features disposed to present the wearer with other vision enhancements described in the Incorporated Disclosures, or otherwise as described herein.
  • FOV field of view
  • the contact lenses 300 can include multiple lens regions 310, each disposed to correct vision or enhance vision on behalf of the wearer.
  • the multiple lens regions 310 can include a close-vision region 311, a mid-range vision region 312, a distant vision region 313, or otherwise as described herein.
  • each lens region 310 can be individually controlled, such as by the computing device 303, or otherwise as described herein. This can have the effect that the wearer’s vision can be corrected or enhanced in each region where the wearer might look.
  • each lens region 310 can be individually controlled, such as by the computing device 303, or otherwise as described herein. This can have the effect that the wearer’s vision can be corrected or enhanced in each region where the wearer might look.
  • the close-vision region 311 can be disposed with a distinct prescription from the midrange vision region 312. This can have the effect that when the wearer looks at a close object, their vision can be corrected or enhanced with respect to the prescription assigned to the close-vision region 311, or when the wearer looks at a mid-range object, vision can be corrected or enhanced with respect to the prescription assigned to the mid-range vision region 312.
  • the central vision region can be disposed with a distinct prescription from the peripheral vision region.
  • the computing device 303 can determine, such as using an accelerometer or a gyroscope (which can be included with the sensors 304), a wearer’s head movement. Similarly, the computing device 303 can also determine, such as using a dynamic eye gaze tracker (which can be included with the sensors 304), a gaze direction. Also similarly, this information can allow the computing device 303 to determine a distance of the object at which the wearer is intending to look; similarly, this information can allow the computing device 303 to determine whether the wearer is using their central vision or peripheral vision, and to control the correction or enhancement associated with one or more of the lens regions 310.
  • the computing device 303 can determine, such as using a focal length detector (which can be included with the sensors 304), a distance to an object being viewed by the wearer. Similarly, this information can allow the computing device 303 to determine a distance of the object at which the wearer is intending to look. Also similarly, the computing device 303 can control the correction or enhancement associated with one or more of the lens regions 310. This can have the effect that the eyewear too adjusts its correction or enhancement to match the wearer’s intended use thereof. [389] As described with respect to Figure 1A (fig. 1), the lens regions 310 can overlap, such as shown in the figure.
  • intersection of multiple lens regions 310, or the union of multiple lens regions 310, as appropriate, can be invoked by the computing device 303, so as to provide the wearer with the correction or enhancement to match the wearer’s intended use of the contact lens 300.
  • Figure 3B shows a conceptual drawing of example contact lenses having multiple individual pixels related to wearer view.
  • the contact lenses 300 can include multiple lens pixels 320, each disposed to correct vision or enhance vision on behalf of the wearer.
  • each lens pixel 320 can include an individual region (such as the multiple lens regions 310, only typically smaller), disposed to provide distinct corrections or enhancements to vision in the region where the wearer’s gaze direction intersects the lens pixel.
  • each lens pixel 320 can be individually controlled, such as by the computing device 303, or otherwise as described herein. This can have the effect that the wearer’s vision can be corrected or enhanced for each direction where the wearer might look.
  • the computing device 303 can associate a distinct set of lens pixels 320 for use as a separate one of the multiple lens regions 310.
  • the computing device 303 can control the prescription with respect to each such lens region 310 by controlling each of the lens pixels 320 associated with that particular lens region.
  • a set of lens pixels 320 can be associated with more than one such lens region. This can have the effect that when the computing device 303 determines that the wearer is using a particular lens region 310, it can select the set of lens pixels associated with that lens region, even if those lens pixels are also associated with another lens region.
  • the intersection of multiple sets of lens pixels 320, or the union of multiple sets of lens pixels 320, as appropriate, can be invoked by the computing device 303, so as to provide the wearer with the correction or enhancement to match the wearer’s intended user of the eyewear too.
  • the computing device 303 can determine the wearer’s intended user of the eyewear 100, and can determine the particular lens pixel 320 that the wearer’s gaze direction passes through, the computing device can invoke only that one lens pixel, possibly updating the particular lens pixel to invoke as the wearer’s gaze direction might change.
  • the contact lenses 300 can include one or more layers or alternative regions that can have their shading, or other effects, separately adjusted.
  • the contact lenses 300 can use separate regions that are adjusted as a whole, rather than being adjusted as a collection of lens pixels 310. When a region is adjusted, this can have the effect that the eye can be drawn toward or away a particular adjusted region. For example, when it is desired to encourage the user to look through a short-range focusing region, other regions can be shaded to decrease visibility, thus encouraging the user to look in a particular direction or through a particular region of the lenses.
  • the set of lens pixels 320 associated with each such lens region 310 can be adjusted by the computing device 303. This can have the effect that the set of lens pixels 320 associated with each such lens region 310 can be altered from time to time.
  • a selected contact lens 300 can include a first region for a first degree of vision correction, such as using refraction, such as for close-range viewing and a second region for a second degree of vision correction, such as for longer-range viewing.
  • a second contact lens layer (not shown) can be overlaid on the contact lens 300, so that the second lens layer can shade one or more regions of the contact lens 300. This can have the effect that the user is prompted to look in a selected direction, or through a particular region of the contact lens 300.
  • the second lens layer can shade so as to prompt the user to view through the selected portion of the contact lens 300, thus looking at a field of view (FOV) through either a selected close-range region or a selected more longer-range lens region.
  • FOV field of view
  • the computing device 303 can maintain a record of wearer activity with respect to use of the contact lens 300 and its lens regions 311 or 312, so as to identify which portions of the contact lens 300 should be associated with which lens regions 311 or 312 to provide the wearer with the best possible experience with using the contact lens 300. For example, when the computing device 303 determines that the wearer is most likely to need a particular prescription for a selected portion of the contact lens 300, the computing device 303 can adjust the prescription for that particular portion of the contact lens 300 so as to provide the wearer with that prescription when the wearer is using that portion of the contact lens 300.
  • the computing device 303 can determine the wearer’s most likely prescription in response to a predictive technique, such as using artificial intelligence (Al) or machine learning (ML). For example, the computing device 303 can train a recurrent neural network (RNN) to predict the wearer’s most likely prescription in response to each lens region 311 or 312 and each other set of circumstances, such as information obtained from the sensors 304. Alternatively, the computing device 303 can determine a set of regression parameters to predict the wearer’s most likely prescription in response to each lens region 311 or 312 and each other set of circumstances. The computing device 303 can use other and further Al or ML techniques, or other techniques, or otherwise as described herein, to make the desired prediction.
  • a predictive technique such as using artificial intelligence (Al) or machine learning (ML).
  • ML machine learning
  • the computing device 303 can train a recurrent neural network (RNN) to predict the wearer’s most likely prescription in response to each lens region 311 or 312 and each other set of circumstances, such as information obtained from
  • the computing device 303 can determine the wearer’s most likely prescription in response to one or more predictive techniques, such as using artificial intelligence (Al) or machine learning (ML) with respect to each lens pixel, with respect to association of lens pixels with particular lens regions 311 or 312, or otherwise as described herein. In such cases, the computing device 303 can assign individual lens pixels to selected lens regions 311 or 312, in response to one or more predictive techniques. Also similarly, the computing device 303 can adjust the set of lens pixels associated with each lens region 311 or 312 in response to a predictive technique in response to wearer actions, such as the wearer moving their head when their gaze direction should be reassociated with a different lens region 311 or 312.
  • one or more predictive techniques such as using artificial intelligence (Al) or machine learning (ML) with respect to each lens pixel, with respect to association of lens pixels with particular lens regions 311 or 312, or otherwise as described herein.
  • the computing device 303 can assign individual lens pixels to selected lens regions 311 or 312, in response to one or more predictive techniques.
  • the computing device 303 can determine the wearer’s most likely medical condition, such as in response to the sensors 304. For example, blink rate and other parameters with respect to the wearer’s eye activity can be used to determine whether the wearer is excessively anxious, depressed, sleep-deprived, or otherwise needs to rest.
  • the contact lens 300 can be disposed to urge the wearer to take a break and rest. This can have the effect that safety is improved, such as for commercial pilots and other pilots, long-haul truckers and other long-distance drivers, police officers, military personnel, firefighters, emergency responders, medical personnel, and other personnel often subject to long hours or stressful circumstances.
  • the contact lens 300 can be disposed to urge the wearer to take a break or to obtain a stimulant, such as caffeine, sugar, a meal, or otherwise as described herein.
  • Fig. 4 Facemask or helmet
  • FIG. 4 shows a conceptual drawing of example eyewear including a facemask or helmet.
  • Figure 4A shows a conceptual drawing of an example facemask or helmet having multiple active regions related to wearer view.
  • Figure 4B shows a conceptual drawing of an example facemask or helmet having multiple individual pixels related to wearer view.
  • Figure 4C shows a conceptual drawing of an example goggles or visor having multiple active regions related to wearer view.
  • Figure 4D shows a conceptual drawing of an example goggles or visor having multiple individual pixels related to wearer view.
  • an example eyewear too can include a facemask or helmet 400 disposed for use by the wearer (not shown), including elements shown in the figure, such as one or more of: — a frame 401, such as possibly including a headgear 402a (such as a front piece for a facemask, or a head guard for a helmet) or an eye guard 402b;
  • a frame 401 such as possibly including a headgear 402a (such as a front piece for a facemask, or a head guard for a helmet) or an eye guard 402b;
  • a right lens 403a shown in Figure 4A
  • a left lens 403b shown in Figure 4B
  • the frame 401 can enclose, or hold, one or more electronic elements shown in the figure, such as one or more of:
  • a computing device 121 (as shown in fig. 1), such as possibly including a processor, memory or mass storage, a power supply, a clock circuit, or other elements used with computing devices;
  • a communication device 122 (as shown in fig. 1), such as possibly including a wireless or wired communicate element, a communication protocol stack, or other elements used with communication devices;
  • one or more sensors 123 (as shown in fig. 1), such as possibly including one or more of: wearer sensors 123a (as shown in fig. 1) disposed to receive information about the wearer (or their current condition), ambient sensors 123b (as shown in fig. 1) disposed to receive information about an environment near the wearer (or its current condition), or other sensors.
  • the one or more sensors 123 can also include sensors such as those described with respect to the sensors 123 coupled to the frame 111 (as shown in fig. 1). Where practical, and such as described with respect to Figures 1A or 1B, these can include one or more of:
  • VEP visually evoked potential
  • EEG electroencephalography
  • EOG electrooculography
  • EEG electroretinography
  • OCT optical computed tomography
  • an electric field element disposed to measure a dipole moment of the eye
  • a gaze direction sensor such as an element disposed to measure a reflection of an electromagnetic signal, such as infrared (IR) light directed at the eye and reflected in response to a direction of the pupil or the lens thereof.
  • the gaze direction sensor can use reflections or refraction from the lenses to provide a signal indicating a direction at which the wearer is looking, as described with respect to Figures 1A and 1B.
  • one or more devices mounted on a vehicle or otherwise remote devices such as described with respect to Figures 1A and 1B, and disposed to provide information to the computing device 121 or the communication device 122.
  • the one or more lenses 403 can be used to correct or enhance vision on behalf of the wearer, or otherwise as described herein.
  • the lenses 403 can be used to correct vision using one or more lens prescriptions associated therewith, disposed to correct for myopia, presbyopia, astigmatism, or other wearer vision artifacts.
  • the lenses 403 can be used to enhance vision can include a zoom feature disposed to present the wearer with a zoomed-in or zoomed-out view of the wearer’s field of view (FOV), or can include other features disposed to present the wearer with other vision enhancements described in the Incorporated Disclosures, or otherwise as described herein.
  • FOV field of view
  • Figure 4A shows a conceptual drawing of an example facemask or helmet having multiple active regions related to wearer view.
  • the lenses 403 can be used to correct vision on behalf of the wearer, enhance vision on behalf of the wearer, or otherwise as described herein.
  • the lenses 403 can correct for myopia, presbyopia, astigmatism, or other wearer vision artifacts.
  • the lenses 403 can enhance vision can include a zoom feature disposed to present the wearer with a zoomed-in or zoomed-out view of the wearer’s field of view (FOV), or can include other features disposed to present the wearer with other vision enhancements described in the Incorporated Disclosures, or otherwise as described herein.
  • FOV field of view
  • the lenses 403 can include multiple lens regions 410, each disposed to correct vision or enhance vision on behalf of the wearer.
  • the multiple lens regions 410 can include a close-vision region 411, a mid-range vision region 412, a distant vision region 413, or otherwise as described herein.
  • each lens region 410 can be individually controlled, such as by the computing device 121, or otherwise as described herein. This can have the effect that the wearer’s vision can be corrected or enhanced in each region where the wearer might look.
  • the computing device 121 can determine, such as using an accelerometer or a gyroscope (which can be included with the sensors 123), a wearer’s head movement. Similarly, the computing device 121 can also determine, such as using a dynamic eye gaze tracker (which can be included with the sensors 123), a gaze direction. Also similarly, this information can allow the computing device 121 to determine a distance of the object at which the wearer is intending to look; similarly, this information can allow the computing device 121 to determine whether the wearer is using their central vision or peripheral vision, and to control the correction or enhancement associated with one or more of the lens regions 410.
  • the computing device 121 can determine, such as using a focal length detector (which can be included with the sensors 123), a distance to an object being viewed by the wearer. Similarly, this information can allow the computing device 121 to determine a distance of the object at which the wearer is intending to look. Also similarly, the computing device 121 can control the correction or enhancement associated with one or more of the lens regions 410. This can have the effect that the facemask 400a or helmet 400b adjusts its correction or enhancement to match the wearer’s intended use thereof.
  • the lenses 403 can each include multiple lens regions 410, each disposed to correct vision or enhance vision on behalf of the wearer.
  • the lens regions 401 can each include a central vision region, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at objects using their central vision, or one or more peripheral vision regions, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at objects using their peripheral vision.
  • the lens regions 410 can each include a close-vision region, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at a close object, a mid-range vision region, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at a mid-range object, or a distant vision region, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at a distant object.
  • each lens region 410 can be individually controlled, such as by the computing device 403, or otherwise as described herein. This can have the effect that the wearer’s vision can be corrected or enhanced in each region where the wearer might look.
  • the close-vision region 411 can be disposed with a distinct prescription from the midrange vision region 412. This can have the effect that when the wearer looks at a close object, their vision can be corrected or enhanced with respect to the prescription assigned to the close-vision region 411, or when the wearer looks at a mid-range object, vision can be corrected or enhanced with respect to the prescription assigned to the mid-range vision region 412.
  • the central vision region can be disposed with a distinct prescription from the peripheral vision region. This can have the effect that when the wearer looks directly at an object, their vision can be corrected or enhanced with respect to the prescription assigned to the central vision region, or when the wearer uses their peripheral vision, their vision can be corrected or enhanced with respect to the prescription assigned to the peripheral vision region.
  • the computing device when the wearer moves their head, can determine a wearer’s head movement, such as using an accelerometer or a gyroscope (which can be included with the sensors).
  • the computing device can also determine a gaze direction, such as using a dynamic eye gaze tracker (which can be included with the sensors).
  • This information can allow the computing device to determine whether the wearer is intending to look at a close object, a mid-range object, or a distant object; similarly, this information can allow the computing device to determine whether the wearer is using their central vision or peripheral vision.
  • the computing device can control the correction or enhancement associated with one or more of the lens regions. This can have the effect that the eyewear 400 can adjust its correction or enhancement to match the wearer’s intended use thereof.
  • the computing device when the wearer shifts their gaze, can determine a distance to an object being viewed by the wearer, such as using a focal length detector (which can be included with the sensors). This information can allow the computing device 121 to determine whether the wearer is intending to look at a close object, a mid-range object, or a distant object.
  • the computing device can control the correction or enhancement associated with one or more of the lens regions. This can have the effect that the eyewear 400 can adjust its correction or enhancement to match the wearer’s intended use thereof.
  • the lens regions can overlap, such as shown in the figure.
  • intersection of multiple lens regions, or the union of multiple lens regions, as appropriate can be invoked by the computing device, so as to provide the wearer with the correction or enhancement to match the wearer’s intended use of the eyewear 400.
  • Figure 4B shows a conceptual drawing of an example facemask or helmet having multiple individual pixels related to wearer view.
  • the lenses 403 can include multiple lens pixels 420, each disposed to correct vision or enhance vision on behalf of the wearer.
  • each lens pixel 420 can include an individual region (such as the multiple lens regions 410, only typically smaller), disposed to provide distinct corrections or enhancements to vision in the region where the wearer’s gaze direction intersects the lens pixel.
  • each lens pixel 420 can be individually controlled, such as by the computing device 121, or otherwise as described herein. This can have the effect that the wearer’s vision can be corrected or enhanced for each direction where the wearer might look.
  • the computing device 121 can associate a distinct set of lens pixels 420 for use as a separate one of the multiple lens regions 410.
  • the computing device 121 can control the prescription with respect to each such lens region 410 by controlling each of the lens pixels 420 associated with that particular lens region.
  • a set of lens pixels 420 can be associated with more than one such lens region. This can have the effect that when the computing device 121 determines that the wearer is using a particular lens region 410, it can select the set of lens pixels associated with that lens region, even if those lens pixels are also associated with another lens region.
  • the intersection of multiple sets of lens pixels 420, or the union of multiple sets of lens pixels 420, as appropriate, can be invoked by the computing device 121, so as to provide the wearer with the correction or enhancement to match the wearer’s intended user of the eyewear too.
  • the computing device 121 can determine the wearer’s intended user of the eyewear too, and can determine the particular lens pixel 420 that the wearer’s gaze direction passes through, the computing device can invoke only that one lens pixel, possibly updating the particular lens pixel to invoke as the wearer’s gaze direction might change.
  • the set of lens pixels 420 associated with each such lens region 410 can be adjusted by the computing device 121. This can have the effect that the set of lens pixels 420 associated with each such lens region 410 can be altered from time to time.
  • the lenses 403 can each include one or more layers or alternative regions that can have their shading/inverse-shading, or other effects, separately adjusted.
  • one or more of the lenses 403 can use separate regions that are adjusted as a whole, rather than being adjusted as a collection of individual lens pixels 420. When one such region is adjusted, this can have the effect that the eye can be drawn toward or away from a particular adjusted region.
  • a particular focusing region such as a short-range focusing region or a longer-range focusing region
  • other regions can be shaded/inverse-shaded to decrease visibility, thus encouraging the user to look in a particular direction or through a particular region of the lenses 403.
  • a selected lens 403 can include a first region having a first degree of vision correction, such as using refraction (such as for close-range viewing), and a second region for a second degree of vision correction, such as using a different amount of refraction (such as for longer-range viewing).
  • a second lens layer can be overlaid on the first lens 403, so that the second lens layer can shade/inverse-shade one or more of the regions of the first lens 403. This can have the effect that the wearer is prompted to look in a selected direction, or through a particular region of the first lens 403.
  • the second lens layer can shade/inverse-shade the first lens 403 so as to prompt the wearer to look through the selected portion of the first lens 403. can have the effect of prompting the wearer to look at a field of view (FOV) through either a selected close-range portion of the first lens 403 or a selected more longer-range portion the first lens 403.
  • FOV field of view
  • the computing device 404 can maintain a record of wearer activity with respect to use of one or more of the lenses 403 and its associated lens regions, so as to identify which portions of the particular lens 403 should be associated with which lens regions to provide the wearer with the best possible experience with using the eyewear 400. For example, when the computing device 403 determines that the wearer is most likely to need a particular prescription for a selected portion of the eyewear 400, the computing device 404 can adjust the prescription for that particular portion of the eyewear 400 so as to provide the wearer with that prescription when the wearer is using that portion of the eyewear 400.
  • the computing device can determine the wearer’s most likely prescription in response to a predictive technique, such as using artificial intelligence (Al) or machine learning (ML). For example, the computing device can train a recurrent neural network (RNN) to predict the wearer’s most likely prescription in response to each lens region and each other set of circumstances, such as information obtained from the sensors. Alternatively, the computing device can determine a set of regression parameters to predict the wearer’s most likely prescription in response to each lens region and each other set of circumstances. The computing device can use other and further Al or ML techniques, or other techniques, or otherwise as described herein, to make the desired prediction.
  • a predictive technique such as using artificial intelligence (Al) or machine learning (ML).
  • the computing device can train a recurrent neural network (RNN) to predict the wearer’s most likely prescription in response to each lens region and each other set of circumstances, such as information obtained from the sensors.
  • RNN recurrent neural network
  • the computing device can determine a set of regression parameters to predict the wearer’s most
  • the computing device 404 can determine the wearer’s most likely prescription in response to one or more predictive techniques, such as using artificial intelligence (Al) or machine learning (ML) with respect to each lens pixel, with respect to association of lens pixels with particular lens regions, or otherwise as described herein. In such cases, the computing device can assign individual lens pixels to selected lens regions, in response to one or more predictive techniques. Also similarly, the computing device can adjust the set of lens pixels associated with each lens region in response to a predictive technique in response to wearer actions, such as the wearer moving their head when their gaze direction should be reassociated with a different lens region.
  • one or more predictive techniques such as using artificial intelligence (Al) or machine learning (ML) with respect to each lens pixel, with respect to association of lens pixels with particular lens regions, or otherwise as described herein.
  • the computing device can assign individual lens pixels to selected lens regions, in response to one or more predictive techniques.
  • the computing device can adjust the set of lens pixels associated with each lens region in response to a predictive technique in response to wearer actions, such as
  • the computing device can determine the wearer’s most likely medical condition, such as in response to the sensors. For example, blink rate and other parameters with respect to the wearer’s eye activity can be used to determine whether the wearer is excessively anxious, depressed, sleep-deprived, or otherwise needs to rest.
  • the eyewear 400 can be disposed to urge the wearer to take a break and rest. This can have the effect that safety is improved, such as for commercial pilots and other pilots, long-haul truckers and other long- distance drivers, police officers, military personnel, firefighters, emergency responders, medical personnel, and other personnel often subject to long hours or stressful circumstances.
  • the eyewear 400 can be disposed to urge the wearer to take a break or to obtain a stimulant, such as caffeine, sugar, a meal, or otherwise as described herein.
  • Figures 4C-4D show a conceptual drawing of an example goggles or visor having multiple active regions related to wearer view.
  • Figure 4C shows a conceptual drawing of an example goggles or visors having multiple individual lens regions related to wearer view.
  • Figure 4D shows a conceptual drawing of an example goggles or visors having multiple individual lens pixels related to wearer view.
  • an example eyewear 400 can include a set of goggles or a visor 400 disposed for use by the wearer (not shown), including elements shown in the figure, such as one or more of:
  • a frame 401 such as possibly including a headgear 402a (such as a front piece for a facemask, or a head guard for a helmet) or an eye guard 402b;
  • a headgear 402a such as a front piece for a facemask, or a head guard for a helmet
  • eye guard 402b an eye guard 402b
  • the frame 401 can enclose, or hold, one or more electronic elements shown in the figure, such as one or more of:
  • a computing device 411 (as shown in fig. 1), such as possibly including a processor, memory or mass storage, a power supply, a clock circuit, or other elements used with computing devices;
  • a communication device 412 (as shown in fig. 1), such as possibly including a wireless or wired communicate element, a communication protocol stack, or other elements used with communication devices;
  • one or more sensors 413 (as shown in fig. 1), such as possibly including one or more of: wearer sensors 413a (as shown in fig. 1) disposed to receive information about the wearer (or their current condition), ambient sensors 413b (as shown in fig. 1) disposed to receive information about an environment near the wearer (or its current condition), or other sensors.
  • the lenses 403 can include multiple lens regions 420, each disposed to correct vision or enhance vision on behalf of the wearer.
  • each lens region 420 can include an individual region, disposed to provide distinct corrections or enhancements to vision in the region where the wearer’s gaze direction intersects the lens region.
  • each lens region 420 can be individually controlled, such as by the computing device 411, or otherwise as described herein. This can have the effect that the wearer’s vision can be corrected or enhanced for each direction where the wearer might look.
  • the one or more lenses 403 can be used to correct or enhance vision on behalf of the wearer, or otherwise as described herein.
  • the one or more lenses 403 can be used to correct vision using one or more lens prescriptions associated therewith, disposed to correct for myopia, presbyopia, astigmatism, or other wearer vision artifacts.
  • the one or more lenses 403 can be used to enhance vision can include a zoom feature disposed to present the wearer with a zoomedin or zoomed-out view of the wearer’s field of view (FOV), or can include other features disposed to present the wearer with other vision enhancements described in the Incorporated Disclosures, or otherwise as described herein.
  • FOV field of view
  • Figure 4D shows a conceptual drawing of an example facemask or helmet having multiple individual pixels related to wearer view.
  • the lenses 403 can include multiple lens pixels 430, each disposed to correct vision or enhance vision on behalf of the wearer.
  • each lens pixel 430 can include an individual region (such as the multiple lens regions 420, only typically smaller), disposed to provide distinct corrections or enhancements to vision in the region where the wearer’s gaze direction intersects the lens pixel.
  • each lens pixel 430 can be individually controlled, such as by the computing device 411, or otherwise as described herein. This can have the effect that the wearer’s vision can be corrected or enhanced for each direction where the wearer might look.
  • the computing device 411 can associate a distinct set of lens pixels 430 for use as a separate one of the multiple lens regions 420.
  • the computing device 411 can control the prescription with respect to each such lens region 420 by controlling each of the lens pixels 430 associated with that particular lens region.
  • a set of lens pixels 430 can be associated with more than one such lens region. This can have the effect that when the computing device 411 determines that the wearer is using a particular lens region 420, it can select the set of lens pixels 430 associated with that lens region, even if those lens pixels are also associated with another lens region.
  • the intersection of multiple sets of lens pixels 430, or the union of multiple sets of lens pixels, as appropriate, can be invoked by the computing device 411, so as to provide the wearer with the correction or enhancement to match the wearer’s intended user of the eyewear 400.
  • the computing device 411 when the computing device 411 can determine the wearer’s intended use of the eyewear 400, and can determine the particular lens pixel 430 that the wearer’s gaze direction passes through, the computing device 411 can invoke only that one lens pixel, possibly updating the particular lens pixel to invoke as the wearer’s gaze direction might change.
  • the set of lens pixels 430 associated with each such lens region 420 can be adjusted by the computing device 411. This can have the effect that the set of lens pixels 430 associated with each such lens region 420 can be altered from time to time.
  • Fig. 5 shows a conceptual drawing of example eyewear including one or more scopes or sights, including binoculars, microscopes, rifle scopes, spotting scopes, telescopes, analog or digital cameras, rangefinders, or otherwise as described herein.
  • scopes or sights including binoculars, microscopes, rifle scopes, spotting scopes, telescopes, analog or digital cameras, rangefinders, or otherwise as described herein.
  • an example eyewear too can include elements shown in the figure, such as one or more scopes or sights, including binoculars, microscopes, rifle scopes, spotting scopes, telescopes, analog or digital cameras, rangefinders, or otherwise as described herein.
  • each scope or sight can include a frame 501 disposed to maintain at least one lens 502 in position for sighting, such as in a frame holding lenses suitable for long-distance magnification (such as when used with binoculars, microscopes, rifle scopes, spotting scopes, telescopes, or otherwise as described herein), or other functions.
  • the frame 501 can enclose, or hold, one or more electronic elements shown in the figure, such as one or more of: a computing device, a communication device, one or more sensors, or otherwise as described herein.
  • the one or more lenses 502 can be used to correct or enhance vision on behalf of the wearer, or otherwise as described herein.
  • the one or more lenses 502 can include multiple active regions (not shown), such as close-vision regions, mid-range vision regions, distant vision regions, central vision regions, peripheral vision regions, or otherwise as described herein. Also similarly, each lens region (not shown) can be individually controlled, such as by the computing device, or otherwise as described herein. This can have the effect that the wearer’s vision can be corrected or enhanced in each region where the wearer might look.
  • the one or more lenses 502 can include multiple active pixels (not shown), each possibly associated with one or more of the multiple active regions. Also similarly, the set of lens pixels associated with each such lens region can be adjusted by the computing device. This can have the effect that the set of lens pixels associated with each such lens region can be altered from time to time.
  • an example eyewear too can include one or more scopes or sights, analog or digital cameras, or otherwise as described herein, disposed to view a scene from a distant location or from a different angle as would be seen by the wearer.
  • a motion picture camera can be mounted on a vehicle, such as a racing car or an aerobatic aircraft, with an output electromagnetic signal from the camera being transmitted to the eyewear too or injected into the wearer’s field of vision (FOV). This can have the effect that the wearer would be able to use the eyewear too to see the image as provided by the scopes, cameras, or otherwise as described herein.
  • FOV field of vision
  • Fig. 6 Nerve sensors/stimulators
  • Fig. 6 shows a conceptual drawing of example eyewear including one or more nerve sensors or stimulators.
  • an example eyewear 600 can include one or more nerve sensors or stimulators, disposed to affect nerve signals on the optic nerve 601, in a vision section 602 of the brain, in another section of the brain, or otherwise as described herein.
  • the nerve sensors or stimulators can include elements shown in the figure, such as one or more of:
  • one or more electromagnetic sensors 610 disposed to receive electromagnetic signals from the optic nerve 601, the vision section 602 of the brain, another section of the brain, or otherwise as described herein;
  • one or more electromagnetic stimulators 620 disposed to provide and insert electromagnetic signals into the optic nerve 601, into the vision section 602 of the brain, into another section of the brain, or otherwise as described herein; or otherwise as described herein.
  • the electromagnetic sensors 610 can be disposed to receive electromagnetic signals from the optic nerve 601, to couple those electromagnetic signals, or processed variants thereof, to a computing device (not shown). In such cases, the electromagnetic sensors 610 can determine which signals from the optic nerve 601 are associated with which portions of an image viewed by the wearer. Similarly, the electromagnetic sensors 610 can be disposed to receive electromagnetic signals from the vision section of the brain, another section of the brain, or otherwise as described herein.
  • a computing device can compare electromagnetic signals from particular portions (not shown) of the optic nerve 601 with the wearer’s experience of a viewed image (not shown). With information gleaned from the comparison, the computing device can determine an image viewed by the wearer in response to the electromagnetic signals from the optic nerve 601. Similarly, the computing device can compare reception of electromagnetic signals from particular portions of the vision section of the brain, from particular portions of another section of the brain, or otherwise as described herein. [453] In such cases, a computing device can compare electromagnetic signals injected into particular portions of the optic nerve 601 with the wearer’s experience of a viewed image, such as an alteration of a natural viewed image.
  • the computing device can determine how to make adjustments to a natural viewed image, such as in response to an augmented reality (AR) image or signal.
  • the computing device can compare injection of electromagnetic signals into particular portions of the vision section of the brain, into particular portions of another section of the brain, or otherwise as described herein.
  • AR augmented reality
  • the computing device can determine an association of portions of the viewed image with portions of the optic nerve 601, the vision section 602 of the brain, or another section of the brain, or otherwise as described herein, for each individual wearer.
  • the electromagnetic sensors 610 can apply an electromagnetic field to the optic nerve 601, or to a visual portion of the brain, to encourage the wearer’s eye to gaze in a selected direction.
  • This can have the effect of ameliorating amblyopia (“lazy eye”), exo- tropia (misaligned eye or “wall eye”), and possibly other directional issues with respect to the eyes.
  • This can also have the effect of encouraging the wearer to look at a particular area or object, such as a target; this can be useful with respect to police officers, militaiy personnel, and in advertising.
  • the electromagnetic sensors 610 can apply an electromagnetic field to the optic nerve 601, or to a visual portion of the brain, to encourage the wearer’s pupil or iris to contract or to expand. This can have the effect that the wearer’s eye is protected against excessive infalling light (such as sudden brightness or glare), or excessive infalling light of a particular color or frequency range (such as excessive blue or UV).
  • FIG. 7 shows a conceptual drawing of eyewear used with an example display.
  • Figure 7A shows a conceptual drawing of the example display disposed on or in a building or structure.
  • Figure 7B shows a conceptual drawing of the example display disposed in a vehicle.
  • multiple sets of eyewear 700 can be used with a display 701, such as a stationary display 701a (in or on a building or structure) or a moving display 701b (in or on a vehicle).
  • the display 701 can be disposed so as to be viewable by an audience, such as in a public arena.
  • the display 701 can be operated at a refresh rate (frames per second or fields per second) higher than a rate desirable by viewers (such as a refresh rate of 120 Hz, 170 Hz, 240 Hz, 360 Hz, or otherwise as described herein), while each set of eyewear 700 can present to its wearer only a selected subset of the frames being presented by the display 701. This can have the effect that each wearer of a separate set of eyewear 700 can receive a separate subset of the frames being presented by the display 701, thus a separate (motion picture) presentation.
  • the display 701 can be operated at a refresh rate four times (4x) or eight times (8x) an ordinary refresh rate for a motion picture presentation, thus providing a possibility of four separate motion picture presentations being displayed concurrently.
  • a refresh rate four times (4x) or eight times (8x) an ordinary refresh rate for a motion picture presentation
  • one such presentation can be associated with an ordinary motion picture, for which eyewear 700 is available to viewers at no extra cost or only a nominal extra cost;
  • one such presentation can be associated with a motion picture that is reserved for children or other sensitive viewers, such as a presentation that has been edited to remove one or more of: sex, violence, conflict, frightening images, other adult themes, or otherwise as described herein (such as a non-conflict version, a non-violent version, a “G”-rated version, a “PG”-rated version, an “R”-rated version, an “X”-rated version, of substantially the same motion picture);
  • one such presentation can be associated with a motion picture that has been edited to remove “triggering” images or scenes, such as images or scenes that have a substantial effect on wearers with epilepsy, PTSD, psychological sensitivities, images offensive to particular social groups, other triggering images or scenes, or otherwise as described herein;
  • one such presentation can be associated with a motion picture that is a “premium” version of the motion picture, such as a “director’s cut”, a version having additional story elements, a version having superior special effects, or otherwise as described herein; or otherwise as described herein.
  • the display 701 can be operated with two, three, or more different presentations, such as those different possibilities described above.
  • a first presentation can include a “G”-rated version, having only “G”-rated scenes; a second “R”-rated presentation can include all the “G”-rated scenes plus other more explicit scenes; a third presentation can include all the “G”- rated scenes plus other more explicit scenes distinct from the “R”-rated presentation or in addition thereto.
  • the display 701 can present a wide variety of different types of presentations, both including the possible presentations described above, as well as other possibilities.
  • the display 701 can be disposed to present a first version of a motion picture image in ordinary circumstances, or an alternative second version of the motion picture image in circumstances where legal restrictions limit the motion picture images allowed to be shown. This can have the effect that multiple versions of a motion picture image can be distributed, even when the unrestricted version would be banned or otherwise restricted in particular jurisdictions.
  • the display 701 can be operated at a refresh rate two times (2x) or four times (4x) an ordinary refresh rate for a motion picture presentation, thus providing a possibility of a three-dimensional (3D) motion picture image being displayed.
  • a set of eyewear 700 can be disposed to present selected frames to different ones of the wearer’s eyes.
  • the selected frames can differ slightly, such as with respect to point of view (POV).
  • POV point of view
  • This can have the effect that that the wearer’s brain can integrate the selected frames, with the wearer seeing a 3D image.
  • a 3D motion picture image can be presented to the wearer by interlacing whether the right lens is open, the left lens is open, both lenses are open, or neither lens is open. This also can have the effect that multiple separate 3D images can be provided to different wearers concurrently.
  • the selected frames can be distinguished by one or more of: — time division multiple access, with a portion of the selected frames, such as about half of them, are presented for a POV for the wearer’s right eye and a portion are presented for a POV for the wearer’s left eye;
  • polarization division multiple access with the portion presented for the wearer’s right eye being polarized in a first manner (such as polarized vertically or right-circularly polarized), which is filtered by the eyewear’s right lens, and the portion presented for the wearer’s left eye being polarized in a second manner (such as polarized horizontally or left-circularly polarized), which is filtered by the eyewear’s left lens; or otherwise as described herein.
  • the display 701 can be operated in response to movement by the wearer, such as with respect to a theme-park entertainment event or ride.
  • the display 701 can switch from presenting an ordinary two-dimensional (2D) motion picture image to presenting a 3D motion picture image.
  • the display 701 can be operated in response to an ambient light level experienced by the wearer, such as with respect to a daytime or night-time event. In such cases, when the time changes from a daytime event to a night-time event, the display 701 can switch from presenting an ordinary two-dimensional (2D) motion picture image to presenting a 3D motion picture image.
  • Figure 7A shows a conceptual drawing of the example display disposed in or on a building or structure.
  • the display 701 can be mounted or projected in or on a surface of a building or structure 710, such as a movie theatre screen, an external or internal wall 711 of a building, on a temporary backdrop, on a fog for laser shows or other picture shows, onto a water surface, or otherwise as described herein.
  • a building or structure 710 such as a movie theatre screen, an external or internal wall 711 of a building, on a temporary backdrop, on a fog for laser shows or other picture shows, onto a water surface, or otherwise as described herein.
  • an audience disposed to view the presentation can use eyewear 700 to obtain an enhanced, or otherwise as described herein edited, motion picture image.
  • Figure 7B shows a conceptual drawing of the example display disposed in or on a vehicle.
  • the display 701 can be mounted or projected in or on a surface of a vehicle 720, such as an external window (which could possibly be used for advertising), an internal display (which could possibly be used for entertainment), a windshield (which could possibly be used for a heads-up display, or “HUD”, for a driver or navigator).
  • a driver or navigator can obtain information with respect to manipulating the vehicle, passengers can obtain information with respect to entertainment or travel, or otherwise as described herein.
  • an audience disposed to view the vehicle can use eyewear 700 to obtain an enhanced, or otherwise edited, motion picture image.
  • This can have the effect that the vehicle can provide advertising or other information to the audience.
  • the vehicle can include a blimp or other lighter-than-air aircraft, onto which a motion picture image is displayed, similar to the display 701 described with respect to Figure 7A.
  • An audience such as a set of people attending a sports event, can view the vehicle 720 and each obtain information selected by their individual eyewear.
  • the vehicle can include an internal panel 702, such as (for an automobile) a divider between the driver’s and the passengers’ compartment, onto which a motion picture image is displayed, similar to the display 701 described with respect to Figure 7A.
  • the passengers can view the display 701 and each see a motion picture selected by their individual eyewear. This can have the effect that multiple passengers can each view different motion pictures at full size, even though only one such display 701 is available for viewing.
  • Fig. 8 shows a conceptual drawing of an example eyewear used to provide hybrid personalization.
  • An example eyewear 800 can include one or more elements as shown in the figure, including at least
  • one or more lenses 810a, 810b such as lenses mounted on a frame, or such as contact lenses disposed for wearing by a user (not shown);
  • one or more regions 820 disposed on at least one first lens 810a such as a close-vision region 821, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at a close object, or a distant vision region 822, disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at a distant object;
  • one or more regions 830 disposed on at least one second lens 810b such as a close-vision shading region 831 aligned with the close-vision region 821, or a distant-vision shading region 832 aligned with the distant vision region 822.
  • the one or more regions 820 can be disposed to include regions composable into a bifocal, trifocal, progressive, or otherwise multi-focal lens.
  • the bifocal, trifocal, progressive, or otherwise multi-focal lenses can be disposed to include different amounts of refraction, such as might be appropriate for viewing at different ranges, so as to optimize the wearer’s clarity of vision or visual acuity. This can have the effect that the wearer can be provided with a relatively optimized view despite the distance of objects at which they are looking.
  • a bifocal lens can include a close-vision region 821 and a distant vision region 822.
  • a trifocal lens can include a close-vision region 821, a distant vision region 822, and a mid-range vision region.
  • a progressive lens can include multiple regions 820 having distinct corrections, either distinguished at borders between regions or relatively smoothly progressing from a first to a second correction, similarly from a second to a third correction, or similarly from each correction to a next correction.
  • a multi-focal lens can include regions 820 disposed at up- per/lower ranges of the user’s field of view (FOV), regions disposed at right/left ranges of the user’s FOV, or otherwise disposed in response to the user’s gaze direction and/or focal length.
  • the first region such as the close-vision region 821) and the second region (such as the distant vision region 822) can be adjusted so as to optimize the wearer’s clarity of vision and/or visual acuity while looking through those regions of the eyewear.
  • the amount of refraction can be adjusted in each region, such as using electronic control of the refraction.
  • the amount of refraction can be adjusted in response to one or more of: (A) a focal length at which the wearer is looking; (B) a recognized object at which the wearer is looking; or as otherwise described herein. This can have the effect that the wearer can be provided with a relatively optimized view despite the distance of objects at which they are looking.
  • the close-vision region 821 can occupy a location through which the user will look when the user is gazing at a relatively close object, such as a book, a computer monitor, a smartphone or other mobile device, or otherwise as described herein.
  • a relatively close object such as a book, a computer monitor, a smartphone or other mobile device, or otherwise as described herein.
  • the close-vision region 821 can be disposed with a relatively fixed amount of refraction, associated with a likely distance at which the user will be looking through that region, or can be disposed to be adjustable in response to one or more factors, such as relating to the user’s visual intent.
  • the distant vision region 822 can occupy a location through which the user will look when the user is gazing at a relatively distant object, such as across or down a street, through a window, or otherwise as described herein. Similar to the close-vision region 821, the distant vision region 822 can be disposed with a relatively fixed amount of refraction or can be disposed to be adjustable in response to one or more factors.
  • the lenses 810 can include regions in addition to or in lieu of the closevision region 821 or the distant vision region 822, such as a mid-range region (not shown) disposed to provide distinct corrections or enhancements to vision in a region where the wearer is looking at a mid-range object.
  • the mid-range region can be disposed to occupy a location through which the user would look when the user is gazing at a relatively mid-range object, such as an object in the same indoor room, a person with whom the user is speaking, or otherwise as described herein.
  • the mid-range region can be disposed with a relatively fixed amount of refraction or can be disposed to be adjustable in response to one or more factors. (Lenses with combined functions)
  • the one or more regions 820 can be disposed to include regions with differing effects.
  • the regions with differing effects can be disposed to provide, in their differing regions, distinct effects or a combination of effects, such as (A) one or more refractive effects; (B) one or more shading/inverse-shading effects; (C) one or more coloring/ tinting effects; (D) one or more polarization effects; (E) one or more prismatic angle deflection effects; (F) one or more dynamic visual optimization effects; or otherwise as described herein.
  • the one or more regions 820 can be disposed to include overlapping lenses, such as each having differing effects, possibly combinable to each provide a combination of those effects.
  • a first region can include a combination of a selected refractive effect and a selected shading/inverse-shading effect.
  • a second region can include a combination of a different selected refractive effect and/or a different selected shading/inverse-shading effect.
  • a third region can include a combination of a selected refractive effect and/or a selected coloring/tinting effect. Other and further possibilities of combinations, as described herein, are also possible.
  • the refractive effects can be combined with the shading/inverse-shading effects, so as to provide a first region (such as a close-vison region 821) having a first refractive effect and a second region (such as a distant vison region 822) having a second refractive effect, each of which has a different shading/inverse-shading effect.
  • a first lens can be disposed so as to allow the user to look therethrough, while a second lens can be disposed aligned with the first lens and capable of adjusting one or more visual effects of the first lens.
  • the second lens can be disposed to perform shading/inverse-shading with respect to either a first or a second visual region associated with the first lens.
  • the first lens can include a first region (such as a close-vision region 821) and a second region (such as a distant vision region 822), while the second lens can be disposed to perform shading/inverse-shading so as to encourage the user to look through a selected one of the close-vision region 821 or the distant vision region 822.
  • the second lens can be responsive to features of the user’s eye, so as to encourage the user to look through either the close-vision region 821 or the distant vision region 822, to promote eye health.
  • the second lens can be responsive to viewing features of the user’s field of view or the user’s viewing attention pattern, such as bright lights or lights with glare or flashing, concentration on small objects, lights with a potentially adverse color balance, or aspects of the wearer’s field of view vision, attention, or medical conditions.
  • the eyewear can include lenses with multiple regions, or multiple lenses, each having different functions, either overlapping or each associated with separate portion of the user’s field of view.
  • the lenses have upper/lower portions, such as in “reader” glasses or such as in bifocal lenses
  • the upper/lower portions of the lenses can each be disposed with separate functions.
  • the upper/lower portions of the lenses can each include different shading/inverse-shading functions, different coloring/tinting or color balancing functions, different polarization or prismatic deflection functions, different dynamic visual optimization functions, or as otherwise described herein.
  • the different functions can be responsive to selected features of the user’s field of view, such as (A) content recognized with respect to the selected portion of the user’s field of view; (B) ambient circumstances recognized with respect to the portion of the user’s field of view; (C) user inputs provided at a time when the user is viewing content using the lenses; (D) “bookmarks” describing what functions to be performed, defined by the user with respect to one or more of the preceding factors; or as otherwise described herein.
  • selected features of the user’s field of view such as (A) content recognized with respect to the selected portion of the user’s field of view; (B) ambient circumstances recognized with respect to the portion of the user’s field of view; (C) user inputs provided at a time when the user is viewing content using the lenses; (D) “bookmarks” describing what functions to be performed, defined by the user with respect to one or more of the preceding factors; or as otherwise described herein.
  • the user can provide a description, or a set of examples, for which the eyewear can recognize and maintain each such bookmark; when the eyewear recognizes one or more of such bookmarks, the eyewear can direct the lenses, or portions thereof, to perform the functions defined by the user with respect to that bookmark. Triggering selection of an appropriate region
  • an appropriate region can be selected in response to a focal length or a gaze direction, such as might be determined by a dynamic eye movement sensor.
  • the dynamic eye movement sensor detects the particular focal length, gaze direction, or other reason for selecting a particular region
  • the identified region can be selected in response to (A) an action by the user, such as a gesture; (B) a timer or time duration; (C) an external event; (D) a communication from another device; or another triggering activity, such as further described herein.
  • a dynamic eye movement sensor can be disposed to identify eye movements, pupil direction, pupil width, interpupillary distance, blinking, blink rate, “dry eye” symptoms, or other features with respect to the eye, so as to identify a direction/distance at which the user is looking, or a time during which the user has been doing so.
  • a relatively close object such as when reading a book, or smartphone or other mobile device
  • a close-vision region 821 can be selected.
  • a relatively distant object such as when scanning a field of view (FOV) of an aircraft, car/truck, or other vehicle
  • a distant vision region 822 can be selected.
  • an appropriate region can be selected in response to another prompt, such as an eye gesture, facial gesture, head movement, or mouth gesture.
  • another prompt such as an eye gesture, facial gesture, head movement, or mouth gesture.
  • the user can select a particular region 820 by directing their eye at that region and concurrently blinking/squinting.
  • a sensor can be coupled to the dynamic eye tracking sensor and can detect the blink/ squint (or one after the other, or both concurrently).
  • the eyewear can select the particular region 820 at which the eye was directed when the eye gesture (or another gesture) occurred.
  • the eye gesture can include a blink or squint, a glance toward a selected direction, an eyeroll, a selected eye movement (such as a deliberate gaze at a particular object), or another activity by the user’s eyes.
  • the eye gesture can include multiple ones of such gestures or combinations thereof.
  • the facial gesture can include a smile, half-smile, smirk, sneer, spasm, twitch, wince, wink, frown, grimace, grin, pucker, cheek movement, lip movement, nose movement, tongue movement, or another activity by the user’s facial muscles.
  • the facial gesture can include multiple ones of such gestures or combinations thereof.
  • the hand gesture can include touching a button or surface, sliding a finger or other part of the hand along the button or surface, touching a first and second part of the hand, bringing one or more fingers or other parts of the hand within the user’s field of view (FOV), moving one or more fingers or other parts of the hand in a selected manner, or another activity by the user’s fingers/hands or related anatomy.
  • the hand gesture can include multiple ones of such gestures or combinations thereof.
  • the head movement can include a hair flip, a nod, jerk, rattle, roll, shake, tilt, turn, twist, or another up/down or right/left movement, or another activity by the user’s head or related anatomy.
  • the head movement can include multiple ones of such movements or combinations thereof. Examples can include multiple successive nods, tilts, turns, or other up/down or right/left head movements by the wearer, possibly in combination with other gestures (as further described herein).
  • the mouth gesture can include clenching/grinding of teeth, or another activity by the user’s mouth or related anatomy.
  • the mouth gesture can include multiple ones of such gestures or combinations thereof, possibly in combination with other gestures (as further described herein).
  • the senor can be disposed to detect combinations of first and second eye gestures, facial gestures, hand gestures/movements, head movements, mouth gestures, combinations or sequences of first and second types of gestures, or any other detectable action by the user.
  • the senor can be disposed to detect when the user glances up and to the left, followed by blinking.
  • the sensor can be disposed to detect when the user blinks while tilting their head to the right.
  • the eyewear can be disposed to detect when a selected time duration has occurred. For example, the eyewear can detect when the user has been looking at a particular region of their field of view for longer than a selected duration and can trigger an action in response to that duration.
  • the eyewear can trigger shading on a portion of the lens to encourage the user to look away, such as at a longer- range region of their field of view.
  • the eyewear can trigger shading on a portion of the lens to encourage the user to look away, such as at a larger or wider region of their field of view.
  • the eyewear can trigger shading on a portion of the lens to encourage the user to look away, such as at a region of their field of view that is less bright, has less contrast, or has less glare.
  • the eyewear can trigger shading on a portion of the lens to encourage the user to look away, such as at a region of their field of view that is less colorful or otherwise less likely to trigger a migraine or another medical issue.
  • the eyewear can adjust the color balance available to the wearer’s eye, such as by electronically or otherwise altering the chromatic filtering of the lens.
  • the sensor can act to encourage or urge the user to look at another distance, at another object, in another direction, or otherwise ameliorate the issue detected by the sensor. (External event)
  • the eyewear can be disposed to detect when an external event occurs that might have an adverse effect on the wearer’s vision.
  • an external event occurs that might have an adverse effect on the wearer’s vision. Examples can include: the rapid onset of a change in relative brightness in the wearer’s field of view (FOV), such as a sudden bright light or a sudden removal of light and onset of relative darkness, the rapid onset of a change in glare or flashing, color balance, or other visual effects that might have an adverse effect on the wearer’s vision, prompt migraine, or otherwise affect a wearer medical condition.
  • FOV field of view
  • the eyewear can include a sensor disposed to detect when the external event occurs (or is occurring, or is about to occur, such as responsive to known initial states of the external event or know precursors of the external event.
  • the eyewear can detect a sudden bright light in response to a derivative in a measure of luminance in the wearer’s field of view (FOV), or in response to detecting an object likely to product a sudden bright light, such as a floodlight.
  • FOV field of view
  • the eyewear When the eyewear, or a sensor disposed thereon, detects an onset of an external event such as a sudden bright light, the eyewear can be disposed to react rapidly, such as by electronically shading one or more regions of the lenses. Electronic shading can be much faster than chemical shading. This can have the effect that, after an initial detection time (of about 50 msec, more or less), nearly all of the incoming bright light can be shaded, and the wearer can be protected from the sudden bright light.
  • an initial detection time of about 50 msec, more or less
  • law enforcement personnel, military personnel, or other personnel using sudden bright light as a nonlethal area effect weapon can be shaded from the effects of that sudden bright light. This can have the effect that law enforcement personnel, military personnel, or other related personnel can deploy sudden bright light as a nonlethal area effect weapon without being subject to ill effects therefrom.
  • animal control personnel can deploy sudden bright light as a nonlethal area effect weapon applied to wild animals or other natural pests, without those personnel themselves being subject to ill effects therefrom.
  • personnel piloting a vehicle such as an aircraft, racing car, sailboat or speedboat, or another vehicle involving attention to operation
  • a vehicle such as an aircraft, racing car, sailboat or speedboat, or another vehicle involving attention to operation
  • can be shaded from the effects of sudden bright light such as when a bright light (e.g., the sun) is revealed after an obstacle is passed, or such as when another vehicle’s “brights” are suddenly revealed after cresting a hill, turning a corner, or passing a truck.
  • a bright light e.g., the sun
  • another vehicle’s “brights” are suddenly revealed after cresting a hill, turning a corner, or passing a truck.
  • the ambient environment as viewed by the wearer can change from relative dark in the tunnel to quite bright as the wearer exits the tunnel. This can have the effect that the driver can drive out of the tunnel at relative high speed without having to wait for their eyes to adjust to the ambient environmental change in brightness.
  • the eyewear can be disposed to detect when a signal is received from a second device.
  • the second device can be a flashbang grenade, floodlight, or another device disposed to generate a sudden bright light.
  • the eyewear detects the signal from the second device, the eyewear can be alerted that a change is about to occur in the wearer’s ambient environment, that might affect the wearer’s eyesight, prompt a migraine, or affect another medical condition. This can have the effect that law enforcement personnel, military personnel, or other personnel in the presence of a device that can generate a sudden bright light, will be alerted ahead of time to the onset of the sudden bright light.
  • a flashbang grenade or a floodlight can transmit a (possibly encrypted) message to the eyewear before triggering a sudden bright light.
  • the eyewear can receive the message and initiate shading of the lenses before the sudden bright light hits the wearer’s eyes. This can have the effect that the law enforcement personnel, the military personnel, or other personnel can be present when nonlethal visual weapons are used, without having to coordinate with the users of those weapons.
  • a racing car can receive a message from a device disposed near the exit of a tunnel, informing the driver’s eyewear that there will be a sudden bright light when the vehicle exits the tunnel.
  • the eyewear can receive the message and shade the lenses just as the vehicle exits the tunnel, improving visibility and reducing strain on the wearer’s eyes.
  • the racing car can receive a message from a second device disposed near the entrance of the tunnel, informing the driver’s eyewear that there will be a sudden reduction in light when the vehicle enters the tunnel.
  • the eyewear can receive the message and reduce shading on the lenses just as the vehicle enters the tunnel, improving visibility and clarity for the driver while maneuvering in the tunnel. This can have the effect that the driver is not debilitated by light changes when entering or exiting the tunnel.
  • the one or more regions 820 can combine distinct corrections or enhancements to vision, in combination with one or more other techniques to urge the user to direct their gaze in a direction through those locations when gazing at an object at an associated distance.
  • the eyewear 800 can be disposed to shade a portion of the lens so as to urge the user to look through a portion of their field of view that does not involve looking through that portion of the lens.
  • the one or more regions 820 can be disposed to urge the user to look through the close-vision region 821.
  • the one or more regions 820 can be disposed to urge the user to look through the close-vision region 821. This can occur when the user is looking through a portion of the lens, such as when the lens includes a bifocal, trifocal, multifocal, or progressive lens (e.g., with differing degrees of vision correction).
  • the eyewear can encourage the user, such as using shading of portions of the lens, to look through a correct portion of the lens.
  • the eyewear can urge the user to look away from that portion, such as through a portion of the lens that is not subject to those effects.
  • the eyewear can urge the user to look away from that portion, such as through a portion of the lens that is not subject to those effects.
  • the one or more regions 820 can each include one or more techniques to urge the user to direct their gaze appropriately.
  • the eyewear 800 can determine when the user’s gaze is directed at a close distance, (A) such as by determining the user’s gaze direction, and using object recognition to determine an object at which the user is looking; (B) such as by using pupil width or stereoscopy to determine a distance at which the user’s eyes are focusing; or otherwise as described herein.
  • the eyewear 800 can determine which one of the one or more regions 820 is best suited for the correction or enhancement of the user’s vision when focusing at that distance. For example, when the user gazes at an object at a close distance, the one or more regions 820 can be disposed to urge the user to look through the close-vision region 821.
  • the eyewear 800 can be disposed to urge the user, such as under the control of a computing device, an electronic circuit, or otherwise as described herein, to look through a selected region 820 by one or more of:
  • altering one or more chromatic responses of the unselected regions 820 so as to discourage the user from looking through the unselected regions 820, or so as to emphasize to the user that the unselected regions 820 are discouraged, or altering one or more chromatic responses of the selected region 820, so as to encourage the user to look through the selected region 820, or so as to emphasize to the user that the selected region 820 is encouraged;
  • altering one or more polarization responses of the unselected regions 820 so as to discourage the user from looking through the unselected regions 820, or so as to emphasize to the user that the unselected regions 820 are discouraged, or altering one or more polarization responses of the selected region 820, so as to encourage the user to look through the selected region 820, or so as to emphasize to the user that the selected region 820 is encouraged;
  • altering one or more prismatic responses of the unselected regions 820 so as to alter the field of view (FOV) of the user when looking through the unselected regions 820, such as to direct that FOV to one or more objects appropriate to the selected region 820, or altering one or more prismatic responses of the selected region 820, so as to alter the FOV of the user when looking through the selected region 820, such as to direct that FOV to one or more objects appropriate to the selected region 820;
  • FOV field of view
  • the eyewear can include multiple lenses with distinct vision correction elements on a first lens and with distinct shading components on a second lens.
  • the first lens can include a region for vision correction (e.g., using refraction) for close-range viewing and a region for vision correction for longer-range viewing.
  • the second lens can be aligned with the first lens, such as by coupling the second lens in alignment with the first lens, so as to allow the second lens to affect the user’s vision at the same time as the first lens.
  • the second lens can include multiple regions for shading in response to a desired amount of vision correction.
  • the first lens can include a region disposed for use at that relatively close range.
  • the first lens can include a region disposed for use at that relatively more distant range.
  • the second lens when the user looks at an object at the relatively close range, the second lens can be disposed to urge the user to look through the portion of the first lens associated with that relatively close range.
  • the second lens can be disposed to shade those portions of the user’s field of view (FOV) that are not associated with that relatively close range, so as to urge the user to look through the “correct” portion of the first lens, i.e., the portion of the first lens associated with that relatively close range. This can have the effect that the second lens urges the user to look through the “correct” portion of the first lens.
  • FOV field of view
  • the second lens can be disposed to urge the user to look through the portion of the first lens associated with that relatively more distant range.
  • the second lens can be disposed to shade those portions of the user’s field of view (FOV) that are not associated with that relatively more distant range, so as to (similarly) urge the user to look through the “correct” portion of the first lens, i.e., the portion of the first lens associated with that relatively more distant range.
  • FOV field of view
  • the eyewear can be disposed to control the second lens in response to features of the wearer’s eye, such as when the wearer’s eyes become strained or excessively dry in response to too much close-range viewing. This can have the effect that the eyewear can notice when the user is excessively focused on close-range vision. The eyewear can then encourage the user to relax their vision and look away toward one or more objects at a relatively more distant range.
  • the eyewear 800 can include one or more regions 820 disposed for close-order vision, such as a close-vision region that provides +1 diopter (or another adjustment for correction of close-order vision) when the user is gazing at an object disposed at a relatively close location.
  • a close-vision region 821 is sometimes disposed for reading or otherwise examining close-order objects and is typically disposed to correct for the user’s ability to view objects at close range.
  • the eyewear 800 can include one or more regions 820 disposed for relatively distant vision, such as a distant region that provides +0 diopters (or another adjustment, or lack thereof, for correction of relatively distant vision) when the user is gazing at an object disposed at a relatively distant location.
  • Such a distant region 822 is sometimes disposed for examining distant objects (that is, other than close-order objects) and is typically disposed to correct for the user’s ability to view objects at ranges other than close range.
  • the first lens 810a can include at least one region 821, such as a close-vision region, with which the second lens 810b can include at least one region 831 aligned therewith.
  • the first lens 810a can include at least one region 822, such as a distant vision region, with which the second lens 810b can include at least one region 832 aligned therewith.
  • the eyewear 800 urges the user to look away from the close-vision region 821 on the first lens 810a
  • the eyewear can shade the aligned region 831 on the second lens 810b so as to discourage the user from looking through the region 821.
  • the eyewear 800 urges the user to look away from the distant vision region 822 on the first lens 810a
  • the eyewear can shade the aligned region 832 on the second lens 810b so as to discourage the user from looking through the region 822.
  • the eyewear 800 when the eyewear 800 urges the user to look away from the close-vision region 821 on the first lens 810a, the eyewear can adjust the color (or color texture) of the aligned region 831 on the second lens 810b so as to emphasize to the user that looking through the region 821 is disfavored.
  • the close-vision region 821 when the wearer has been looking through the close-vision region 821 for more than a threshold amount of time (possibly 10 minutes, or more or less), the close-vision region 821 can be disposed with no color, or with a grey color, to indicate that it is disfavored, while the distant-vision region 822 can be disposed with an amber or blue color, to indicate that it is not disfavored.
  • the selection of colors (or color textures) can be made particular to an individual use case. For example, when playing games using a ball whose targeting is relative important, the ball itself can be disposed in an orange color (to stand out), while sky and grass can be disposed using a neutral grey color (to provide background). In contrast, when playing games using a smartphone or other mobile device, a close-vision region 821 can be polarized using settings for digital devices, while a distant vision region 822 can be polarized using settings for natural lighting.
  • the eyewear can take action to direct the user’s attention away from the excessive light.
  • the eyewear can shade the very bright region of the user’s FOV.
  • the eyewear can direct the user’s attention to another object by inverseshading the other object. In such cases, the eyewear can shade a region substantially surrounding (or otherwise emphasizing) the object to which the eyewear directs the user’s attention, while leaving the object itself unshaded. This can have the effect that the object appears brighter than the nearby shaded regions, without actually increasing the object’s brightness.
  • the eyewear can be disposed to adjust shading with respect to an object or a portion of the user’s field of view (FOV) at which the user is looking.
  • FOV field of view
  • the eyewear can be disposed to shade only portions of the user’s FOV in that direction.
  • the eyewear can be disposed to shade only that selected object.
  • An outbound camera such as a camera mounted behind one or more of the lenses and disposed to view a location or region at which the user is looking, can be disposed to determine an amount of shading that optimizes the user’s view, or to determine an amount of shading that optimizes a clarity of the location or region at which the user is looking.
  • the eyewear can be disposed to detect where the user is looking in response to one or more of: a dynamic eye tracking system, one or more “outbound” cameras disposed to review the user’s field of view (FOV) from inside one or more lenses.
  • a dynamic eye tracking system can be disposed to determine in what direction, and at what depth of focus, the user is looking. This can have the effect that the dynamic eye tracking system can determine a location in three-dimensional (3D) space at which the user is looking.
  • the outbound camera can be disposed to examine the user’s FOV from inside one or more of the lenses.
  • Either of these techniques can have the effect that when the user moves their head or otherwise alters their FOV, the eyewear can adjust the 3D location that is shaded. More precisely, the eyewear can adjust a location on each lens so that the joint focus of the user’s eyes at that 3D location is shaded.
  • the eyewear can be disposed to detect when a region of the user’s field of view (FOV) is chromatically unbalanced, such as due to an atmospheric effect (e.g., sunrise or sunset).
  • FOV field of view
  • the eyewear can be disposed to adjust the chromatic balance of that region of the user’s FOV, such as by altering a chromatic response of the lens (or one lens of multiple such lenses). This can have the effect that the user can see objects that might otherwise be obscured by the color imbalance, such as when sunset can make it difficult to see objects that are red or orange, such as streetlights or vehicle brake lights.
  • the eyewear can also be disposed to identify objects that are normally red/ orange (or another color for which the color imbalance might obstruct visibility) and to inverse-shade a color balance for those objects.
  • the eyewear can be disposed to detect streetlights or vehicle brake lights, or aircraft warning lights or landing strip lights.
  • the eyewear can be disposed to chromatically adjust a region of the user’s field of view (FOV) substantially surrounding the object (or otherwise near the object) to remove the imbalanced color, while leaving the object itself its natural color. This can have the effect that the user can clearly see the object with its natural color despite the chromatic imbalance.
  • FOV field of view
  • the eyewear when the eyewear detects a prospective or actual problem with respect to the wearer’s attention pattern, the eyewear can be disposed to identify a problem and take action to direct the user’s vision. For example, if the eyewear detects that the user’s vision is unusually focused in a particular direction, such as when the user is about to doze off when driving, it can take action to ameliorate the problem.
  • the eyewear can direct the user’s attention away from the region where the user’s vision is unusually focused, or to direct the user’s attention toward a more propitious direction, or otherwise attempt to cause the user to focus properly while driving.
  • the eyewear can shade a region where the user’s vision is unusually focused, so as to force the user to look in a different direction.
  • the eyewear can shade a very small region where the user’s vision is unusually focused, so as to avoid blocking the user’s vision in the direction where they are driving the vehicle; in such cases, the eyewear can generate a relatively smaller shaded region, disposed to move about in the user’s field of view (FOV), so as to attract the user’s attention and jostle the user away from dozing off.
  • FOV field of view
  • the eyewear can be disposed to generate a relatively small darkly shaded dot that moves so as to attract the attention of the user.
  • the eyewear when the eyewear detects that the user’s vision is unusually defocused, such as might occur when the user is excessively tired, is dozing off, or is subject to an adverse medical condition, the eyewear can be disposed to inverse-shade a region of the user’s field of view (FOV) so as to attract the user’s attention.
  • FOV field of view
  • the eyewear can inverseshade a region of the user’s FOV so as to text whether the user is sufficiently responsive to prompts, thus possibly indicating whether the user is sufficiently alert to drive a ground vehicle, pilot an aircraft, or otherwise operate heavy machinery.
  • the eyewear can be disposed to alert the user, or if that is insufficient, to send a message to obtain assistance for the user.
  • the eyewear when the eyewear detects, in response to the user’s vision, that the user is subject to an adverse medical condition, the eyewear can send a message to medical personnel, to emergency responders, to user support persons (such as friends or relatives), to local volunteers or other “good Samaritans”, or otherwise to request assistance.
  • the eyewear can be disposed to send information describing the user’s medical status, the nature of the user’s vision, the nature of the adverse medical condition, and any other information relevant to obtaining or rendering assistance.
  • the eyewear 800 can alternatively apply a different hybrid alteration to the unselected region 820, such as a chromatic alteration, a prismatic alteration, a polarization alteration, or otherwise as described herein.
  • a different hybrid alteration such as a chromatic alteration, a prismatic alteration, a polarization alteration, or otherwise as described herein.
  • the eyewear 800 when the eyewear 800 determines that the user is gazing at a close-range object, the eyewear 800 can shade the distant region 822 (or inverse-shade the close-order region 821), so as to encourage the user to look through the close-order region 821.
  • the eyewear 800 can include a shading element disposed to shade the unselected region (that is, the distant region 822) or inverse-shade the selected region (that is, the close-order region 821). This can have the effect that the user is encouraged to look through the close-order region 821.
  • the unselected region 820 is 100% shaded, that is, it is made completely dark or otherwise opaque, the user can be required to look through the selected region to be able to see, thus would be required to use the selected region.
  • the eyewear 800 can require the user to use the close-order region 821 to view that object.
  • the eyewear 800 can require the user to use the distant region 822 to view that object. Similar principles apply to mid-range objects, to objects in an area of the user’s peripheral vision, to objects that are partially obscured in the user’s field of view (FOVj, or otherwise as described herein.
  • the eyewear 800 can apply shading/inverse-shading by polarization of the selected region 820 or the unselected region 820.
  • the eyewear 800 can apply shading by polarizing the unselected region 820 so as to remove much of its luminance; this can have the effect that the unselected region 820 can appear less bright than the selected region 820, thus encouraging the user to look through the selected region 820.
  • the eyewear 800 can apply shading by polarizing the selected region 820 so as to remove glare or excessive light; this can have the effect that the selected region 820 can appear without glare or otherwise undisturbed by visual artifacts, thus (again) encouraging the user to look through the selected region 820.
  • the eyewear 800 can apply a first chromatic alteration to the unselected region 820, such as by altering colors in the unselected region 820 to appear black-and-white to the user. This can have the effect that the user would immediately see that the unselected region 820 was disfavored, thus that the user was encouraged to use the selected region 820. However, the user would still be able to use the disfavored unselected region 820, only without color resolution.
  • the eyewear 800 can apply a second chromatic alteration to the unselected region 820, such as by altering colors in the unselected region 820 to remove (or to enhance) one or more colors from the color gamut available to the user when looking through the unselected region.
  • the eyewear 800 can filter colors in the unselected region 820 so as to remove blue frequencies from the unselected region 820. This can have the effect that the user would see colors in the unselected region 820 as substantially skewed toward the red end of the visible spectrum, possibly thus appearing more orange in color, and providing the user with a clear hint that unselected region 820 is disapproved by the eyewear 800. (Prismatic alteration)
  • the eyewear 800 can apply a prismatic alteration to one or more regions 820, such as by altering a direction of view through those regions 820 to direct the user’s view toward an object at the distance associated with those regions 820.
  • the eyewear 800 can direct the user’s view through those regions 820 toward an object at the appropriate distance.
  • the eyewear 800 can use a prismatic effect to cause the user to see, when the user looks through the close-order region 821, a book, smartphone or other mobile device, or other near object that the user would generally look down to see.
  • the eyewear 800 can use a prismatic effect to cause the user to see, when the user looks through the distant region 822, an object or FOV associated with a relatively distant view.
  • the eyewear 800 can apply a prismatic alteration to one or more regions 820, such as by altering a direction of view through those regions 820 associated with the user’s peripheral vision.
  • the eyewear 800 can direct the user’s view through those regions 820 toward an object otherwise appearing in the user’s peripheral FOV, where the user’s vision can be relatively imprecise, to cause that object to appear in the user’s central FOV, where the user’s vision can have better accuracy.
  • This can have the effect that regions 820 ordinarily associated with peripheral vision can be directed toward the user’s central vision, allowing the user to better perceive peripheral regions when appropriate.
  • the eyewear 800 can include multiple lenses to provide hybrid personalization.
  • a first lens 810a can provide for correction or enhancement of the user’s vision
  • a second lens 810b overlaying at least a part of the first lens
  • the second lens 810b can include a hybrid element, such as having electronically induced shading, or inverse-shading, electronically induced chromatic alteration, electronically induced prismatic alteration, or otherwise as described herein.
  • the hybrid element can be responsive to a programmable computing device.
  • the programmable computing device can be responsive to a sensor responsive to infalling light, a sensor responsive to the user’s medical or other condition, a sensor responsive to a user input, or otherwise as described herein.
  • the hybrid element can include a device responsive to the infalling light itself, such as a chemical or other device.
  • the response to infalling light can be in response to a heat or thermal effect thereof, to an amount of ultraviolet (UV), to an electric or electromagnetic field thereof, or otherwise as described herein.
  • the hybrid element can be responsive to infalling luminance to chemically cause shading or chromatic alteration, such as performed by sunglasses responsive to UV or other luminance.
  • the hybrid element can be responsive to infalling luminance to polarize the infalling light, with the effect that shading can be performed, such as performed by polarizing sunglasses.
  • the eyewear 800 can include, between the first lens 810a and the second lens 810b, an electronic transmitter 840, such as a microwave transmitter, disposed to receive energy from the infalling light or from a voltage differential between the first lens and the second lens.
  • the electronic transmitter can include a power harvester 841, such as further described herein, so as to provide power to the transmitter.
  • the electronic transmitter can be disposed to send information to a computer device or other remote device 842, such as for processing, for reporting on the status of the eyewear 800 or the user, for controlling the eyewear or the hybrid element thereof, or otherwise as described herein.
  • the eyewear 800 can include, in response to the first lens 810a or the second lens 810b, or the electronic transmitter, a circuit 850 disposed to adjust one or more of: the first lens, the second lens, the electronic transmitter, or another aspect of the eyewear.
  • the circuit 850 can be coupled to and responsive to the computing device or other remote device 842, such as a device on the eyewear 800, remotely couplable to the eyewear, or otherwise as described herein.
  • the eyewear 800 can adjust a correction or enhancement of the user’s eyesight (such as using the first lens 810a or the second lens 810b) in response to the circuit 850.
  • This can have the effect that the eyewear 800 can respond to sensoiy information from the user, from user input, from the ambient environment, from one or more input images available at or near the user, from one or more objects near the eyewear, from predictive information available from a computing device, or otherwise as described herein.
  • the eyewear 800 can adjust the correction or enhancement of the user’s eyesight in response to an object at which the user is looking, in response to a user input, in response to an ambient environment (such as an ambient light level), in response to a medical condition or other condition of the user, or otherwise as described herein.
  • the eyewear 800 can include a camera or other input element 860, such as a CCD, an infrared (IR) or ultraviolet (UV) receiver, an electromagnetic antenna, or otherwise as described herein, disposed to receive one or more inputs from a field of view (FOV) associated with the user’s eye(s).
  • a camera or other input element 860 disposed to receive an image similar to the user’s eye can be coupled to the computing device or other remote device 842 and customized to have a substantially identical response to the input image as the user’s eye(s).
  • the eyewear 800 can be controlled by the computing device or other remote device 842, coupled to the camera. This can have the effect that the correction or enhancement applied by the eyewear 800 can be automatically adjusted in response to the image seen by the camera or other input element 860.
  • the eyewear 800 can determine an amount of shading required in response to an amount of light infalling on the camera or other input element 860, representing the amount of light infalling on the user’s eye.
  • the eyewear 800 can cause one or more lens regions 820 to be shaded, or to be shaded or inverse-shaded with respect to an object being viewed by the user, so as to optimize a clarity of the user’s view.
  • the eyewear 800 can determine whether there is an excess of ultraviolet (UV) light infalling from the environment. When this occurs, the eyewear 800 can perform shading with respect to the excess UV light, inverse-shading with respect to a selected object being viewed by the user, or other actions to ameliorate the possible effects of excess UV light on the user. For example, some users might be sensitive to excess UV light, such as possibly being subject to migraines, photophobia, or other neurological conditions in response thereto.
  • the eyewear 800 can be disposed to adjust shading with respect to at least a portion of the user’s field of view (FOV) during a time period while the user blinks.
  • FOV field of view
  • the eyewear 800 can adjust an amount of shading while the user is blinking (and the pupil is covered by the eyelid). This can have the effect that the user sees a different amount of shading before the blink and after the blink.
  • the eye integrates the amount of shading into its received image. This can have the effect that the user does not notice the change in the amount of shading.
  • the eyewear can be similarly disposed to adjust other visual effects (such as polarization or refraction) with respect to at least a portion of the user’s field of view (FOV) during a time period while the user blinks. Similar to adjustment of shading during the user’s blink, this can have the effect that the user sees different other visual effects (such as polarization or refraction) before the blink and after the blink, which can be integrated by the eye into its received image, so that the user does not notice the change.
  • other visual effects such as polarization or refraction
  • the eyewear 800 can determine an amount of infalling light in each visible frequency range and compare the infalling light with the user’s ability to distinguish each color. If the user has any color blindness, either complete color blindness or a more common form such as red-green color blindness, the eyewear 800 can adjust the colors presented to the user’s eye in response to one or more of:
  • the eyewear 800 can present additional brightness over and above the actual infalling light in a selected set of frequencies (such as in blue) to outline red areas of the image and other additional brightness over and above the actual infalling light (such as in yellow) to outline green areas of the image. This can have the effect that the user can see brightly outlined those areas that would otherwise appear grey due to color blindness.
  • the eyewear 800 can present additional brightness over and above the actual infalling light in a selected set of frequencies (such as in blue) to saturate red areas of the image, so as to allow the user to distinguish red areas of the image from green areas of the image, despite the user’s natural color blindness.
  • a selected set of frequencies such as in blue
  • the eyewear 800 can present grey areas of the image to indicate red and green areas of the image, along with chyrons or other markers to indicate whether the greyed-out areas should be red or green.
  • the eyewear 800 can present other types of indicators to the user.
  • the eyewear 800 can determine a type of weather in the user’s field of view (FOV), such as by using the outward-facing camera or other input element 860, or such as by receiving a weather report from a remote device (not shown) in response to a GPS device or other location device (not shown).
  • FOV field of view
  • the eyewear 800 can perform shading or color alteration, so as to emulate sunglasses or otherwise protect the user’s eyes from excess sunline, and so as to allow the user to see more clearly in that environment.
  • the eyewear 800 can perform inverse-shading or color alteration, so as to allow the user to see more clearly in that environment.
  • the eyewear 800 can determine whether the image being presented to the user’s eye is in focus.
  • the eyewear 800 can adjust the correction to the image made by one or more lens regions 820 so as to optimize clarity of the image. This can have the effect that unclear images are adjusted by the eyewear 800 so as to present them clearly to the user’s eye.
  • the eyewear 800 can perform an autofocus function on the image, such as in response to the gaze direction and focal length of the user’s eye; in response to object recognition of an object being viewed by the user; in response to motion blur, object blur, or visual noise with respect to an object interacting with its background, or otherwise as described herein.
  • the eyewear 800 can determine a moving object being viewed by the user.
  • the moving object can be a baseball, golf ball, or other sporting equipment.
  • the moving object can be a distant person.
  • the eyewear 800 can determine the location of the object in the user’s field of view (FOV), such as using an artificial intelligence (Al) or machine learning (ML) technique, as further described herein with respect to other figures. Having identified the object, the eyewear 800 can determine a distance to the object and can alter the presentation of the object to the user so as to enhance the user’s depth perception thereof.
  • FOV field of view
  • the eyewear 800 can receive user input, so as to affect the hybrid personalization. For example, when the user is viewing a selected object or a selected portion of the user’s field of view (FOV), the user can perform eye gestures, facial gestures, hand or finger gestures, or other bodily movements, so as to provide inputs to the eyewear 800 that the user desires one or more selected actions by the eyewear.
  • FOV field of view
  • the eye gestures can include one or more eye blinks, eye rolls or other pupillary movements, movements of gaze direction, or otherwise as described herein, or combinations thereof.
  • the user can blink twice or more in multiple succession, can look up, look down, look right, look left, or in another selected direction, one or more in succession.
  • the user can look left and blink twice; the user can look upward-left three times in succession; the user can look upward-left, upward-right, and then down; or otherwise as described herein.
  • the facial gestures can include one or more squints, frowns or smiles, nose wiggles, chin movements, teeth clenching, or otherwise as described herein.
  • the user can combine one or more facial gestures, can combine one or more facial gestures with one or more eye gestures, or otherwise as described herein.
  • the hand or finger gestures can include any type of hand or finger movement or positioning, and can be presented
  • the eyewear 800 can determine that the user has performed one or more hand or finger gestures, and which one, using an artificial intelligence (Al) or machine learning (ML) technique.
  • the hand or finger gestures can be combined with any other gestures available to the user.
  • the user can also provide other inputs to the eyewear 800 using a touch control or other input device 870.
  • the input device 870 can include a button, capacitive sensor, motion sensor, slide, switch, touchpad, another device responsive to touch or to proximity of the user’s hand or fingers, or otherwise as described herein.
  • the eyewear 800 can determine that the user desires one or more selected actions by the eyewear. The selected actions can be predetermined when the eyewear 800 is configured or can be altered by the user.
  • the user can also provide other inputs to the eyewear 800 using a BluetoothTM control, smartphone, smart watch, or another mobile device.
  • a BluetoothTM control For example, the user can invoke an application (sometimes called an “app”) on a smartphone or other mobile device, which can communicate with the computing device to provide inputs to, or otherwise control, the eyewear 800.
  • an application sometimes called an “app”
  • Fig. 9 shows a conceptual drawing of an example eyewear used to provide dynamic adjustment of polarization.
  • An example eyewear 900 can include one or more elements as shown in the figure, including at least — one or more lenses 910, such as lenses mounted on a frame, or such as contact lenses disposed for wearing by a user (not shown);
  • one or more polarizers 930 disposed on at least one region, the polarizers being controllable to adjust the polarization of their associated regions;
  • one or more sensors 940 disposed to determine an angle of the lenses or the regions, the sensors being coupled to the polarizers;
  • processors 950 disposed to determine a difference between (A) the polarization provided by the polarizers, and (B) a desired polarization.
  • the one or more regions 920 can cover an entire lens 910. In such cases, when polarization of a region 920 is adjusted, the polarization of the entire lens 910 can be adjusted.
  • the one or more regions 920 can each cover a section of an entire lens 910 defined by a portion of the wearer’s field of view (FOV), such as a close-vision region, a distant vision region, or a mid-range vision region.
  • FOV field of view
  • the portion of the wearer’s FOV can include a central region of vision or a peripheral region of vision.
  • the one or more regions 920 can each cover a section of an entire lens 910 defined by an individual small portion of the wearer’s field of view (FOV), such as an individual pixel.
  • FOV field of view
  • One or more such pixels can be combined to define a larger region.
  • these larger regions can include sets of pixels that are defined statically or dynamically.
  • each such region 920 can be dynamically controlled, such as in real time, to adjust the polarization thereof.
  • each such region 920 can include an electrically controlled polarizer disposed to alter an angle of polarization in real time. Adjusting polarization to match glare
  • the one or more polarizers 930 can be adjusted in real time in response to changes in a relative angle between the wearer’s eye and a direction of infalling glare.
  • light When light is reflected from a surface, it can become polarized in a plane.
  • the reflective surface includes a body of water or a solid object such as glass or metal.
  • the polarizers 930 When the polarizers 930 are adjusted in response to the polarization plane of the infalling glare, this can have the effect that glare infalling to the wearer’s eye can be mitigated. Accordingly, the polarizers 930 can be adjusted so as to reduce or eliminate the amount of glare allowed to reach the wearer’s eye.
  • the polarizers 930 can be electrically controlled to make desired adjustments.
  • the polarizers 930 can be adjusted so that the alignment is improved. For example, when it is desired that the polarizers 930 are aligned at right angles to the plane of the infalling glare, it might occur, due to the wearer’s motion or due to a change in angle or direction of the infalling glare, that the polarizers 930 are no longer aligned properly. In such cases, the plane of personalization can be adjusted to a proper angle.
  • the polarizers 930 can be electrically controlled to alter the plane of personalization.
  • One or more sensors 940 can determine an angle at which the glare is being viewed.
  • One or more processors 950 can determine a difference between (A) the angle at which the glare is being viewed and (B) a desired angle.
  • the processors 950 can generate an electronic control signal (not shown), such as at an output pin of a processor chip or circuit board (not shown).
  • the electronic control signal can be coupled to one or more of the electrically controlled polarizers 930. This can have the effect of altering one or more of the polarizer’s plane of personalization.
  • the one or more sensors 940 can include one or more gyroscope or magnetometers, another device suitable to determine a relative orientation of the eyewear with respect to the infalling glare, or a combination thereof.
  • one or more sensors 940 can be mounted on the eyewear, such as on a frame disposed to hold the lenses 910 in place.
  • a single sensor 940 can be mounted on the frame near one of the lenses 910, or a pair of sensors can be mounted on the frame near each one of a pair of lenses.
  • a set of sensors 940 can be mounted about one of the lenses 910, such as in a circle or ellipse surrounding a lens, or two sets of sensors can be mounted about two of the lenses, such as in a circle or ellipse associated with and surrounding each lens.
  • the frame when the wearer moves their head, the frame can alter their angle with respect to the infalling glare. This can have the effect that the sensors 940 determine that the angle of the wearer’s lenses 910 with respect to a reference, and thus with respect to the plane of the infalling glare, has changed. Thus, the polarization angle of the lenses 910 should be changed to maintain the effectiveness of glare reduction.
  • the one or more sensors 940 can be disposed within the eyewear (such as mounted between the wearer’s eye and a lens 910) and can include a sensor disposed to measure an amount of infalling light.
  • the sensor 940 can include a light sensor, an infrared (IR) sensor, a camera, or another device suitable to determine an amount of infalling glare.
  • the sensor 940 can measure an amount of infalling glare at one or more polarization angles, in response to which a processor 950 in the eyewear can select an optimum polarization angle at which to minimize the amount of infalling glare.
  • the one or more processors 950 determine the difference between the two specified angles, this can have the effect of determining a difference between (A) the polarization provided by the polarizers 930, and (B) a desired polarization.
  • the one or more processors 950 can determine this difference periodically, aperiodically, or otherwise from time to time, in real time. This can have the effect that the polarization provided by the polarizers 930 can be adjusted in real time to maintain a desired polarization, such as an optimum polarization for minimizing an amount of infalling glare.
  • the one or more sensors 940 can detect that infalling glare is more than a measured minimum amount, and the one or more processors 950 can determine an appropriate correction. This can have the effect that the actual polarization is maintained substantially equal to the desired polarization, or at least close enough that the wearer does not notice a difference. Adjusting polarization to match external devices
  • the one or more polarizers 930 can be adjusted in real time in response to changes in a relative angle between the wearer’s eye and a direction of an external device.
  • the external device can include a display, such as a control display or sensor display in a vehicle, such as an aircraft or a racing car. At least some of these control displays or sensor displays can be polarized, thus, their outputs include polarized light.
  • the one or more polarizers 930 can be adjusted in response to the location of the wearer and the direction of their head, and in response to knowledge of the location and orientation of the control displays or sensor displays.
  • the one or more polarizers 930 can be adjusted in response to a signal, such as an electromagnetic signal, from the control displays or sensor displays to the polarizers 930, in which the displays indicate their relative orientation.
  • a signal such as an electromagnetic signal
  • the displays can communicate with the polarizers 930 using Wi-Fi, BluetoothTM, near field communication (NFC), or another method
  • the one or more polarizers 930 can be adjusted in response to a camera disposed behind the polarizers 930 and looking outward in imitation of the wearer; when the camera sees an excessively darkened control display or sensor display, the eyewear can adjust the direction of polarization so as to provide for clear viewing of the control displays or sensor displays.
  • the one or more polarizers 930 can be adjusted in response to an external signal, such as a user control (possibly from a smartphone or other mobile device), or from one or more of the control displays or sensor displays identifying its location or orientation.
  • an external signal such as a user control (possibly from a smartphone or other mobile device), or from one or more of the control displays or sensor displays identifying its location or orientation.
  • the eyewear can adjust, in real time, an orientation of the polarizers 930. This can have the effect that the polarizers 930 are disposed to allow polarized light to pass through the lenses to the wearer’s eyes, so as to allow the wearer to see control displays or sensor displays clearly.
  • the eyewear receives a user command directing it to change a relative orientation between the polarizers 930 and the control displays or sensor displays, the eyewear can adjust, in real time, an orientation of the polarizers 930. This can have the effect that the polarizers 930 are disposed to allow polarized light to pass through the lenses as directed by the user, so as to allow the user to see control displays or sensor displays in a manner they desire.
  • the eyewear determines a relative orientation between the polarizers 930 and the control displays or sensor displays (by any technique)
  • the eyewear can adjust, in real time, an orientation of the polarizers 930. This can have the effect that the polarizers 930 are disposed to allow polarized light to pass through the lenses to the wearer’s eyes, so as to allow the wearer to see control displays or sensor displays clearly.
  • the eyewear can perform a function of “auto-polarization”, similar to “autofocus” techniques used with respect to camera focus on objects at a distance.
  • This can have the effect that the polarization field can be controlled (A) to optimize viewing of the object the user is looking at and focusing upon; (B) to eliminate glare and maintain night vision adaptation for the user; (C) to see clearly in circumstances with relatively wide variances in brightness; and (D) otherwise when unwanted light can be filtered out of the user’s field of view using polarization.
  • adjusting polarization can be useful when the user is manipulating a vehicle, such as an aircraft, a racing car, a sailboat or speedboat, or otherwise when the user’s attention is divided between viewing an outside-the-vehicle field of view and a set of control displays or sensor displays inside-the-vehicle.
  • a vehicle such as an aircraft, a racing car, a sailboat or speedboat, or otherwise when the user’s attention is divided between viewing an outside-the-vehicle field of view and a set of control displays or sensor displays inside-the-vehicle.
  • the light environment outside the vehicle can vary substantial from the light environment inside the vehicle.
  • Other examples include:
  • the user can include law enforcement personnel, military personnel, and other personnel whose attention is divided between potential threats and their own equipment.
  • law enforcement personnel can be distracted at night by automobile lights, flashlights, flood lights, gun muzzle flashes, streetlights, and other unexpected light sources.
  • Law enforcement personnel can benefit from polarizing their own light sources and using eyewear that uses that polarization to filter out those law enforcement light sources.
  • the user can include racecar drivers and other vehicle drivers whose attention might be impaired by rapid changes in the light environment, such as when entering or exiting tunnels, passing large hills, or otherwise entering or exiting shadowed regions.
  • racing drivers can benefit from using excess light, such as headlights, and filtering that light away when it is not needed.
  • the user can include baseball or other players in a stadium context, particularly at night, whose attention is divided between the game equipment itself and external sources of distraction.
  • distractions can include advertisements, floodlights, spectators, other players, and other unexpected attention-seeking objects.
  • Fig. 10 shows a conceptual drawing of an example eyewear used to provide dynamic adjustment of magnification.
  • An example eyewear 1000 can include one or more elements as shown in the figure, including at least
  • one or more lenses 1010 such as lenses mounted on a frame, or such as contact lenses disposed for wearing by a user (not shown);
  • one or more magnifiers 1030 disposed on at least one region, the magnifiers being controllable to adjust the magnification of their associated regions;
  • one or more sensors 1040 disposed to determine a gaze direction and/or focal length of the wearer’s eye with respect to the regions, the sensors being coupled to the magnifiers;
  • one or more wearer inputs 1050 disposed to receive one or more input controls from the wearer, such as an eye gesture, a touch input, or otherwise as described herein;
  • the one or more regions 1020 can cover an entire lens 1010. In such cases, when magnification of a region 1020 is adjusted, the magnification of the entire lens 1010 can be adjusted.
  • the one or more regions 1020 can each cover a section of an entire lens 1010 defined by a portion of the wearer’s field of view (FOV), such as a close-vision region, a distant vision region, or a mid-range vision region.
  • FOV field of view
  • the portion of the wearer’s FOV can include a central region of vision or a peripheral region of vision.
  • the one or more regions 1020 can each cover a section of an entire lens 1010 defined by an individual small portion of the wearer’s field of view (FOV), such as an individual pixel.
  • FOV field of view
  • One or more such pixels can be combined to define a larger region.
  • these larger regions can include sets of pixels that are defined statically or dynamically.
  • each such region 1020 can be dynamically controlled, such as in real time, to adjust the magnification thereof.
  • each such region 1020 can include an electrically controlled magnifier disposed to alter an amount of magnification, such as in real time.
  • the one or more magnifiers 1030 can be adjusted (such as in real time) in response to one or more of (A) changes in gaze direction and/or focal length of the wearer’s eye, (B) inputs from the wearer, (C) object recognition, or otherwise as described herein.
  • the eyewear can adjust its magnification with respect to the selected object so as to make that object easier for the wearer to distinguish. This might involve increasing or decreasing an amount of magnification of a portion of the wearer’s field of view (FOV) in which that object is found.
  • FOV field of view
  • this can apply when the wearer directs their gaze to a particular drawing, symbol, or word on a display (whether a printed page, a physical sign, a computer display, a smartphone or mobile device display, or a heads-up display).
  • this can apply when the wearer directs their gaze to a particular object or person (whether nearby or distant).
  • the magnifiers 1030 are adjusted in response to selection of a particular object, that object can be made more easily visible to the wearer.
  • this can apply when the wearer desires to apply a binocular effect to their field of view (FOVj, such as when the wearer desires to see a distant object more clearly. This can also apply when the wearer desires to see a distant object at a larger magnification, such as when that distant object occupies only a small portion of the wearer’s FOV.
  • FOVj field of view
  • this can also apply when the eyewear attempts to draw the wearer’s attention to a particular object, such as an object or person that the eyewear has recognized as of interest to the wearer.
  • the eyewear can draw the wearer’s attention to the object in one or more of
  • the magnifiers 1030 can be electrically controlled to make desired adjustments, such as to increase/decrease the amount of magnification.
  • the one or more sensors 1040 can determine one or more of (A) a gaze direction and/ or focal length by the wearer, (B) one or more inputs by the wearer, (C) one or more circumstances statistically correlated or otherwise corresponding to circumstances in which the wearer desires an increase/decrease in the amount of magnification, such as when a particular object or person is recognized, or (D) other circumstances in which an increase/decrease in the amount of magnification is desirable.
  • the processors 1060 can generate an electronic control signal (not shown), such as at an output pin of a processor chip or circuit board (not shown). The electronic control signal can be coupled to one or more of the electrically controlled magnifiers 1030. This can have the effect of altering an amount of magnification.
  • the one or more sensors 1040 can be disposed within the eyewear (such as mounted between the wearer’s eye and a lens 1010) and can include a sensor disposed to measure a gaze direction and/or a focal length by the wearer’s eye.
  • the sensor 1040 can include an infrared (IR) sensor or a camera directed at the wearer’s eye (such as their pupil), or another device suitable to determine gaze direction and/or focal length.
  • the sensor 1040 can determine an object the wearer’s gaze is directed to.
  • the processor 1060 can select an optimum amount of magnification to maximize the visibility of the object.
  • the one or more sensors 1040 can be disposed on the eyewear (such as mounted on an externally accessible surface) and can include touchable surface disposed to receive an input by the wearer.
  • the sensor 1040 can include a button, a capacitive touch sensor, a slider, a proximity sensor, a voice input, or otherwise as described herein, disposed to detect when the wearer provides an input indicating the wearer’s desire to increase/decrease magnification.
  • the sensor 1040 can determine that the wearer desires to increase/decrease an amount of magnification of the eyewear.
  • the processors 1060 can increase/decrease the amount of magnification as directed by the wearer.
  • the one or more sensors 1040 can be disposed on the eyewear, such as mounted on a forward-looking camera directed at the wearer’s field of view (FOV).
  • the sensors 1040 can be disposed to provide information from which the processors 1060 can determine an object or person in the wearer’s FOV.
  • the processors 1060 can increase/decrease the amount of magnification so as to make the detected object or person more visible to the wearer.
  • the processors 1060 can be disposed to receive information from one or more sensors 1040 and can combine that information so as to detect one or more circumstances in which the wearer has statistically desired a change in an amount of magnification. In response to this information, the processors 1060 can determine a reliability of whether or not the wearer would desire a change in an amount of magnification. When the processors 1060 determine a sufficient degree of confidence that the wearer would desire a change in an amount of magnification, the processors can increase/decrease the amount of magnification so as to conform to the wearer’s predicted desire.
  • the processors 1060 determine that the amount of magnification should be changed, this can have the effect of making one or more images or objects in the wearer’s field of view (FOV) more visible to the wearer.
  • the one or more processors 1060 can determine whether to make such changes periodically, aperiodically, or otherwise from time to time, in real time or otherwise as described herein.
  • Fig. 11 shows a conceptual drawing of an example eyewear used to provide dynamic adjustment with respect to reflection and partial reflection.
  • An example eyewear 1100 can include one or more elements as shown in the figure, including at least
  • one or more lenses 1110 such as lenses mounted on a frame
  • one or more mirrors 1120 disposed to provide a reflective effect, so as to allow the wearer (not shown) to see at an angle not ordinarily available;
  • one or more sensors 1130 disposed to determine a gaze direction and/ or focal length of the wearer’s eye with respect to the mirrors, the sensors being coupled to the mirrors;
  • one or more wearer inputs 1140 disposed to receive one or more input controls from the wearer, such as an eye gesture, a touch input, or otherwise as described herein;
  • processors 1150 coupled to the sensors, the wearer inputs, a combination thereof, or otherwise as described herein.
  • the mirrors 1120 can be coupled to the processors 1150.
  • the processors 1150 can control the angle at which the mirrors 1120 are positioned, and where applicable, can electronically control a focal length of the mirrors 1120.
  • the processors 1150 can determine an angle and distance at which the wearer is looking, such as by using the sensors 1130 to determine a gaze direction and/or focal length of the wearer’s eye.
  • the processors 1150 can adjust the angle and focal length of the mirrors 1120 in response thereto. This can have the effect that the wearer can see behind themselves, to the side, or otherwise as described herein, using the mirrors 1120.
  • the mirrors 1120 can be disposed so as to provide a continuous image to the wearer that collectively shows a central vision region and a peripheral vision region.
  • the mirrors 1120 can be disposed so as to provide a continuous image to the wearer that collectively shows a forward-looking view and a rearward-looking view. This can have the effect that the wearer’s eye and brain can integrate the portions of the presentation by the lenses 1110 and the mirrors 1120 so as to present a full image to the wearer, without any disjoint breaks at edges of the lenses 1110 or at disjoint regions therein.
  • the wearer can also use the lenses 1110 and the mirrors 1120 to view a peripheral vision region of their field of view, using a central vision region of their retina. This can have the effect that the wearer can have as clear vision of the peripheral vision region of their field of view as they have of the central vision region of their field of view.
  • Fig. 12 shows a conceptual drawing of an example eyewear used to provide dynamic adjustment with respect to three-dimensional (3D) viewing of a display.
  • An example eyewear 1200 can include one or more elements as shown in the figure, including at least
  • one or more lenses 1210 such as lenses mounted on a frame, or such as contact lenses disposed for wearing by a user (not shown);
  • one or more 3D presentation devices 1220 disposed to provide a 3D presentation, such as a 3D still image (not shown) or a 3D moving image (not shown);
  • one or more sensors 1230 disposed to determine a gaze direction and/or focal length of the wearer’s eye with respect to the regions, the sensors being coupled to the magnifiers;
  • one or more wearer inputs 1240 disposed to receive one or more input controls from the wearer, such as an eye gesture, a touch input, or otherwise as described herein;
  • processors 1250 coupled to the sensors, the wearer inputs, a combination thereof, or otherwise as described herein.
  • the 3D presentation devices 1220 can include one or more controllers with respect to the lenses 1210, so as to provide images to the wearer that collectively show a 3D presentation.
  • the images can include portions of the 3D presentation at distinct depths of the wearer’s field of view (FOV). This can have the effect that the wearer’s eye and brain can integrate the portions of the 3D presentation so as to present a 3D image (still or moving) to the wearer.
  • one or more 3D images (such as a 3D still image, a 3D moving image, or a combination thereof) can be presented with respect to a display.
  • the display can include one or more of
  • a smartphone or another mobile device display a phablet or tablet display
  • HUD head-up display
  • billboard display a billboard display
  • movie theater display a window or other see-through display
  • CAD computer-aided design
  • a 3D still image or a 3D moving image can be presented with respect to a smartphone or another mobile device display, such as might be presented with respect to a game “app” executing on the smartphone or mobile device, or such as might be presented with respect to an 3D video call using the smartphone or mobile device.
  • a 3D still image or a 3D moving image can be presented with respect to a gaming device display, a computer device, or a related type of display, such as might be presented with respect to a game being played by one player, or between or among more than one player, or such as might be presented with respect to a game being played using the internet or another longdistance communication link.
  • a 3D still image or a 3D moving image can be presented with respect to a 3D presentation being made to an audience, such as might occur with respect to a live-action show, a movie theater, a news event, a sports activity (in which an individual player’s action can be focused-upon and presented to the audience), or otherwise as described herein.
  • a 3D presentation can be made to a class of students, or another audience.
  • a 3D still image or a 3D moving image can be presented with respect to a telemedicine activity or another relatively long-distance expert activity.
  • an expert can provide oversight to a student or another individual performing an activity under the aegis of an expert who is unable to attend physically, or for whom personal attendance is infeasible.
  • the eyewear can turn on/off a 3D presentation in response thereto.
  • the eyewear can turn off its 3D presentation and allow the wearer to see their normal field of view (FOV) without any 3D adjustment.
  • FOV field of view
  • the eyewear can turn on its 3D presentation and allow the wearer to see the display using 3D viewing.
  • the 3D presentation devices 1220 can provide the portions of the 3D presentation using one or more of
  • time-division multiplexing in which the distinct portions are interlaced with respect to time
  • color-division multiplexing in which the distinct portions are distinguished by a color (such as red/blue);
  • spatial-division multiplexing in which the distinct portions are distinguished by a spatial offset or an angle at which they are presented;
  • lens-division multiplexing in which the distinct portions are distinguished by which one of the lenses 1210 (or interlaced pixels or regions of the lenses) at which they are presented; or otherwise as described herein.
  • the eyewear can determine, in response to the wearer’s gaze direction and/or focal length, or in response to an input by the wearer, or in response to a predictive measure in response to circumstances from which a statistical inference can be drawn, or otherwise as described herein, whether the wearer is directing their gaze to a display.
  • the eyewear can determine when the wearer adjusts their gaze to/from the display.
  • the eyewear can adjust whether it provides a 3D image, or alternatively, whether it allows normal sight of the wearer’s normal field of vision (FOV) without providing a 3D image. This can have the effect that the wearer can view the 3D image at the display without suffering blur when looking away from the display. Adapting to changes in light/dark viewing
  • the eyewear and systems described herein can provide a method of adapting to changes in light/ dark viewing, such as by adjusting shading/inverse-shading to activate (or maintain activated) the wearer’s rods in their retina. This can be relevant when, for example,
  • the wearer of eyewear described herein transitions from a bright to a dark viewing environment, such as when exiting a bright police car into a dark night-time environment, or such as when entering a bright indoor location from a dark night-time environment;
  • the wearer of eyewear described herein transitions from a dark to a bright viewing environment, such as when driving or flying from a dark night-time environment to a bright daytime environment.
  • the wearer’s rods de-activate relatively quickly and re-activate relatively slowly.
  • the eyewear can be disposed to determine when the wearer is about to transition from a dark to a bright viewing environment; in such cases, the eyewear can shade the bright viewing environment so as to prevent the wearer from losing the activation of their rods (losing their “night vision”). If the bright viewing environment is expected to last substantial time, the eyewear can allow the shading effect to fade, so as to activate the wearer’s cones in their retina (gaining “color vision”). This can have the effect that relatively brief exposure to bright light does not cause the wearer to lose their night vision, a phenomenon sometimes called “night blindness”.
  • the eyewear can also be disposed to determine when the wearer is about to transition from a bright to a dark viewing environment; in such cases, the eyewear can shade the bright viewing environment for a relatively long time, so as to allow the wearer’s rods to activate (thus, providing the wearer with “night vision”). This can be particularly effective when the wearer is driving a car or piloting an aircraft in the direction of sunset; when the sun is low on the horizon, it can shine directly in the wearer’s eyes, degrading the wearer’s night vision at a time when it is about to be most needed.
  • Example ambient luminance cases The eyewear and systems described herein can provide a method of protecting the wearer’s eyesight from changes in relative light/dark environments, such as by adjusting shading/inverse-shading to prevent excessive ambient luminance from penetrating to the wearer’s retina. This can be relevant when, for example,
  • the wearer of eyewear described herein is subject to a sudden increase in ambient luminance, such as when transitioning from a relatively dark ambient environment to a relatively bright ambient environment;
  • the wearer of eyewear described herein is subject to a sudden increase in ambient luminance, such as when the wearer receives sudden glare or other bright light directed at their eye(s);
  • the wearer of eyewear described herein is subject to a sudden increase in background luminance, such as when the wearer is tracking a moving object that moves in front of a bright light source, such as a floodlight or the sun;
  • the wearer of eyewear described herein is subject to a sudden increase in sensitivity to ambient luminance, such as when the wearer has recently been the subject of a medical procedure that has the effect of causing the eyes to become more light-sensitive;
  • the wearer of eyewear described herein is subject to a sudden increase in ambient luminance, in which the change in ambient luminance is too fast for the wearer’s eyes to react;
  • the wearer of eyewear described herein is subject to a sudden increase in ambient luminance, such as when using a “night vision” device or another type of device that amplifies luminance;
  • the wearer of eyewear described herein is subject to an increase in ambient luminance with respect to only one of two eyes, such as when the wearer attempts to keep track of multiple objects, one of which has a bright background and one of which does not;
  • the wearer of eyewear described herein is subject to an increase in ambient luminance with respect to only a subset of colors, such as when the wearer is subject to an increase in ambient luminance with respect to only blue or ultraviolet, only green, or only red or infrared;
  • the wearer of eyewear described herein is subject to a short pulse, or multiple short pulses, of change in ambient luminance, such as a sequence of short pulses of greatly increased ambient luminance.
  • the eyewear and systems described herein can include an ambient luminance sensor, as further described herein, that can determine an amount of ambient luminance to which the wearer’s eye is subject.
  • the ambient luminance sensor can be coupled to a computing device, which can control a shading element so as to protect the wearer’s eye against excessive ambient luminance.
  • the computing device can compare the amount of ambient luminance against a threshold value and can determine whether to provide shading in response to that comparison.
  • this process can be useful when the wearer is subject to a sudden increase in ambient luminance, such as when transitioning from a relatively dark ambient environment to a relatively bright ambient environment.
  • the transition can trigger the computing device to provide a different amount of shading, so as to prevent the wearer from being temporarily blinded or subject to eye pain by the newly-bright ambient environment.
  • this process can be useful when the wearer is subject to a sudden increase in ambient luminance, such as when the wearer receives sudden glare or other bright light directed at their eye(s).
  • the sudden glare can be from a “flashbang” grenade, as further described herein, from a reflection of a floodlight or the sun from a reflective surface, as further described herein, from revealing a bright background light such as a floodlight or the sun, as further described herein, or otherwise as described herein. This can occur when a shiny object moves so as to cause a reflection of light into the wearer’s eyes, or when a cloud moves away from the sun to reveal bright light.
  • the sudden glare can also result from the wearer tracking a moving object that moves in front of a bright light source, such as a floodlight or the sun, as further described herein. This can occur when the wearer is involved in a sport, such as a baseball player who is tracking a ball with a floodlight or the sun as background.
  • a bright light source such as a floodlight or the sun
  • this process can be useful when the wearer is subject to a sudden increase in sensitivity to ambient luminance, such as when the wearer has recently been the subject of a medical procedure that has the effect of causing the eyes to become more light-sensitive.
  • medical procedures can include (A) cataract surgery, (B) surgery with respect to detachment of the retina, (C) eye dilation from an optometrist visit, or otherwise as described herein. This can occur when the wearer has had their eyes dilated at an optometrist visit and becomes very sensitive to sunlight or other bright light.
  • this process can be useful when the wearer is subject to a sudden increase in ambient luminance, in which the change in ambient luminance is too fast for the wearer’s eyes to react.
  • the wearer’s eyes can generally only reach with respect to a turn-off or turn-on time for the wearer’s cone or rod cells, while the eyewear can react electronically.
  • the wearer’s eyes can generally only react within about 300-500 milliseconds, while the eyewear can react electronically within about 5-50 milliseconds.
  • the eyewear can react sufficiently fast that bright light, glare, or other debilitating visual input, can be shaded by the eyewear against damage or pain to the wearer.
  • this process can be useful when the wearer is using a “night vision” device or another type of device that amplifies luminance, and there is a sudden increase in ambient luminance.
  • the device that amplifies luminance can make the error of rapidly increasing luminance as viewed by the wearer, with the possible effects of (A) making it difficult for the wearer to see, (B) debilitating the wearer’s night vision, or otherwise as described herein.
  • the wearer when using a “night vision” device, the wearer might be subject to adverse effects when their target shines a light in their direction; in such cases, it can be useful for the eyewear to rapidly shade the wearer against that light.
  • the shading element can be disposed between the wearer’s eye and the “night vision” device itself.
  • this process can be useful when the wearer is subject to an increase in ambient luminance with respect to only one of two eyes. This can occur when the wearer is involved in a sport, such as a baseball player who is (with one eye) tracking a ball with a floodlight or the sun as background, and who is (with another eye) concurrently tracking another player who is moving. In such cases, the wearer’s view of the ball might need to be shaded, while the wearer’s view of the other player might not need to be shaded.
  • this process can be useful when the increase in ambient luminance is only with respect to a particular set of frequency, such as a particular range of colors (e.g., blue/ultraviolet, green, red/infrared, or otherwise as described herein).
  • a particular set of frequency such as a particular range of colors (e.g., blue/ultraviolet, green, red/infrared, or otherwise as described herein).
  • the eyewear can shade only with respect to the color(s) for which there is a substantial increase in luminance; thus, the eyewear can restrict its shading to only those color(s).
  • the increase in ambient luminance is only with respect to blue
  • the eyewear can shade only blue light, thus reducing the amount of blue light injected into the wearer’s eyes.
  • this process can be useful when the increase in ambient luminance is only applied for a very short time duration, such as a short pulse, or multiple short pulses, of change in ambient luminance.
  • a very short time duration such as a short pulse, or multiple short pulses, of change in ambient luminance.
  • the wearer can be subject to a sequence of short pulses of greatly increased ambient luminance. Without shading, this can have a deleterious effect on the wearer’s visual acuity or other visual capabilities; with shading, the wearer can be protected against this effect.
  • the computing device can maintain two independent ambient luminance threshold values, such as ft and ft, at which an amount of shading is altered, such as to provide shading or to remove shading.
  • the computing device can maintain two independent amounts of shading, such as m and a 2 , which represent amounts of shading that are provided (or removed).
  • ft > ft and m > a 2 The threshold amounts ft and ft can be separated by an amount of ambient luminance sufficiently large that the wearer would otherwise recognize the difference.
  • m and a 2 can be separated by an amount of shading sufficiently large that the wearer would otherwise recognize the difference.
  • the computing device can increase the amount of shading to m, so as to reduce the amount of luminance reaching the wearer’s eyes to a limit that does not impair the wearer’s sight even temporarily.
  • the amount of shading can then be maintained at oi, so as to provide the wearer with a relatively stable viewing environment, at least until the amount of ambient luminance is significantly reduced.
  • the computing device can decrease the amount of shading to a 2 , so as to increase the amount of luminance reaching the wearer’s eyes, again so that the wearer’s sight is not impaired even temporarily.
  • the computing device can maintain a third independent ambient luminance threshold value, such as ft, at which an amount of shading is altered, such as to provide shading or to remove shading.
  • a third independent amounts of shading such as ⁇ r 3 , which represents an amount of shading that is provided (or removed).
  • the pair of threshold values ft and ft, and the pair of threshold values ft and ft can be separated by an amount of ambient luminance sufficiently large that the wearer would otherwise recognize the difference.
  • the pair of shading values oi and a 3 , and the pair of shading values a 3 and a 2 can be separated by an amount of shading sufficiently large that the wearer would otherwise recognize the difference.

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  • Physics & Mathematics (AREA)
  • Health & Medical Sciences (AREA)
  • Ophthalmology & Optometry (AREA)
  • General Health & Medical Sciences (AREA)
  • General Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Engineering & Computer Science (AREA)
  • Textile Engineering (AREA)
  • Acoustics & Sound (AREA)
  • Otolaryngology (AREA)
  • Rehabilitation Tools (AREA)

Abstract

Un article oculaire (100) ajuste de manière dynamique des effets de visualisation pour s'adapter à l'utilisateur, à l'objet ou à la scène visualisé(e) (luminance, proéminence de couleur, éblouissement, flou visuel/bruit) et à d'autres conditions : paramètres sensoriels (direction du regard, distance focale, mouvements oculaires, autre activité de l'œil, autres sens, entrées d'utilisateur), états médicaux, emplacement de l'utilisateur, paramètres environnementaux, activité de l'utilisateur, utilisation par l'utilisateur, champ de vision de l'utilisateur. L'article oculaire peut ajuster des caractéristiques visuelles présentées à l'utilisateur, telles que des changements de réfraction, de polarisation/ombrage, de couleur, d'angles/de fonctions prismatiques, d'affichages 3D. L'article oculaire peut être adapté en termes de facteur de forme : lunettes, lentilles de contact, affichage d'image sur la rétine (RID), LIO, masque facial/casque, véhicules, fenêtres, écrans, scopes, dispositifs de RA/RV, capteurs nerveux, dispositifs externes L'article oculaire peut ajuster la réfraction, la polarisation/ombrage, le filtrage/l'injection de couleur, la fausse coloration, la variation de couleur; des angles/fonctions prismatiques. L'article oculaire peut répondre à l'activité de l'utilisateur : police, militaire, pompier, intervenant d'urgence, recherche et sauvetage, fonctionnement des véhicules, événements sportifs/événements de parc thématique, visualisation de publicités/vitrines, conversation. Une optimisation hybride de l'article oculaire peut être personnalisée pour les utilisateurs.
PCT/US2022/047070 2021-11-23 2022-10-19 Optique personnalisée WO2023096713A1 (fr)

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US202117534444A 2021-11-23 2021-11-23
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US17/830,976 2022-06-02

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20160029716A1 (en) * 2014-07-30 2016-02-04 Elwha Llc Customized face mask
US20180000179A1 (en) * 2016-06-30 2018-01-04 Alan Jeffrey Simon Dynamic face mask with configurable electronic display
US11160319B1 (en) * 2020-08-11 2021-11-02 Nantworks, LLC Smart article visual communication based on facial movement

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20160029716A1 (en) * 2014-07-30 2016-02-04 Elwha Llc Customized face mask
US20180000179A1 (en) * 2016-06-30 2018-01-04 Alan Jeffrey Simon Dynamic face mask with configurable electronic display
US11160319B1 (en) * 2020-08-11 2021-11-02 Nantworks, LLC Smart article visual communication based on facial movement

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