Invented by Michael Hayes Freeman, Richard C. Freeman, Mitchael C. Freeman, Chad Boss, Jordan Boss, Raytrx LLC

The market for wearable image manipulation systems with microdisplays, augmentation of vision, and sensing in augmented-reality (AR) glasses is experiencing significant growth and innovation. These advanced technologies are revolutionizing the way we perceive and interact with the world, opening up new possibilities across various industries. AR glasses, also known as smart glasses, are wearable devices that overlay digital information onto the real world, enhancing our perception and providing us with a seamless blend of virtual and physical environments. They have gained popularity in recent years, with major tech companies investing heavily in their development. One of the key features driving the market for AR glasses is the integration of microdisplays. These small, high-resolution screens are embedded into the glasses, allowing users to view digital content without obstructing their vision. Microdisplays enable a wide range of applications, from displaying notifications and navigation instructions to immersive gaming experiences and virtual tours. Furthermore, the augmentation of vision capabilities in AR glasses is a game-changer. By incorporating sensors and cameras, these glasses can capture and process real-time visual data, providing users with enhanced vision and perception. For example, they can recognize objects, faces, and gestures, enabling seamless interaction with the digital content overlaid onto the real world. This opens up opportunities for various industries, such as healthcare, manufacturing, and logistics, where workers can benefit from real-time information and guidance. Sensing technology is another crucial component of wearable image manipulation systems. By integrating sensors like accelerometers, gyroscopes, and GPS, AR glasses can track the user’s movements, location, and orientation. This data can be used to provide context-aware information, personalized recommendations, and immersive experiences. For instance, in the tourism industry, AR glasses can offer interactive guides that adapt to the user’s location and preferences, enhancing their exploration of new places. The market for wearable image manipulation systems with microdisplays, augmentation of vision, and sensing in AR glasses is witnessing rapid growth due to several factors. Firstly, advancements in display technology have led to the development of smaller, lighter, and more energy-efficient microdisplays, making them suitable for wearable devices. Additionally, the increasing demand for hands-free and intuitive user interfaces has fueled the adoption of AR glasses in various professional settings. Moreover, the COVID-19 pandemic has accelerated the adoption of AR glasses in industries such as remote collaboration, telemedicine, and remote training. These glasses enable professionals to interact with digital content and remote experts while maintaining social distancing protocols. As a result, the market for wearable image manipulation systems has experienced a boost, with companies investing in research and development to meet the growing demand. In conclusion, the market for wearable image manipulation systems with microdisplays, augmentation of vision, and sensing in AR glasses is expanding rapidly. These advanced technologies are transforming the way we perceive and interact with the world, offering endless possibilities across industries. As the technology continues to evolve and become more accessible, we can expect to see further innovation and integration of AR glasses into our daily lives.

The Raytrx LLC invention works as follows

Wearable mixed reality system including a camera input, an image projection system that can be worn by the user, and a processing system in communication with both the camera input and the projection system. The processor can be capable of receiving an image of the real world from the camera input and displaying a portion of that image as well as an augmented version on the image projector system so that the user sees both images simultaneously.

Background for Wearable image manipulation system with microdisplays, augmentation of vision, and sensing in augmented-reality glasses

Field of Invention

The present invention is a general improvement in augmented reality glasses. This includes using these glasses for medical purposes to correct vision defects. More specifically, it relates to a method and system for compensating for vision defects. These methods include detecting vision defects and capturing images, altering the image to correct the defect, and then displaying the modified image. This invention incorporates new hardware and software related applications, including smart contact lenses.

Description of Related Art

The effects of AMD, macular holes and other vision defects or blindness conditions related to FOV (Field of Vision), such as Stargardt’s Disease, diabetic macular disease, cystoid edema and macular atrophy are usually irreversible. Losing a part of one’s vision can have a devastating impact on a person’s quality of life. This includes the inability to read, watch television, or use computer screens. In some cases, a patient can stop the condition and still have some vision. For example, in macular hole and macular degeneration the peripheral vision remains intact. However, in retinitas, peripheral vision is completely lost. remains. In each of these situations, augmentation of an image projected with pixel manipulation along with real-world visual information can assist the patient in recovering part or all of their vision.

There have been attempts in the past to compensate or augment the damaged or impaired vision of patients whose other eyesight is defective. Previous efforts focused on devices which increased the intensity or contrast in the patient’s vision and/or magnified the image while wearing virtual-reality goggles that blocked all external sight. The devices are expensive and bulky, and they only allow for a VR-type viewing environment. This means that the patient is only able to see the image projected on the display. The patent wearing these VR goggles is unable to see the real world around them with the remaining sight. It is an unfortunate fact that a person using VR goggles or some AR glasses that use wave guides to restrict peripheral vision cannot see the environment in which they are working, how to walk or navigate the steps, or their immediate surroundings. The display can only be useful when the user is sitting or stationary. The user must remove the goggles to see the actual environment. This is a serious limitation for this application. These VR goggles and AR glasses are also limited in that the field of vision is too small to accurately represent the real-world environment. Patients wearing them may suffer from motion sickness due to blurriness, whirriness, and latency.

In one embodiment of AR glasses for medical applications, the invention aims to manipulate, stretch and skew the image projected onto the eye in order to avoid the macula and direct it to the retinal peripheral receptors. This way, the whole image is projected onto the retinal receptors that are still functioning, and the macula can be avoided. This invention teaches how to create matrix distortions of an entire image, and project it on the peripheral of the eye while avoiding macula.

However by combining hardware, software and firmware as described here, the patient can, using’see-through? Glasses or lenses with a large field of view, on which an augmented picture can be displayed, are able to deliver both the real world and the augmented visual information that corrects the vision defect. This is a significant improvement over the current art, and it’s a new “mixed reality?” wearable invention.

Under this teaching, visually impaired users can simultaneously be exposed to real world visual and augmented information. This will create a “mixed reality” by combining the two inputs. vision. As taught in this patent, the augmentation can be achieved with virtually no delay, so that it enhances the real-world experience of the user. This patent allows the user to see real-world visual information through their peripheral vision, so they can walk and navigate with the same confidence and safety that they would have otherwise.

The present invention addresses one or more problems identified above.

In general, the invention is a wearable vision-correcting device that, in its preferred form, uses mixed reality glasses/lenses along with new hardware and software to achieve the desired result. This invention can manipulate an image or a video to avoid unsighted regions, such as damaged areas caused by macular degeneration and macular holes, and then project the image onto the glasses/lenses so that it is viewed by the nearest sighted area of the eye. It can also combine such augmented videos back into real-world pictures, which are viewed along with the real-world photos received without video, usually by the peripheral of the naked eyes. It can also correct nearsightedness or farsightedness while the central vision is being corrected.

In another aspect of the invention, the pixels are not altered for eye correction. Instead, the AR headset can provide a computer-mediated display on a screen so that the wearer is able to see both the real and augmented world at the same. This aspect of the invention may include features such as voice/speech, gesture recognition and obstacle avoidance. Other features that can be used are GPS, cellular radio frequencies and Wi-Fi frequencies. Bluetooth and Bluetooth Light connections. Infrared cameras.

The mixed reality headset described in this document can be used for medical applications, commercial and industrial uses, gaming, drone controls, app experiences, and military purposes, just to name a couple.

It is important to remember that the retina as a whole is the tissue that is sensitive to light and colors that lines the inner surface of the eye. The retina works in a similar way to film inside a camera. This invention can supplement the retina?s camera effect, by providing a mixed reality, augmented vision, to the user, using one or more external camera and a display as well as their natural vision. The higher the resolution the better, as it is crucial to hit as many cones with the augmented image or video. The display can also cover more than 50 degrees of the field of view (FOV) of the user, but the invention works with smaller FOVs.

The image can be displayed in 90 degrees, 80 degree, or 50 degree FOV in one aspect. The larger the FOV, the more the video display can integrate the outside periphery into the eye’s view.

The image displayed can be on the entire or part of the lens of mixed reality glasses, goggles or other display methods, where both normal and video vision is present.

Part of duality in vision is the real-world view that the user has, where there are no modified augmented videos, usually on the outer edges of the glasses, and beyond that it’s the user’s unrestricted sight. In the case of macular, the modified, augmented video or image is usually focused on the area of the eye that is closest to the center of vision. This allows for manipulated pixels and pictures to be concentrated onto the areas of the eye that are still sighted, while avoiding unsighted areas. These two elements may be combined to create a mixed reality augmented vision that may correct the defects of eye diseases such as macular degeneration. or ?deficits?.

In the natural state of the optical elements of the eye, using the lens to focus an image on the retina, a series chemical and electrical reactions are initiated within the retina. The nerve fibers in the retina receive the signals and transmit electrical signals to our brains, which interpret them as visual images. We all’see’. The brain is able to “right” The brain image implemented natural simulation. This invention could use the natural “simulation” created by the brain. This invention may use this natural?simulation? “A complete picture or video is displayed, even though there are parts that do not show up.

This invention could also use the “brain-stitching” technique. The theory behind the blind spot or scotoma that exists in each human eye. This naturally occurring “hole” This naturally occurring?hole? corresponds to a place in the field of vision where there are no light-detecting photoreceptors on the optical disc of the retina, at the point where the optic cord passes through the disc. This part of the FOV is invisible because there are no photoreceptor cells on the optical disc. It has been known for some time that our brains can interpolate the blind spot using information from surrounding details and the same eye or other eye. This process is called ‘filling-in’. Blind spots are filled with similar visual information that makes them difficult to detect.

This invention states that the brain can interpret an image as a complete picture by moving pixels from the non-sighted part of a macula that has been damaged to the area surrounding the damage. The hole in the video or pictures will not be seen. Software and chips can be used to create a camera-generated display image that corrects for the macular part of the retina missing by not projecting video or pictures on the unsighted area, but instead displaying the whole image or video in the remaining sighted area.

This invention has discovered a new concept for the correction of defects like macular degeneration which supposes and enables the brain-stitching/natural brain simulation theory. The technique has been tested on Brig. Gen. Richard C. ?Dick? Freeman (U.S.A.F.) Ret.) Who is the inventor here, and who was the first to invent streaming mobile video? General Freeman suffered from macular degeneration. After wearing the device and its augmentations he could instantly “see” again. A nose that has been hidden for years due to macular degeneration can now be seen on a person’s face. In his case, the brain-stitching took place instantly and didn’t need to be “learned” by the brain. The brain did not need to be?learned?

In one embodiment, this invention may have up to four distinct “phases” The user may experience visual images in different phases. The four phases described here are called image manipulation techniques (IMT). The invention can be implemented with less than four phases, but it is preferred to use all four. With virtual reality googles for example, the first two phases may not be required. These two steps can be used for mixed reality and augmented-reality hardware. The four phases are explained by looking at the preferred embodiment.

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