Patent Description:
The <NUM>-hour light-dark (LD) cycle is a fundamental characteristic of the Earth's environment. Behavior and physiology of animals and humans are affected by, and have adapted to, the LD cycle. Most biochemical, physiological, and behavioral variables in humans oscillate according to the LD cycle. These oscillations are termed "circadian rhythms" and are brought about by a circadian timing system of a body. This circadian timing system enables the body to predict the onset of dawn and dusk and adjust physiological and behavioral systems of the body accordingly. It is now established that these circadian rhythms are temporally organized by a circadian clock which maintains temporal synchronization between the body and the external environment, as well as the internal coordination of diverse physiological processes over time.

The eyes of the body provide a sensory system for input of such light-dark time cue signals for synchronizing the LD cycle with the body's circadian rhythm. Light received by the eyes' retina is further processed by the body's brain to synchronize the circadian rhythm. In mammals, a tract of nerves, referred to as the retinohypothalamic tract (RHT), carries information about the light-dark environment directly from the retina via the optic disk and through the optic nerve to the suprachiasmatic nuclei (SCN). The SCN are a cluster of cells in the hypothalamus which receives the transduced light-dark time cue signals, indicating the transition from light to dark, via the RHT from the retinal ganglion cells (RGCs). The SCN cluster distributes the light-dark time cue signals via endocrine and neural pathways to various systems of the body to ensure the various systems are kept synchronous with day and night. When these pathways are disrupted, the rest-activity cycle of the body fails to be synchronized to the LD cycle.

It is known that off-phase light cues may interrupt the normal circadian rhythm. For example, exposure to light late in the biological day, around dusk, will delay the onset of activity in a nocturnal animal, and delay the onset of inactivity in a diurnal animal. Light exposure early in the biological day (dawn) will advance the onset of activity in a diurnal species and advance the onset of sleep in a nocturnal species. Many physiological functions of the body are affected when the light arriving to the eye is off-phase. Moreover, undesired artificial light breaks the natural LD cycle. Light therapy has been shown to be effective for re-tuning the LD cycle. Light therapy (also called phototherapy) consists of exposure to light, daylight, or artificial light, with a specific spectrum and/or with a specific light radiance, for a prescribed amount of time and, in some cases, at a specific time of day.

Originally, scientists held a tacit belief that the light effects on the circadian rhythms, as well as other non-image forming or non-visual effects, were mediated by the classical photoreceptors that mediate vision. This view was shattered when non-image forming responses were demonstrated in mice devoid of the then known "classical" photoreceptors. It was found that light still elicited circadian phase-shifting responses and that the hormone melatonin was suppressed.

Melatonin is the principal hormone of the pineal gland, and is known to mediate many biological functions, particularly the timing of those physiological functions that are controlled by the duration of light and darkness. Light-induced suppression of melatonin had previously been shown to persist in some visually blind people. These data, as well as the demonstration that the spectral sensitivity of non-image forming responses differed from visual responses also in humans, were consistent with the existence of a novel photoreceptive system, subsequently identified as melanopsin.

The photopigment melanopsin is found in the inner retina of humans and other animals and is expressed in particular in a subclass of ganglion cells, called intrinsically photosensitive retinal ganglion cells (ipRGCs). In addition to rods and cones, melanopsin-containing ipRGCs are the third type of retinal cell capable of phototransduction. The ipRGCs respond, in reaction to incoming light, directly via melanopsin, as well as indirectly through signals from rods and cones. It is known that melanopsin is sensitive mainly to short wavelengths and, amongst others, blue light. However, melanopsin is also sensitive to other wavelengths of light in the visible spectrum. The non-image forming or non-visual photo-response of melanopsin to light brings about circadian entrainment in many physiological or body functions. These functions include sleep/wake state (melatonin synthesis), pupil light reflex for regulation of retinal illumination, cognitive performance, mood, locomotor activity, memory, body temperature, etc. The ipRGCs indirect input via the SCN regulates the light-sensitive suppression of melatonin production in the pineal gland. In mice lacking the gene Opn4, which codes for melanopsin, phase shifts, pupillary constriction, and acute suppression of activity in response to light are all attenuated. Abolition of the rods and cones, as well as the Opn4 gene, abolishes all the known image forming and non-image forming effects, demonstrating that both the classical and novel photoreceptive system contribute to these responses.

The human eye can see wavelengths within a range of about <NUM> to about <NUM>. Within this visible light spectrum, some wavelengths can induce acute or cumulative photo-damage to the eye, while other wavelengths play a role in synchronizing human biological rhythms. Historically light treatments have been applied through the eye via ambient light and/or dedicated task light. Providing therapy through conventional lighting systems does not separate or distinguish between visual effects of the provided light (e.g., the image forming function of light) and non-visual effects of the provided light (e.g., non-image forming functions controlling circadian rhythms), as the light is perceived by both image-forming and non-image-forming receptors.

A few patent documents are known that discuss the use of light treatment and apparatus used for this treatment. For example, international patent application No. <CIT> discloses a head-mounted display device which emits light to the eye through a waveguide for treating light-related disorders. The display device has a controller module which adjusts the wavelength of the light emitted to the eye according to the optimally effective wavelength for ipRGCs. The device in the WO'<NUM> application, however, does not avoid activation of the image forming receptors as the method fails to distinguish between the non-image forming receptors and image-forming light receptors in the eye.

International patent application <CIT> teaches a more specific approach to deliver light therapy to subjects, but the method of this disclosure is limited to special timeframes in a LD cycle, i.e., during sleep or shortly before going to sleep etc. The disclosed embodiment takes a form of sleep mask.

International Patent Application No <CIT> (Iridex Corporation) teaches the delivery during retinal surgery of a series of short duration light pulses to ocular tissue at a plurality of target locations with a thermal relaxation time delay to limit the temperature rise of the targeted ocular tissue. There is no teaching in this patent application of any use of the system to target the optical disk.

<CIT> discloses a more practical approach by introducing peripheral light therapy by interactive light field for non-visual or non-image forming stimulation. The approach takes advantage of the fact that the peripheral retina is less engaged in conscious, i.e., image-forming, vision. The peripheral light therapy impacts less on conscious or image-forming vision. However, the device taught in this patent document does not completely exclude the stimulation of image-forming receptors in the eye as rods and cones are still hit by the interactive light field in off-axis or peripheral photon stimulation.

A device and method for treating the visual system of a human being is known from <CIT> (Sabel, assigned to Novavision Inc. The method includes the steps of locating and defining a blind zone of deteriorated vision, i.e., a zone of deteriorated image-forming perception, in a user's visual field. The method further includes defining a treatment area which is located predominantly within the blind zone and subsequently treating the human's visual system by presenting visual stimuli to the human's visual system. The visual stimuli are presented on, for example, a computer screen. It will be noted that the term "blind zone" used in this patent application is not to be equated with the term "blind spot" or "optic disk", which is the point at which ganglion cell axons leave the eye and form the optic nerve. The method disclosed in <CIT> does not include the selective application of light to the "blind spot" or "optic disk" of a user.

International patent application <CIT> discloses systems and methods for controlling illumination relative to the circadian function of individuals using eyewear. A method for eliminating the interference of light therapy with the normal daily conscious or image-forming vision is not disclosed.

International patent application <CIT> illustrates a method and apparatus for the application of light onto the optic disk to stimulate the optic disk; the apparatus comprises one or more light emitting sources and an optical system adapted for delivering the light from the light emitting source(s) to an optic disk. This patent application does not disclose doses of light used for the treatment.

<CIT> (assigned to Essilor) is directed to a head-mounted display device comprising a light emitting source; an optical waveguide adapted to collect light emitted from the light emitting source and to guide the collected light to the eye of a wearer when the head mounted display device is being worn by the wearer; and a controller adapted to control the emitted spectrum and/or radiance and/or light level emitted by the light emitting source.

The <CIT> (assigned to Essilor) is directed to a head-mounted display device comprising a light emitting source; an optical waveguide adapted to collect light emitted from the light emitting source and to guide the collected light to the eye of a wearer when the head mounted display device is being worn by the wearer; a controller adapted to control the emitted spectrum and/or radiance and/or light level emitted by the light emitting source; wherein incidence angles of the light emitted by the light emitting source and from the optical waveguide are determined such that the illumination of the eye is peripheral; and wherein the controller is configured to provide chronobiological regulation or synchronization and/or affective disorders regulation and/or myopia prevention and/or reduction, and/or epilepsy palliative treatment by controlling the light emitting source to provide emissions between <NUM> and <NUM> with specific spatial and temporal patterns.

<CIT> (assigned to Myolite) is directed to an eye-wear borne electromagnetic radiation refractive therapy system that comprises an electromagnetic radiation source that directs its electromagnetic radiation to a desired crystalline lens or retina area of a wearer's eye; wherein the electromagnetic radiation source is configured to vary at least one of: (i) the amplitude of the radiation, (ii) the wavelength or spectral properties of the radiation, (iii) the direction of the radiation, and (iv) the area of the ocular components of the eye which are exposed to the radiation.

It is known that the amount of light applied to the optic disk can affect the treatment and that increasing the exposure of the retina to blue light may have associated adverse side effects. There is therefore a need to design a system and method for providing the right dosage of light, including effective dosing regimen, to stimulate the melanopsin whilst avoiding unnecessary light exposure of the retina.

Myopia is typically characterized by excessive ocular growth that increases the risk of serious, sight-threatening complications in adulthood, including cataract, glaucoma, retinal detachment, and myopic maculopathy. It is widely assumed that the mechanism regulating eye growth and myopia progression is localized within the eye <NUM> (McFadden & Wildsoet, <NUM>) Currently, there is no standard treatment for myopia progression, however there is a range of myopia control approaches available, including active spectacles, contact lenses, and pharmacological treatments (Wildsoet et al.

While topical medication with atropine and various contact lens types, including orthokeratology, have been shown to be effective against myopia progression (Huang et al. , <NUM>), both treatments are accompanied by several risks that should be taken into consideration. Even if applied at low dosages, atropine use is off label and has considerable side effects, such as photosensitivity, poor near visual acuity, and temporary stinging or burning. The side effects of orthokeratology and other contact lenses can include mild blurry vision, mild corneal erosion, corneal staining, lens binding, reduced tear film, and infectious keratitis. Infectious keratitis can lead to corneal scars, which require surgical treatment in <NUM>% of cases.

Studies have also investigated the effect of time outdoors on myopia prevention. Randomized controlled trials in school children have reported a significant reduction in myopia incidence rate among children taking part in outdoor programs (Wildsoet et al. According to a recent meta-analysis one extra hour of time outdoors per week can reduce the risk of myopia by <NUM>%. While the effect of time outdoors on myopia prevention have yielded significant results, only a weak effect on myopia progression is observed (Huang et al. It is currently not understood the influence of high illuminance or spectral composition of natural light, which tends to be shifted toward the blue end of the visible light spectrum, has on myopia prevention or development.

On the other hand, light therapy can be bad for myopia treatment if light is presented to a user at the wrong time (e.g., out of sync with circadian rhythms). A problem may occur where children need light treatment to help prevent myopia. Children cannot be relied upon to action the treatment at the right times. The method and apparatus of <CIT> allows invisible or non-image forming light therapy through the eyes and recommends a routine for an optimal protective effect against myopia.

A device for selective application of stimulus light to an optic nerve head of one of a left eye and a right eye of a user, as defined in the claims is disclosed. The device comprises at least one light emitting source configured to position emitted stimulus light to impinge onto the optic nerve head based on a determined location of the optic nerve head with respect to the user's gaze; at least one screen configured to fixate the user's gaze by engaging the user with content displayed on the at least one screen; a processor for selecting the stimulus light wherein the emitted stimulus light (<NUM>) is configured to stimulate melanopsin and is blue light; wherein the at least one screen (<NUM>) is the light emitting source (<NUM>) wherein the processor (<NUM>) comprises and executes software configured for positioning the blue stimulus light (<NUM>) on the screen (<NUM>) and for providing content displayed on the at least one screen (<NUM>), wherein the content is a game, and the game is displayed in the target area (<NUM>) of the screen.

The emitted stimulus light may flicker at a frequency in a frequency range between <NUM> and <NUM>.

The stimulus light may have an illuminance of more than <NUM> melanopic lux, preferably approximately <NUM> melanopic lux.

The at least one light emitting source may further be configured to position the emitted stimulus light to impinge on one of the left eye and the right eye of the user.

The at least one light source may further be configured to dimension the emitted stimulus light to impinge on a portion of the optic nerve head corresponding in size to <NUM>% of the optic nerve head.

The at least one screen may be arranged normal to the user's gaze.

The at least one screen may be arranged at a constant distance from the left eye and the right eye.

The at least one screen may be configured to display the content within at least one target area of the at least one screen, the at least one target area corresponding to an area having a diameter of <NUM> to <NUM> degrees in a foveal region of the left eye and the right eye when the gaze is fixated on the at least one target area.

The at least one target area may be arranged at the center of the at least one screen.

The at least one target area may be configured to fixate one of the left eye and the right eye of the user.

The device may be or comprise a smartphone.

The device may further comprise a virtual reality headset, wherein the smartphone may be insertable into the virtual reality headset.

The device may be a virtual reality headset.

The virtual reality headset may comprise at least one lens for forming a two-lens system with the eye of the user.

The virtual reality headset may comprise one optical path extending between the at least one screen and the left eye and may comprise another optical path extending between the at least one screen and the right eye.

The left eye and the right eye of the user may be in a primary position.

The device may further comprise a game controller for the user to engage with the content displayed on the at least one screen.

The game controller may further be configured to adjust a position of the stimulus light within the screen during calibration.

The device may further comprise a memory device configured to store data relating to the location of the optic nerve head, the data being obtained from one of user-controlled calibration, input into the device of fundus image data, and population data.

The device may be used in a method of selectively applying stimulus light on an optic nerve head of a user. The method comprises positioning at a position at least one light emitting source; fixating the user's gaze by engaging the user with content shown on at least one screen; emitting with respect to the user's gaze stimulus light by means of the at least one light emitting source such that the stimulus light impinges on the optic nerve head. Said method as such and related embodiments described herein are not per se part of the claimed invention which is as defined in the claims, but may be useful for understanding the invention as claimed.

The locating of the optic nerve head of the user may be with respect to the user's gaze.

The locating of the at least one optic nerve head may comprise one of receiving a result from a user-controlled calibration, receiving an input of fundus image data, and processing population data.

The content may be shown to a single one of the one or more eyes of the user.

The light emitting source may be configured to emit stimulus light over a session of use of the device; the session duration may be at least <NUM> minute and up to <NUM> minutes, preferably for <NUM> to <NUM> minutes.

The session duration may be performed up to five times a day, preferably up to two or three times a day.

The emitting of the stimulus light may be performed for a stimulus duration of at least <NUM> minute and up to <NUM> minutes, preferably for between <NUM> and <NUM> minutes.

The emitting of the stimulus light may be interrupted by one or more interstimulus intervals.

The interrupting may occur after <NUM> to <NUM> seconds of the emitting of the stimulus light.

The one or more interstimulus intervals may last for at least <NUM> seconds.

The content shown on the at least one screen may be a video game.

The present disclosure further relates to a use of the device of the present disclosure for the treatment of myopia. Reference to any methods of treatment as such, and as described herein below, do not per se constitute the invention which is as defined in the claims, but may be useful for understanding the invention.

Retinal photoreceptors modulate pupil diameter to regulate retinal illumination. The early stages of the pupil light response are formed by both intrinsically photosensitive retinal ganglion cells (ipRGCs) and to a lesser extent rods. It is likely that slower acting melanopsin-containing ipRGCs are the sole contributors to the pupil light response after <NUM> seconds (s) and are responsible for the sluggish recovery of the post illumination pupillary response (PIPR). Melanopsin is sensitive to blue light and is expressed in the cell bodies, dendrites, and proximal axon segments of ipRGCs in rats (Hattar et al. Melanopsin has an absorption spectrum that peaks at approximately <NUM>, i.e., in the blue range of the visible light spectrum.

The axons of ipRGCs, and those of other retinal ganglion cells, pass through the optic disc or "blind spot" and form part of the optic nerve. The optic disc is also referred to as optic nerve head or as optic disk <NUM>. The optic disc contains no rods or cones. Light falling onto the optic disc or optic nerve head <NUM> is not consciously perceived, i.e., does not lead to image-forming perception. It is not fully understood whether the presence of melanopsin in the axons of ipRGCs makes the optic disc, the optic disc or optic nerve head <NUM> sensitive to blue light.

<FIG> shows mean and standard error of the mean (SEM) of pupillary change (%) to blue and red stimuli for blind spot, parafovea, and periphery conditions over time (ms) with a stimulus onset at <NUM>. <FIG> shows mean and standard error of the mean (SEM) of pupillary change (%) for the blind spot (solid line) and periphery (dotted line) conditions in response to blue light with a stimulus onset at <NUM> (Schilling et al. It was found thus that selective stimulation of the optic disc or optic nerve head <NUM> of young adults with blue light induced a greater pupillary response (constriction) compared to stimulation with red light. The results are consistent with a presence of melanopsin in the axons of ipRGCs at the optic disc.

The contribution of melanopsin to the pupillary light response in view of the absence of classical photoreceptors, i.e., of rods and cones, in the blind spot or optic disc is not fully understood.

The change in PIPR was examined following stimulation of the blind spot, parafovea, and periphery with light.

It is not known whether excitation of melanopsin regulates the retinal dopaminergic system, e.g., through retrograde signaling from ipRGCs to dopaminergic amacrine cells which are capable of releasing dopamine (Zhang et al. , <NUM>), resulting in modulation of dopamine-driven light adaptation and retinal circadian regulation. It is further not known whether dopamine is released after excitation of melanopsin in the optic disc or optic nerve head <NUM>. Dopamine supports a number of functions in the retina and there is evidence that it also contributes to contrast sensitivity. Behavioral studies in healthy adults have found that levodopa and nomifensine, both dopamine agonists, i.e., compounds that activate dopamine receptors, improve contrast sensitivity at medium and high spatial frequencies, in particular those greater than <NUM> cycles per degree (cpd). Dopamine is also involved in retinal light adaptation.

The sensitivity of the optic disc to blue light potentially results in an increase of retinal dopamine levels. As mentioned before, increased retinal dopamine levels are known to increase contrast sensitivity. <FIG> shows mean and standard error of the mean (SEM) of contrast sensitivity (logCS) for the Freiburg Visual Acuity Test (FrACT) and the Tübingen Contrast sensitivity Test (TueCST) before and <NUM> after stimulation of the optic nerve head <NUM> with blue light. Dotted line indicates separation between lower than <NUM> cpd and higher than <NUM> cpd. A melanopsin-triggered increase in dopamine has been found upon stimulating the optic nerve head <NUM> (i.e., the blind spot) with blue light. This increase of dopamine improves contrast sensitivity for stimuli with spatial frequencies higher than <NUM> cpd.

Both ON pathway (Chakraborty et al. , <NUM>) and dopamine (Feldkaemper & Schaeffel, <NUM>) abnormalities have been implicated in ocular growth regulation and refractive error development. Studies investigating myopia using ERG, a useful, non-invasive technique to probe the potential retinal mechanisms of myopia development, have reported a reduction in the b-wave amplitude of myopes and an inverse association between the b-wave amplitude and axial eye length. The b-wave is a measure of human retinal function that primarily reflects ON bipolar cell activity. In animal models, experimental myopia has been associated with reduced retinal dopamine levels in a variety of species. Dopamine agonists have been found to suppress the development of experimental myopia. Rearing animals under bright light conditions has a similar inhibitory effect on myopia development. It is not fully understood whether the inhibitory effect of bright light, which in some cases is greater when short-wavelength light is used, is mediated by a light-driven increase in retinal dopamine. Furthermore, children with high myopia are more susceptible to sleep disturbances, potentially due to an abnormality regarding dopamine which is known to be involved in circadian rhythm entrainment. It is not known whether there is some functional change in the myopic retina that is localized in the inner layers and involves the retinal dopaminergic system.

A potential target for dopaminergic modulation in the myopic eye <NUM> is the intrinsically photosensitive retinal ganglion cells (ipRGCs), the melanopsin-containing axons of which pass through the optic disc <NUM>.

The effect of blue light stimulation of the optic disc or optic nerve head <NUM> (also termed "blind spot") on the full-field ERG and pattern ERG (PERG) of myopes compared to non-myopes was investigated. It was reported that changes in retinal electrical activity follow stimulation of blind spot melanopsin with blue light. <FIG> shows significant changes in the response of myopes but no significant changes in non- myopes. It is not fully understood whether the changes in retinal electrical activity upon stimulation of melanopsin involve retrogradely upregulating dopamine release in the inner plexiform layer as well as dopamine-mediated retinal processes and activity (Amorim-de-Sousa et al.

It was further examined how the ERG responds to different durations (i.e., <NUM>, <NUM>, Imin, and <NUM>) of light stimulation over longer periods of time, i.e., at <NUM>, <NUM>, <NUM>, <NUM>, <NUM>, and <NUM> after stimulation (see <FIG>). It was observed that the b-wave amplitude was increased following all tested stimulation durations relative to no stimulation with greater increases for the <NUM>-minute and <NUM>-minute stimulation durations and a smaller effect of a duration of <NUM> seconds of stimulation. After <NUM> minutes of stimulation, the b-wave amplitude increase was not observed until <NUM> minutes after stimulation of the optic nerve head <NUM>. On the other hand, an increase in b-wave amplitude was measured <NUM> minutes after stimulation of the optic nerve head <NUM> for <NUM> minute. It is not fully understood whether these results mean that varying durations of blue light stimulation of the blind spot elevate ON bipolar cell activity in the retina, which may have the effect of reducing the myopic response.

It is not fully understood whether choroidal thickness changes provide a short-term biomarker of vision-dependent mechanisms that regulate eye growth and precede longer-term changes in eye size. Processes leading to emmetropia, or hyperopia are associated with choroidal thickening, whereas those leading to myopia are accompanied by choroidal thinning. The choroid has been found to thicken in response to increased light exposure and ambient light appears to have a protective effect against excessive eye growth and myopia, which may be mediated by the retinal dopaminergic pathway.

It was explored whether changes in choroidal thickness could be used as a clinical biomarker that represents the intrinsic activity of the melanopsin-driven signaling pathway. It was investigated whether blue light stimulation, as opposed to the absence of light stimulation, of the optic disc causes an increase in choroidal thickness and a decrease in axial length. An optical coherence tomography (OCT) study was conducted to explore whether changes in choroidal thickness could be used as a clinical biomarker that represents the intrinsic activity of the melanopsin-driven signaling pathway. Choroidal thickness was measured before and after young myopic and emmetropic adults underwent blue light stimulation of the optic nerve head <NUM> for a stimulus duration of one minute (λpeak = <NUM>; <NUM>; <NUM> cd/m2). Custom-developed software and a Samsung Galaxy S7 inserted into a virtual reality headset were used to deliver the light. The users calibrated the stimulus light <NUM> to their blind spot location, after which they underwent a <NUM> washout period and <NUM> of dark adaptation before baseline OCT imaging and optical biometry were performed. Post-stimulation OCT measurements were taken at <NUM>, <NUM>, <NUM>, <NUM>, and <NUM> mins. Axial length was measured only at <NUM>. Rapid and sustained choroidal thickening was measured over a <NUM>-minute period following activation of melanopsin at the optic nerve head <NUM> using blue light. <NUM> shows the time-averaged change in sub-foveal choroidal thickness (ChT). <NUM> shows the time-averaged change in macular choroidal thickness. As a short-term biomarker, the increase in choroidal thickness may signal longer-term changes in ocular growth with repeated exposure to the blue light stimulus light <NUM>, a process which could involve the retinal dopaminergic system.

The present disclosure is directed to a device as defined in the claims. The device may be used in a method of applying stimulus light to a user's optic nerve head (<FIG>). The device comprises a computer program product, such as a software or a software app. The device <NUM> (<FIG>) has a processor <NUM> for executing the computer program product, such as a smart phone or a virtual reality (VR) device, to emit <NUM> by means of at least one light emitting source <NUM> and deliver, i.e. emit <NUM>, the blue light stimulation light <NUM> to the optic nerve head <NUM> (also known as blind spot). The blue light stimulation light <NUM> is delivered, i.e., is emitted <NUM>, while the user is provided with content by the software or software app. In one aspect, the content is a game displayed on a screen <NUM> of the device <NUM>. The user is engaged in gaming. The user keeps the gaze <NUM> stable and directed to the screen <NUM>. The gaze <NUM> is fixated <NUM> on a target area <NUM> of the screen <NUM>, in which the content, e.g., the game, is displayed. The term "gaze" is to be understood as the user's eye <NUM> being directed to a point in the user's visual field <NUM>. In this case, the pupil, the fovea <NUM>, and the optic nerve head <NUM>, amongst other parts of the eye <NUM>, are in a defined orientation, e.g., with respect to a line connecting the user's pupil, e.g., the center of the pupil, and the point <NUM> in the user's visual field <NUM> at which the user's gaze <NUM> is directed. In one aspect of the disclosure, the eyes <NUM> of the user are in a primary position, i.e., directed straight ahead, when the user's gaze <NUM> is directed at the content with which the user is engaged.

The screen <NUM> has a position within the visual field <NUM> of the eye <NUM>. The at least one light emitting source <NUM> has a position 60x, 60y within the visual field <NUM> of the eye <NUM>. The position 60x, 60y of the at least one light emitting source <NUM> may overlap or may not overlap (as is the case shown in the aspect of <FIG>) with the screen <NUM>. In some aspects of the disclosure, the software or software app may run on commercially available smartphones, e.g., Android smartphones.

The device of the present disclosure may in one aspect relate to a smartphone in conjunction with a VR headset and a suitable game controller. The VR headset enables stimulating both eyes <NUM> of the user. When using the VR headset, the distance between the screen <NUM>, e.g., of the smartphone or mobile device, and the eye <NUM> is kept substantially constant, which facilitates calculations to provide the stimulus light with sufficient illuminance and to adjust the illuminance of the shown content. Furthermore, the orientation of the screen <NUM> may be substantially normal with respect to the direction on the gaze <NUM> when using the VR headset. Moreover, when using the VR headset, the left eye <NUM> and the right eye <NUM> of the user may be provided with the stimulus light and the content individually (as is further explained below).

In one aspect of the present disclosure, the screen <NUM> may provide the stimulus light and the content individually and separately to the left eye <NUM> and the right eye <NUM> of the user. In other words, in this aspect of the disclosure, the content and stimulus light provided to the left eye <NUM> will not be perceived by or impinging on, the right eye <NUM>. Likewise, the content and stimulus light provided to the right eye <NUM> will not be perceived by or imping on, the left eye <NUM> in this aspect of the disclosure.

The content and the stimulus light may be individually provided to the right eye <NUM> and the left eye <NUM> by means of the screen <NUM> as well as a further one of the screens <NUM>. Alternatively, the screen <NUM> may be split into two portions, e.g., halves, such that one portion of the screen <NUM> provides the stimulus light and the content to the left eye <NUM>, and the other portion of the screen <NUM> provides the stimulus light and the content to the right eye <NUM>.

For instance, the stimulus light provided to the left eye <NUM> may be emitted by the light emitting source <NUM> positioned in the position 60x, 60y such that the stimulus light impinges on the optic nerve head <NUM> of the left eye <NUM>. However, the stimulus light will not impinge on the optic nerve head <NUM> of the right eye <NUM>. Furthermore, the stimulus light provided to the right eye <NUM> may be emitted by the light emitting source <NUM> positioned in another one of the positions 60x, 60y such that the stimulus light impinges on the optic nerve head <NUM> of the right eye <NUM>. However, the stimulus light will not impinge on the optic nerve head <NUM> of the left eye <NUM>. In this aspect of the disclosure, the device <NUM> may comprise the light emitting source <NUM> for, e.g., providing stimulus light to the left eye <NUM>. The device <NUM> may further comprise a further one of the light sources <NUM> for, e.g., providing the stimulus light to the right eye <NUM>.

Furthermore, the content may be displayed, e.g., to the left eye <NUM> of the user within the target area <NUM>, and the content may be displayed, e.g., to right left eye <NUM> of the user within another one of the target areas <NUM>. In a further aspect of the disclosure, the target area <NUM> and the further one of the target areas <NUM> may partially overlap. An overlap of the target area <NUM> and the further one of the target areas <NUM> may depend on the distance between the screen <NUM> and the eyes <NUM> of the user.

In this aspect of the disclosure, in which the stimulus light and the content are provided individually to the left eye <NUM> and the right eye <NUM> of the user, two optical paths are provided. The two optical paths extend between the screen <NUM> and one of the left eye <NUM> or the right eye <NUM> of the user. One of the optical paths enables the stimulus light and the content, e.g., to the left eye <NUM>. The other one of the optical paths provides the stimulus light and the content, e.g., to the right eye <NUM>. In one aspect, the two optical paths may be separated by a barrier shielding one of the left eye <NUM> and the right eye <NUM> from the stimulus light and the content provided for the other of the left eye <NUM> and the right eye <NUM>. In an alternative aspect, the two optical paths may be separated by means of polarization, e.g., using polarizing filters. One polarizing filter or one set of polarizing filters may be used to provide the stimulus light and the content to the left eye <NUM>. Another polarizing filter or another set of polarizing filters may be used to provide the stimulus light and the content to the right eye <NUM>.

The software app delivers the flickering blue light stimulus light <NUM> to the blind spot <NUM> while using a game. The game is designed such that the user must constantly look at one particular point or a required visible area <NUM> on the display <NUM> or screen <NUM> to succeed. According to the present disclosure the screen <NUM> blackens out/darkens outside the required visible area. This required visible area will be referred to as a "focus circle" or "target area" <NUM>. There is almost no observable difference to the user between the game according to the present disclosure, in particular when the VR headset is used for display of the game, and other video games, as the blue light stimulus light <NUM> is displayed, i.e., impinges, on the user's optic nerve head <NUM>, i.e., is not visually perceptible.

In one aspect of the disclosure, the game may comprise one or more game levels displayed to the user. The user engages with the game by playing the game. The one or more game levels may be played by the user in a consecutive manner. Ones of the one or more games levels may comprise instructions displayed to the user before playing a corresponding one of the one or more levels.

The displaying to the user of the one or more game levels may comprise displaying at least one of a plurality of target icons or game icons. This displaying of the target icons or the game icons may occur for a predetermined period of time. The playing by the user of the game may comprise looking at and memorizing, one or more of the displayed plurality of target icons. The playing by the user of the game may further comprise actuating the game controller, e.g., pressing a button of the game controller, after memorizing one(s) of the plurality of target icons. Alternatively, the user may wait for the game to automatically continue after memorizing the at least one of the plurality of target icons.

The game controller may be a wireless game controller.

The displaying to the user of the game may further comprise changing one or more of the plurality of target icons. The changing may comprise modifying the plurality of target icons or selecting a different one of the plurality of target icons to be displayed. The selecting of different one of the plurality of target icons may be repeated.

The playing by the user of the game may comprise actuating the game controller, e.g., pressing a button of the game controller, upon identification by the user of the memorized one(s) of the plurality of target icons, when the memorized target icons has been selected to be displayed. The playing by the user of the game may further comprise measuring a reaction time needed by the user to identify the memorized one(s) of the plurality of target icons when the memorized target icons has been selected to be displayed.

The playing by the user of the game may further comprise determining a performance score for the user based on the measured reaction time. The determining of a performance score for the user may further comprise determining a correctness associated with an actuation by the user of the game controller, i.e., determining whether the game controller was actuated upon correctly identifying the memorized at least one of the plurality of target icons.

The playing of the game may comprise interrupting the game for the duration of an interstimulus interval. The interstimulus interval may last for <NUM> seconds. The playing by the user of the game may comprise indicating to the user the beginning of a next one of the one or more game levels. The indicating may comprise presenting a sound to the user. The playing of the game may comprise notifying the user of a last one of the one or more game levels to be played.

In one aspect of the disclosure, the parameters of the treatment may be as follows.

A position 60x, 60y of the blue light stimulus light <NUM> may be such that the blue light stimulus light <NUM> impinges at the center of the optic disc or optic nerve head <NUM>. The location of the optic disc or optic nerve head <NUM> may be determined, i.e., the optic disc or optic nerve head <NUM> may be located <NUM> in a step of locating <NUM> the optic nerve head <NUM>, by an ophthalmologist/optometrist, based e.g., on an image of the fundus of the eye <NUM>, i.e., the interior surface of the eye <NUM> opposite the lens and including the retina, the optic nerve head <NUM>, the macular, the fovea <NUM>, and the posterior pole. Optionally, available information on the location of the optic nerve head <NUM>, which was previously determined may be used. The ophthalmologist/optometrist may input the determined or pre-determined location of the optic nerve head <NUM> into a stimulus-positioning device, e.g., the device <NUM>, the light emitting device <NUM>, or the screen <NUM>. In one aspect of the present disclosure, the stimulus-positioning device comprises a screen <NUM> and a processor <NUM> with data-processing logic, such as a smartphone, that, based on computations by the software app running on the processor, positions <NUM> the stimulus light <NUM> on the screen <NUM>.

A shape of the stimulus light <NUM> may be circular. A size of the circularly shaped stimulus light <NUM> may have a radius of an angular size of <NUM> deg (visual angle).

The stimulus light <NUM> may be flickering and have a frequency of, e.g., <NUM>. The stimulus light <NUM> may be a rectangular function with a frequency of, e.g., <NUM>. In another aspect, the frequency at which the stimulus light <NUM> flickers may be in the range of <NUM> to <NUM>.

A color of the stimulus light <NUM> may be set using the RGB-color code. The color may be set to, e.g., (<NUM>, <NUM>, <NUM>).

A brightness or illuminance of the blue light stimulus light <NUM> is for example at least about <NUM> melanopic lux for each blue light stimulus light (<NUM>). In a further aspect, the brightness may be the maximum brightness that is deliverable by the screen <NUM> of the smartphone model (i.e., Samsung Galaxy S7), corresponding to emitting <NUM> a melanopic lux of <NUM> from each of the blue discs, i.e., to each eye (<NUM>).

To keep the user's gaze <NUM> stable, the content (e.g., a game) is displayed in a target area <NUM> on the screen <NUM> corresponding to a portion within the user's retina including the fovea. In other words, when the user gazes <NUM> at the target area <NUM> of the screen <NUM>, the content displayed in the target area <NUM> of the screen <NUM> is imaged onto a portion of the retina which includes the fovea <NUM>. The content, such as the game, furthermore, involves active engagement of the user. The user's performance is quantified (accuracy and reaction time) as an index for the user's engagement (also referred to as performance score). The fovea <NUM> is an area on the retina corresponding to the area in the visual field <NUM>, e.g., the target area <NUM> on the screen <NUM>, that a human eye <NUM> is fixated on for a clear vision. In other words, while maintaining fixation of gaze <NUM> on a fixation point, the image of the fixation point projects, or is imaged, onto the fovea <NUM>.

Optionally, the location of the target area <NUM> relative to the screen <NUM>, and thus the location where the content is displayed, remains constant throughout a user session. For example, the target area <NUM> may be arranged at the center of the screen <NUM>. Moreover, the size of the displayed content may be relatively small such as to constrain the variability of the user's gaze <NUM>, thereby providing that the blue light stimulus light <NUM> is directed to the optic nerve head <NUM>. For example, the size of the content may be equivalent to a circle having a radius of <NUM> deg (visual angle) or less, such as about <NUM> deg.

The device as claimed may be used in a method of treatment; said method as such and embodiments thereof as disclosed herein below is not part of the invention as defined in the claims, but may be useful for understanding the invention. The method enables slowing of the rate of myopia onset and/or progression. In one aspect, the method enables slowing down myopia progression in children. The children may be aged <NUM> to <NUM> years old. However, other ages are possible. The method according to the present disclosure is indicated for myopic children with a refractive error between -<NUM> and -<NUM>. 00D with evidence of progression (<NUM> D/y). For this purpose, the user performs the method in, for example, at least one session per day. In another aspect, the user performs two sessions per day. Optionally, three or more sessions may be performed per day.

A recommended timing of sessions using the method is as follows. A first session during which the method is applied may occur in the morning before the child user is going to school. A second session may occur when children arrive home from school (possibly early afternoon). In one aspect, the second session occurs at least <NUM> hours after the first session but no later than <NUM> hours before sleeping.

The method according to the present disclosure enables increasing retinal dopamine release. The retinal dopamine release enables eye growth regulation. The eye growth regulation is achieved by stimulating the axons of melanopsin-containing ipRGCs at the optic nerve head <NUM> (or "optic disc") with short-wavelength light in the blue range. The treatment is in one aspect of the disclosure applied using a smartphone inserted in a VR headset.

The method according to the present disclosure enables increasing retinal dopamine levels using blue light stimulation of the optic disc, also termed optic nerve head <NUM> or blind spot. To minimize any potential influence of blue light on the retina, the method targets the optic disc or optic nerve head <NUM>, in which the axons of intrinsically photosensitive retinal ganglion cells converge and form part of the optic nerve. Stimulating the melanopsin-containing the axons of the ipRGCs in this way potentially increases retinal dopamine activity retrogradely, as mentioned above, the increase in the retinal dopamine potentially initiates a signaling cascade that ultimately slows ocular growth and the myopia progression.

A series of scientific experiments have been conducted to investigate the proposed mechanism of action of the method according to the present disclosure.

Several studies have investigated the risks of blue light regarding user safety. While animal research has demonstrated the potential hazards blue light poses to the retina, these animal studies used light parameters and exposure times leading to considerably higher overall light exposure than the settings of the method according to the present disclosure. Current light-emitting devices, such as the smartphones, are not thought to present any significant acute or subacute risk to the user's retina (Clark et al. This is particularly true considering that, according to the method of the present disclosure, children are only exposed to the blue light stimulus light <NUM> for a maximum duration of stimulation of <NUM> minutes (i.e., the active stimulus duration), twice a day. In comparison, the safe viewing limit for the blue light emitted from a Samsung Galaxy S7 is <NUM> consecutive hours, according to the IEC <NUM>:<NUM> norm (Photobiological safety of lamps and lamp systems).

Other important safety considerations include the potential effects of the blue light on the circadian rhythm and the effect of the temporal modulation (flicker) of the stimulus light <NUM>. The effects of the blue light on the sleep-wake cycle are well documented, however the extent to which the sleep-wake cycle is affected by blue light depends on the time of exposure. The melanopsin-containing ipRGCs are responsible for entraining the circadian rhythm to the solar day and are thought to be most sensitive to the blue light at night. Studies applying the blue light in the evening agree that the evening blue light can significantly impact individuals' sleep-wake cycle and sleep quality. This influence of the blue light has been considered when defining the recommended time of the day to complete the treatment sessions, as well as when the software to implement the method is enabled.

Additionally, to increase the effectiveness of the treatment, the light stimulus light <NUM> will flicker. It not fully understood how the flicker of the light impacts on the method of the present disclosure. It is acknowledged that flickering stimuli could trigger photosensitive seizures and therefore the treatment may not be suitable for those children diagnosed with, or with a family history of, photosensitive epilepsy or seizure.

Overall, the present disclosure indicates that blue light stimulation may have beneficial effects on the ocular growth, and thus the myopia progression and/or the myopia onset, without posing any significant safety concerns when applied according to the instructions for use.

As mentioned earlier, research has implicated the ipRGCs in a number in intraretinal interactions, including with dopaminergic amacrine cells based on retrograde communication between the ipRGCs and the dopaminergic amacrine cells, which potentially facilitates dopamine-driven light adaptation processes and the retinal circadian regulation. In the absence of melanopsin, the dopaminergic response to the light is limited and light adaptation is incomplete.

The blue light stimulus light <NUM> used in the method of present disclosure is directed toward the optic nerve head <NUM> to stimulate the axons of the intrinsically photosensitive ganglion cells (ipRGCs). Based on the physiological aspects described above, the blue light stimulation has been designed to effectively trigger melanopsin expression, which in turn may lead to retinal dopamine release. The increased retinal dopamine is found to have a positive influence on the otherwise further progressing ocular elongation, i.e., axial eye growth, and increasing refractive error in myopic children.

A digital treatment for myopia slowing the progression, and delaying the onset, of myopia is disclosed. In one aspect, the digital treatment enables slowing the progression and/or onset of myopia in children. The method of the digital treatment delivers blue light to the optic disc using a smartphone-compatible game, which is displayed to, and engages the user. The blue light stimulus light <NUM> is positioned <NUM> so that it is not visible to the user by directing the blue light stimulus light <NUM> onto the optic nerve head <NUM> or optic disc (also sometimes subjectively referred to as the "blind spot"). As noted above, the aim of the blue light stimulus light <NUM> is to upregulate the retinal dopamine release by activating the intrinsically photosensitive retinal ganglion cells (ipRGCs). The ipRGCs are found in the ganglion cell layer of the retina and contain the photopigment melanopsin, which preferentially absorbs light in the blue range. By targeting the optic disc, the method stimulates the melanopsin in the axons of the ipRGCs. To maximize the dopamine release in the retina, the blue light stimulus light <NUM> is temporally modulated.

One example of the digital treatment with the method according to the present invention is two short daily sessions that together total less than half an hour.

The factors influencing dosage have been divided into those attributable to the blue light (stimulus parameters, Table <NUM>) and the impact of the treatment regime (intervention parameters). This section details the relevant characteristics of the blue light stimulus light <NUM> in an example of the device and the method as tested by the inventors. The importance, selected value for treatment, and rationale for each parameter of the stimulus light <NUM> are outlined. The intervention parameters are considered in detail in a separate section below.

For the sake of simplicity and to facilitate overlap with the optic nerve head <NUM> or optic disc, which tends to be round to oval in shape, the stimulus light <NUM> is round, for instance substantially circular.

To ensure the correct position 60x, 60y and the size of the stimulus light <NUM>, an understanding of how the size of an object shown, e.g., on the smartphone screen <NUM>, is translated into the size of an image of the object on the retina is helpful. Visual angles are used to indicate the size of the retinal image of the viewed object.

The conversion of linear dimensions (measured, e.g., in mm) into the angles subtended by these linear dimensions on the retina where the image is formed, is referred to as the 'angular formula'.

The stimulus light <NUM>, e.g., the blue circle displayed on the smartphone screen <NUM>, passes through two lenses before reaching the retina. A lens in the VR headset and the lens in the eye <NUM> of the user form a '<NUM>-lens system'. The incoming stimulus light <NUM> is modified by these lenses to form an optical image on the retina of a certain size. Considering the Merge VR headset, which has a lens with focal length of <NUM>, the angular formula can be calculated in two steps:.

Firstly, the 'magnification factor' (M) is calculated to determine by how much the two lenses magnify the image on the retina, and secondly, the 'visual angle' that the image on the retina subtends is calculated.

The focal length of the VR lens is f1 = <NUM>. The focal length of the human eye lens is f2=<NUM>. The distance between the <NUM> lenses is d = <NUM>. The distance between the phone and the VR lens is s01=<NUM>.

The formula for obtaining the magnification factor M for a <NUM>-lens system is given by: <MAT> where <MAT> and s<NUM> = d - si<NUM>.

The magnification was calculated as follows: si1 = (<NUM>/<NUM>-<NUM>/<NUM>)-<NUM> = -<NUM>; s<NUM> = <NUM> - (-<NUM>) = <NUM>; Si<NUM> = (<NUM>/<NUM>-<NUM>/<NUM>)-<NUM> = <NUM>; M = (<NUM>*<NUM>)/(<NUM>*<NUM>) = <NUM>.

The magnification factor M for the Merge VR headset is used to calculate the size of the image on the retina using: <MAT>.

This means that anything shown in the smartphone screen <NUM> through the Merge VR headset is now magnified by a factor of <NUM> on the retina. For example, a dimension of <NUM> on smartphone screen <NUM> will result in a dimension of <NUM> on the retina. Visual angle.

The visual angle that an object subtends can be obtained using its size in millimeters on the retina. The visual angle is defined as the angle subtended from the center of the human lens (nodal point) to the retina. The human eye <NUM> is built from the anterior part followed by the thick crystalline lens followed by the vitreous chamber and then the retina. The distance between the center of the lens and the retina is less than the overall axial length. <MAT> <MAT> <MAT>.

Size of the stimulus: An angle of <NUM>° subtended by the diameter of the stimulus light <NUM>, using equation <NUM>, corresponds to diameter of <NUM> on the screen <NUM>.

Position 60x, 60y of the stimulus: The location, e.g., angular location, of the optic nerve head <NUM> (or blind spot) from the fovea <NUM> is obtained from the fundus image. If the left blind spot had a horizontal angle of <NUM>° and a vertical angle of <NUM>°, using equation <NUM>, these angular location values of the optic nerve head <NUM> correspond to a position 60x, 60y on the screen <NUM> that is displaced by <NUM> horizontally and <NUM> vertically from the point <NUM> (fixation point) which corresponds to the location of the fovea <NUM> on the retina when the user's gaze <NUM> is directed at the point <NUM>.

To calculate the visual angles, <NUM> is used as a constant distance between the center of the lens and the retina, and the corresponding focal length of the human eye lens.

The average distance from center of lens to the retina for a child aged <NUM> to <NUM> is about <NUM> and for a child age <NUM>+ is about <NUM>. On the other hand, the length of the eyeball is elongated in myopic children, so longer, rather than shorter, values can be expected.

For a location of the optic nerve head <NUM> at an angle of <NUM> degrees, the relative difference in the position 60x, 60y of the stimulus light <NUM> for two different axial eye lengths (i.e., distance from center of lens to retina) of <NUM> and <NUM> is about <NUM> degrees. This difference is not significant since there is, as our tests on users have shown, a tolerance range of <NUM> degrees in which the stimulus light <NUM> remains invisible.

The equation relates the angular size on the retina and the corresponding size on the smartphone screen <NUM>. The equation has been successfully validated in the following ways. Verification using Optics Simulations.

Zemax is an industrial grade optical simulation software. The above VR lens-eye system was simulated in the software and the magnification factor, and the visual angles measured in the software were found to be identical to the ones that the formula yields. Success of the fundus calibration.

The location, e.g., the angular location, of the user's optic nerve head <NUM> or blind spot in the retina is obtained, i.e., located <NUM>, using a fundus image obtained using a fundoscopy measurement. The method according to the present disclosure uses the equation (<NUM>) to determine, i.e., to position <NUM>, the position 60x, 60y of the stimulus light <NUM> on the screen <NUM> which corresponds to the location of the blind spot or optic nerve head <NUM> on the user's retina. If the result of applying the formula is wrong, then the stimulus light <NUM> should become visible for the user (since any stimulus light <NUM> is invisible only at the optic nerve head <NUM> or the blind spot). A user test (both with informed and uninformed users) applying the formula yielded the desired result, which verified the formula. Hence, the stimulus light <NUM> was displayed on the screen <NUM> correctly, i.e., at a position 60x, 60y corresponding to the user's blind spot. See below for more details on a comparison of manual and fundus calibration.

'Pupil Invisible' is a wearable eye tracker that tracks the movements of the user's pupil in real time. The wearable eye tracker has an accuracy of about <NUM> degree. The wearable eye tracker can be worn inside the VR headset.

In a sufficiently large room the user, while wearing the eye tracker, stands facing a wall that is about <NUM> away. On the wall, a fixation point is marked, and two stimulus points are provided to either side of the fixation point. The stimulus points were placed at the users' eye level and at a horizontal of <NUM> from the fixation point so that the angle subtended by the horizontal distance in the eye <NUM> is <NUM> degrees (obtained from equation (<NUM>) above where <NUM> deg. = tan-<NUM> (<NUM>/<NUM>)).

While wearing the eye tracker, the user is instructed to first gaze <NUM> at the fixation point for <NUM> seconds and then at both the stimulus points for <NUM> seconds each. The output from the eye tracker gives the value corresponding to an angular value of <NUM> degrees by taking the difference between the fixation point and the stimulus points.

This activity is repeated when the user is wearing the headset and the stimulus light <NUM> is placed <NUM> degrees away from a fixation point on the smartphone screen <NUM> and the user is advised to stare at a stimulus point. If the formula is correct the eye tracker values obtained from the real-world test must be identical to the VR values.

By analyzing the eye-tracking values and fitting it to a normal curve, the following are obtained:.

The formula is considered successfully verified since the eye tracker values are almost identical in both the settings while the standard deviations are significantly larger than difference of the standard deviations.

Validation of the angles being independent of the screen <NUM>.

The stimulus light <NUM> is displayed by the software app in a way that is independent of the property of the screen <NUM> (i.e., the resolution and size of the screen <NUM>) and hence should be the same across any smartphone screen <NUM>.

This was verified by measuring the size and distance of the stimulus points from the fixation point for different phone screens <NUM> using a ruler.

It was found that the displayed stimulus point was the same size and at the same position 60x, 60y on the screen <NUM> irrespective of the screen <NUM> properties for a given VR headset. This meets requirements since the location of the optic nerve head <NUM> or blind spot in the eye <NUM> for a user is fixed. For example, if the user's blind spot has a location <NUM> degrees away from the fovea <NUM>, the stimulus light <NUM> will be directed at the blind spot (optic nerve head <NUM>) independently of the phone screen <NUM> properties.

The different VR headsets have different lenses that magnify the phone screen <NUM> differently. Subsequently, the size of the stimulus point will be adjusted according to the characteristics of the screen <NUM> to ensure that the user receives the stimulus light <NUM> having a standardized size and position 60x, 60y.

In conclusion, using different methods it was validated that the visual angle system used in the VR environment corresponds to the visual angle system used in the real world.

The factors that affect the visual angle system in the VR environment are the lens property and the structure of the headset which can be measured and input into the software app for implementing the method. The software app will then ensure matching between any headset and the real-world visual angle system.

Using the visual angle ensures that, e.g., ophthalmological, data from optical systems used in the medical practices, can be directly entered into the software or software app of the present disclosure. For example, an optical system like a fundoscope provides the position and the size of the optic nerve head <NUM> or the blind spot in angular values. The angular values can be directly entered into the software or software app. The software or software app then directly positions <NUM> the stimulus light <NUM> to impinge on the optic nerve head <NUM> or the blind spot based on the angular values. The properties of the VR headset, for instance of the lenses of the VR headset, affect the visual angles.

To ensure the stimulus light <NUM> falls within the optic nerve head <NUM> or the optic disc for all children, a stimulus size of <NUM> degrees visual angle in diameter (<NUM> deg. visual angle in radius) is used. This corresponds to <NUM>% of the average optic disc size of the children and thus accounts for natural variations in size across the users. It also enables coverage of the optic cup, the central portion of the optic nerve head <NUM> or the optic disc, which has a diameter of approximately <NUM> deg. visual angle in children (mean cup-to-disc size ratio = <NUM>-<NUM>).

A value of the stimulus light <NUM> that has a size amounting to <NUM>% of the average optic disc size has the effect of reducing the likelihood that the light stimulus falls outside of the optic disc. This size of the stimulus light <NUM> enables reducing the amount of time of mis-targeted stimulation. To date, both the children and the adults who have tested the method as users have reported that the stimulus light <NUM> was minimally visible throughout the session. This provides support for the selected light stimulus size.

With respect to the method of treating the myopia or the myopia progression as disclosed herein, it is believed that the efficacy of such method is contingent on the activation of the melanopsin in the axons of the ipRGCs at the optic disc. Melanopsin is a photopigment that preferentially absorbs short-wavelength light in the blue range (<NUM>-<NUM>) of the visible spectrum and is maximally sensitive to light at approximately <NUM>. To stimulate melanopsin at the optic disc, the stimulus light <NUM> is blue (RGB <NUM>,<NUM>,<NUM>) and the resultant spectrum of the stimulus light <NUM> has an intensity of <NUM> melanopic lux on the screen <NUM>.

Lux is a unit of brightness which is weighted based on the spectral perception of cone cells response (based on the luminous efficiency function). Melanopic lux is a special type of metric according to which the brightness is weighted based on the melanopic cell response instead of the cone cell response. In general, the melanopic lux provides the information on 'the extent to which the melanopsin cell will be activated by the incoming light'. Higher melanopic lux values imply higher melanopsin activation.

The incoming light power spectrum is weighted by its power contribution in terms of µW/cm2/nm. The contribution of each wavelength bin Δλ in the spectrum of the incoming light is taken into account.

The incoming power spectrum is weighted based on the melanopsin response curve. The resultant weighted sum gives the melanopic lux value. For example, if the incoming power spectrum has non-zero power only at λ = <NUM>, then the melanopic lux would have a value of zero since red light (approx. <NUM> ≤ λ ≤ <NUM>) is 'invisible' for melanopsin. The cones, on other hand, detect red light. Thus, the illuminance of the incoming light having non-zero power at λ = <NUM> only would have > <NUM> melanopic lux.

The brightness of the blue light stimulus light <NUM> displayed on the screen <NUM> of a Samsung Galaxy S7 was measured using i1Studio from X-Rite. The i1Studio from X-Rite provides power spectra (uW/cm2/nm) of the incoming light for every <NUM> from <NUM> to <NUM> in the form of a csv file.

The i1Studio has two different sensors to measure the ambient and spot brightness. To measure the blue light stimulus light <NUM>, the spot sensor was placed flat against the S7 screen <NUM> so that the screen <NUM> faced the blue light stimulus light <NUM>. The brightness was recorded in the 'Spot Measurement Mode'.

The resultant output power spectrum was obtained as a csv file. The file was then imported into and analyzed using the provided online tool (https://fluxometer. This tool calculates the melanopic lux values (CIE S <NUM>/ E <NUM> standard) as well as others like the quantal values (in photons/cm2/s) which are useful when comparing with values from literature.

To investigate the consistency of melanopic lux values across different ones of the Galaxy S7 mobile devices, the software or software app of the present disclosure was installed in randomly chosen ones of the Galaxy S7 mobile devices and the resultant brightness of the blue light was measured. The melanopic lux value was on average <NUM> ±<NUM>, which corresponds to an average of <NUM> ± <NUM> x <NUM> photons/cm2/s.

According to this experiment, the measured melanopic lux value of <NUM> ± <NUM> is the value that will be taken as a baseline for the stimulus light <NUM> in the clinical study. The experiment verified that melanopic lux values are consistent across the different Galaxy S7 mobile devices. In the method of the present disclosure, melanopic lux is the unit used to compare stimulus light <NUM> from different displays <NUM> or screens <NUM> (be it from the different Galaxy S7s or from other mobile devices).

Based on the experiment, a Galaxy S7 mobile device can be used in the clinical trial, without the need to measure or calibrate the individual ones of the Galaxy S7 mobile device individually. Rough visual inspection by eye care professionals may take place, and any perceived abnormalities will lead to further inspection of the Galaxy S7 mobile device. In case of the organic light emitting diodes (OLED) displays or screens <NUM>, the red and green OLED films have lifetimes of <NUM>,<NUM> to <NUM>,<NUM> hours and blue organics currently have lifetimes of around <NUM>,<NUM> hours. For an average yearly screen time of <NUM>,<NUM> hours, no display degradation (screen degradation) is expected that affects the brightness of the stimulus light <NUM>.

The brightness of the stimulus light <NUM> reaching the optic nerve head <NUM>, or the optic disc, depends on multiple parameters, including the focal length of both the VR lens and the eye lens, transmission of the lenses, spectrum filtering and scattering of the lenses, shape of the lens, distance between the screen <NUM>, e.g., a smartphone or mobile device, and the eye <NUM>, among others.

The primary contribution from these factors is the light transmission of both the VR lens and the eye lens which can be readily measured. The contributions from other factors like the scattering, the distance between the mobile device and the eye <NUM>, a distance between VR lens and the eye lens are all negligibly small in comparison even across different headsets.

Since only one type of mobile device and one VR headset were used throughout the study, the mentioned factors had no effect (for example, the transmission was always the same due to using the same headset) and the brightness at the mobile device surface alone provides sufficient information.

In case of using other mobile devices, the methodological approach described above is applicable. More parameters, such as display technology and brightness, screen resolution and spectral output, display size and curvature, and software compliance, need to be considered when using the other types of headsets. The size and the position 60x, 60y of the stimulus light <NUM> on the screen <NUM> may change and the number of photons arriving at the eye <NUM> will have to measured. The effect of other factors is measured if they are found to have an impact on the brightness output.

Melanopic lux was chosen as the unit of measurement, as the melanopic lux reflects the radiance of light weighted according to the spectral sensitivity function of melanopsin. In doing so, the measurement of melanopic lux incorporates both the brightness and the spectral composition of the light source <NUM> and provides a value that is indicative of the intensity of light that affects the melanopsin. Assuming all other parameters are unchanged, the melanopic lux is the unit that determines the impact of the method according to the present disclosure. The value of the melanopic lux is also dependent on the size of the light source <NUM>. A value of <NUM> melanopic lux corresponds to a blue light stimulus light circle of a radius of <NUM> deg. on the smartphone screen <NUM>.

It was demonstrated that melanopic lux from the light source <NUM> is sufficient to activate the melanopsin by assessing the pupil light response to blue light stimulation of the optic disc (Schilling et al.

To determine whether melanopic lux stimulates the retinal dopamine via the ipRGC activation in humans, contrast sensitivity was measured as an indirect measure of the dopamine release. Administration of levodopa and nomifensine, both of which are dopamine agonists, to healthy adults was previously shown to improve the contrast sensitivity. Similarly, a significant improvement in medium to high spatial frequency contrast sensitivity was measured after blue light stimulation of the optic nerve head <NUM> or optic disc. Therefore, the results of this study provide evidence that the blue light stimulus light <NUM> can modulate retinal processes that are regulated by the retinal dopaminergic system.

The blue light stimulus light <NUM> is temporally modulated with, e.g., a rectangular waveform and, e.g., a frequency of <NUM>. Research in several animal species has revealed that flickering light stimulates the dopamine release and can be more effective at doing so than steady light. In general, low frequency (< <NUM>) and higher frequency (<NUM>) flicker may reduce dopamine synthesis in the retina and can induce a myopic shift. On the other hand, moderate flicker frequencies (approximately <NUM>-<NUM>) have been found to suppress experimentally induced myopia and increase retinal dopamine synthesis. Thus, an intermediate frequency of <NUM> should complement the dopamine-stimulating effect of the blue light. A <NUM> flickering blue light stimulus light <NUM> has been used successfully in the experiments in humans.

For the blue light stimulus light <NUM> to activate the melanopsin in the axons of the ipRGCs, the blue light stimulus light <NUM> is positioned <NUM> such that the blue light stimulus light <NUM> impinges on the optic disc of each user. This is achieved by determining, i.e., locating <NUM>, the location, e.g., the angular location, of the child's optic nerve head <NUM> or optic disc via fundoscopic, i.e., ophthalmoscopic, imaging performed, e.g., by an ophthalmologist. The location of the optic disc is obtained, i.e., located <NUM>, in the horizontal and vertical direction with respect to the fovea <NUM> (fixation). The location of the optic disc is provided in either degrees or micrometers depending on the software. In the case that the coordinates are given in micrometers, the values in degrees can be obtained by a simple calculation. This information is entered into the device <NUM> and/or the software app executed on the processor <NUM>, which then positions <NUM> the stimulus light <NUM> according to the unique physiology of each child.

'Calibration' here refers to the process of positioning <NUM> the blue light stimulus light <NUM> with the radius of <NUM> degrees on the optic nerve head <NUM>, or the optic disc, of the user's left and right eyes <NUM>, e.g., on the center of the optic nerve head <NUM>. Positioning <NUM> of the blue light stimulus light <NUM> such that the blue light stimulus light <NUM> impinges on the optic nerve head <NUM> (or the optic disc / blind spot) is to be understood to have occurred, i.e., the device <NUM> (e.g., the display/screen <NUM> or the VR headset) has been calibrated, when there is an overlap of the stimulus light <NUM> and the optic nerve head <NUM> at the retina.

During manual calibration, the user fixates on the fixation cross and uses the controller, e.g., a Bluetooth controller, to move, i.e., to adjust the position 66x, 66y, the blue light stimulus light <NUM> within the screen <NUM> so that the blue light stimulus light <NUM> perceptually falls inside, or overlaps with, the optic nerve head <NUM> or the blind spot when fixating on the fixation cross. Overlap at the retina of the optic nerve head <NUM> or the blind spot, e.g., the center of the optic nerve head <NUM>, and the position 60x, 60y of the blue light stimulus light <NUM> is perceptually identified when the blue light stimulus light <NUM> is 'invisible'. Fundus calibration:.

Fundus imaging provides a picture of the retina including the fovea <NUM> and the optic nerve head <NUM>. The fundus imaging enables determining the distance, e.g., angular distance, between the fovea <NUM> and the optic nerve head <NUM>. In some fundoscopes, angular values are directly output. The angular values may also be manually obtained by measuring the distances using the fundus picture and a ruler. These angular values can be entered into the software app and/or the device <NUM>, which positions the blue light stimulus light <NUM> accordingly by means of the processor <NUM>, which communicates with the light emitting source <NUM>.

The fundus image is obtained without any cycloplegia. In the fundus image, the optic nerve head <NUM>, e.g., the center of the optic nerve head <NUM>, (and hence the blind spot) is identified as the part where the central retinal blood vessel is located. The distance, e.g., angular distance, between the fovea <NUM> and the optic nerve head <NUM> can be obtained using <NUM> methods:.

By measuring the distance in millimeters (mm) between the fovea <NUM> and the optic nerve head <NUM> and converting the distance to angular values as follows:.

By obtaining the angular values directly from the fundus imaging software.

Additional users were tested using fundus calibration only.

The fundus calibration method is successfully verified to position <NUM> the stimulus light <NUM> on the screen <NUM> such that the blue light stimulus light <NUM> impinges inside the optic nerve head <NUM>, which leads to better invisibility of the blue light stimulus light <NUM>:.

The users were asked to provide their feedback on the fundus calibration method immediately after conducting manual calibration. The users (two children aged in the range <NUM>-<NUM> and two adults aged <NUM>+), with prior experience with the manual calibration, found that the fundus calibration leads to better invisibility.

The users also used the calibration values for multiple sessions and found that the blue light stimulus light <NUM> was invisible in all sessions.

Additional children were tested on the invisibility of the fundus calibration but without direct comparison to the manual calibration. Three additional children aged <NUM> to <NUM> were provided with the fundus calibration and feedback was obtained on the invisibility of the stimulus light <NUM>. All three children found the blue light stimulus light <NUM> to be invisible.

Fundus calibration is more reliable than manual calibration:.

Over repeated manual calibrations, higher variance is found in manual calibration in comparison to the fundus calibration due to its subjective nature. Since the area of the optic nerve head <NUM> is larger than the area of the retina the blue light stimulus light <NUM> impinges on, there is more freedom for the user to place the blue light stimulus light <NUM> inside the optic nerve head's area, which might not be exactly at the center. Positioning <NUM> the blue light stimulus light <NUM> such that the blue light stimulus light <NUM> impinges at the center of the optic nerve head <NUM> is preferred. Such positioning <NUM> reduces the visibility of the blue light stimulus light <NUM> in case of micro eye movements in any direction.

Due to the objective nature, the variance in the fundus calibration is minimal in comparison to the manual calibration. Fundus calibration enables positioning <NUM> the blue light stimulus light <NUM> such that the blue light stimulus light <NUM> impinges at the center of the optic nerve head <NUM>. Such positioning <NUM> enables equal blind spot invisibility in all possible directions of eye movements and thus decreases the probability of the blue light stimulus light <NUM> becoming visible.

The fundus calibration provides better tolerance than manual calibration:.

After testing the fundus calibration, the fundus values were changed +/- <NUM> degree and +/- <NUM> degree to test the limit before which the blue light stimulus light <NUM> becomes visible. The fundus calibration had a tolerance of <NUM> degrees in the horizontal direction before the blue light stimulus light <NUM> was visible again.

Younger children do not find the manual calibration user-friendly:.

From manual tests, the users, especially younger children, find that the manual calibration is difficult to perform. Manual calibration involves some understanding of when the blue light stimulus light <NUM> becomes perceptually invisible and of how to recognize invisibility. For younger children aged <NUM> to <NUM>, it is not intuitive to stare at the fixation point for longer durations and move the blue light stimulus light <NUM> using various button combinations and at the same time to perceptually identify the optic nerve head <NUM> or the blind spot. Image based calibration provides freedom for the user to skip these steps and hence it presents a more user-friendly approach.

After the blue light stimulus light <NUM> is positioned <NUM> by the software app, the user focuses the gaze <NUM> within the target area <NUM> of the screen <NUM> to maintain the blue light stimulus light <NUM> on the optic disc. Care has been taken to tailor the content provided by the software app, e.g., a virtual reality (VR) game, to facilitate fixation of the user's gaze <NUM>, in particular relative to the visual content presented to the user and the background of the screen <NUM>.

In a further aspect of the invention, the device <NUM> provides automated calibration. In this aspect, the optic nerve head <NUM> is located based on one or more statistical parameters. The statistical parameters may be based on a set of measured locations of the optic nerve head <NUM> for a group of users. The measured locations of the optic nerve head <NUM> may originate, e.g., from health records or data collected during manual calibration of the device <NUM>. The group of users may have specified features such as, e.g., age. The statistical parameters comprise mean and standard deviation but are not limited thereto.

The location of the optic nerve head <NUM> may be determined simply on the mean of the location of the optic nerve head <NUM> for the group of users. The mean has, for example, a value of approximately <NUM> to <NUM> degrees.

In another aspect, the device <NUM> may request feedback from the user and adjust the location of the optic nerve head <NUM> based on the feedback and, e.g., the standard deviation of the location of the optic nerve head <NUM> for the group of persons.

The visual content provided by the software, or the software app is limited to a target area <NUM> or "focus circle" of the screen <NUM>, corresponding to an area in the foveal region <NUM> of the user's eye <NUM> having a diameter of approximately <NUM> degrees. The area in the foveal region <NUM> of the user's eye <NUM> may be a circularly shaped area in the central foveal region <NUM> having a radius of approximately <NUM> degrees. By presenting the content, e.g., salient game content, within the target area <NUM> of the screen <NUM>, a user's gaze <NUM> is maintained within the target area <NUM> of the screen <NUM> to facilitate continuous optic disc stimulation. The size of the focus circle, i.e., the target area <NUM> on the screen <NUM>, is calculated using eye tracking data. More details are provided below.

While displaying the content provided by the software app, e.g., the game the user engages with, the screen <NUM> is set to full brightness to ensure that the blue light stimulus light <NUM> has a brightness of ~<NUM> melanopic lux. In the otherwise dark environment of the VR headset, this brightness causes the content provided by the software app to appear very bright and highly contrasted for close viewing. Hence, the content provided by the software app contrast is decreased to ensure better usability, reduce eye strain and to minimally affect the treatment light cascade.

An alpha channel filter was implemented on top of the content provided by the software app so that light from the content provided by the software app is 'dimmed' before reaching the user's eye <NUM>. The resulting contrast is therefore reduced to balance all the above-mentioned parameters.

Measuring the brightness of full white without a filter: To test the maximum possible brightness that the content provided by the software app delivers without any alpha channel, the target area <NUM> of the screen <NUM> displayed full white light and the resultant brightness was measured while using the treatment. The brightness was measured to be around <NUM> melanopic lux without the alpha channel.

Measuring the maximum brightness of full white light but through an alpha channel filter to reduce the brightness: To ensure better viewing comfort, reduce eye strain and minimize the influence on the treatment cascade, an alpha channel filter was introduced to cover the target area <NUM> so that the contrast of light from the content provided by the software app is minimized. The alpha channel filters take values from <NUM> to <NUM> where <NUM> does not allow any light to pass through and <NUM> allows all the light to pass through. The resultant alpha channel value was chosen to be <NUM>.

To test the maximum possible brightness that the content provided by the software app delivers through this alpha channel, the target area <NUM> on the screen <NUM> displayed full white light and the resultant brightness was measured. The brightness was measured to be around <NUM> melanopic lux which is significantly reduced compared to using no filter. From user tests, the reduced brightness based on the alpha channel filter proved to be more comfortable for the users.

Measuring the average brightness of the game icons: The full white icon is an ideal situation for measuring the maximum brightness since white has contribution from the entire visible spectrum. The icons used while playing the game have colors and therefore have a modified spectrum in comparison to the full white color. The modified spectrum leads to less brightness in comparison to the white light spectrum.

To accommodate for the substantial number of icons that are used, the average brightness was measured by choosing randomized icons from different icon sets and measuring their brightness. The average brightness was measured to be around <NUM> melanopic lux which is significantly less than the full spectrum of white light brightness.

To ensure better usability, reduce eye strain and to minimally affect the treatment light cascade, the light from the content provided by the software app was reduced by adding an alpha channel filter with a value of <NUM>. The average brightness of the icons used in the content provided by the software app was found to be around <NUM> melanopic lux which is a reduction of more than <NUM>% in melanopic lux. This is significantly less bright compared to the condition when no filter is used. Since this setting was proven to be well-perceived during the user testing, this value is used in the investigational device.

Any visual content presented to the user that meets the same requirements for fixing the user's gaze <NUM> inside the focus circle, i.e., the target area <NUM> of the screen <NUM>, will be considered acceptable. In the case that the presented visual content does not support a similar degree of fixation of the user's gaze <NUM> within the focus circle (i.e., approximately <NUM>% - see below), additional analyses will be performed to determine if the stimulation duration should be adapted to achieve an equivalent effective stimulation duration.

The area outside of the focus circle or target area <NUM> of the screen <NUM>, termed the background of the screen <NUM>, is dark, e.g., black. The black screen background encourages users to maintain their gaze <NUM> within the focus circle or target area <NUM> of the screen <NUM>. The dark screen background further enables controlling an effect the visual content, other than the blue light stimulus light <NUM>, has on the treatment. Furthermore, the dark screen background enables dim light adaptation of the user's eye <NUM>, which increases the ipRGC sensitivity to the blue light stimulus light <NUM> and thus evokes a larger response. The dark screen background also allows for a lower radiance of the blue light stimulus light <NUM> to be used compared to a bright one of the background, thereby ensuring user safety and comfort. When the screen <NUM> is combined with, or inserted into, the VR headset, any light apart from the stimulus light <NUM> and the light representing the content, e.g., ambient light or light from outside the position 60x, 60y or the target area <NUM>, is thus blocked from reaching the eyes <NUM> of the user.

Despite these efforts to maintain the blue light stimulus light <NUM> over the optic disc or the optic nerve head <NUM>, the eye movements may result in a portion of the stimulus light <NUM> being off-target and not reaching the optic disc or the optic nerve head <NUM> for part of the session. To ensure melanopsin activation, and thus treatment efficacy and usability, only a crescent section amounting to <NUM>% of the round, e.g., substantially circular, shape of the stimulus light <NUM> is tolerated to fall outside the optic nerve head <NUM> or the optic disc.

Eye tracking data acquired from a group of the users, i.e., six adults and two children, determined that with a salient focus circle or target area <NUM>, users naturally abide by this "<NUM>% rule" relatively well. The obtained fixations of the users' gazes <NUM> formed a Gaussian distribution around the visual content and revealed that, on average, users stay within the allowable range approximately <NUM>% of the time. Therefore, when the eye movements are taken into consideration, the blue light stimulus light <NUM> is on average positioned <NUM> such that the blue light stimulus light <NUM> impinges on or within the optic nerve head <NUM> or the optic disc for approximately <NUM>% of the time. This duration is referred to as the effective stimulation duration and is, in essence, the amount of time the user actively receives the treatment. These factors were considered when specifying the stimulus duration, as detailed below.

Performance of fixation of the user's gaze <NUM> was also considered when determining the size of the focus circle (or the target area <NUM>). With a maximum visible crescent section, amounting to <NUM>% of the round shape of the stimulus light <NUM>, and an average fixation performance of <NUM>%, the focus circle corresponding to an area in the foveal region <NUM>, e.g., the central foveal region <NUM>, having a diameter of approximately <NUM> deg. , e.g., a radius of approximately <NUM> deg. , adequately limited eye movements outside of the focus circle (i.e., target area <NUM>). When the user sufficiently adheres to the focus circle (i.e., fixates the gaze <NUM> within the target area <NUM>), the stimulus light <NUM> is maintained on the optic nerve head <NUM> or the optic disc for a significant portion of the session. More details are provided below.

In contrast to the theoretical concept of effective stimulation duration (defined above), stimulus duration refers to the total amount of time the flickering blue light stimulus light <NUM> of the method according to the present disclosure is present on the smartphone screen <NUM>. Assuming stable fixation, the stimulus duration enabling blue light stimulation of the optic disc and upregulation of retinal dopamine release is approximately <NUM> seconds. Based on the findings from electroretinogram (ERG) research, <NUM> seconds of stimulation is sufficient to induce a significant increase in the retinal electrical activity of myopic individuals that likely involves the dopaminergic system. This effect is greatest <NUM> minutes after stimulation but continues to be observed <NUM> minutes after stimulation. Given the estimated fixation performance when implementing the method according to the present disclosure (see section "Position"), to ensure that <NUM> seconds of effective stimulation is achieved, the treatment must be used for at least <NUM> seconds (stimulus duration) to have the same effect as demonstrated in the experiment above.

While a duration of <NUM> seconds of stimulation is sufficient to activate the retinal dopamine, analyses have revealed that stimulation for <NUM> minutes may support a greater effect. After <NUM> minutes of blue light stimulation of the optic disc, the retinal electrical response is elevated <NUM> minutes following removal of the stimulus. A sustained response is seen as being more favorable to induce the dopamine-initiated signaling cascade to slow the ocular growth. To facilitate treatment usability and adherence, a stimulus duration of <NUM> minutes is recommended, corresponding to an effective stimulation duration of approximately <NUM> minutes per session. This effective stimulation duration assumes an average fixation of <NUM>%. However, somewhat lower fixation performance is not expected to have a meaningful impact on treatment efficacy (see <FIG>). Interpolation between <NUM> seconds (no change) and <NUM> seconds (significant change) of the stimulation suggests that at least <NUM> seconds of stimulation should be sufficient to achieve an effect. Peak ipRGC firing should be achieved after approximately <NUM> seconds of stimulation. Therefore, a <NUM>-minute stimulus duration when implementing the method of the present disclosure may be the sum of several shorter presentations of the blue light stimulus light <NUM> each with a minimum duration of around <NUM> seconds. In one aspect of the disclosure, the stimulus duration is at least one minute. In a further aspect of the present invention, the stimulus duration is no more than <NUM> minutes.

In an example of the device and the method according to the disclosure as tested by the inventors, the gamified content that facilitates delivery of the blue light to the optic disc was divided into a variety of "levels". Between these levels, blue light stimulation does not take place. These short breaks of at least <NUM> seconds are referred to as interstimulus intervals. These breaks allow the child to blink and look around freely inside of the virtual reality headset. During the interstimulus intervals, children are presented with an exit screen indicating termination of the previous level followed by an introductory screen for the upcoming level. The aim of these breaks in treatment is to minimize ocular strain and any associated effects, such as dry eye, while keeping the user engaged in the gameplay and in a state of dim light adaptation. As the blue light stimulus light <NUM> is not presented during the interstimulus interval, the total duration of the breaks is not included in the stimulus duration, but rather in the overall session duration.

These breaks, or interstimulus intervals, may also support the efficacy of the treatment. While the ipRGCs are capable of continuously responding to prolonged periods of exposure to ambient light, like traditional photoreceptors, the ipRGCs are desensitized following light exposure. This means that with continuous light exposure, the ipRGCs become less responsive to light. Given the intensity of the stimulus light <NUM> according to the present disclosure, maximum responsivity will be achieved within the first <NUM> seconds of exposure, after which the ipRGCs will slowly repolarize. The idea is that by returning the ipRGCs to relative darkness (i.e., no blue light stimulation) during the interstimulus intervals, they will begin to return to their baseline state and be able to respond more strongly when the blue light stimulation resumes.

The details of the blue light stimulus light <NUM> parameters and the impact of the parameters on the treatment with the method according to the present disclosure have been provided above. In addition to the parameters of the stimulus light <NUM> itself, temporal aspects of implementing the method also influence the outcome. Information about these parameters and useful exemplary values (Table <NUM>) are provided in the following table <NUM>.

The session duration refers to the total amount of time required to perform the method according to the present exemplary setup. The session duration includes the stimulus duration, the sum of breaks between levels, and the amount of time required to set up and end a session (e.g., arranging the VR headset, turning on and off the device <NUM>). Depending on the age and technological literacy of the child, the session duration will not be longer than <NUM> minutes. In another aspect of the disclosure, the session duration will be at least <NUM> minute. In yet another aspect of the disclosure, the session duration will be no more than <NUM> minutes. Preferably, the session duration will be in the range of <NUM> to <NUM> minutes.

In this exemplary setup, the treatment schedule consists of two daily sessions. Implementing multiple sessions per day supports both the efficacy and usability of the method according to the present disclosure. Although the retina-to-sclera signaling cascade remains unknown, it is likely that the regular and/or sustained dopamine release generates the dopaminergic signal to alter the ocular growth and engage subsequent mechanisms. By having two sessions each day, a reinforced dopamine release as well as a sustained dopamine response are enabled. For instance, the two sessions may be timed such that from a first morning session, when the treatment is expected to be most effective, to a second midday session, when the choroid is thinnest, the dopamine release and the dopamine response are elicited.

The treatment according to the method of the present disclosure is preferably performed during daytime. In one aspect, it is recommended that, in the case of a child, the first session take place in the morning before school followed by a second session immediately after school. The second session should be performed as close to midday as possible. To ensure that the treatment is performed both in the morning and in the afternoon the following time windows may be used: <NUM>:<NUM>-<NUM>:<NUM> and <NUM>:<NUM>-<NUM>:<NUM>. One session may be completed in each of the time windows while adhering to the intersession interval defined below. The overlap of the two windows between <NUM>:<NUM> and <NUM>:<NUM> ensures the child has the opportunity to perform a session at noon; however, only one session is preferably performed between <NUM>:<NUM> and <NUM>:<NUM> in accordance with the intersession interval. The later session is preferably completed at least three hours prior to the child's normal bedtime to minimize any potential effects of the blue light stimulus light <NUM> on the circadian rhythm.

The morning session enables temporal overlap with a peak in melanopsin protein expression, which generally occurs at dawn. A session in the morning thus enables treatment according to the method of the present disclosure when melanopsin expression is high and ipRGCs are likely to respond more efficiently to the blue light stimulus light <NUM>. As a result of high melanopsin expression, retrograde signaling to dopaminergic amacrine cells is supported.

The midday session enables making use of diurnal rhythms in the eye <NUM>. The diurnal rhythms enable optimizing treatment efficacy. In humans, the choroid is thinnest in the early afternoon, at approximately the same time that the axial length of the eye <NUM> is longest. There is evidence suggesting that choroidal thickness changes provide a short-term biomarker of vision-dependent mechanisms that regulate eye growth and precede longer-term changes in eye size. Visual stimuli with known anti-myopiagenic effects and processes leading to emmetropia and hyperopia are associated with choroidal thickening. On the other hand, processes leading to myopia are accompanied by choroidal thinning. A session of the method of the present disclosure at midday enables choroidal thickening when the choroid is typically thinnest and providing a signal to inhibit ocular growth.

Between the two daily sessions, an inter-session interval of at least two hours is preferably observed. The inter-session interval of this length should reinforce dopamine release across the two sessions and encourage the users to perform the treatment in both the morning and at midday.

Investigation of the time course of the retinal electrical response to the blue light stimulation of the optic disc revealed an effect <NUM> minutes after the stimulation with the blue light of a duration of <NUM> minutes. An increase in the retinal electrical response was also observed <NUM> minutes after the blue light stimulation of a duration of <NUM>, however, to a lesser degree. Thus, a retinal response to the blue light stimulus light <NUM> continues to be measurable at least <NUM> minutes after the stimulus is removed. It is assumed that the influence of the blue light stimulus light <NUM> will begin to degrade and return to baseline at some time after the <NUM>-minute mark. This is consistent with the ipRGC response, which has been found to persist for at least one hour after light-off following prolonged exposure to a slightly dimmer stimulus light <NUM>. Therefore, it is suggested that the second session be performed no earlier than two hours after completion of the first session.

The total treatment duration may be, for example, two years. However, the duration of treatment is not limited to this length. The treatment with the method according to the present disclosure is considered to be clinically meaningful as long as myopia progression is detectable. As noted above, ideally, the children would use the method twice a day during the recommended treatment windows. In other aspects, the method may be performed three times a day or up to five times a day. A single daily session is considered successful if at least <NUM>% of the treatment duration is completed and the user actively played, i.e., was engaged with, the VR game (which is tracked via log data). At least <NUM>% of the total sessions over the course of two years will need to be completed with no interruption longer than four consecutive weeks for the entire treatment to be considered successful (i.e., "per protocol").

The treatment according to the method of to the present disclosure is based on a number of stimulus and intervention parameters. The stimulus and intervention parameters include the characteristics of the blue light stimulus light <NUM>, as well as factors associated with using the treatment. Together, these parameters influence the efficacy and usability of the method according to the present disclosure. The inventors have found stimulus and intervention parameters that provide an effective treatment that are easy to implement. The stimulus and intervention parameters result in an upregulated retinal dopaminergic system by stimulating the optic nerve head <NUM> or the optic disc with blue light, e.g., emitted <NUM> from the Samsung Galaxy S7. At <NUM> melanopic lux, the blue light stimulus light <NUM> is sufficient to activate the melanopsin-containing ipRGC axons and retrogradely induce the release of the dopamine from the amacrine cells in the retina. The blue light stimulus light <NUM> is delivered, i.e., emitted <NUM>, via or alongside an entertaining game application and positioned <NUM> over or overlapping with a portion of the user's visual field <NUM>, e.g., in the target area <NUM> of the screen <NUM>, corresponding to the optic disc. In other words, the blue light stimulus light <NUM> is positioned <NUM> in the user's visual field <NUM> such that the blue light stimulus light <NUM> impinges on the optic nerve head <NUM> of the user. The game is divided into short levels to maximize the response of the ipRGCs and the user engagement. By using a salient and centrally focused game, effective stimulation of the optic nerve head <NUM> or the optic disc can be ensured throughout the treatment sessions. The method according to the present disclosure may be used twice a day, i.e., with two treatment sessions per day, each lasting for about <NUM> minutes (i.e., a session duration, which includes setup, stimulation with a <NUM>-minute stimulus duration, breaks between levels, and termination), ideally in the morning and at midday, to take advantage of existing diurnal ocular rhythms.

An aim was to measure the fraction of duration that the users receive the round, e.g., circular, blue light stimulus light inside their optic nerve head <NUM> or the blind spot (hence non-image forming and perceptually invisible stimulus) during the gameplay duration. A stimulus is defined to be outside the blind spot (perceptually visible) when more than <NUM>% of the stimulus radius is outside the blind spot. A total of <NUM> users or participants (<NUM> adults, <NUM> children) were recorded.

Selected users focus the gaze <NUM> at the fixation cross and at <NUM> degrees to the left, right, top, and bottom of the fixation cross. Focusing the gaze <NUM> at pre-defined positions with respect to the fixation cross enables calibrating the eye-tracking. This calibration enables matching the value of each degree of the visual field <NUM> to the values output by the Pupil Invisible eye tracker, an eye tracker provided Pupil Labs in the form of spectacles or goggles that can be worn inside VR goggles. The Pupil Invisible eye tracker samples and/or records data at a frequency of <NUM> and with a resolution of <NUM> to <NUM> degrees.

The users were asked to play the reaction game for <NUM> to <NUM> minutes and the eye movements are recorded using the Pupil Invisible eye tracker. The game was displayed inside the target area <NUM> of the screen <NUM> corresponding to an area having a diameter of <NUM> degrees, e.g., a circularly shaped area having a radius of <NUM> degrees, in the foveal region <NUM>, e.g., the central foveal region <NUM>.

The fixations of the users' gazes <NUM> and the eye movements were extracted from the Pupil Invisible's 'pupil player' software. The fraction of duration during which the users received the round blue light stimulus light <NUM> at the optic nerve head <NUM> for different durations of the game was then analyzed from the data. A constraint was that the users were to visibly perceive maximally <NUM>% of the radius of the stimulus.

The measurements were repeated and compared for different content apps, i.e., for different games, displayed to the user.

For each measurement, the dosage parameters were identified, e.g., the size of the stimulus, maximal blind spot stimulus visibility during gameplay, and duration of the treatment were recorded.

As noted above, eight users (participants) (<NUM> adults, <NUM> children) participated in the trial. The selected users calibrated the eye-tracking by looking at the fixation cross and to <NUM> degrees to the left, right, top, and bottom of the fixation, which enables matching the value of each degree of the visual field <NUM> to the values output by the Pupil Invisible eye tracker.

The users were asked to play the reaction game for <NUM> to <NUM> minutes and the eye movements were recorded. The content, i.e., the game, was displayed inside the target area <NUM> corresponding to an area in the foveal region <NUM>, e.g., the central foveal region <NUM>, with a diameter of <NUM> degrees, e.g., a radius of <NUM> degrees.

The recordings automatically uploaded to the Pupil Cloud and were downloaded as raw data. The Pupil Lab outputs a value for (x,y) between <NUM> to <NUM> where <NUM> is the center.

The software that comes along with Pupil Labs called Pupil Play v2. <NUM> automatically analyses the raw data to extract the fixations in an excel. The parameters to extract the fixation from the software were: Dispersion: <NUM>; Minimum fixation duration: <NUM>; Maximum fixation duration: <NUM>.

Choosing the key performance indicator (KPI) for gaze stability and method of analysis
The content provided by the software or software app, e.g., a reaction game, is designed in such a way that the user has to focus the gaze <NUM> on a very small target area <NUM> of the screen <NUM> (<<<NUM> deg. ) to play the game successfully. The fixations of the users are distributed according to a normal distribution around the 'area of interest' (target area <NUM>) on which the user has to focus the gaze <NUM>. Depending on how well the user performs, the normal distribution might be very narrow (if the user performs very well, they move the gaze <NUM> away very little) and if the user performs badly then the normal distribution is very wide (the user moves the gaze <NUM> everywhere but predominantly to the 'area of interest'). The extracted normal distribution gives two values 'mu' and 'sigma' where 'mu' is the center of the distribution and 'sigma' is the standard deviation of the distribution.

The assumption that the users must see a portion of the stimulus light <NUM> corresponding to <NUM>% of the stimulus radius (<NUM> deg. ) before the stimulus light <NUM> becomes "visible" results in an allowable maximum range of eye movement of <NUM> degrees from the focus of the gaze <NUM> (i.e., the fixation cross). Fixation of the gaze <NUM> outside this range may result in the stimulus light <NUM> becoming visible and may reduce stimulation of the optic disc, or optic nerve head <NUM>. The user does not fixate the gaze <NUM> if the eye movements exceed the maximum allowable range of <NUM> degrees from the fixation cross or center of the target area <NUM> (focus circle) (FIG. The maximal allowable eye movement can be calculated as (size of blind spot - the size of stimulus) + <NUM>% of the size of stimulus).

Thus, the normal distribution of the focus of the gaze <NUM> was plotted and the percentage of values lying between the allowable eye movements gives the 'fixation performance'.

This KPI was chosen because the KPI is very scalable and sufficiently accurate performance results are swiftly obtained. Other KPIs that involves time stamps are not very accurate and not scalable.

From the calibration analysis, the <NUM> degrees of visual angle for the allowable eye movement subtended a value of <NUM> from the eye tracker values which was consistent across users. This means that each degree of visual angle corresponds to the same eye tracker values for all users.

This means that it is not necessary to calibrate for every subject. It is sufficient to record the gameplay and look at the values that lie between <NUM> eye tracker range of the normal distribution obtained from the fixation data.

The size of the blue light stimulus light was set to have a radius of <NUM> degree and the maximally allowable eye movement was set to <NUM>% of the radius of stimulus size.

The probability distribution of values lying between the allowable eye movements (= <NUM> range) gives the 'fixation performance' (see table above). From analyzing <NUM> users (<NUM> adults, <NUM> children), the performance was on average <NUM>%.

There are two parameters that affect performance: the size of the stimulus and the maximally allowed deviation of the stimulus light <NUM> from the optic nerve head <NUM>. The radius of the stimulus was set to <NUM> degree and the maximally allowable deviation of the stimulus light <NUM> from the optic nerve head <NUM> to <NUM>% of the radius of the stimulus.

From analyzing the eight users, the average performance was determined to be <NUM>%. One of the child users had a better-than-average performance of <NUM>%.

At least <NUM> minute of constant stimulation of the optic nerve head <NUM> or blind spot to obtain the medical effect in combination with <NUM>% fixation performance of users yields a minimum stimulation duration of <NUM> minutes.

Claim 1:
A device (<NUM>) for selective application of stimulus light (<NUM>) to an optic nerve head (<NUM>) of one of a left eye (<NUM>) and a right eye (<NUM>) of a user, the device (<NUM>) comprising:
at least one light emitting source (<NUM>) configured to position emitted stimulus light (<NUM>) to impinge onto the optic nerve head (<NUM>) based on a determined location of the optic nerve head (<NUM>) with respect to the user's gaze (<NUM>);
at least one screen (<NUM>) configured to fixate the user's gaze (<NUM>) on a target area (<NUM>) of the screen (<NUM>) by engaging the user with content displayed on the at least one screen (<NUM>);
a processor (<NUM>) for selecting the stimulus light (<NUM>);
wherein the emitted stimulus light (<NUM>) is configured to stimulate melanopsin and is blue light;
wherein the at least one screen (<NUM>) is the light emitting source (<NUM>);
wherein the processor (<NUM>) comprises and executes software configured for positioning the blue stimulus light (<NUM>) on the screen (<NUM>) and for providing content displayed on the at least one screen (<NUM>), wherein the content is a game, and the game is displayed in the target area (<NUM>) of the screen.