Rehabilitation training control method and system and rehabilitation equipment

By employing VR interactive videos and multi-sensory stimulation training strategies, the problems of emotion and interest in information processing disorder training for patients with depression were addressed, thereby improving training effectiveness and information processing speed.

CN120998411APending Publication Date: 2025-11-21THE FIRST AFFILIATED HOSPITAL OF JINAN UNIV
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Patent Information

Application Number
CN202511150594.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-18
Publication Date
2025-11-21

AI Technical Summary

Technical Problem

The lack of immersive training models in existing technologies leads to low mood and lack of interest and motivation among patients with depression during information processing disorder training, making it difficult for them to complete the training and affecting the training effect.

Method used

The method employs VR interactive videos combined with VR headsets and handheld controllers. The first training strategy aims to put individuals in a relaxed state, utilizing visual, auditory, and tactile stimuli for multi-sensory training. The second training strategy aims to improve information processing speed.

Benefits of technology

It improved the immersion and effectiveness of training, enhanced the individual's information processing ability, overcame emotional barriers, and achieved more efficient rehabilitation training.

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Abstract

The invention provides a rehabilitation training control method and system and rehabilitation equipment, and relates to the technical field of rehabilitation training.The method comprises the steps that on the basis of a first training strategy, an audio-video scene of a VR interaction video is used for training an individual with information processing disorder, so that the individual is in a physical and psychological relaxed state; and on the basis of the second training strategy, the information processing speed of the information processing disorder individual is trained through the VR equipment, so that multi-sensory stimulation is realized in multiple aspects such as vision, hearing and touch, and the immersion and effect of training are improved.
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Description

Technical Field

[0001] This invention relates to the field of rehabilitation training technology, and in particular to a rehabilitation training control method, system and rehabilitation equipment. Background Technology

[0002] Information processing speed refers to an individual's overall cognitive efficiency in perceiving, processing, and generating responses to input information, reflecting the functional state of the central nervous system. Impaired information processing speed is one of the main symptoms of cognitive dysfunction in patients with depression. Damage to information processing speed affects functions such as memory and learning, severely impacting an individual's daily learning and work performance.

[0003] Current cognitive function training for individuals with information processing disorders primarily relies on pen-and-paper and computer-based methods, lacking immersive training models that integrate visual, auditory, and kinesthetic senses. Furthermore, due to emotional symptoms, most individuals experience low mood, anxiety, and worry before cognitive function training. Some may also exhibit a significant lack of interest and motivation, and a severe decline in their willingness to communicate, making it difficult for them to achieve genuine relaxation and leading to training interruptions and ultimately, unsatisfactory training results. Summary of the Invention

[0004] In view of this, the purpose of the present invention is to provide a rehabilitation training control method, system and rehabilitation equipment. The method uses the audio-visual scene of VR interactive video to train individuals with information processing disorders based on a first training strategy, so as to put them in a relaxed state of mind and body; and then, based on a second training strategy, it uses VR equipment to train the information processing speed of individuals with information processing disorders, thereby achieving multi-sensory stimulation in terms of vision, hearing and touch, and improving the immersion and effect of training.

[0005] In a first aspect, embodiments of the present invention provide a rehabilitation training control method for conducting rehabilitation training on individuals with information processing disorders using a rehabilitation device; wherein the rehabilitation device includes at least a control unit and a VR device, the VR device comprising a VR headset and a VR handheld controller; the control unit is connected to the VR headset, and the VR handheld controller is connected to the VR headset; The method includes: Once it is detected that an individual with information processing impairment has completed wearing the VR device, the control unit controls the VR headset to play VR interactive videos according to the first training strategy, and obtains the first action result corresponding to the VR handheld controller based on the first training strategy; wherein, the first training strategy is used to train the individual with information processing impairment through the audio-visual scene of the VR interactive video; The control unit determines a first training result corresponding to an individual with information processing impairment based on the first action result, and determines a second training strategy based on the first training result; wherein, the second training strategy is used to train the information processing speed of the individual with information processing impairment through a VR device; The control unit controls the VR headset to display VR interactive scenes according to the second training strategy, and obtains the second action result corresponding to the VR handheld controller responding to the VR interactive scene based on the second training strategy; The control unit determines the second training result corresponding to the individual with information processing disorder based on the second action result, and determines the rehabilitation training result corresponding to the individual with information processing disorder based on the first training result and the second training result.

[0006] Optionally, after detecting that an individual with an information processing disorder has completed wearing the VR device, the step of using a control unit to control the VR headset to play VR interactive videos according to a first training strategy, and obtaining the first action result corresponding to the VR handheld controller based on the first training strategy, includes: Once it is detected that an individual with information processing impairment has completed wearing the VR headset and has completed holding the VR handheld controller, the VR device is put into standby mode. The control unit acquires the VR headset and VR handheld controller in the standby VR device and determines the first training strategy. Based on the first training strategy, determine the audio-visual playback video and audio-visual motion video corresponding to the VR headset; The VR interactive video is determined based on the audio-visual playback video and the audio-visual motion video, and the VR headset is controlled by the control unit to play the VR interactive video according to the first training strategy. The first training strategy is used to acquire real-time motion data of individuals with information processing disabilities when they respond to VR interactive videos using VR handheld controllers, and the first action result is determined based on the real-time motion data.

[0007] Optionally, the control unit determines the first training result corresponding to the individual with information processing impairment based on the result of the first action, including: Based on the first training strategy, the standard motion data and the first duration threshold corresponding to the VR handheld controller's response to audio-visual motion video are determined. Determine the action comparison results corresponding to real-time action data and standard action data, and determine the first time comparison results corresponding to the duration of real-time action data and the first duration threshold. The control unit uses the action comparison results and the first time comparison results to determine the first training result corresponding to the individual with information processing impairment.

[0008] Optionally, a second training strategy may be determined based on the first training result, including: Based on the first training results, determine the duration and accuracy of the action when an individual with information processing impairment completes the first action. Set the difficulty and stage parameters for the VR interaction scene based on the action duration data and the accuracy data of the action. The second training strategy is determined using difficulty and stage parameters.

[0009] Optionally, the control unit can be used to control the VR headset to display VR interactive scenes according to the second training strategy, including: The shooting interaction scenario corresponding to the VR headset is determined based on the second training strategy, and the target shooting order in the shooting interaction scenario is determined based on the second training strategy. The VR interactive scene is determined based on the shooting interaction scenario and the target shooting sequence, and the control unit is used to control the VR headset to display the VR interactive scene according to the second training strategy.

[0010] Optionally, based on the second training strategy, the second action result corresponding to the VR handheld controller responding to the VR interaction scene is obtained, including: The second training strategy is used to obtain real-time motion data of individuals with information processing disabilities when they use VR handheld controllers to respond to VR interactive scenarios. Based on real-time action data, the shooting results corresponding to the shooting interaction scenario under the target shooting sequence are determined, and the shooting duration corresponding to the individual with information processing obstacles in the shooting interaction scenario is obtained; wherein, the shooting duration is used to determine the information processing speed of the individual with information processing obstacles, and the shooting results are used to determine the information processing accuracy of the individual with information processing obstacles. The result of the second action is determined by the shooting result and shooting duration.

[0011] Optionally, the control unit determines a second training result corresponding to the individual with information processing impairment based on the result of the second action, including: The difficulty and stage parameters corresponding to the VR interaction scenario are determined based on the second training strategy. The shooting threshold corresponding to the VR interaction scene is determined based on the difficulty parameter, and the second duration threshold corresponding to the VR interaction scene is determined based on the stage parameter. Determine the shooting score corresponding to the shooting result and the shooting threshold, and determine the second time comparison result corresponding to the shooting duration and the second duration threshold; The control unit uses the shooting score and the second time comparison result to determine the second training result corresponding to the individual with information processing impairment.

[0012] Optionally, the rehabilitation training results corresponding to the individual with information processing impairment are determined based on the first training results and the second training results, including: The real-time training results for individuals with information processing difficulties are determined based on the first and second training results. Acquire historical score data for individuals with information processing disabilities, and determine the first comparison result based on the comparison between real-time training results and historical score data. Acquire individual historical data corresponding to VR interaction scenarios, and determine the second comparison result based on the comparison results between real-time training results and individual historical data; The rehabilitation training results for individuals with information processing disorders are determined based on the first and second comparison results.

[0013] Secondly, the present invention provides a rehabilitation training control system for conducting rehabilitation training on individuals with information processing disorders through rehabilitation equipment; wherein the rehabilitation equipment includes at least a control unit and a VR device, the VR device comprising a VR headset and a VR handheld controller; the control unit is connected to the VR headset, and the VR handheld controller is connected to the VR headset; The system includes: The first training unit is used to control the VR headset to play VR interactive videos according to the first training strategy after detecting that an individual with information processing impairment has completed wearing the VR device, and to obtain the first action result corresponding to the VR handheld controller based on the first training strategy; wherein, the first training strategy is used to train the individual with information processing impairment through the audio-visual scene of the VR interactive video. The first control unit is used to determine the first training result corresponding to the individual with information processing impairment based on the first action result, and to determine the second training strategy based on the first training result; wherein, the second training strategy is used to train the information processing speed of the individual with information processing impairment through a VR device; The second training unit is used to control the VR headset to display VR interactive scenes according to the second training strategy using the control unit, and to obtain the second action result corresponding to the VR handheld controller responding to the VR interactive scene based on the second training strategy. The second control unit is used to determine the second training result corresponding to the individual with information processing disorder based on the second action result, and to determine the rehabilitation training result corresponding to the individual with information processing disorder based on the first training result and the second training result.

[0014] Thirdly, embodiments of the present invention also provide a rehabilitation device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the steps of the rehabilitation training control method provided in the first aspect.

[0015] Fourthly, embodiments of the present invention also provide a storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the steps of the rehabilitation training control method provided in the first aspect.

[0016] The present invention provides a rehabilitation training control method, system, and rehabilitation equipment. In the process of conducting rehabilitation training for individuals with information processing disorders through the rehabilitation equipment, the rehabilitation equipment in this solution includes at least a control unit and a VR device. The VR device includes a VR headset and a VR handheld controller. The control unit is connected to the VR headset, and the VR handheld controller is connected to the VR headset. Based on this, when it is detected that an individual with information processing impairment has completed wearing the VR device, the control unit controls the VR headset to play VR interactive videos according to a first training strategy, and obtains the first action result corresponding to the VR handheld controller based on the first training strategy; wherein, the first training strategy is used to train the individual with information processing impairment through the audio-visual scene of the VR interactive video; then, the control unit determines the first training result corresponding to the individual with information processing impairment based on the first action result, and determines a second training strategy based on the first training result; wherein, the second training strategy is used to train the information processing speed of the individual with information processing impairment through the VR device; subsequently, the control unit controls the VR headset to display VR interactive scenes according to the second training strategy, and obtains the second action result corresponding to the VR handheld controller responding to the VR interactive scenes based on the second training strategy; finally, the control unit determines the second training result corresponding to the individual with information processing impairment based on the second action result, and determines the rehabilitation training result corresponding to the individual with information processing impairment based on the first training result and the second training result. This method, based on the first training strategy, uses the audio-visual scenes of VR interactive videos to train individuals with information processing disorders, putting them in a relaxed state of mind and body; then, based on the second training strategy, it uses VR devices to train the information processing speed of individuals with information processing disorders, thereby achieving multi-sensory stimulation in terms of vision, hearing, and touch, and improving the immersion and effectiveness of training.

[0017] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0018] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0019] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0020] Figure 1 A flowchart of a rehabilitation training control method provided in an embodiment of the present invention; Figure 2 A flowchart of step S101 of a rehabilitation training control method provided in an embodiment of the present invention; Figure 3 In step S102 of a rehabilitation training control method provided in an embodiment of the present invention, a flowchart is shown in which the control unit determines the first training result corresponding to the individual with information processing impairment based on the first action result. Figure 4 In step S102 of a rehabilitation training control method provided in an embodiment of the present invention, a flowchart is shown for determining a second training strategy based on a first training result. Figure 5 In step S103 of the rehabilitation training control method provided in this embodiment of the invention, a flowchart is shown in which the control unit controls the VR head-mounted device to display the VR interactive scene according to the second training strategy. Figure 6 In step S103 of the rehabilitation training control method provided in this embodiment of the invention, there is a flowchart of obtaining the second action result corresponding to the VR handheld controller responding to the VR interactive scene based on the second training strategy; Figure 7 In step S104 of a rehabilitation training control method provided in an embodiment of the present invention, a flowchart is shown showing how the control unit determines the second training result corresponding to the individual with the information processing disorder based on the second action result. Figure 8 In step S104 of a rehabilitation training control method provided in an embodiment of the present invention, a flowchart is provided for determining the rehabilitation training result corresponding to an individual with information processing disorder based on the first training result and the second training result. Figure 9 A schematic diagram illustrating the principle of a rehabilitation training control method provided in an embodiment of the present invention; Figure 10 This is a rendering of the audio-visual scene of VR interactive video in a rehabilitation training control method provided in an embodiment of the present invention; Figure 11 This is a rendering of a VR interactive scene in a rehabilitation training control method provided in an embodiment of the present invention; Figure 12A flowchart illustrating a rehabilitation training control method provided in an embodiment of the present invention; Figure 13 This is a schematic diagram of the structure of a rehabilitation training control system provided in an embodiment of the present invention; Figure 14 This is a schematic diagram of the structure of a rehabilitation device provided in an embodiment of the present invention.

[0021] icon: 1310 - First training unit; 1320 - First control unit; 1330 - Second training unit; 1340 - Second control unit; 101 - Processor; 102 - Memory; 103 - Bus; 104 - Communication interface. Detailed Implementation

[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below in conjunction with the embodiments. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0023] To facilitate understanding of this embodiment, a detailed description of a rehabilitation training control method disclosed in this invention will be provided first. This method is used to conduct rehabilitation training for individuals with information processing disorders through rehabilitation equipment. The rehabilitation equipment includes at least a control unit and a VR device, wherein the VR device comprises a VR headset and a VR handheld controller. The control unit is connected to the VR headset, and the VR handheld controller is connected to the VR headset. Based on this, the method is as follows: Figure 1 As shown, it includes: Step S101: After detecting that an individual with information processing impairment has completed wearing the VR device, the control unit controls the VR headset to play VR interactive video according to the first training strategy, and obtains the first action result corresponding to the VR handheld controller based on the first training strategy; wherein, the first training strategy is used to train the individual with information processing impairment through the audio-visual scene of the VR interactive video.

[0024] Once the control unit detects that an individual with information processing difficulties has correctly worn the VR equipment (including the VR headset and VR handheld controller), the control unit will initiate the first phase of training. At this time, the control unit will control the VR headset to play VR interactive videos with specific audio-visual scenes according to a preset first training strategy. These audio-visual scenes will stimulate the individual from multiple dimensions, including visual and auditory senses, to achieve the purpose of basic training. Simultaneously, during the individual's viewing and interaction with the video, the control unit will capture the individual's operational actions in real time using the VR handheld controller based on the first training strategy, thereby obtaining the corresponding first action results. These results reflect the individual's initial reactions and operational status in the basic audio-visual scenes.

[0025] Step S102: The control unit determines the first training result corresponding to the individual with information processing impairment based on the first action result, and determines the second training strategy based on the first training result; wherein, the second training strategy is used to train the information processing speed of the individual with information processing impairment through VR device.

[0026] The control unit analyzes and evaluates the initial action results to determine the first training outcome for the individual with information processing difficulties in the first phase of training. This includes aspects such as the individual's ability to receive, understand, and react to basic audio-visual information. Subsequently, based on this initial training outcome, the control unit adjusts and determines a second training strategy. The core objective of this second training strategy is to use VR devices to set up more targeted training content, focusing on improving the individual's information processing speed so that they can receive and process information more quickly.

[0027] Step S103: Use the control unit to control the VR headset to display the VR interactive scene according to the second training strategy, and obtain the second action result corresponding to the VR handheld controller responding to the VR interactive scene based on the second training strategy.

[0028] In the second phase of training, the control unit, based on a predetermined second training strategy, controls the VR headset to display specially designed VR interactive scenes. These scenes may be adjusted in terms of information density and change rate compared to the videos in the first phase, to train the individual's information processing speed. When the individual interacts with the VR scene, the control unit, based on the second training strategy, uses the VR handheld controller to capture the individual's actions in response, thereby obtaining the corresponding second action results and measuring the individual's performance in information processing speed training.

[0029] Step S104: The control unit determines the second training result corresponding to the individual with information processing disorder based on the second action result, and determines the rehabilitation training result corresponding to the individual with information processing disorder based on the first training result and the second training result.

[0030] The control unit analyzes the results of the second action to determine the second training outcome for the individual with information processing impairment in the second phase of training, primarily reflecting any improvement or deficiency in the individual's information processing speed. Finally, the control unit integrates the first training outcome (reflecting basic audio-visual information processing ability) and the second training outcome (reflecting information processing speed) to comprehensively evaluate the individual's performance throughout the entire rehabilitation training process, ultimately determining the individual's corresponding rehabilitation training outcome and providing a basis for adjusting the subsequent training plan.

[0031] Optionally, after detecting that an individual with an information processing disorder has completed wearing the VR device, the control unit controls the VR headset to play VR interactive videos according to the first training strategy, and obtains the first action result corresponding to the VR handheld controller based on the first training strategy, as in step S101. Figure 2 As shown, it includes: Step S201: When it is detected that the head of the individual with information processing impairment has completed wearing the VR headset and the hands of the individual with information processing impairment have completed holding the VR handheld controller, the VR device is put into standby mode.

[0032] Specifically, the control unit performs dual detection using sensors on the VR device (such as the fit sensor of the head-mounted headset and the grip sensor module of the handheld controller) to confirm that the individual with information processing difficulties has correctly worn the VR device, that the head is stably wearing the VR headset with the eyes aligned with the display area, and that both hands are firmly gripping the VR handheld controller in an operable posture. After completing the detection, the control unit sends a command to the VR device to put it into standby mode. At this time, all components of the device (display module, tracking system, interaction sensors, etc.) maintain low power consumption, waiting for the training start command, while simultaneously monitoring the device connection status in real time to ensure stability.

[0033] Step S202: Use the control unit to acquire the VR headset and VR handheld controller in the standby state of the VR device, and use the control unit to determine the first training strategy.

[0034] After the VR device is in standby mode, the control unit first performs a device self-test process, obtaining display parameters (such as resolution and refresh rate) and position tracking accuracy of the VR headset, as well as status information such as sensor sensitivity and battery level of the VR handheld controller, through the data interface to ensure that the hardware meets the training requirements. Subsequently, based on the initial assessment data of the individual with the information processing obstacle (such as obstacle type, severity, and past training records), the control unit calls or dynamically generates the first training strategy from the preset training strategy library. This strategy includes key parameters such as training objectives (such as basic perception integration and simple command response), scene complexity, and interaction frequency.

[0035] Step S203: Determine the audio-visual playback video and audio-visual motion video corresponding to the VR headset based on the first training strategy.

[0036] Based on the established first training strategy, the control unit further parses the generation rules for two types of core video resources. Among them, the audio-visual playback video focuses on the design of multi-sensory stimulation. For example, according to the "visual-auditory collaborative training" requirement in the strategy, it generates scene segments containing dynamic graphics (such as geometric shapes with color gradients) and synchronized audio (such as specific tones corresponding to the colors of the graphics). The audio-visual action video focuses on operation guidance. It generates animation clips demonstrating basic operations of the handheld controller (such as clicking, swiping, and waving) according to the interaction difficulty set by the strategy, and the amplitude and speed of the movements are matched with the individual's current ability.

[0037] Step S204: Determine the VR interactive video based on the audio-visual playback video and the audio-visual motion video, and use the control unit to control the VR headset to play the VR interactive video according to the first training strategy.

[0038] The control unit integrates and arranges the audio-visual playback video and the audio-visual action video according to the temporal logic in the first training strategy to form a coherent VR interactive video. For example, a 5-second audio-visual playback video is played first to present the task scene (such as "click the target by color"), followed by a 3-second audio-visual action video demonstrating the correct operation method, and then returning to the audio-visual playback video to wait for the individual's response, and so on in a loop. After integration, the control unit sends a playback command to the VR headset, causing it to output the VR interactive video according to the frame rate, field of view, and other parameters set by the strategy, ensuring that the individual has an immersive experience.

[0039] Step S205: Based on the first training strategy, obtain real-time motion data of individuals with information processing disabilities when responding to VR interactive videos using VR handheld controllers, and determine the first action result based on the real-time motion data.

[0040] When an individual interacts with VR interactive videos in real time, the control unit, based on the data acquisition rules (such as sampling frequency and key action judgment criteria) in the first training strategy, continuously captures real-time motion data such as the individual's three-dimensional hand motion trajectory, changes in operational force, and command triggering timing through components such as the six-axis sensor and infrared positioning module built into the VR handheld controller. The control unit analyzes this data in real time, for example, comparing the motion trajectory with a standard trajectory to calculate the deviation value, and comparing the response time with the scene prompt time to calculate the delay. Finally, it integrates various indicators to generate a quantified first action result, fully recording the individual's operational accuracy, coordination, and response efficiency in the basic interaction stage.

[0041] Optionally, the control unit determines the first training result corresponding to the individual with information processing impairment based on the result of the first action, such as... Figure 3As shown, it includes: Step S301: Determine the standard motion data and the first duration threshold corresponding to the VR handheld controller's response to audio-visual motion video based on the first training strategy.

[0042] Based on the core parameters of the first training strategy, the control unit defines two key evaluation benchmarks. The standard motion data is a precise digital definition of the demonstrated operations in audio-visual videos, including details such as the spatial motion trajectory of the handheld controller (e.g., a sequence of three-dimensional coordinate changes), key motion nodes (e.g., timestamps of start, turn, and end points), and operational force curves (e.g., the change in button pressure over time), essentially serving as an "ideal operation template." The first duration threshold is the reasonable upper limit for completing the action. Its value is dynamically set based on the complexity of the training content (e.g., single action vs. continuous combination of actions) and the individual's basic ability assessment results, ensuring that the evaluation criteria are both challenging and meet actual training needs.

[0043] Step S302: Determine the action comparison result between real-time action data and standard action data, and determine the first time comparison result between the duration corresponding to real-time action data and the first duration threshold.

[0044] In terms of motion accuracy, the real-time collected individual operation data (i.e., the real-time motion data in step S205) is compared parameter by parameter with standard motion data. Quantitative motion comparison results are generated by calculating indicators such as trajectory deviation (e.g., the Euclidean distance between each frame position and the standard position), force matching degree (e.g., the cosine similarity between actual pressure and standard pressure), and temporal synchronization rate (e.g., the proportion of time difference at key nodes). In terms of time efficiency, the actual duration from receiving the motion instruction prompt to completing the entire motion is statistically analyzed and the difference is calculated with a first duration threshold to generate a first-time comparison result. These dual comparison results together constitute the core data for evaluating individual operational performance.

[0045] Step S303: The control unit determines the first training result corresponding to the individual with information processing impairment based on the action comparison result and the first time comparison result.

[0046] The control unit invokes a pre-set comprehensive evaluation model to integrate and analyze the action comparison results and the first-time comparison results. First, the two results are converted into a percentage score according to preset weights (e.g., action accuracy accounts for 60%, time efficiency accounts for 40%). Then, a specific algorithm (e.g., weighted summation, fuzzy comprehensive evaluation) is used to calculate the comprehensive score of the first training result. Simultaneously, the control unit generates a detailed evaluation report, including specific scores for each indicator, deviation analysis from standard values, and annotations of strengths and weaknesses (e.g., "Trajectory control stability is good, but action completion speed is significantly lagging"). The resulting first training result not only reflects the individual's overall performance in basic interactive training but also accurately identifies specific ability dimensions that need strengthening, providing a clear basis for the formulation of subsequent second training strategies.

[0047] Optionally, a second training strategy can be determined based on the first training result, such as... Figure 4 As shown, it includes: Step S401: Based on the first training results, determine the action duration data and action accuracy data when the individual with information processing impairment completes the first action result.

[0048] The control unit performs in-depth analysis of the initial training results, extracting two core data points reflecting individual performance. The action duration data includes the actual time taken by the individual to complete each interactive action in the first stage, the deviation rate from the standard duration, and the time distribution for different action types (such as clicks, swipes, and rotations), intuitively demonstrating the time efficiency of their operation. The action accuracy data includes indicators such as the overlap between the action trajectory and the standard template, the success rate of key operations, and the precision of force control, comprehensively reflecting the accuracy and stability of the individual's operation. Through these two types of data, the individual's strengths and weaknesses in information processing and action execution can be clearly identified (e.g., "high accuracy but excessive time consumption for simple click actions" and "significant deviation in complex trajectory actions").

[0049] Step S402: Set the difficulty parameters and stage parameters corresponding to the VR interaction scene based on the action duration data and action accuracy data.

[0050] The control unit adjusts the core parameters of the VR interaction scene based on action duration and accuracy data. Regarding difficulty settings, if an individual's action duration is too long (response is slow), the speed of information change in the scene can be appropriately reduced (e.g., the interval between target appearances can be increased by 10%), and the number of simultaneously appearing targets can be simplified. If the action accuracy is too low, the display size of the interactive target can be increased, and the trajectory complexity can be reduced. In terms of stage parameters, the second training is divided into several progressive stages (e.g., 3-5 stages). The scene complexity and task coherence of each stage are dynamically adjusted based on the performance in the previous stage. For example, the initial stage only requires a response to a single static target; subsequent stages gradually increase the target movement speed and introduce multi-target switching tasks, ensuring that the training difficulty matches the individual's ability. This avoids frustration caused by excessive difficulty while promoting ability improvement through appropriate challenges.

[0051] Step S403: Determine the second training strategy using the difficulty parameter and stage parameter.

[0052] The control unit integrates the set difficulty and stage parameters into a complete second training strategy. This strategy includes not only scene parameters (such as target size, movement speed, and information density) and stage divisions (such as training duration, task type, and advancement conditions for each stage), but also clearly defines the training focus (such as emphasizing "fast response training" for individuals with longer action durations and "precision operation training" for individuals with low accuracy), data collection rules (such as recording response time more frequently and analyzing the causes of trajectory deviations in more detail), and a dynamic adjustment mechanism (such as automatically increasing the difficulty if a stage is met three times consecutively, and pausing and optimizing the parameters of the current stage if it is not met twice consecutively). The resulting second training strategy is highly targeted and adaptable, accurately focusing on the weaknesses in an individual's information processing speed and providing scientific guidance for the second stage of training.

[0053] Optionally, the control unit can be used to control the VR headset to display VR interactive scenes according to the second training strategy, such as... Figure 5 As shown, it includes: Step S501: Determine the shooting interaction scene corresponding to the VR headset based on the second training strategy, and determine the target shooting order in the shooting interaction scene based on the second training strategy.

[0054] Based on the core objective of the second training strategy (improving information processing speed), the control unit determines that shooting interaction scenarios will be used as the training vehicle for the second stage. These scenarios typically include virtual targets that require rapid identification and response (such as dynamically moving objects, icons with number / color markings, etc.). Their design incorporates weaknesses identified in the first training results (e.g., if an individual processes color information slowly, color-differentiation elements can be added to the targets). Simultaneously, based on the difficulty gradient and stage divisions in the second training strategy, a clear target shooting order is set for the shooting interaction scenarios. For example, a fixed order is used in the initial stage (e.g., targets appearing sequentially as numbers 1-2-3), a random order is introduced in the intermediate stage (targets appear randomly), and conditional constraints are added in the advanced stage (e.g., prioritizing shooting red targets before shooting blue targets), thereby gradually increasing the training intensity for the individual's information filtering, sequence memory, and rapid decision-making abilities.

[0055] Step S502: Determine the VR interaction scene based on the shooting interaction scene and the target shooting sequence, and use the control unit to control the VR headset to display the VR interaction scene according to the second training strategy.

[0056] The control unit integrates the basic environment of the shooting interaction scene (such as virtual space layout, background elements, and sound effects feedback) with the target shooting sequence to construct a complete and coherent VR interactive scene. For example, in a "warehouse" themed shooting scene, targets are dynamically generated in a set order on shelves, walls, and other locations, accompanied by sound prompts (e.g., different tones correspond to different priorities) when targets appear. After integration, the control unit sends control commands to the VR headset according to the display parameters set in the second training strategy (such as the interval between target appearances, movement speed, display duration, and disappearance penalty mechanism) to ensure accurate presentation of the VR interactive scene. Simultaneously, by monitoring the scene display status in real time, it ensures that the target rendering clarity and motion smoothness meet training requirements, providing individuals with an immersive, rapid-response training environment.

[0057] Optionally, based on the second training strategy, the second action result corresponding to the VR handheld controller responding to the VR interaction scene can be obtained, such as... Figure 6 As shown, it includes: Step S601: Based on the second training strategy, acquire real-time motion data of individuals with information processing disabilities when responding to VR interactive scenes using VR handheld controllers.

[0058] During the VR interactive scenario demonstration, the control unit, based on the data acquisition rules set in the second training strategy, uses high-precision sensors (such as infrared locators and six-axis gyroscopes) on the VR handheld controller to capture real-time operational data of the individual handling the obstacle. This data includes details such as the controller's spatial movement trajectory, button trigger timing, target aiming duration, and changes in operational force, comprehensively recording every action of the individual in responding to the shooting interactive scenario, providing raw data support for subsequent analysis.

[0059] Step S602: Determine the shooting result corresponding to the shooting interaction scenario under the target shooting sequence based on real-time action data, and obtain the shooting duration corresponding to the individual with information processing obstacles under the shooting interaction scenario; wherein, the shooting duration is used to determine the information processing speed of the individual with information processing obstacles, and the shooting result is used to determine the information processing accuracy of the individual with information processing obstacles.

[0060] This step involves targeted analysis of the collected real-time action data. On one hand, it compares the individual's shooting actions with the preset target shooting sequence to determine the accuracy of each shot, such as whether the target was hit, whether the shooting was performed in the prescribed order, and whether a non-target object was accidentally hit. This comprehensive analysis forms the shooting result, which measures the individual's judgment and execution accuracy during information processing. On the other hand, it records the time interval from the appearance of each target to the completion of the shooting action, as well as the total duration of the entire shooting sequence, integrating this data into shooting duration data. The response time to a single target directly reflects the individual's processing speed for specific information, while the total duration reflects their efficiency and stability in continuous information processing.

[0061] Step S603: Determine the result of the second action using the shooting result and shooting duration.

[0062] The control unit correlates the shooting results with the shooting time, integrating them into a second action result. This result includes not only quantitative indicators (such as a target hit rate of 85%, an average shooting response time of 1.2 seconds, and 2 sequence errors), but also performance details in specific scenarios (such as a hit rate of only 60% against fast-moving targets, but a response speed better than average against static targets). Through this integration, the second action result comprehensively reflects an individual's overall performance in both information processing speed and accuracy, providing a core basis for subsequently determining the second training result.

[0063] Optionally, the control unit can determine the second training result corresponding to the individual with information processing impairment based on the result of the second action, such as... Figure 7 As shown, it includes: Step S701: Determine the difficulty parameters and stage parameters corresponding to the VR interaction scene based on the second training strategy.

[0064] The control unit extracts the core setting parameters of the VR interaction scene from the second training strategy, including difficulty parameters (such as target size, movement speed, number of interference elements, etc.) and stage parameters (such as training stage division, task volume of each stage and progression rules, etc.). These parameters are the basic reference standards for subsequent evaluation.

[0065] Step S702: Determine the shooting threshold corresponding to the VR interaction scene based on the difficulty parameter, and determine the second duration threshold corresponding to the VR interaction scene based on the stage parameter.

[0066] Based on the difficulty parameters, the control unit sets the corresponding shooting threshold, which is the judgment standard for measuring the success of the shooting operation (such as hit rate, maximum number of incorrect operations, etc.). At the same time, based on the stage parameters, a second time threshold is determined, which is the reasonable upper limit of time to complete the shooting task of each stage. This threshold will be adjusted as the stage progresses and the complexity of the task changes.

[0067] Step S703: Determine the shooting score corresponding to the shooting result and the shooting threshold, and determine the second time comparison result corresponding to the shooting duration and the second duration threshold.

[0068] This step compares the shooting results with the shooting threshold and obtains the shooting score through scoring rules (such as scoring points for hitting the target and deducting points for incorrect operation), reflecting the accuracy of information processing; at the same time, it compares the actual shooting time with the second time threshold to obtain the second time comparison result, reflecting the speed of information processing.

[0069] Step S704: The control unit determines the second training result corresponding to the individual with information processing impairment based on the shooting score result and the second time comparison result.

[0070] The control unit combines the shooting score and the second time comparison results with a preset evaluation model (such as weighted calculation of the two ratios) to derive a quantitative second training result. This result includes both the overall performance score and a detailed analysis of the accuracy and speed dimensions, intuitively reflecting the individual's effectiveness in training information processing speed and accuracy.

[0071] Optionally, the rehabilitation training results corresponding to individuals with information processing disorders can be determined based on the first and second training results, such as... Figure 8 As shown, it includes: Step S801: Determine the real-time training results of the individual with information processing impairment based on the first training results and the second training results.

[0072] The control unit integrates and analyzes the first training result (reflecting basic audio-visual information processing ability) and the second training result (reflecting information processing speed and accuracy), extracting core indicators from both results (such as comprehensive score, key ability dimension score, and weaknesses) to form a real-time training result that comprehensively reflects the individual's current training performance. This result not only includes quantitative data but also includes a description of the trend of changes in ability at each stage (such as "Compared to the first stage, information processing speed has improved by 20%, but accuracy still needs to be improved in complex scenarios").

[0073] Step S802: Obtain historical score data corresponding to individuals with information processing difficulties, and determine the first comparison result based on the comparison results between the real-time training results and the historical score data.

[0074] This step involves retrieving the individual's past training records to extract historical scoring data (such as the overall score of each training session and score change curves for each dimension). By comparing the real-time training results with the historical scoring data, the differences between the current performance and the historical best and average levels are analyzed, along with the magnitude or range of improvement in computational ability, forming the first comparison result. This visually presents the individual's own progress trend (e.g., "The overall score this time has increased by 15 points compared to the last training session, reaching the highest level in history").

[0075] Step S803: Obtain individual historical data corresponding to the VR interaction scene, and determine the second comparison result based on the comparison result between the real-time training result and the individual historical data.

[0076] The control unit acquires training data (i.e., individual historical data, which may include the average performance of groups with similar difficulty and type of obstacle) to the current VR interaction scenario. The real-time training results are then compared horizontally with this group data to analyze the individual's relative position within the group (e.g., "exceeding the group average score by 8 points, placing them in the top 30%), determining the group reference level for their ability improvement, and forming a second comparison result to provide a more objective reference scale for evaluation.

[0077] Step S804: Determine the rehabilitation training results corresponding to individuals with information processing disorders based on the first comparison results and the second comparison results.

[0078] The control unit integrates the first comparison results (individual longitudinal comparison) and the second comparison results (group horizontal comparison), combined with preset rehabilitation assessment standards (such as the extent of ability improvement, group ranking, and achievement of core indicators), to generate the final rehabilitation training result. This result not only includes a quantitative comprehensive assessment level (such as "significant progress," "steady improvement," and "training plan needs adjustment"), but also specific ability improvement points, dimensions to be strengthened, and subsequent training suggestions (such as "it is recommended to increase speed training in complex scenarios and maintain the intensity of precision training"), providing a complete basis for developing personalized rehabilitation plans.

[0079] like Figure 9 The diagram shows a principle block diagram of a rehabilitation training control method. Specifically, users recovering from depression, as individuals with information processing disorders, use VR headsets as rehabilitation devices combined with music therapy and virtual training scenarios to conduct rehabilitation training on information processing speed, and then use the serious game "100% Accuracy" for training.

[0080] Music therapy utilizes elements such as rhythm and melody to activate the limbic system and prefrontal cortex of the brain, regulating emotions and physiological functions. Music therapy is divided into receptive therapy, re-creative therapy, and improvisation therapy. This embodiment employs receptive music therapy, and the effect diagrams of the related audio-visual scenes are shown below. Figure 10 As shown, combining music therapy with mind-body exercise means playing soothing music while performing mind-body exercises.

[0081] During the process of using the control unit to control the VR headset to play VR interactive videos according to the first training strategy, and obtaining the first action result corresponding to the VR handheld controller based on the first training strategy, the physical and mental exercise corresponding to the first training strategy can be the Eight-Section Brocade, which contains eight classic movements. At this time, the movement guidance of the Eight-Section Brocade will appear in the VR scene. The individual needs to complete the movements according to the guidance. When the individual correctly completes a movement according to the guidance, the scene will present the next movement for the individual to complete. If the individual completes the movement incorrectly, there will be a corresponding prompt sound, and the interface will remain on the incorrectly completed movement until the individual completes the movement correctly, and the interface will then move to the next movement. If the individual still cannot complete the movement correctly, the interface will remain on the screen of the incorrectly completed movement until the training time ends. This stage lasts for 10 minutes. If the individual completes all the movements correctly ahead of time, they will enter the information processing speed training scene ahead of time; if the individual fails to complete all the movements correctly, they will enter the information processing speed training scene at the end of the training time, regardless of whether all eight movements have been completed.

[0082] Information processing speed refers to an individual's overall cognitive efficiency in perceiving, processing, and generating responses to input information, reflecting the functional state of the central nervous system. In this scenario, the control unit determines the first training result corresponding to the individual with information processing impairment based on the first action result, and then determines a second training strategy based on the first training result. The second training strategy is used to train the information processing speed of the individual with information processing impairment through VR devices, which can be implemented using a serious game like "100% Accuracy". Subsequently, the control unit controls the VR headset to display VR interactive scenes according to the second training strategy, and obtains the second action result corresponding to the VR handheld controller's response to the VR interactive scene based on the second training strategy.

[0083] Specifically, the VR training scenario within the VR interactive scene is a shooting range with a wide field of view and numerous targets. Behind the camera, tourists from an amusement park walk along the street, and the occasional sounds of the crowd can be heard. The targets are randomly distributed throughout the scene, with no obstruction between them. Each target is marked with a number "1-49" in the center, and the targets come in three colors: red, blue, and yellow. The trainee can clearly see the numbers and colors, with each color randomly distributed. The shooting scenario is in first-person perspective, and the weapon is a crossbow. In this game, the player needs to shoot at the targets according to the requirements. A correct shot earns 1 point, while an incorrect shot earns no points. (Details follow...) Figure 11 As shown.

[0084] This serious game consists of two main levels, with a total time limit of 10 minutes, and each level has a time limit of 5 minutes.

[0085] The first level has multiple difficulty levels, specifically: Difficulty 1: The targets are numbered 1-49. Trainees must hit the targets in ascending order of numbers. Only after hitting all targets correctly can they proceed to the next difficulty level. One point is awarded for a correct shot, and no points are awarded for incorrect shots. There is no time limit for this difficulty level, but the trainee's completion time is recorded as a baseline. Two data points must be recorded for this difficulty level: the correct shot score and the completion time.

[0086] Difficulty 2: The numbers on the target range from 1 to 49. The time limit is reduced to 95% of the time required to complete the previous difficulty level. If an individual can complete all shots within the given time, they proceed to the next difficulty level. If the countdown ends before the shot is completed, the difficulty level restarts, prompting the trainee to begin shooting again. If two consecutive training sessions fail (i.e., the trainee cannot correctly complete all shots within the given time), the trainee reverts to the previous difficulty level (primarily due to the time limit). This difficulty level requires recording two data points: the correct shooting score and the given time. Difficulty n: The training time for difficulty N is 95% of the training time for difficulty N-1. If the trainee can pass the Nth difficulty smoothly but fails the N+1th difficulty, then they return to the Nth difficulty. If they can pass the Nth difficulty smoothly but still fail the N+1th difficulty, this process repeats twice, at which point the trainee is considered to have reached their speed limit. At this point, they proceed to the second training stage.

[0087] The second level displays targets with numbers 1-25 and the letters A, Z, on the screen. Trainees must shoot at these targets sequentially: A, 1, B, 2, C, 3…25, Z. Each successful hit earns points; incorrect hits receive immediate feedback but do not contribute to the score. The first training session has no time limit, but the correct score is recorded. The N+1 difficulty level is 95% of the time taken to complete the shooting at difficulty level N, with subsequent difficulties following the same timeframe. If a patient fails to complete the shooting correctly within the given time after two attempts at difficulty level N+1, they are reverted to difficulty level N and training continues until the current stage's time limit expires. This difficulty level requires recording two data points: the correct shooting score and the given time.

[0088] During the background information processing, the focus is on processing data related to information processing speed training. This is divided into longitudinal and horizontal comparisons. Longitudinal comparison involves comparing an individual's correct shooting score and time in this training session with their scores and times in previous training sessions. This training requires 20 sessions, 5 times per week, for a total of 4 weeks, to complete one phase of training. Horizontal comparison involves comparing an individual's score and time in this training session with other users who have completed the same number of training sessions. Both types of comparisons serve to motivate individuals to continue participating in training.

[0089] like Figure 12 The diagram illustrates a flowchart of a rehabilitation training control method. This framework is based on the characteristics of information processing speed, combined with music therapy, and uses serious games as a training method. Trainees achieve the goal of training executive functions while completing the games. Built-in programs are categorized according to difficulty, combining verbal / non-verbal and sequential / non-sequential tasks. Specifically, it consists of software products and hardware devices targeting executive function in depression. The hardware comprises a virtual reality headset, controllers, professional headphones, and a computer. The methodological process used is similar to that described in the above embodiments and will not be repeated here.

[0090] As can be seen from the rehabilitation training control method in the above embodiments, the method uses the audio-visual scene of VR interactive video to train individuals with information processing disorders based on the first training strategy, so that they are in a relaxed state of mind and body; then, based on the second training strategy, the information processing speed of individuals with information processing disorders is trained through VR devices, thereby achieving multi-sensory stimulation in terms of vision, hearing and touch, and improving the immersion and effect of training.

[0091] Corresponding to the above-described embodiments of the rehabilitation training control method, this embodiment of the invention also provides a rehabilitation training control system. This system is used to conduct rehabilitation training for individuals with information processing disabilities using rehabilitation equipment. The rehabilitation equipment includes at least a control unit and a VR device, the VR device comprising a VR headset and a VR handheld controller. The control unit is connected to the VR headset, and the VR handheld controller is connected to the VR headset. Based on this, the system... Figure 13 As shown, it includes: The first training unit 1310 is used to control the VR headset to play VR interactive videos according to the first training strategy after detecting that an individual with information processing impairment has completed wearing the VR device, and to obtain the first action result corresponding to the VR handheld controller based on the first training strategy; wherein, the first training strategy is used to train the individual with information processing impairment through the audio-visual scene of the VR interactive video. The first control unit 1320 is used to determine the first training result corresponding to the individual with information processing impairment based on the first action result, and to determine the second training strategy based on the first training result; wherein, the second training strategy is used to train the information processing speed of the individual with information processing impairment through a VR device; The second training unit 1330 is used to control the VR headset to display VR interactive scenes according to the second training strategy using the control unit, and to obtain the second action result corresponding to the VR handheld controller responding to the VR interactive scene based on the second training strategy. The second control unit 1340 is used to determine the second training result corresponding to the individual with information processing disorder based on the second action result, and to determine the rehabilitation training result corresponding to the individual with information processing disorder based on the first training result and the second training result.

[0092] As can be seen from the above-mentioned rehabilitation training control system, the system uses VR interactive video audio-visual scenes to train individuals with information processing disorders based on the first training strategy, so that they are in a relaxed state of mind and body; then, based on the second training strategy, it uses VR devices to train the information processing speed of individuals with information processing disorders, thereby achieving multi-sensory stimulation in terms of vision, hearing and touch, and improving the immersion and effectiveness of training.

[0093] The rehabilitation training control system provided in this embodiment of the invention has the same implementation principle and technical effects as the aforementioned rehabilitation training control method embodiment. For the sake of brevity, any parts not mentioned in the system embodiment can be referred to the corresponding content in the aforementioned rehabilitation training control method embodiment.

[0094] This embodiment also provides a rehabilitation device, the structural schematic diagram of which is shown below. Figure 14As shown, the device includes a processor 101 and a memory 102; wherein, the memory 102 is used to store one or more computer instructions, which are executed by the processor to implement the steps of the above-described rehabilitation training control method.

[0095] Figure 14 The rehabilitation device shown also includes a bus 103 and a communication interface 104. The processor 101, the communication interface 104 and the memory 102 are connected via the bus 103.

[0096] The memory 102 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. The bus 103 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 14 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0097] The communication interface 104 is used to connect to at least one user terminal and other network units through a network interface, and to send encapsulated IPv4 packets or IPv4 packets to the user terminal through the network interface.

[0098] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 102. The processor 101 reads the information in memory 102 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0099] This invention also provides a storage medium storing a computer program, which, when run by a processor, executes the steps of the rehabilitation training control method described in the foregoing embodiments.

[0100] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, devices, and methods can be implemented in other ways. The system embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the coupling or direct coupling or communication connection shown or discussed may be through some communication interfaces; the indirect coupling or communication connection between devices or units may be electrical, mechanical, or other forms.

[0101] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0102] In addition, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0103] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0104] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for controlling rehabilitation training, characterized in that, The method is used to provide rehabilitation training for individuals with information processing disorders using rehabilitation equipment; wherein the rehabilitation equipment includes at least a control unit and a VR device, the VR device comprising a VR headset and a VR handheld controller; the control unit is connected to the VR headset, and the VR handheld controller is connected to the VR headset; The method includes: When it is detected that the individual with information processing impairment has completed wearing the VR device, the control unit controls the VR headset to play VR interactive video according to the first training strategy, and obtains the first action result corresponding to the VR handheld controller based on the first training strategy; wherein, the first training strategy is used to train the individual with information processing impairment through the audio-visual scene of the VR interactive video. The control unit determines a first training result corresponding to the individual with information processing impairment based on the first action result, and determines a second training strategy based on the first training result; wherein, the second training strategy is used to train the information processing speed of the individual with information processing impairment through the VR device; The control unit controls the VR headset to display a VR interactive scene according to the second training strategy, and obtains the second action result corresponding to the VR handheld controller responding to the VR interactive scene based on the second training strategy; The control unit determines the second training result corresponding to the individual with information processing disorder based on the second action result, and determines the rehabilitation training result corresponding to the individual with information processing disorder based on the first training result and the second training result.

2. The rehabilitation training control method according to claim 1, characterized in that, When it is detected that the individual with the information processing disorder has completed wearing the VR device, the step of using the control unit to control the VR headset to play VR interactive videos according to the first training strategy, and obtaining the first action result corresponding to the VR handheld controller based on the first training strategy includes: When it is detected that the head of the individual with information processing impairment has completed wearing the VR headset, and the hands of the individual with information processing impairment have completed holding the VR handheld controller, the VR device is controlled to be in standby mode. The control unit acquires the VR headset and VR handheld controller in the VR device in the standby state, and determines the first training strategy using the control unit. Based on the first training strategy, determine the audio-visual playback video and audio-visual motion video corresponding to the VR headset; The VR interactive video is determined based on the audio-visual playback video and the audio-visual motion video, and the VR headset is controlled by the control unit to play the VR interactive video according to the first training strategy. Based on the first training strategy, real-time motion data of the individual with information processing impairment responding to the VR interactive video using the VR handheld controller is obtained, and the first action result is determined based on the real-time motion data.

3. The rehabilitation training control method according to claim 2, characterized in that, The control unit determines the first training result corresponding to the individual with information processing impairment based on the first action result, including: Based on the first training strategy, the standard motion data and the first duration threshold corresponding to the VR handheld controller's response to the audio-visual motion video are determined. Determine the action comparison result corresponding to the real-time action data and the standard action data, and determine the comparison result of the duration corresponding to the real-time action data and the first time corresponding to the first duration threshold. The control unit uses the action comparison result and the first time comparison result to determine the first training result corresponding to the individual with information processing disorder.

4. The rehabilitation training control method according to claim 1, characterized in that, Based on the first training result, a second training strategy is determined, including: Based on the first training results, determine the action duration data and action accuracy data when the individual with information processing impairment completes the first action result; Set the difficulty and stage parameters corresponding to the VR interaction scene based on the action duration data and the action accuracy data; The second training strategy is determined using the difficulty parameter and the stage parameter.

5. The rehabilitation training control method according to claim 1, characterized in that, The control unit controls the VR headset to display VR interactive scenes according to the second training strategy, including: The shooting interaction scenario corresponding to the VR headset is determined based on the second training strategy, and the target shooting order in the shooting interaction scenario is determined based on the second training strategy. The VR interaction scenario is determined based on the shooting interaction scenario and the target shooting order, and the control unit controls the VR headset to display the VR interaction scenario according to the second training strategy.

6. The rehabilitation training control method according to claim 5, characterized in that, Based on the second training strategy, the second action result corresponding to the VR handheld controller responding to the VR interaction scene is obtained, including: Based on the second training strategy, real-time motion data of the individual with information processing disorder when responding to the VR interactive scene using the VR handheld controller is obtained. Based on the real-time action data, the shooting result corresponding to the shooting interaction scenario under the target shooting sequence is determined, and the shooting duration corresponding to the individual with information processing obstacles under the shooting interaction scenario is obtained; wherein, the shooting duration is used to determine the information processing speed of the individual with information processing obstacles, and the shooting result is used to determine the information processing accuracy of the individual with information processing obstacles; The result of the second action is determined using the shooting result and the shooting duration.

7. The rehabilitation training control method according to claim 6, characterized in that, The control unit determines the second training result corresponding to the individual with information processing impairment based on the second action result, including: Based on the second training strategy, the difficulty parameters and stage parameters corresponding to the VR interaction scene are determined; The shooting threshold corresponding to the VR interaction scene is determined based on the difficulty parameter, and the second duration threshold corresponding to the VR interaction scene is determined based on the stage parameter; Determine the shooting score corresponding to the shooting result and the shooting threshold, and determine the second time comparison result corresponding to the shooting duration and the second duration threshold; The control unit uses the shooting score and the second time comparison result to determine the second training result corresponding to the individual with information processing impairment.

8. The rehabilitation training control method according to claim 1, characterized in that, Determining the rehabilitation training results corresponding to the individual with information processing disorder based on the first training results and the second training results includes: The real-time training results of the individual with information processing impairment are determined based on the first training results and the second training results; Obtain historical score data corresponding to the individual with the information processing disorder, and determine a first comparison result based on the comparison result between the real-time training result and the historical score data; Obtain individual historical data corresponding to the VR interaction scene, and determine a second comparison result based on the comparison result between the real-time training result and the individual historical data; The rehabilitation training results corresponding to the individuals with information processing disorders are determined based on the first comparison results and the second comparison results.

9. A rehabilitation training control system, characterized in that, The system is used to provide rehabilitation training for individuals with information processing disorders through rehabilitation equipment; wherein, the rehabilitation equipment includes at least a control unit and a VR device, the VR device comprising a VR headset and a VR handheld controller; the control unit is connected to the VR headset, and the VR handheld controller is connected to the VR headset; The system includes: The first training unit is used to control the VR headset to play VR interactive videos according to a first training strategy after the information processing disorder individual has completed wearing the VR device, and to obtain the first action result corresponding to the VR handheld controller based on the first training strategy; wherein, the first training strategy is used to train the information processing disorder individual through the audio-visual scene of the VR interactive video. A first control unit is configured to determine a first training result corresponding to the individual with information processing impairment based on the first action result, and to determine a second training strategy based on the first training result; wherein, the second training strategy is used to train the information processing speed of the individual with information processing impairment through the VR device; The second training unit is used to control the VR headset to display VR interactive scenes according to the second training strategy using the control unit, and to obtain the second action result corresponding to the VR handheld controller responding to the VR interactive scenes based on the second training strategy; The second control unit is used to determine the second training result corresponding to the individual with information processing disorder based on the second action result, and to determine the rehabilitation training result corresponding to the individual with information processing disorder based on the first training result and the second training result.

10. A rehabilitation device, characterized in that, The rehabilitation equipment includes at least a control unit and a VR device, wherein the VR device comprises a VR headset and a VR handheld controller; the control unit is connected to the VR headset, and the VR handheld controller is connected to the VR headset; The control unit includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the steps of the rehabilitation training control method according to any one of claims 1 to 8.