Training and rehabilitation system for patients with the possibility of using virtual reality
A VR-based rehabilitation system with motion sensors and tailored software enhances dynamic exercise implementation and motivation, addressing limitations of existing systems by improving motor functions and reducing pain through immersive virtual reality.
Patent Information
- Application Number
- FR2025007981
- Authority / Receiving Office
- FR · FR
- Patent Type
- Utility models
- Current Assignee / Owner
- Filing Date
- 2025-07-11
- Publication Date
- 2026-01-16
- Estimated Expiration
- 2035-07-11
AI Technical Summary
Existing training and rehabilitation systems for patients with physical instability lack dynamic exercise implementation and motivational elements, and VR systems for phantom limb pain are structurally complex and limited in functionality.
A system utilizing three motion sensors, hand control devices, and VR glasses connected to a computer device with tailored software, generating personalized virtual reality images based on real-time patient movements to enhance training and rehabilitation.
The system effectively improves motor functions, reduces pain, enhances muscle strength and coordination, and increases motivation through immersive virtual reality experiences.
Abstract
Description
Title of the invention: Training and rehabilitation system for patients with the possibility of using virtual reality
[0001] The present utility model relates to the field of medicine, in particular to training and rehabilitation systems intended for patients.
[0002] A training and rehabilitation system exists for patients with physical instability (see US Patent No. 5919150 A). The system includes an unstable platform for the patient to train on. The platform is equipped with a tilt sensor that transmits a signal to a computer. The computer controls a display showing the exercise target and a cursor, the position of which is determined by the position of the platform. Based on observations of the patient performing several exercises on the unstable platform, the trainer assesses the patient's condition during training and develops an individualized training program accordingly.
[0003] At the same time, dynamic exercises, such as bending the body within certain limits, cannot be consciously implemented by the patient in training, because dynamic exercises cannot be commanded by the patient, which reduces training effectiveness.
[0004] Furthermore, it should be noted that the key element for successful training is interest in performing the exercises. This motivates patients to engage in the exercises. The aforementioned system has limited functionality, as it is designed for the training and rehabilitation of patients with physical instability. Therefore, it is not sufficiently effective for training. The system does not include a training plan using motivational software, which also reduces its effectiveness.
[0005] The role of virtual reality (VR) continues to grow in training and rehabilitation systems for patients, where the patient controls the training process and implements it with interest and motivation thanks to the development of advanced technologies.
[0006] A well-known system for the rehabilitation of patients using virtual reality (VR) has been developed specifically for the rehabilitation of patients suffering from phantom limb pain (see patent No. PCT US23 / 016931).
[0007] Virtual reality (VR) refers to a computer-generated environment where patients can experience physical sensations and perceptions.
[0008] The existing system includes a camera capable of capturing one or more images in vision to track movement in space. The camera is connected to a display, which can be any display device, such as a head-mounted display (HMD) that is part of a helmet. The system also includes a computer system, complex electronic devices that have a system bus, a processor, RAM, an input / output interface, a display, a communication interface, and a tracking device. The tracking device is designed to warn patients about any potential objects that may be dangerous to them while they are performing movements using the helmet.
[0009] The display may show a personalized avatar of the patient (subject) in a virtual environment. The personalized avatar may include an intact representation of the patient's amputated limb, where the intact representation is a simulated limb that can mimic the movement of intact limbs. The simulated or virtual limb may be generated in real time. Furthermore, the simulated limb may move in accordance with the intact limb in real time as the subject moves the intact limb.
[0010] However, the aforementioned system has limited functionality, as it only solves the problem of reducing phantom pain in patients, being structurally complex.
[0011] The objective of the present system is to develop a patient training and rehabilitation system using virtual reality, which would have extended functionality, while being structurally simpler.
[0012] The technical result of the present invention is obtained as follows: the present system for training and rehabilitating patients with the possibility of using virtual reality consists of the following elements, namely a device for tracking movement in space, a computer tool for forming a virtual image, comprising virtual glasses and a computer device, said system according to the present utility model being characterized by the use of: - three motion sensors used as a device for tracking movement in space, these sensors being designed to be attached to the patient's body, two control elements, each of which is designed to be attached to the hand, two base stations, which are located in space at a distance from each other, the outputs of the sensors being wirelessly connected via adapters to the computer device,the control units being wirelessly connected to virtual glasses, and the base stations being optically connected to the motion sensors, the control units and the virtual glasses, in turn the virtual glasses being connected by a wired connection to a computer device equipped with software containing training databases and , patient rehabilitation according to their individual needs and abilities, and which, taking into account signals received in real time from motion sensors, control organs and virtual glasses, generates a virtual reality image signal which is viewed in the virtual glasses.
[0013] According to the utility model, the present system eliminates phantom pain for patients with amputated limbs (one limb), reduces the patient's pain threshold, develops cerebral and nerve signatures, as well as the working musculoskeletal system of a person with a simplified design.
[0014] The present system increases the effectiveness of training and rehabilitation of patients with amputated or injured limbs, limited motor functions and muscle weakness.
[0015] The system improves balance and coordination and effectively reduces motor defects, minimizing the risk of physical injury.
[0016] The use of the present system allows patients to visualize and "regenerate" their lost limb. Specifically, the patient pulls a virtual ring from the stump until they "feel" their hand and sees through glasses how their "own" virtual limb reacts to these movements.
[0017] A virtual reality simulation using modern technical components to display missing limbs, special exercises and visual accompaniment in a virtual space is used to train functional movements, enabling positive changes in the patient's physical and psychological state.
[0018] The technical result is obtained as follows: in the present utility model, a computer program implemented in a computing device ensures the achievement of a technical result. In particular, the expansion of the system's functional capabilities while simplifying its design, which goes beyond the scope of the computer program itself and is implemented with the help of a combination of the means indicated in the system and their connections.
[0019] [Fig. 1] Fig. 1 represents an embodiment of the invention. The present technical solution, shown in the drawing, contains a set of devices known in terms of their design (links to the websites of these devices will be provided at the end of the description of this system).
[0020] Before training or rehabilitation, at least three motion sensors, also called displacement sensors or simply sensors, are attached to the patient's body to track their location in space using special attachment elements (not shown in the drawing) on the belt and on those parts of the body depending on the procedures to be implemented by the patient during the treatment or training session.
[0021] A hand control device “Valve” 4, 5 is placed on each of the patient's hands. The Valve Index VR headset is attached to the patient's head and connected to the computer device 7 via a cable.
[0022] The present technical solution also includes two Valve 8, 9 base stations and three HTC 10, 11, 12 Bluetooth adapters.
[0023] The outputs of the motion sensors 1, 2, 3 are wirelessly connected via Bluetooth adapters HTC 10, 11, 12 to the computer device 7, and the Valve control elements 4, 5 for the hands are wirelessly connected to the VR virtual reality glasses - Valve Index 6. The virtual reality glasses 6 are connected by a wired connection to the input of the computer device 7.
[0024] The present technical solution (system) operates as follows: motion sensors 1, 2, 3 transmit a signal concerning the patient's location (coordinates) in space via HTC Bluetooth adapters 10, 11, 12 to a computer device 7 via a wireless connection. The hand control unit 4 transmits a wireless signal to the "Valve Index" VR headset 6, and the hand control unit 5 also transmits a wireless signal to the "Valve Index" VR headset 6. Base stations 8, 9 send laser light to each device: the motion sensors ("HTC Vive Tracker") 1, 2, 3, the "Valve" hand control unit 4, the "Valve" hand control unit 5, and the "VR - Valve Index headset" 6 virtual reality headset. These devices determine their location coordinates independently.
[0025] The computer device 7 is equipped with software containing patient training and rehabilitation databases tailored to their individual needs and abilities. Taking into account real-time signals received from motion sensors 1, 2, 3, control units 4, 5, and virtual reality glasses 6, this software generates a virtual reality image signal that is displayed in the virtual reality glasses 6, also known as a virtual reality headset. In this way, the movements of a real person are replicated and translated into the movements of a 3D avatar.
[0026] You can find the design of the devices used in this technical solution on the following websites:
[0027] - HTC Vive Tracker 1, 2, 3 motion sensors
[0028] (see https: / / www.vive.com / us / accessory / tracker3 / );
[0029] - Bluetooth adapters for HTC 10, 11, 12
[0030] (see https: / / www.vive.com / ua / support / tracker3 / category_howto / using-the-dongle.html);
[0031] - Hand control elements Valve 4, 5
[0032] (see https: / / www.valvesoftware.com / en / index / controllers);
[0033] - Valve Base Station 8, 9 (See https: / / www.valvesoftware.com / en / index / base- stations);
[0034] - VR Glasses - Valve Index 6 (See https: / / store.steampowered.com / valveindex).
[0035] The present system, according to the utility model, adapts training and rehabilitation scenarios using virtual reality in accordance with the individual needs and abilities of the patient, helping him to "immerse himself in" a virtual environment, which increases motivation and improves the effectiveness of training and rehabilitation.
[0036] According to research, the present system for training and rehabilitating patients using virtual reality effectively influences the following indicators, in particular:
[0037] - improves the range of joint movements;
[0038] - improves the restoration of motor functions of limbs;
[0039] - increases muscle strength;
[0040] - helps patients suffering from neurological disorders mentioned in records medical devices to adapt to environmental changes during walking;
[0041] - reduces pain;
[0042] - restores coordination;
[0043] - restores cognitive abilities.
[0044] According to the utility model, the present system can be commonly used in the field of medicine and sport for the training and rehabilitation of patients.
Claims
[Claim 1] Demands An assembly comprising a system for training and rehabilitating patients with the possibility of using virtual reality, consisting of a device for tracking movement in space, a computer tool for forming a virtual image, comprising virtual glasses (6) and a computer device (7), said assembly being characterized in that: - The device for tracking movement in space consists of three motion sensors (1, 2, 3), these sensors being designed to be attached to the patient's body, - it comprises two control elements (4, 5), each of which is designed to be hand-held, as well as - it comprises two base stations (8, 9), located in space at a distance from each other, the outputs of the motion sensors (1, 2, 3) being wirelessly connected via adapters (10, 11, 12) to the computer device (7), the control units (4, 5) being wirelessly connected to the virtual reality glasses (6), and base stations (8, 9) being optically connected to motion sensors (1, 2, 3), control units (4, 5) and virtual glasses (6), where the virtual glasses (6) are connected by a wired connection to the computer device (7), equipped with software containing patient training and rehabilitation databases according to their individual needs and abilities, taking into account the signals received in real time from the motion sensors (1, 2, 3), the control units (4, 5), the virtual glasses (6), generating a virtual reality image signal which is viewed in the virtual glasses (6).