Multi-sensory cabin

The multi-sensory cabin addresses the limitations of single-stimulus devices by providing a comprehensive, AI-driven sensory experience that stimulates multiple human senses simultaneously, effectively reducing stress and aiding in mental health treatments.

WO2025101076A1PCT designated stage expired Publication Date: 2025-05-15SENSIKS BV
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Patent Information

Application Number
PCT/NL2024/050616
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-11-09
Filing Date
2024-11-11
Publication Date
2025-05-15

AI Technical Summary

Technical Problem

Current devices for sensory stimulation, such as video devices and infrared cabins, primarily focus on single or dual stimuli, neglecting the other senses of a human being and lacking effective feedback integration for adaptive functionality.

Method used

A multi-sensory cabin, also referred to as a POD, that provides a fully or semi-enclosed environment for stimulating multiple human senses simultaneously. This cabin employs proprietary software and actuators to create a 360-degree sensory experience, combining audio, visual, olfactory, tactile, and other sensory inputs. The system uses artificial intelligence to analyze user feedback and adjust the sensory outputs in real-time, aiming to determine and guide user moods and emotional states.

Benefits of technology

The multi-sensory cabin effectively lowers stress levels, evokes or changes user moods, and aids in treating conditions such as PTSD, anxiety, phobias, and addictions. It provides a comprehensive platform for mental health treatments and self-care, leveraging real-time feedback and machine learning to optimize sensory experiences.

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Abstract

The present invention is in the field of treatment rooms, also referred to as enclosures, which may be used for medical or semi-medical purposes, in particular for stimulating or effecting of human senses. In particular the present invention relates to stimulating or affecting multiple human senses at substantially the same time.
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Description

[0001] MULTI-SENSORY CABIN

[0002] FIELD OF THE INVENTION

[0003] The present invention is in the field of treatment rooms, also referred to as enclosures, which may be used for medical or semi-medical purposes, in particular for stimulating or ef- fecting of human senses. In particular the present invention relates to stimulating or affecting multiple human senses at substantially the same time.

[0004] RELATED APPLICATIONS

[0005] The present application claims the benefit of priority from Dutch Patent Application NL2036223, filed on November 9, 2023, in the name of SENSIKS B.V., The Netherlands.

[0006] The entire contents of the above-referenced applications and of all priority documents referenced in the Application Data Sheet filed herewith are hereby incorporated by reference for all purposes.

[0007] BACKGROUND OF THE INVENTION

[0008] In a world grappling with a mental health crisis, the need for innovative and effective solutions has never been more critical. According to the World Health Organization (WHO), over 264 million people of all ages suffer from depression, and close to 800,000 lives are lost to suicide each year. Anxiety disorders also affect 1 in 13 people globally. The impact of these staggering figures on individuals, families, and societies is detrimental and unacceptable.

[0009] The shortage of mental health professionals is casting a profound shadow as these challenges continue to proliferate, the scarcity of qualified experts compounds the struggle, leaving many without the support they urgently need. The repercussions are deeply felt - unmet needs, prolonged suffering, and a potential cascade of long-term effects on well-being. The call for enhanced solutions to support mental health professionals is resounding, echoing through healthcare systems, communities, and policy corridors alike. Additionally integrating self-help tools and resources empowers individuals to take charge of their mental well-being, fostering a sense of agency and resilience.

[0010] A sense relates to a system used by an organism for sensation, hence “sense”. Sensing relates to the process of gathering information about the world around said organism, through the detection of stimuli by said sense. Typically five basic senses are considered, namely sight, smell, touch, taste, and hearing; many more may be considered in addition. Sense organs are considered to collect various stimuli for transduction, that is, transformation into a form that can be understood by the brain. Sensation and perception of the world give an organism input for cognition, behaviour, and thought.

[0011] In organisms, sensing is effectuated by a sensory organ, which consists of a group of interrelated sensory cells that respond to a specific type of physical stimulus. Various different types of sensory receptor cells exist which transduct sensory information from these organs towards the central nervous transmitting system, finally arriving at the sensory cortices in the brain, where sensory signals are processed and interpreted (perceived).

[0012] The present invention is primarily involved with external (exteroception) sensory sys- tems. Human external senses are based on the sensory organs of the eyes, ears, skin, nose, and mouth. In some aspects however also internal sensation, such as sense of balance, spatial ori- entation, proprioception, and nociception, are considered. Also detection of electrical and magnetic fields, air moisture, polarized light, echolocation, are further considered. Sensory modalities or sub-modalities are different ways sensory information is encoded or transduced. Multimodality integrates different senses into one unified perceptual experience. For example, information from one sense has the potential to influence how information from another is perceived. Sensation and perception are studied by a variety of related fields, most notably psychophysics, neurobiology, cognitive psychology, and cognitive science.

[0013] Devices for providing single or duo stimuli exist, such as video devices, Infra-red cab- ins, UV-skin tanning devices, etc. Typically a single stimulus, such as IR-light, is provided, and sometimes two, like in most audio-visual applications. Such devices effectively neglect the other senses of a human being, thereby. They clearly do serve a purpose. These devices may also be used for various forms of treatment and therapy, such as (day-)light therapy and treatment of disorders, such as collagen treatment.

[0014] Feedback of users of the above devices, in particular feedback provided during or shortly after use, is scarcely available, let alone direct integration of such feedback into func- tionality for such devices, e.g. adaptation of settings thereof. Incidentally the following docu- ments may be relied on. WO 2021 / 119766 (Al) recites a mixed reality system for treating or supplementing treatment of a subject with mental or developmental conditions, comprising a database comprising indications of a selected treatment for an identified condition of a sub- ject, stimulatory devices that provide visual, auditory, olfactory and / or haptic stimulation, a processor to process information related to the indications, a controller controlling operation of the stimulatory devices to provide a first set of stimulatory content to the subject, sensors being configured to generate sensory data in response to the first set wherein the sensory data is indicative of a current state of the subject and is used to assess the current state in relation to a state threshold. In response to the current state being assessed as greater than a state threshold, the stimulatory devices to provide a second set of content for modifying the current state to be equal to or below the state threshold. US 2021 / 365105 Al recites a system and a machine-readable medium for providing an entrainment experience to a user. The system comprising an experience system in communication with one or more human sensory inputs and an entraining rhythm generation unit. The experience system configured to receive en- training rhythm information from the entraining rhythm generation unit, determine the en- trainment experience based on the entraining rhythm information, and provide the entrain- ment experience to the user via the one or more human sensory inputs. US 2020 / 234814 Al recites a method for delivering a digital medicine experience to a user includes: loading the digital medicine experience at a sensory immersion vessel; calculating a target value of a bioindicator of the physiological state of the user, the target value of the bioindicator corre- sponding to a target physiological state of the user; at an initial time, rendering sensory repre- sentations of a set of elements in a multi-sensory virtual environment within the sensory im- mersion vessel at an initial progression rate; at a time during the digital medicine experience, succeeding the initial time, measuring a value of the bioindicator; calculating a progression rate through the digital medicine experience based on a difference between the value of the bioindicator and the target value of the bioindicator; and at a second time succeeding the time, rendering sensory representations of the set of elements in the multi-sensory virtual environ- ment at the progression rate. US 2018 / 050171 Al recites a system and method for combining fragrance compositions that have evidence-based benefits for modifying a physiological state of a subject are provided. The system is composed of a biometric readout device and environ- mental sensor module that provide physiological and environmental feedback to a digitally controlled scent delivery device, which is configured to delivery scent based upon physiologi- cal and environmental conditions. And US 2020 / 310530 Al recites a technique for encourag- ing a user towards a selected mental or emotional state includes: determining an influencing directive for encouraging the user towards the selected mental or emotional state; selecting environmental content, based upon the influencing directive, from a plurality of different types of environmental content; presenting the environmental content to the user via sensory immersion equipment, wherein the includes at least one environmental display for altering an ambience of a room; generating observation data based upon observing a user reaction to the environmental content with an observation system, the observation system including at least one sensor capable of observing the user reaction; and determining whether to adjust the envi- ronmental content based upon the observation data to encourage the user towards the selected mental or emotional state.

[0015] The present invention relates in particular to an improved cabin for stimulating or af- fecting multiple human senses at substantially the same time, and various aspects thereof, which overcomes one or more of the above disadvantages, without jeopardizing functionality and advantages.

[0016] SUMMARY OF THE INVENTION

[0017] The present invention relates in a first aspect to a multi-sensory cabin, also referred to as POD, which may be fully closed, that is having an enclosure substantially surrounding a user, or which may be semi-enclosed, which influences a multimodality of a user thereof. Therein, many or all of the human senses can be stimulated, typically at the same time, with a huge variation in (combined) settings and / or stimuli. In said cabin a human being can take place, such as on a chair. The present cabin is typically a substantially closed environ- ment. The present cabin is considered to go far beyond human sensing per se, or a cabin designed to provide a single stimulus, such as an infrared cabin, or to a treatment of a single disorder or the like. Through the present actuators, that is, sensory output de- vices, a multi-sensory total experience may be created; typically developed proprietary software is used thereto, wherein both new and existing audiovisual (Virtual Reality, film, music) experiences are programmed for more than two senses at the same time. Therewith sensory stimuli can be tuned, for example if the user during a multimodality experience comes close to fire, then it becomes warmer in the cabin, and the user may also smell smoke, both with increased intensity; in addition the closer she comes, the warmer it becomes, and vice versa. Through all actuators, sensory stimuli 360 degrees around, can be targeted, and programmed through the software. The software, and in particular the software loaded onto a processor, such as the present controller, more in particular artificial intelligence, analyses and interprets input data, such as based on pre- determined 'mood' estimations. These estimations are also checked / verified by the present system (cabin) against further input; for instance, the system asks a user questions to deter- mine her states, and also verifies states against estimations, and compares these to some ex- tent subjective states feedback with the more objective sensor feedback, as well as with a user’s behaviour in the game. A goal may be that the Al algorithm determines user moods (states) with lesser 'or non' needed subjective feedback (questions); after some training of the system, it now can base a multimodality of the user mainly or fully on objective measure- ments and observed behaviour alone. The Al algorithm is also developed to learn to not only accurately determine user states, but also how to guide the user to the targeted states (i.e. from sad to grateful, passive to active, bored, to inspired), e.g. through personalized orchestras of multisensory stimulations within in the sensory pod. All these sets can be stored in a data base, be reused by the Al, and used to build further upon, resulting in an ever-growing data base of sets of 'multisensory states' or multimodalities, to enhance different user states. Thereto the present multi-sensory cabin comprises at least three sensory-output devices con- figured to provide a combined and interrelated sensory output state, typically 5-100 sensory output devices, such as 12-80 sensory output devices, the at least three sensory-output devices configured to provide three different sensory outputs, typically 5-50 different sensory outputs, such as 10-40 different sensory outputs, each output configured to provide an output inside the cabin, wherein sensory-output devices are selected from audio providing devices, such as speakers, image-providing devices, such as monitors, and virtual reality glasses, scent provid- ing devices, e.g. devices comprising scent cartridges, air circulation providing devices, in par- ticular directed air circulation, IR-radiation providing devices, haptic stimuli providing de- vices, such as tactile stimuli providing devices, colour providing devices, such as UV-provid- ing devices, specific wavelength providing devices, air-vibration devices, such as wind blow- ers, air-humidity modifying devices, and combinations thereof, at least one input device, in particular at least two input devices, more in particular at least three input devices, most in particular at least four input devices, configured to receive user input data from a user of the cabin, wherein the at least one input device is selected from a microphone, a key-board, a vir- tual keyboard, a touch-screen, a camera, a virtual reality device, a hand held controller, and combinations thereof, at least two body sensors configured for providing measured bio- feedback input data, wherein the at least two body sensors are selected from electrical sensors, and from optical sensors, in particular from eye-trackers, neurofeedback sensors, hand move- ment trackers, body movement trackers, skin-conductance sensors, heart rate sensors, breath- ing sensors, eye pupil sensors, facial micro-expression sensors, voice sensors, body posture sensors, blink rate sensors, electro encephalon gram sensors, and combinations thereof, and at least one multi-sensory cabin controller, wherein the at least one cabin controller is config- ured to receive input data from, and is configured to be in operational connection with, the at least three sensory-output devices, the at least one input device, and the at least two body sen- sors, wherein the at least one cabin controller is configured to process input data, to analyse input data, and, based on the processed and analysed input data, to alter the sensory output of at least one of the at least three sensory-output devices, that is to alter interrelated sensory out- put of the at least three sensory-output devices in combination, more in particular in combina- tion relative to one and another, thereby altering the interrelated sensory output state from an initial output state to an altered output state. The combined sensory output state can be pro- vided quickly, typically well within a second, in particular within 500 msec, more in particu- lar within 400 msec, such as within 300 msec. The sensory output stage is considered to co- herently match a (virtual) reality as much as possible, e.g. in terms of combined outputs, in terms of experience, etc. The present controller providing State Shifter can dynamically tailor experiences more precisely than other systems, such as those that only adjust within a single room setup. The present controller can adjust experiences for multiple users, rather than a sin- gle user, in the same environment based on individual preferences and needs.

[0018] It has therefore been shown that so-called symphonies of Multi-sensory stimuli / total ex- periences can lower stress levels of a user. In addition, it can also evoke or change moods and emotions of the user and may aid in more efficient treatments of PTSD, Anxiety, phobia’s and Addictions. In the present cabin also sensors and questionnaires are linked, in that the subjective (questions about states of mind, pain and, stress and emotions) and objective states (heart rate, HRV, skin jelly, brain waves) of a user in the cabin can be measured before, dur- ing, and after the experiences. This data can be used to evaluate how users feel before, during, and after experiences, and in addition how the body / nervous system of the user reacts to sen- sory stimuli as provided. Also, for example reduction of pain and anxiety can be measured as interesting data, and be used as an alternative for painkiller drugs and anxiety medications. In the present cabin, this data is typically fed into an Al machine learning algorithm. The Al is trained to learn more and more about how users feel before, during and after experiences, and to evaluate with which experiences (or sets of sensory stimulations) it can put the user in a certain state (e.g. less stressed, more focused, calm, playful, activated or trigger a trauma in order to be able to solve it during a treatment). The Al thus typically controls actuators on the fly / interactively, within <100 milliseconds, typically < 20 msec, such as < 1 msec, based on the objective and subjective user data, which typically is acquired through the present bio- metric sensors and questionnaires. In a second aspect the present invention relates to the present multi-sensory cabin, for use in treatment of a user, in particular for use in mental treatment of a user, more in par- ticular for use in treatment of Post Traumatic Stress Syndromes (PTSS), of Post Traumatic Stress Disorders (PTSD), of pain, for light or colour therapy, for mental relaxation, for pre- vention, in particular for burn-out prevention, for neurological treatment, and for non-immer- sive preventive digital medicinal treatment, in particular a combined treatment comprising use of the multi-sensory cabin in at least one session, and mental treatment, wherein mental treat- ment starts within two hours of end of use of the multi-sensory cabin.

[0019] In a further aspect the present invention relates to a computer program comprising in- structions, the instructions when loaded and running on a (cloud) computer or a controller causing the computer or the controller to carry out: Receiving input data, in particular (subjec- tive and objective) bio-feedback input data, user input data, and sensor input data, Storing in- put data into an unstructured data storage, Processing input data using a first extract transform load layer providing structure to said input data therewith providing raw data, and storing said processed raw data in a raw data storage, Updating a meta-data database with said structured raw data, Processing raw data using a second extract transform load layer providing validation to said raw data therewith providing transformed data, and storing said processed transformed data in a transformed data storage, Optionally pre-processing said transformed data by an Ap- plication Programming Interface (API) for processing by an artificial intelligence program, Using artificial intelligence to detect at least one of a user state, to change a combined sensory output state, to request further input from a user, to provide further bio-feedback input, and to activate the ate least one multi-sensory cabin controller. In general, an Al system categorizes data, typically by receiving a plurality of data points corresponding to said sensory output state and input data; determining one or more subsets of data points from the plurality of data points, wherein said one or more subsets of data points are indicative of said sensory output state and input data, categorizing said sensory output state and input data, said computer pro- gram disregarding less or irrelevant data. A computing device may identify patterns using the machine learning algorithm to optimize sensory output. Categorization may involve identify- ing to which of a set of categories a new captured input may belong, on the basis of a set of training data with known categories, such as the aforementioned categories. Categorization of the one or more subsets of data points associated with a captured input may be performed us- ing one or more machine learning algorithms and statistical classification algorithms. Exam- ple algorithms may include linear classifiers (e.g. Fisher's linear discriminant, logistic regres- sion, naive Bayes, and perceptron), support vector machines (e.g. least squares support vector machines), clustering algorithms (e.g. k-means clustering), quadratic classifiers, multi-class classifiers, kernel estimation (e.g. k-nearest neighbour), boosting, decision trees (e.g. random forests), neural networks, Gene Expression Programming, Bayesian networks, hidden Markov models, binary classifiers, and learning vector quantization. Other example classification al- gorithms are also possible. The process of categorization may involve the computing device determining, based on the output of the comparison of the one or more subsets with the one or more predetermined sets of scene types, a probability distribution (e.g. a Gaussian distribu- tion) of possible scene types associated with the one or more subsets. Those skilled in the art will be aware that such a probability distribution may take the form of a discrete probability distribution, continuous probability distribution, and / or mixed continuous-discrete distribu- tions. Other types of probability distributions are possible as well.

[0020] In a further aspect the present invention relates to a method for profiling a user’s re- sponse to sensory stimulations configured for a cabin according to the invention, comprising: Administering a variety of sensory stimulations by said at least three sensory-output devices, collecting biometric data from the user in response to each sensory stimulation, by said at least two body sensors, administering validated questionnaires to gather subjective user feed- back on sensory experiences by said at least one input device, configured to receive user feed- back input data from a user of the cabin, in particular wherein collecting biometric data and administering validated questionnaires are performed at substantially the same time, and syn- thesizing biometric and subjective feedback data to create a tailored sensory profile for future experiences. Thereto a system for Adaptive Sensory Experience Based on Profiling may be used, such as comprising the present sensory output device configured to deliver adjustable intensities of fragrance, airflow, temperature, and visual stimuli, the present Biometric sensors configured to capture physiological responses to each sensory input, a controller with a feed- back interface for delivering questionnaires and collecting subjective responses, a profiling engine that processes biometric and subjective data to generate a customized sensory experi- ence profile for the user, such as the present controller, and optionally wherein the profiling engine adjusts the sensory experience profile based on iterative data collection from subse- quent biometric responses and questionnaire feedback, continuously refining the user’s pro- file.

[0021] The present invention provides Multi-Sensory Integration: The cabin combines sen- sory inputs (sight, sound, smell, touch, etc.) through various devices, such as speakers, VR displays, scent emitters, and air / vibration systems. These devices can dynamically adjust to provide a cohesive sensory experience. Further a Real-Time Feedback Loop is provided: Ad- vanced biometric sensors (heart rate, skin conductance, eye tracking, etc.) capture the user’s physiological responses, feeding data into an Al system that adjusts the cabin's environment to optimize the user’s emotional state in real-time. Therein Artificial Intelligence is used for Personalization: An Al engine interprets data from biometric sensors and user input to person- alize the sensory output, adapting experiences to reach desired states (e.g., calmness, focus, relaxation). Over time, the Al learns user preferences, reducing reliance on manual feedback. The present Al may predict and pre-emptively adjust based on learned patterns and environ- mental / contextual data. For example, the system could prepare a calm state after detecting in- creased stress signals before a user’s scheduled meeting. It can be used for various applica- tions, such as Mental Health Applications: The cabin is intended for various therapeutic uses, such as treating PTSD, anxiety, phobias, and addiction. By carefully modulating the sensory environment, the system can support mental health treatments, helping users shift from nega- tive to positive states under controlled conditions. It may have an Open API and Modularity: The platform supports third-party development, allowing other developers and researchers to integrate their datasets, add custom sensory inputs, and create tailored experiences for diverse use cases, from therapy to recreational use. A structured data pipeline processes user feedback and biometric data, ensuring GDPR compliance and secure handling of sensitive information. This data pipeline enables the system to capture, validate, and transform data for accurate real-time adjustments by the Al. The present State Shifting Techniques incorporates tech- niques like guided meditation, breathwork, and other methods to shift users between mental states, such as from stress to relaxation, making it versatile for preventive care and well-being practices. Integrates multiple sensory outputs (sight, sound, smell, touch, etc.) in a cohesive and dynamically adaptable system, adjusting sensory experiences in real-time using Al and feedback from multiple biometric sensors.

[0022] Thereby the present invention provides a solution to one or more of the above-men- tioned problems.

[0023] Advantages of the present description are detailed throughout the description. Refer- ences to the figures are not limiting, and are only intended to guide the person skilled in the art through details of the present invention.

[0024] DETAILED DESCRIPTION OF THE INVENTION

[0025] In an exemplary embodiment of the present multi-sensory cabin the at least three sensory-output devices are configured to select sensory output from stored sensory-output, in particular stored in a memory, such as in a database.

[0026] In an exemplary embodiment of the present multi-sensory cabin audio providing de- vices are configured to provide audio output selected from audio frequencies in a frequency range of 50 Hz-40 kHz, from audio frequency ranges with a frequency range width of 50- 1000 Hz in a frequency range of 50 Hz-40 kHz, wherein image-providing devices are config- ured to provide 2D-visual output, 3D-visual output, in particular video-output, wherein scent providing devices are configured to provide a fragrance selected from a multitude of fragrance containers, in particular a combination thereof, wherein air circulation providing devices are configured to provide an air flow of 10'3-l dm3 / sec, wherein IR-radiation providing devices are configured to provide IR-radiation in a wavelength range of 700 nm-1 mm, in particular from 800-3000 nm, more in particular from 1200-1600 nm, wherein IR-radiation providing devices are configured to provide IR-radiation with an IR-power output of 100-5000 W, in particular 500-2500 W, wherein haptic stimuli providing devices are configured to provide a stimulus selected from heat, from cooling, from air movement, from vibrations, and from touch, wherein colour providing devices are configured to provide at least one radiation in a wavelength range of 275 nm-800 mm, in particular from 350-750 nm, more in particular from 400-700 nm, wherein colour providing devices are configured to provide colour-radiation with an colour-power output of 1-500 W, in particular 2-100 W, wherein air-vibration devices are configured to provide air vibrations in a frequency range of 1-1000 Hz, wherein air-hu- midity modifying devices are configured to control air humidity between 20-100 % relative, in particular between 40-95% relative, such as 50-90% relative, and wherein air-vibration de- vices are configured to provide air vibrations in a vibration power of 1-500 W, in particular 5- 300 W.

[0027] In an exemplary embodiment of the present multi-sensory cabin the at least one cabin controller is configured to analyse data by using at least one of artificial intelligence and data analytics.

[0028] In an exemplary embodiment of the present multi-sensory cabin the at least one cabin controller is configured to process data, and to analyse data within 1 second, in particu- lar within 10'3second, more in particular within 10'4second, and / or wherein the at least one cabin controller is configured to alter a combined first sensory output state to at least one second sensory output state based on the received input from the at least three sensory-output devices, the at least one input device, and the at least two body sensors, and / or wherein the at least one cabin controller is configured to provide a coherent sensory output state, in particular within 400 ms, more in particular within 300 ms.

[0029] In an exemplary embodiment the present multi-sensory cabin comprises at least five sensory-output devices, in particular at least ten sensory-output devices, more in particular at least twenty sensory-output devices, in particular comprising at least two audio providing de- vices, more in particular at least five audio providing devices, in particular comprising at least two image-providing devices, in particular comprising at least two scent providing devices, in particular comprising at least two air circulation providing devices, in particular comprising at least two IR-radiation providing devices, in particular comprising at least two haptic stimuli providing devices, in particular comprising at least two colour providing devices, in particular comprising at least two air-vibration devices, and combinations thereof.

[0030] In an exemplary embodiment of the present multi-sensory cabin said stored sensory output is selected based on personalized data based on user input data of the at least one input device and based on measured user bio-feedback input data of the at least two body sensors, based on stored personalized sensory-output data, and based on stored random sensory-output data, and based on generalized sensory output data, in particular wherein personalized data, stored personalized and random and generalized data are given substantially equal weight.

[0031] In an exemplary embodiment of the present multi-sensory cabin the at least three sensory-output devices configured to provide a combined and interrelated personalized sen- sory output state comprise at least one primary output device, at least one secondary output device, and optionally at least one tertiary output device, wherein the at least one primary out- put device comprises an audio providing device, wherein the at least one multi-sensory cabin controller is configured to provide an audio frequency spectrum of the audio output for alter- ing the personalized output state, and wherein the controller is configured to provide an interrelated personalized output state for the at least one secondary output device and option- ally at least one tertiary output device is provided based on the audio frequency spectrum, in particular wherein the audio frequency spectrum comprises dominant frequencies, that is fre- quencies with >10% surface area in the audio frequency spectrum, which dominant frequen- cies are used to provide personalized sensory output of secondary output devices and option- ally third output devices interrelated with the audio output, that is representative of similar or same (harmonics of) output frequencies or sub-harmonics thereof.

[0032] In an exemplary embodiment of the present multi-sensory cabin the at least one cabin controller is configured to alter the interrelated personalized sensory output state to an altered interrelated personalized output state using at least one of artificial intelligence and data analytics, in particular wherein the at least one controller is configured to adapt the per- sonalized sensory output state based on user feedback input data and measured bio-feedback input data by feeding said data to said at least one controller by using artificial intelligence, more in particular wherein the controller is configured to adapt the personalized sensory out- put state continuously. Typically the user feedback input data and measured bio-feedback in- put data are synchronized in time, and further are coupled in order to provide a interrelated sensory output state, e.g. a contextual personalized sensory output state, such as by Al.

[0033] In an exemplary embodiment of the present multi-sensory cabin the sensory output state is configured to change an interaction of the said user with the multi-sensory cabin, wherein the interaction is selected from a physical interaction, in particular a physical interac- tion selected from heart rate breathing frequency, body movement, eye movement, hand movement, from a mental interaction, in particular a mental interaction selected from an inter- action reflected in said physical interaction, a response of the said user to the alteration of the sensory state, and an input to the multi-sensory cabin of the said user.

[0034] In an exemplary embodiment of the present multi-sensory cabin the cabin is config- ured to be calibrated, in particular calibrated prior to an intended use.

[0035] In an exemplary embodiment of the present multi-sensory cabin the cabin controller is configured to receive base-line input prior to use from the at least three sensory-output de- vices, the at least one input device, and the at least two body sensors.

[0036] In an exemplary embodiment of the present multi-sensory cabin the at least one cabin controller is configured to provide at least one base-line sensory output state to the said user, and / or wherein the at least one cabin controller is configured to provide at least one first introduction sensory output state to the said user base on the at least one base-line sensory output state.

[0037] In an exemplary embodiment of the present multi-sensory cabin the at least one cabin controller is configured to provide a log, the log comprising data selected from subse- quent sensory output states, from body sensor data, and from data input.

[0038] In an exemplary embodiment of the present multi-sensory cabin the cabin has a vir- tual polar axis and a virtual azimuthal axis, wherein the at least three sensory-output devices are configured to provide sensory output over 180-360° of the azimuthal angle cp, in particu- lar over 240-360° of the azimuthal angle <p, and wherein the at least three sensory-output de- vices are configured to provide sensory output wherein the at least three sensory-output de- vices are configured to provide sensory output over 10-180° of the azimuthal angle, in partic- ular wherein the at least three sensory-output devices are configured to provide sensory output over 60-150° of the polar angle, in particular combined output.

[0039] In an exemplary embodiment of the present multi-sensory cabin the at least three sensory-output devices are configured to provide sensory output which is interrelated, in par- ticular wherein each of the at least three sensory output devices each individually contribute to the sensory output state and strengthen each others outputs.

[0040] In an exemplary embodiment of the present multi-sensory cabin the cabin controller is configured to alter the sensory output state such that a state of the said user is altered corre- spondingly, in particular to a corresponding tailored user state.

[0041] In an aspect the present invention relates to use multi-sensory stimulation for acti- vation of multimodalities of a user, in particular emotional memory. Such an emotional memory may be considered as a particular setting of brain cells and neurons, hence a physical reality, reflecting an emotional status. It has now been found that such a set- ting, or likewise, emotional memory, may be activated through the use of the present multi-sensory cabin. When similar experiences occur, that is, similar multimodalities, a reactivation / re-experiencing of the emotional memory takes place as these memories are already stored in ones brain, and can be triggered by sets of multi-sensory stimuli that match the memory. It is not always easy to determine exactly where these stimuli lie, however using the present cabin, and in particular in combination with artificial in- telligence, these stimuli can be "searched" and stored within the system. It is noted that for instance with audiovisual experiences, such as film or music, the brain remains in a more passive observation mode (energy saving mode, as the brain uses 20-25% of all energy of a human being); in the alternative, through combination of multiple sensory stimuli, the present cabin can 'activate' the brain and trigger memories faster. An ad- vantage thereof is that re-experiences feel lifelike, and thus relate to a user's experi- ence. For example, suppose a veteran with PTSD is walking in the grocery store, a jar of pickles falls to the ground, and the impact causes the veteran to shoot back into his or her trauma. On the one hand, the brain intelligence knows it is a safe situation, but the experienced fear of death and stress prevails at that moment (the perception mecha- nism is often stronger than the intelligence, and turns off the control system at that mo- ment). It works in a similar way with more positive experiences, such as a beach expe- rience. In a further example, a difference between watching a beach on television only or actually being there is considered huge. By adding multi-sensory stimulation to the audiovisual beach experience, the brain can activate an emotional memory and link it to the beach experience, such that one is really on the beach feeling-wise. In a further example, also for treating anxiety disorders and traumas, the present cabin is very ef- fective, as every time one reactivates an emotional memory one can actually change the linked emotion; it is found that it takes about 2 hours before the brain stores a reac- tivated memory again. As such one can literally reconfigure the brain, and solve trau- mas, anxiety disorders, and phobias, therewith. It may also be used for treatment of ad- dictions, or depression, as well as certain types of chronic pain, and for education.

[0042] In an exemplary embodiment of the present computer program input data is selected from at least one of neuro-feedback, skin conductance, heart rate, eye tracking, respiration rate, voice analyses, micro expressions, user behaviour, user input, calibration of sensors, user profile, mood analysis, and mood verification.

[0043] In an exemplary embodiment of the present computer program data validation com- prises at least one of scheme validation, and outlier detection.

[0044] In an exemplary embodiment of the present computer program data transformation comprises at least one of identifying missing items, handling of said missing items, time se- ries segmentation, data noise reduction, data conversion, and filtering.

[0045] In an exemplary embodiment of the present computer program data pre-pro- cessing comprises at least one of data augmentation, balancing of classes, preparation of da- tasets, normalization of data, and feature extraction.

[0046] In an exemplary embodiment the present computer program further comprises Generating meta-data from the raw data and the transformed data, in particular wherein metadata generation comprises use of a meta-data scheme, tracking of raw data, tracking of transformed data, and comparing meta-data with a user.

[0047] In an exemplary embodiment the present computer program further comprises training an artificial intelligence (Al) model, in particular wherein said Al model comprises a digital neural network, and wherein training is performed by providing said raw data, said transformed data, and said meta-data.

[0048] In an exemplary embodiment the present computer program further comprises at least one instruction selected from detecting at least one of a user state, changing or altering a combined sensory output state, requesting further input from a user, providing further bio- feedback input, activating the at least one multi-sensory cabin controller, categorizing data, typically by receiving a plurality of data points corresponding to said sensory output state and input data, determining one or more subsets of data points from the plurality of data points, wherein said one or more subsets of data points are indicative of said sensory output state and input data, categorizing said sensory output state and input data, in particular by disregarding less or irrelevant data, identifying patterns using the machine learning algorithm to optimize sensory output, categorizing by identifying to which of a set of categories a new captured in- put belongs, in particular on the basis of a set of training data with known categories, categorizing of the one or more subsets of data points associated with a captured input using one or more machine learning algorithms and statistical classification algorithms, in particular algorithms including linear classifiers, support vector machines, clustering algorithms, quad- ratic classifiers, multi-class classifiers, kernel estimation, boosting, decision trees, neural net- works, Gene Expression Programming, Bayesian networks, hidden Markov models, binary classifiers, and learning vector quantization, and determining, based on the output of the com- parison of the one or more subsets with the one or more predetermined sets of scene types, a probability distribution of possible scene types associated with the one or more subsets.

[0049] The invention is further detailed by the accompanying figures and examples, which are exemplary and explanatory of nature and are not limiting the scope of the in- vention. To the person skilled in the art it may be clear that many variants, being obvi- ous or not, may be conceivable falling within the scope of protection, defined by the present claims.

[0050] SUMMARY OF FIGURES Figures 1, 2a-f, and 3 show details.

[0051] DETAILED DESCRIPTION OF FIGURES

[0052] The figures are further detailed in the description.

[0053] Figure 1 shows an overview of the present multi-sensory cabin, and functioning thereof, including pre-game assessment, sensory POD preparation, Baseline measure- ments and calibration, guided state shifting, and post-data analysis and reflection. Fig. la shows certain aspects of the pre-game assessment, in particular determination of emotional state, mental state, desired state, stress level and physical discomfort. Fig. lb shows element 4a, with various aspects thereof. Including objective input, such as bio- feedback input, and user input, Al data analytics, sensory stimulation, and interactive components.

[0054] Fig. 2 shows aspect of the present data flow.

[0055] Fig. 3 shows a flow diagram.

[0056] The invention although described in detailed explanatory context may be best un- derstood in conjunction with the accompanying figures.

[0057] Experimental results

[0058] Introducing State Shifter™: An Immersive Sensory Reality (SR) Gaming Breakthrough.

[0059] Imagine a realm where your senses converge to shape your mental state, where technol- ogy engages all five human senses to transform your emotions. State Shifter™ is not just a game; it's a revolutionary experience meticulously designed to harness the power of sensory reality. Sensory reality relates to the sensory state of the present cabin, as experienced by the user of said cabin, in particular to the surplus engagement in the experiences due to coherent use of more than 2 senses in an enclosed environment where all engaged modalities interact within a window of 300-400 ms. This groundbreaking application captures objective and sub- jective user feedback, delving into mental states, mood, stress, pain, and comfort levels. The heart of State Shifter™ lies in its dynamic interaction with cutting-edge Machine Learning and Al algorithms. This intricate interplay adjusts every facet of the multi sensory journey - from captivating visuals to resonant sounds, enticing aromas, tantalizing tastes, and even the gentle caress of touch. The ultimate goal is to realize your desired mental state seamlessly, be it transitioning from stress to tranquillity, sadness to elation, or passivity to dynamism.

[0060] Employing SENSIKS Sensory Reality Pods as its hardware canvas, State Shifter™ has a transformative potential that resonates far beyond entertainment. In the domains of preven- tive self-care, it permeates office spaces and homes, acting as a sanctuary for emotional bal- ance. Yet, its prowess extends even further - a beacon of hope in the realm of mental health treatment. Think PTSD, Anxiety, Phobias, and Addictions - State Shifter™ stands poised to revolutionize therapeutic assistance.

[0061] Built upon a robust modular framework, State Shifter™ invites exploration and innova- tion. It unfurls an open API, inviting XR developers and researchers to seamlessly integrate, craft, or adapt content, functionalities, and plugins. This dynamic platform accommodates personalized datasets and sensors, birthing bespoke use cases that cater to individual needs.

[0062] State Shifter™ is more than a game; it's a transformative journey, a fusion of technol- ogy and human experience, poised to rewrite the narrative of mental well-being. Embark on this immersive odyssey, and let your senses guide you towards the state of mind you seek. State Shifter™ is an interactive Sensory Reality (SR) Gaming application by which all 5 hu- man senses are addressed, during the game objective and subjective user feedback is collected about mental states, mood, stress, pain, and levels of (dis)comfort. This data will be fed into a Machine learning / Al algorithm that will be trained to responsively adjust all multisensory aspects of the experience (vision, sound, smell, taste and touch via virtual reality, fragrances, temperature fluctuations, tremble, airflow and touch) to achieve the desires user state, (i.e. from stressed to calm, sad to happy or passive to active etc.) This Game is implemented in SENSIKS Sensory Reality Pods and can be used for preventive self-care within office spaces and home settings as well as a tool for professional therapeutic assistance for treating mental health ailments such as PTSD, Anxiety, Phobia’s, and Addictions. The application will be built as a modular framework accessible via an open API which provides XR developers, re- searchers the flexibility to add, generate or modulate content, functionality, and plugins, insert their own datasets or sensors for specific customized use cases.

[0063] Stimulating our senses can facilitate emotional processing and regulation, trigger brain plasticity and promote neurogenesis. This can lead to improved cognitive function, increased creativity and enhanced problem-solving skills.

[0064] Introducing "State Shifter™ ", a groundbreaking initiative aiming to redefine the land- scape of multisensory reality gaming by fully harnessing on the transformative power of sen- sory reality (SR). It synergizes state-of-the-art Artificial Intelligence, biofeedback, and im- mersive multi-sensory gaming with evidence-based cognitive, psychological, and neurologi- cal sciences. This innovative fusion gives rise to a unique modular and open platform for per- sonalized and interactive mental state modulation. State Shifter will provide a personalized solution, anchored in comprehensive well-being practices, tailored to the users' needs. State Shifter serves as a modular and open toolbox for therapeutic, preventive, and non-invasive improvement and optimization of (mental) health, well-being, and resilience. It also aims to push the boundaries of the way we work, learn, communicate, play, and heal, equipping mod- ern humans to cope, survive as well as thrive with the challenges and high demands of the world we live in today. With user consent, State Shifter will generate a wealth of robust ob- jective and subjective biofeedback, serving as a prime source for optimization of the effec- tiveness of State Shifter’s Al algorithm, advancing research and therapeutic approaches in various sectors. Needless to mention that the generated user data is very unique and has sig- nificant value, but is also highly sensitive and personal and should be secured against the highest available standards and methods, which should be continuously improved against the latest standards. We are committed to ethical considerations within our ambition to contribute to the scientific understanding and optimization of human cognition, behaviour, and well-be- ing. SENSIKS SR pods provide the backbone for our venture. It is through these pods that "State Shifter" will drive a new chapter in multisensory XR, addressing currently unfulfilled needs and leveraging advancements to accelerate human flourishing. Through in-depth analy- sis of our use cases and clinical trials (annexed to this application), we've gained a profound understanding of our technology's capabilities. Leveraging these insights, we're set to develop 'State Shifter' — a flexible, modular, and open framework designed to address a wide range of applications in mental health, while also being adaptable to additional emerging paradigms.

[0065] Inventors created a sophisticated feedback control system capable of understanding, modulating, and shifting mental and emotional states. This system dynamically modulates the sensory outputs of the immersive gaming experience based on real-time feedback from the us- er's physiological and emotional responses. It is controlled by the integration of advanced bio- metric sensors which continuously monitor a range of physiological indicators combined with validated gamified questionnaires, providing a stream of real-time data that then is processed by our ML and Al algorithms, which intelligently learns and adapts to the user feedback or- chestrating a highly personalized and responsive sensory reality experience, possibly capable of relieving discomfort, calming one’s mind and elevating one’s mood or lifting the spirit. In contrast, State Shifter can also be utilized to trigger trauma’s, anxiety, discomfort, and stress under the safe guidance of a professional mental therapist to effectively treat the issue that has risen to the surface. The "State Shifter" initiative is developed as an platform infrastructure. Via an open API, the XR community members will be able to add custom experiences to the library, researchers will be able to integrate their own ML datasets and Al models to custom- build applications for research or specific use cases.

[0066] As the world’s first Sensory Reality game, “State Shifter™” will serve as a platform for multitude of use cases, extending from mental health and wellbeing to research, education, and entertainment. Its modular human-centred design encourages continuous evolution and adaptability, while its open API structure invites third-party developers to build and share upon its foundation, therefore expanding the ecosystem of sensory reality content and applications.

[0067] By entering EMIL’s network of support and expertise, inventors actively engage in knowledge exchange and best practice sharing, leveraging the collective wisdom of industry, education institutions, and other XR projects.

[0068] The heart of State Shifter™ lies in its dynamic interaction with cutting-edge Machine Learn- ing and Al algorithms. This intricate interplay adjusts every facet of the multi sensory journey - from captivating visuals to resonant sounds, enticing aromas, tantalizing tastes, and even the gentle caress of touch. The ultimate goa is to realize your desired mental state seamlessly, be it transitioning from stress to tranquillity, sadness to elation, or passivity to dynamism.

[0069] Employing SENSIKS Sensory Reality Pods as its hardware canvas, State Shifter™ has a transformative potential that resonates far beyond entertainment. In the domains of preven- tive self-care, it permeates office spaces and homes, acting as a sanctuary for emotional bal- ance. Yet, its prowess extends even further - a beacon of hope in the realm of mental health treatment. Think PTSD, Anxiety, Phobias, and Addictions - State Shifter™ stands poised to revolutionize therapeutic assistance.

[0070] Built upon a robust modular framework, State Shifter™ invites exploration and innova- tion. It unfurls an open API, inviting XR developers and researchers to seamlessly integrate, craft, or adapt content, functionalities, and plugins. This dynamic platform accommodates personalized datasets and sensors, birthing bespoke use cases that cater to individual needs.

[0071] State Shifter™ is more than a game; it's a transformative journey, a fusion of technol- ogy and human experience, poised to rewrite the narrative of mental well-being. Embark on this immersive odyssey, and let your senses guide you towards the state of mind you seek. State Shifter is an innovative project that stands at the crossroads of cutting-edge XR technol- ogy and the evolution of multi-sensory experiences. Envisioned to be deployed within a vari- ety of settings including hospitals, clinics, schools, public spaces, workplaces, and homes, it is designed to cater to a wide range of users and applications.

[0072] State Shifter will serve as an indispensable tool for mental health treatments, educational pro- grams, rehabilitative efforts, and everyday recreational activities, targeting professionals in healthcare, research, education, corporate (HR), commerce, and consumers, creating a pro- found impact on quality of (work) life.

[0073] Therapists can harness this tool for personalized rehabilitation programs with enhanced stress management protocols, bolstering mental resilience, and help solve mental health is- sues. Furthermore, everyday users will be able to indulge in unparalleled immersion during their digital health, wellness and leisure or educational training activities, fostering their own cognitive fitness and mental resilience, contributing positively to their overall well-being, quality of life and performance.

[0074] State Shifter offers a responsive degree of multisensory immersion not seen before in the XR industry, designed to provide an open platform for the creation and ‘sensification’ (multisensory enhancement of audiovisual content) of a wide range of SR experiences and applications.

[0075] State Shifter offers a personalized and immersive experience which responds to the us- er's interactions and real-time biometric feedback from various sensors such as heart rate vari- ability, perspiration, skin conductance, respiratory rates, and brainwave patterns.

[0076] State Shifter is not just different, but rather a significant leap forward in the field of multisen- sory XR, setting a new benchmark in the creation of interactive and transformative multisen- sory digital experiences.

[0077] State Shifter is not merely a departure; it's a profound leap forward. It carves an indeli- ble niche as a harbinger of multisensory XR, an arbiter of innovation that sets a formidable new benchmark for interactive and transformative multi-sensory digital encounters. As we journey through the corridors of State Shifter, we embark on a transformative odyssey that transcends the known, redefining the boundaries of human experience.

[0078] The present POD provides:

[0079] Creating a dynamic Multimodal Core System with support for multiple sensory inputs and outputs. • Data capturing, analysis, machine learning, storing and protection strategy.

[0080] • Integration of multiple biometric sensors.

[0081] • Responsive Al-powered data analytics system to adapt gameplay and sensory stimulation based on objective and subjective user feedback.

[0082] • Sensory reality engine in charge of orchestrating immersive gameplay to verify and shift the user’s mental states.

[0083] • Researching and implementing various state shifting techniques and methods like breath- work, meditation and others, that can be effectively integrated into gameplay.

[0084] • Intuitive user interface for in-game feedback generation and customization.

[0085] • Coordination between the Al data analytics and the sensory reality engine with Sensory Pod for real -world sensory stimuli.

[0086] • Comprehensive user manual and technical documentation.

[0087] • Performance and stability testing.

[0088] Building a Multimodal Core System: Our first goal is to create a multimodal core system to support multiple sensory inputs and outputs, this will serve as the backbone for the ML / Al to modulate and personalize the sensory reality experience inside the pod and the game.

[0089] • Biometric Sensor Suite Integration: Inventors interlink an array of biofeedback sensors, such as

[0090] EEG, GSR, HRV, Breathing Sensor, Eye Tracking, Micro Expressions & Voice Recognition, which monitor the player's objective responses before, during and after gameplay. These will be verified and supported by integrated pre-, in- and postgame validated questionnaires and behaviour capturing to determine subjective states. • Al-based Interpretation: We'll develop and implement ML / Al algorithms that interpret the captured objective and subjective data, modulating the sensory stimuli in the Sensory Pod and the Sensory Reality Game to help the user shift and verify mental and emotional states, result- ing in perpetual entertainment of the Al, resulting in ever better understanding of users unique cognition, states, perceptions emotions and feelings as well as how to influence these factors. Sensory Reality Engine: We will develop an immersive VR engine able to communicate with the multimodal core system and the sensory reality pod, providing a next level of sensory im- mersion and game interactions to help the user shift their states. o As the foundational State Shifter base, inventors leverage Marc Zimmerman's 'Realms of Flow' VR experience & Deep States VR whose astonishing artworks and smart intuitive user interface are adept at inducing calming and profound states of mind. These experiences already allow users to customize their journey, selecting from diverse sceneries, atmospheres, and meditative narrations. Its primary objective is to deliver immersive audio-visual atmos- pheres that inspire, evoke emotions, and foster enriching mental states, making it an ideal base for our project's goals. At its core the game will be transformed into a modular infrastructure with an open API in which functionalities, content, sensors and datasets can be integrated for specific use cases.

[0091] • Mapping Mental, Emotional and Physical State Shifting Techniques: We will establish a clear map of the various evidence-based methods, techniques and psycho-technologies that can be conceptualized in the VR game to effectively shift between current and targeted mental states, a unique challenge we believe is critical to our success. The techniques will serve as the base library for the system to pull from, however eventually the system will design and store unique and tailormade generated experiences on the platform.

[0092] • Addressing Complexities: Our dedicated team will thoroughly navigate the intricacies in- volved in synchronizing these diverse systems. Together with specialized partners in our net- work as well as the EMIL nodes we will design a complete architecture that encompasses and intertwines all various aspects of the application.

[0093] In figure 2 a data flow is shown.

[0094] Flow

[0095] Data gathered from the users are sent to the data lake (unstructured space) to be in- gested. Usually data lake are used to be a landing space for huge amounts of data with high diversity to allow to be structured in later stage.

[0096] Using an extract transform load layer (ETL) from Data Lake to Raw Data Storage al- lows to add structure to the later. Structure can be set as follow,

[0097] User ID

[0098] Eye tracking

[0099] Timestamp

[0100] Coordinates) son

[0101] Heart rate Timestamp

[0102] Rates. j son etc

[0103] Voice_analysis

[0104] Timestamp

[0105] Voice.wav

[0106] Once the data are stored in a structured way, the Meta-data database (AWS RDS) is updated accordingly to keep track of the data.

[0107] Another set of ETLs (AWS Glue) will be connected from Raw Data Storage (AWS S3) to Transformed Data Storage (AWS S3). These ETLs (AWS Glue) will include Data Val- idation (to check the quality of the data) and Data Transformation (apply transformations spe- cific to the data in the pipeline).

[0108] As there are many different types of data, it will be recommended to have a specific ETL per type of data for parallelization (i.e. one ETL for heart beat rate, another for voice analysis, etc).

[0109] Examples of Data Validation process (using a validation schema),

[0110] Check that eye tracking data are following the coordinates format

[0111] Check for outliers in the heart beat rates

[0112] Examples of Data Transformation processes,

[0113] Convert voice data to spectrogram

[0114] Data imputation for missing values

[0115] The Meta-data database (AWS RDS) will be updated accordingly to keep track of the trans- formed data. The Transformed Data Storage (AWS S3) can have a similar structure as Raw Data Storage (AWS S3). ETLs granularity can be set to micro batch as a start. Upon moving to (close) real-time processing for the Al agent, they need to be converted to streaming.

[0116] Data from Transformed Data Storage will be used to pre-process the data required and accessed securely via API by the Al agent. This step can be done real time, and could use caching to speed up some of the pre-processing.

[0117] Example of Data preprocessing process,

[0118] Prepare dataset for training or inference

[0119] Feature extraction

[0120] Normalize data

[0121] Remarks

[0122] Data stored need to be GDPR compliant. Usually can be done upon forcing the storage into European servers if using cloud providers. It might require discussion with legal advisors.

[0123] Monitoring and alerts to be set on the pipeline to ensure the pipeline is running accord- ingly, and be notified if any issues arise.

[0124] Inventors added the user in the pod to show that it is generating the signals going to the data pipeline that will feed the Al agent to make better suggestions on the settings / experiences and ask questions (interact with the user) to refine even further the parameters.

[0125] For instance, in responsive real-time creation of experiences / sets of multisensory stimu- lations is established, based on user responses (so instead of activating an experience from li- brary it adjusts the multisensory sensory input real-time on the fly). Therein, the Al agent may take care of the decisions, such as providing the right experiences / sets of multisensory simu- lations based on user responses / signals (data sources. The data pipeline is simply the way to feed user data to the Al agent for it to take the right decision.

[0126] And the requests of user input may also be based on feedback and assumptions of the A.I. So A.I. assumes some combinations of multisensory inputs can shift a state and then checks by asking I.e. “how anxious you feel now between 0-5, or how much back pain etc. ” and used this feedback to generate new sets of sensory stimulations (experiences). Therein, the Al agent can ask questions if it decided to do so based on the set of data fed by the data pipeline. Al added a loop, as the Al agent is interacting with the user, and user's feedback is then going back to Al agent via the data pipeline.

[0127] During a calibration phase Al can already learn that within a certain state a red lights with certain frequencies as well as certain sound and aroma frequencies can help the user to calm down, of get more exited, or even can trigger a certain personal emotional response, i.e. with eye tracking it measures a spike in GSR when the users looks to a certain image or feels a certain sensation.

[0128] A desired state may either be defined by the user at the start of the session or the Al agent will ask the question to the user.

[0129] Typically the Al agent will be trained to detect a state based on the input data / user's signals, and will learn to switch from one state to another (i.e. current to desired) using the same data and also by asking to the user feedback on the progression.

[0130] For example: If User A is unhappy, the Al agent can identify this emotional state based on various input data like heart rate and mood analysis. If the agent already knows the input conditions that correlate with User A's happiness, it can suggest experiences to help the user transition to this happier state, refining its approach based on user feedback. If the agent hasn't yet learned the conditions for User A's happiness, it will iteratively adjust its model based on ongoing feedback from the user.

[0131] As mentioned the term "calculated", for the Al agent refers to probabilistic assessments. In the given simple scenario where the Al agent recognizes only two emotional states (sad and happy) the goal is to increase the likelihood of the user being happy while reducing the proba- bility of sadness. The shifts in these probabilities can be observed through the experiences recommended by the Al agent and the subsequent user feedback.

[0132] It should be appreciated that for commercial application it may be preferable to use one or more variations of the present system, which would be similar to the ones disclosed in the present application and are within the spirit of the invention.

Claims

AMENDED CLAIMS received by the International Bureau on 07 April 2025 (07.04.2025)1. An adaptive multi- sensory cabin comprisingAt least three sensory-output devices configured to provide a combined and interrelated personalized sensory output state, the at least three sensory-output devices configured to pro- vide three different sensory outputs, each output configured to provide an output inside the cabin, wherein sensory-output devices are selected from audio providing devices, image- providing devices, such as monitors, scent providing devices, air circulation providing de- vices, in particular directed air circulation, IR-radiation providing devices, haptic stimuli providing devices, colour providing devices, air-vibration devices, air-humidity modifying de- vices, and combinations thereof,At least one input device, configured to receive user feedback input data from a user of the cabin, wherein the at least one input device is selected from a microphone, a key-board, a virtual keyboard, a touch- screen, a camera, a virtual reality device, a hand held controller, and combinations thereof,At least two body sensors configured for providing measured bio-feedback input data, wherein the at least two body sensors are selected from electrical sensors, and from optical sensors, in particular from eye-trackers, neurofeedback sensors, hand movement trackers, body movement trackers, skin-conductance sensors, heart rate sensors, breathing sensors, eye pupil sensors, facial micro-expression sensors, voice sensors, body posture sensors, blink rate sensors, electro encephalon gram sensors, and combinations thereof, andAt least one multi- sensory cabin controller configured to alter the combined and interre- lated personalized sensory output state of the multi- sensory cabin, wherein the at least one cabin controller is configured to receive input data from, and is configured to be in opera- tional connection with, the at least three sensory-output devices, the at least one input device, and the at least two body sensors, wherein the at least one cabin controller is configured to process input data, to analyse input data, wherein the at least one cabin controller is config- ured to analyse data by using at least one of artificial intelligence and data analytics, to pro- vide an initial interrelated output state based on said processed input data -nd analysed input data, and, based on the processed and analysed input data, to alter the interrelated initial sen- sory output state of at least one of the at least three sensory-output devices, in particular to al- ter sensory output of the at least three sensory-output devices in combination, more in particu- lar in combination relative to one and another, thereby altering the interrelated personalized sensory output state to an altered interrelated output state, wherein the at least one cabin con- troller is configured to provide a coherent interrelated sensory output state within 400 ms.

2. The multi-sensory cabin according to claim 1, wherein the at least three sensory-output de- vices are configured to select sensory output from stored sensory-output, in particular stored in a memory, such as in a database, more in particular wherein said stored sensory output is selected based on personalized data based on user input data of the at least one input device and based on measured user bio-feedback input data of the at least two body sensors, based onstored personalized sensory-output data, and based on stored random sensory-output data, and based on generalized sensory output data, in particular wherein personalized data, stored per- sonalized and random and generalized data are give substantially equal weight.

3. The multi-sensory cabin according to claim 1 or 2, wherein the at least three sensory-output devices configured to provide a combined and interrelated personalized sensory output state comprise at least one primary output device, at least one secondary output device, and option- ally at least one tertiary output device, wherein the at least one primary output device com- prises an audio providing device, wherein the at least one multi-sensory cabin controller is configured to provide an audio frequency spectrum of the audio output for altering the person- alized output state, and wherein the controller is configured to provide an interrelated person- alized output state for the at least one secondary output device and optionally at least one ter- tiary output device is provided based on the audio frequency spectrum, in particular wherein audio providing devices are configured to provide audio output selected from audio frequencies in a frequency range of 50 Hz-40 kHz, from audio frequency ranges with a frequency range width of 50-1000 Hz in a frequency range of 50 Hz-40 kHz, wherein image-providing devices are configured to provide 2D-visual output, 3D-visual output, in par- ticular video-output, wherein scent providing devices are configured to provide a fragrance selected from a multitude of fragrance containers, in particular a combination thereof, wherein air circulation providing devices are configured to provide an air flow of 10-3- 1 dm3 / sec, wherein IR-radiation providing devices are configured to provide IR-radiation in a wave- length range of 700 nm-1 mm, in particular from 800-3000 nm, more in particular from 1200- 1600 nm, wherein IR-radiation providing devices are configured to provide IR-radiation with an IR-power output of 100-5000 W, in particular 500-2500 W, wherein haptic stimuli provid- ing devices are configured to provide a stimulus selected from heat, from cooling, from air movement, from vibrations, and from touch, wherein colour providing devices are configured to provide at least one radiation in a wavelength range of 275 nm-800 mm, in particular from 350-750 nm, more in particular from 400-700 nm, wherein colour providing devices are con- figured to provide colour-radiation with an colour-power output of 1-500 W, in particular 2- 100 W, wherein air- vibration devices are configured to provide air vibrations in a frequency range of 1-1000 Hz, wherein air-humidity modifying devices are configured to control air hu- midity between 20-100 % relative, in particular between 40-95% relative, such as 50-90% rel- ative, and wherein air- vibration devices are configured to provide air vibrations in a vibration power of 1-500 W, in particular 5-300 W.

4. The multi-sensory cabin according to any of claims 1-3, wherein the at least one cabin con- troller is configured to alter the interrelated personalized sensory output state to an altered in- terrelated personalized output state using at least one of artificial intelligence and data analyt- ics, in particular wherein the at least one controller is configured to adapt the personalized sensory output state based on user feedback input data and measured bio-feedback input data by feeding said data to said at least one controller by using artificial intelligence, more inparticular wherein the controller is configured to adapt the personalized sensory output state continuously.

5. The multi- sensory cabin according to any of claims 1-4, wherein the at least one cabin con- troller is configured to process data, and to analyse data within 1 second, in particular within 10-3second, more in particular within 10-4second, and / or wherein the at least one cabin controller is configured to alter a combined first interrelated sensory output state to at least one second interrelated sensory output state based on the re- ceived input from the at least three sensory-output devices, the at least one input device, and the at least two body sensors, and / or wherein the at least one cabin controller is configured to provide a coherent interrelated sen- sory output state within 300 ms.

6. The multi-sensory cabin according to any of claims 1-5, comprising at least five sensory- output devices, in particular at least ten sensory-output devices, more in particular at least twenty sensory-output devices, in particular comprising at least two audio providing devices, more in particular at least five audio providing devices, in particular comprising at least two image-providing devices, in particular comprising at least two scent providing devices, in particular comprising at least two air circulation providing devices, in particular comprising at least two IR-radiation providing devices, in particular comprising at least two haptic stimuli providing devices, in particular comprising at least two colour providing devices, in particular comprising at least two air- vibration devices, and combinations thereof.

7. The multi-sensory cabin according to any of claims 1-6, wherein the interrelated sensory output state is configured to change the interrelated sensory output state based on a detected response of the said user with the multi-sensory cabin, wherein the response is selected from a physical response, in particular a physical response selected from heart rate breathing fre- quency, body movement, eye movement, hand movement, from a mental response, in particu- lar a mental response selected from a response reflected in said physical response, a response of the said user to the alteration of the sensory state, and an input to the multi-sensory cabin of the said user.

8. The multi- sensory cabin according to any of claims 1-7, wherein the cabin is configured to be calibrated, in particular calibrated prior to an intended use.

9. The multi-sensory cabin according to any of claims 1-8, wherein the cabin controller is configured to receive base-line input prior to use from the at least three sensory-output de- vices, the at least one input device, and the at least two body sensors.

10. The multi-sensory cabin according to any of claims 1-9, wherein the at least one cabin controller is configured to provide at least one base-line interrelated sensory output state to the said user, and / orwherein the at least one cabin controller is configured to provide at least one first introduction interrelated sensory output state to the said user base on the at least one base-line interrelated sensory output state.

11. The multi- sensory cabin according to any of claim claims 1-10, wherein the at least one cabin controller is configured to provide a log, the log comprising data selected from subse- quent interrelated sensory output states, from body sensor data, and from data input.

12. The multi-sensory cabin according to any of claims 1-11, wherein the cabin has a virtual polar axis and a virtual azimuthal axis, wherein the at least three sensory-output devices are configured to provide sensory output over 180-360° of the azimuthal angle φ, in particular over 240-360° of the azimuthal angle φ, and wherein the at least three sensory-output devices are configured to provide sensory output wherein the at least three sensory-output devices are configured to provide sensory output over 10-180° of the azimuthal angle, in particular wherein the at least three sensory-output devices are configured to provide sensory output over 60-150° of the polar angle, in particular combined output.

13. The multi-sensory cabin according to any of claims 1-12, wherein the at least three sen- sory-output devices are configured to provide sensory output which is interrelated, wherein each of the at least three sensory output devices each individually contribute to the interre- lated sensory output state and strengthen each other’s outputs.

14. The multi-sensory cabin according to any of claims 1-13, wherein the cabin controller is configured to alter the interrelated sensory output state such that a detected state of the said user is altered correspondingly, in particular to a corresponding tailored user state.

15. The multi-sensory cabin according to any of claims 1-14, suitable for treating a user, in particular mental treating of a user, more in particular for treating Post Traumatic Stress Syn- dromes (PTSS), Post Traumatic Stress Disorders (PTSD), pain, for providing light therapy, for providing neurological treatment, for providing mental relaxation, for prevention, in par- ticular for burn-out prevention, and for providing non-immersive preventive digital medicinal treatment, in particular for providing a combined treatment comprising use of the multi-sen- sory cabin in at least one session, and mental treatment, wherein mental treatment starts within two hours of end of use of the multi-sensory cabin.

16. A computer program comprising instructions, the instructions when loaded and running on a computer or a controller causing the computer or the controller to carry out in the multi- sensory cabin according to any of claims 1-15:Receiving input data in the at least one input device, in particular bio-feedback input data, user input data, and sensor input data,Storing input data into an unstructured data storage,Processing input data using a first extract transform load layer providing structure to said in- put data therewith providing raw data, and storing said processed raw data in a raw data stor- age,Updating a meta-data database with said structured raw data,Processing raw data using a second extract transform load layer providing validation to said raw data therewith providing transformed data, and storing said processed transformed data in a transformed data storage,Optionally pre-processing said transformed data by an Application Programming Interface (API) for processing by an artificial intelligence program,Using artificial intelligence to detect at least one of a user state, to change a combined interre- lated sensory output state, to request further input from a user, to provide further bio-feedback input, and to activate the at least one multi- sensory cabin controller to alter the combined and interrelated personalized sensory output state of the multi-sensory cabin.

17. The computer program according to claim 16, wherein input data is selected from at least one of neuro-feedback, skin conductance, heart rate, eye tracking, respiration rate, voice anal- yses, micro expressions, user behaviour, user input, calibration of sensors, user profile, mood analysis, and mood verification, and / orWherein data validation comprises at least one of scheme validation, and outlier detection, and / or wherein data transformation comprises at least one of identifying missing items, handling of said missing items, time series segmentation, data noise reduction, data conversion, and filter- ing, and / or wherein data pre-processing comprises at least one of data augmentation, balancing of classes, preparation of datasets, normalization of data, and feature extraction.

18. The computer program according to claim 16 or 17, further comprisingGenerating meta-data from the raw data and the transformed data, in particular wherein metadata generation comprises use of a meta-data scheme, tracking of raw data, tracking of transformed data, and comparing meta-data with a user.

19. The computer program according to any of claims 16-18, comprising training an artificial intelligence (Al) model, in particular wherein said Al model comprises a digital neural net- work, and wherein training is performed by providing said raw data, said transformed data, and said meta-data.

20. The computer program according to any of claims 16-19, comprising at least one instruc- tion selected from detecting at least one of a user state, changing or altering a combined sensory output state, requesting further input from a user, providing further bio-feedback input, activating the at least one multi-sensory cabin controller, categorizing data, typically by receiving a plurality of data points corresponding to said sen- sory output state and input data, determining one or more subsets of data points from the plurality of data points, wherein said one or more subsets of data points are indicative of said sensory output state and input data,categorizing said sensory output state and input data, in particular by disregarding less or ir- relevant data, identifying patterns using the machine learning algorithm to optimize sensory output, categorizing by identifying to which of a set of categories a new captured input belongs, in particular on the basis of a set of training data with known categories, categorizing of the one or more subsets of data points associated with a captured input using one or more machine learning algorithms and statistical classification algorithms, in particular algorithms including linear classifiers, support vector machines, clustering algorithms, quad- ratic classifiers, multi-class classifiers, kernel estimation, boosting, decision trees, neural net- works, Gene Expression Programming, Bayesian networks, hidden Markov models, binary classifiers, and learning vector quantization, and determining, based on the output of the comparison of the one or more subsets with the one or more predetermined sets of scene types, a probability distribution of possible scene types as- sociated with the one or more subsets.

21. A method for profding a user’s response to sensory stimulations configured for a cabin ac- cording to any of claims 1-15, comprising:Administering a variety of sensory stimulations by said at least three sensory-output de- vices, collecting biometric data from the user in response to each sensory stimulation, by said at least two body sensors, administering validated questionnaires to gather subjective user feedback on sensory ex- periences by said at least one input device, configured to receive user feedback input data from a user of the cabin, in particular wherein collecting biometric data and administering val- idated questionnaires are performed at substantially the same time, and synthesizing biometric and subjective feedback data to create a tailored sensory profile for future experiences.

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