Biofeedback virtual reality system for enhancing emotional intelligence and skill development of users and method thereof

The biofeedback VR system with Generative AI dynamically adjusts VR simulations based on users' emotional states, providing personalized feedback and gamification, effectively bridging the gap between theoretical and practical El training.

WO2025220021A1PCT designated stage Publication Date: 2025-10-23NITINNOV TECH PTE LTD
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Patent Information

Application Number
PCT/IN2024/052283
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-16
Filing Date
2024-11-23
Publication Date
2025-10-23

AI Technical Summary

Technical Problem

Current emotional intelligence (El) training systems lack personalization, scalability, and practical application, failing to adapt to individual learners' emotional states and specific requirements, and often fail to bridge the gap between theoretical understanding and real-world application.

Method used

A biofeedback VR system integrated with Generative AI, utilizing sensors to collect physiological and emotional data, dynamically adjusts VR simulations in real-time to match users' emotional states, providing immediate, personalized feedback and gamification elements to enhance El skills.

Benefits of technology

The system offers a highly immersive and personalized experience, effectively translating abstract El concepts into practical skills, promoting emotional awareness, regulation, and interpersonal competencies, enhancing mental health and professional effectiveness.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention relates to the field of generative artificial intelligence (AI), virtual reality, IoT sensor-based system More particularly, the present disclosure relates to a biofeedback VR system for enhancing emotional intelligence and skill development of users. The system (108) includes a plurality of biofeedback sensors (114), processor (202) embedded with a virtual reality simulation engine (214) and an artificial intelligence (AI) engine (212) and a computing device (104) with an application connected to the processor (202). The simulation is dynamically adjusted based on the emotional responses and physiological reactions of primary user (110). The present disclosure relates to a biofeedback VR method for enhancing emotional intelligence and skill development of users and also relates to a system with dynamic adjustment ensuring that the emotional intensity of simulations is in sync with the user's current emotional state, fostering a conducive learning environment for Emotional Intelligence (EI) growth.
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Description

[0001] NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED

[0002] Description:

[0003] TITLE: Biofeedback virtual reality system for enhancing emotional intelligence and skill development of users and method thereof

[0004] FIELD OF THE INVENTION

[0005] The present invention relates to the field of generative artificial intelligence (Al), virtual reality (VR), loT sensor-based system. More particularly, the present disclosure relates to a biofeedback VR system for enhancing emotional intelligence and skill development of users. Further, the present disclosure relates to a method for biofeedback VR for enhancing emotional intelligence and skill development of users.

[0006] BACKGROUND OF THE INVENTION

[0007] Current systems and methodologies for emotional intelligence (El) and skill development, while valuable, exhibit several shortcomings that constrain their efficacy and accessibility. Many existing El training programs adopt a one-size-fits- all approach, unable to adapt to individual learners' emotional states, learning speeds, and specific requirements. This lack of customization can diminish effectiveness, as the training may not resonate with or adequately challenge all users. Traditional El training often relies on classroom-based instruction, online modules, or paper-based materials, which may fail to fully engage users or replicate the complexities of real- world emotional interactions. Consequently, this limitation may impede the application of learned skills in practical personal and professional contexts.

[0008] Current systems often face challenges in bridging the divide between theoretical understanding of Emotional Intelligence (El) concepts and their practical application. While learners may grasp El principles in theory, they may encounter difficulties in implementing these skills in real-life scenarios due to a scarcity of practical training opportunities. Enhancing El skills, especially in domains like conflict resolution or empathy, often entails navigating delicate and potentially stressful situations. Existing NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED training methods may not offer a secure, controlled environment where users can hone these skills without facing real-world repercussions.

[0009] In one of the prior art US20180075764A1, a biofeedback virtual reality system and method are disclosed to optimize an individual's heart-rate cycle to enhance coherence and resonance. This optimization aims to improve the subject's emotional state, reduce stress levels, and enhance performance simultaneously. In one the embodiment, the system accesses the individual's current coherence state and provides a virtual environment corresponding to that state. The individual can then progress to alternative virtual environments representing "better" or more coherent states. The system includes a heart monitor and an RR interval monitor to gather information on the individual's heart rate variability (HRV). The disclosed system is portable, allowing it to be used conveniently at various locations, enabling individuals to decrease stress levels and improve their state of mind as needed. However, the prior art primarily focuses on managing stress, overlooking the care of anxiety, which is crucial for comprehensive skill development.

[0010] In an another prior art US20020128540A1 describes a system and method for correlating virtual reality with biofeedback to enhance attention. The invention focuses on improving attention and treating attention deficit disorder (ADD). It presents a virtual reality environment designed to enhance attention shift, selective attention, and sustained attention by integrating a biofeedback device that estimates the current attention level of the patient. The system utilizes Quantitative Electroencephalography (QEEG), which is faster than regular EEG, to monitor brain activity and assess attention levels. Additionally, it incorporates VR-based cognitive behavior therapy, offering options for personalization based on individual patient needs. By addressing both attention and hyperactivity, the invention provides a comprehensive approach to treatment. It aims to enhance attentional skills and alleviate symptoms associated with attention deficit disorder, thereby offering holistic support to patients. NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED

[0011] In yet an another prior art US20160077547A1 discloses a system and method for enhanced training utilizing a virtual reality (VR) environment and bio-signal data. The training apparatus comprises an input device and a wearable computing device equipped with a bio-signal sensor and a display, facilitating an interactive VR experience for the user. The bio-signal sensor collects bio-signal data from the user while they engage with content presented within the VR environment. User interactions and bio-signal data are evaluated, resulting in user state scores and performance scores. Feedback is provided to the user based on these scores to further their training objectives. The feedback mechanism may involve updating the VR environment and triggering additional VR events to sustain the training process. This system and method offer a dynamic and personalized training experience, leveraging bio-signal data to enhance user engagement and optimize training outcomes within the VR environment.

[0012] From the prior art, it's evident that a demand exists for a biofeedback VR system dedicated to augmenting users' emotional intelligence and skill development. Furthermore, there's also a recognized necessity for a corresponding biofeedback VR method specifically tailored to enhance users' emotional intelligence and skill development. These observations underscore the importance of addressing these needs through innovative solutions that integrate biofeedback technology with virtual reality for effective emotional intelligence training and skill enhancement.

[0013] OBJECT OF THE INVENTION

[0014] Accordingly, the primary object of the present invention is to provide a biofeedback based dynamic VR system for enhancing emotional intelligence and skill development of users and a method of working of the same.

[0015] 1. It is one object of the present invention to provide a dynamic VR system that is designed to be accessible and scalable by making it as high-quality El training available to a broader audience. NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED

[0016] 2. It is another object of the present invention to provide a dynamic VR system that can be deployed in various settings, including educational institutions, corporate training programs, and individual self-improvement efforts, without the need for extensive physical infrastructure.

[0017] 3. It is yet another object of the present invention to provide a dynamic VR system that aims to bridge the gap between theoretical knowledge of emotional intelligence concepts and their practical applications.

[0018] 4. It is another object of the present invention to provide a dynamic VR system that helps translate abstract El concepts into concrete skills that can be applied in daily personal and professional interactions.

[0019] 5. It is another object of the present invention to provide a dynamic VR system with Generative Al supported biofeedback that is designed to offer a comprehensive, engaging and to provide effective solution for enhancing emotional intelligence and interpersonal skills, with the ultimate goal of promoting better mental health, improved relationships and greater success in various life domains.

[0020] 6. It is another object of the present invention to provide a dynamic VR system that offers users and facilitators comprehensive insights into the user's progress and development in emotional intelligence skills.

[0021] 7. It is another object of the present invention to provide a dynamic VR system incorporates gamification elements and interactive features to enhance user engagement and motivation.

[0022] SUMMARY OF THE INVENTION

[0023] According to the basic aspects of the present invention, the present invention biofeedback VR system for enhancing emotional intelligence and skill development of users is provided with a plurality of biofeedback sensors, processor embedded with a virtual reality simulation engine and an artificial intelligence (Al) engine and a computing device with an application connected to the processor. The plurality of biofeedback sensors is configured to collect physiological and emotional data from a NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED primary user, offering insights into the physiological and emotional responses of the said primary user during a set of VR simulations. The processor is embedded with a virtual reality simulation engine and an artificial intelligence (Al) engine and built in WiFi coupled to a memory. A set of instructions operated by the processor by means of a mobile device or computing device though the application using a VR device and by an loT device. The primary user is checked to be is stable to undergo a mental assessment. The biometric data is collected from the primary user via a plurality of biofeedback sensors by a data collection engine. A set of realistic scenarios and responses are generated based on input parameters, such as biometric data and desired learning objectives of the primary user. The primary user is engaged with a plurality of VR videos or images. The actions are simulated by the images or videos in the VR environment, by a VR simulation engine leading to physiological data changes of the primary user. The creation of diverse scenarios and settings tailored are allowed to the needs of the primary user and to simulate situations including but not limited to social situations, workplace scenarios, personal interactions or any combination thereof where emotional intelligence and interpersonal skills are essential. The biometric data is continuously analyzed in real-time during the interaction of the primary user with the VR environment. The simulation is dynamically adjusted based on the emotional responses and physiological reactions of the primary user. Immediate, personalized feedback are received based on their performance and biofeedback data by an interactive feedback engine. The biofeedback data are compiled alongside VR interaction metrics and are analyzed to provide the primary user and a secondary user with detailed insights into emotional growth, scenario responses, and skill acquisition, by reporting and guiding the primary user in developing effective emotional regulation and communication strategies based on the analyzed report by a reporting engine.

[0024] According to another aspect of the present invention, the biometric data are selected from a group comprising heart rate variability (HRV), skin conductance, facial expressions, EEG brainwave patterns or any combination thereof. NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED

[0025] According to another aspect of the present invention, the biofeedback sensors are selected from a group comprising a heart rate monitors, EEG headsets, galvanic skin response sensors, facial expression analysis cameras or any combination thereof.

[0026] According to another aspect of the present invention, the feedback is based on a combination of the user state score and the performance score.

[0027] According to another aspect of the present invention, the dynamic adjustment of the simulation ensures that the emotional intensity of VR simulations matches with the user's current capacity for emotional processing, promoting gradual and effective emotional intelligence development.

[0028] According to another aspect of the present invention, the simulations include but not limited to empathy training through perspective-taking exercises or emotional regulation through stress-inducing scenarios followed by guided relaxation techniques.

[0029] According to another aspect of the present invention, the system further incorporates gamification elements motivating users through rewards, achievements, and progressive levels of difficulty in emotional intelligence training scenarios.

[0030] According to one aspect of the present invention, there is provided a set of steps for biofeedback VR method for enhancing emotional intelligence and skill development of users.

[0031] BRIEF DESCRIPTION OF DRAWINGS

[0032] The accompanying drawings are included to provide a further understanding of the present disclosure, and are incorporated in, and constitute a part of this specification.

[0033] FIG. 1 illustrates (100) block diagram (100) of the biofeedback VR system (108) for enhancing emotional intelligence and skill development of users, in accordance with an embodiment of the present disclosure. NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED

[0034] FIG. 2 illustrates an exemplary block diagram of an example system (108) similar to the one shown in FIG.l with functional components, in accordance with an embodiment of the present disclosure.

[0035] FIG. 3 illustrates an exemplary flow chart of the biofeedback VR method (300) for enhancing emotional intelligence and skill development of users, in accordance with an embodiment of the present disclosure.

[0036] FIG. 4 illustrates an example computer system (400) in the embodiments of the present disclosure.

[0037] FIG. 5 illustrates an exemplary flow diagram (500) of the biofeedback VR method for enhancing emotional intelligence and skill development of users, in accordance with an embodiment of the present disclosure.

[0038] DETAILED DESCRIPTION OF INVENTION

[0039] The present invention relates to the field of generative artificial intelligence (Al), virtual reality and loT sensor-based system. More particularly, the present disclosure relates to a biofeedback VR system for enhancing emotional intelligence and skill development of users. Further the present disclosure relates to a biofeedback VR method for enhancing emotional intelligence and skill development of users.

[0040] The novelty of the disclosure lies in the real-time generation of Virtual Reality (VR) scenarios, uniquely tailored to individual users' emotional states through the utilization of biofeedback data, such as heart rate variability and skin conductance. This innovation is further enhanced by the integration of Generative Al, which dynamically simulates actions by pictographs within the VR environment, leading to physiological data changes. Consequently, the VR scenarios' emotional intensity adjusts in real-time to match the user's current emotional state, creating an optimal learning environment for Emotional Intelligence (El) growth.

[0041] This innovation is further enhanced by the integration of Generative Al, Virtual Reality, loT sensor-based biofeedback, and data analysis. This comprehensive integration offers NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED users a highly immersive and personalized experience, ensuring that their emotional intelligence development is maximized. By synchronizing VR simulations with users' emotional states, this system provides a unique and effective approach to El training, fostering emotional awareness and regulation in a dynamic and engaging manner.

[0042] A generative Al based approach for developing human skills and emotional intelligence using biofeedback analysis and versatile virtual reality" represents a pioneering fusion of Virtual Reality (VR) technology and biofeedback mechanisms, meticulously crafted to elevate emotional intelligence (El) and interpersonal skills in diverse professional and personal settings. This innovative invention heralds a paradigm shift in conventional El training methodologies, promising a more immersive, tailored, and impactful learning journey for individuals seeking to enhance their emotional intelligence and interpersonal competencies.

[0043] The system harnesses the immersive capabilities of Virtual Reality (VR) to replicate diverse social interactions and emotional scenarios, furnishing users with a secure and controlled arena to cultivate and hone El competencies, including empathy, emotional regulation, communication, and leadership. VR's ability to create lifelike and engaging environments facilitates experiential learning, fostering deeper understanding and retention of El skills. Complementing the VR component is the sophisticated utilization of biofeedback technology. By continuously monitoring physiological signals like EEG, heart rate, skin conductivity, and facial expressions, the system delivers real-time feedback on the user's emotional state. This seamless integration enables dynamic adjustment of VR scenarios in response to the user's reactions, ensuring that the training intensity aligns with the individual's current emotional capacity and facilitating a personalized learning trajectory.

[0044] FIG. 1 illustrates (100) an example block diagram (100) of the biofeedback VR system (108) for enhancing emotional intelligence and skill development of users, in accordance with an embodiment of the present disclosure. As shown in Figure 1, the NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED biofeedback virtual reality system (108) comprises one or more sensors (114) strategically positioned with the primary user (110) to gather physiological and emotional data during a series of VR simulations. These sensors (114) provide valuable insights into the primary user's physiological and emotional responses throughout the VR experience. They are communicatively linked to the system (108) to facilitate data transmission and analysis (Fig. 2). The biofeedback sensors (114) encompass various devices such as heart rate monitors, EEG headsets, galvanic skin response sensors, facial expression analysis cameras, or a combination thereof. These sensors enable comprehensive monitoring of the primary user's physiological and emotional state during VR interactions. In an exemplary configuration, the system (108) establishes communication with the primary user (110), who may be an individual seeking emotional intelligence enhancement, a patient requiring mental stress management, or a child in need of support. Additionally, the system (108) can establish communication with one or more secondary users (102) via computing devices (104) they operate, facilitated through a network (106). These secondary users (102) may include trainers, doctors, nurses, or other professionals tasked with guiding the primary user through mental management processes. Through this integrated setup, the biofeedback VR system (108) provides a comprehensive platform for enhancing emotional intelligence and skill development, catering to the needs of both primary and secondary users across various contexts and scenarios.

[0045] In an embodiment, the biofeedback sensors monitor physiological indicators of emotional states (e.g., heart rate variability, skin conductance) and dynamically adjusts VR scenarios in real-time. This adaptation ensures that the emotional intensity of VR simulations matches the user's current capacity for emotional processing, promoting gradual and effective El development. The system offers a wide range of VR simulations designed to target specific aspects of emotional intelligence, such as empathy training through perspective-taking exercises, or emotional regulation through stress-inducing scenarios followed by guided relaxation techniques. The novelty lies in the depth and NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED variety of El-focused simulations, all designed based on psychological principles to maximize learning outcomes. Feedback within the VR environment is directly influenced by the user's biofeedback data, providing immediate, personalized guidance on emotional regulation strategies and El skill improvement. For example, if elevated stress levels are detected, the system might introduce a calming VR scenario or suggest breathing exercises, thereby teaching effective emotional management in context. The gamification elements are incorporated in the system that motivates users through rewards, achievements, and progressive levels of difficulty in El training scenarios. This approach not only enhances user engagement but also facilitates the tracking of progress in a structured and rewarding manner. A distinctive feature of the system is its analytics platform, which compiles and analyzes biofeedback data alongside VR interaction metrics to provide users and trainers with detailed insights into emotional growth, scenario responses, and skill acquisition. This facilitates personalized program adjustments and evidence-based assessment of El development over time.

[0046] FIG. 2 illustrates an exemplary block diagram of an example system (108) similar to the one shown in FIG.l with functional components, in accordance with an embodiment of the present disclosure. Referring to Figure 2, a block diagram of an example system (108) similar to the one shown in FIG.l with functional components is disclosed. The system (108) include at least one processor (202) that may be implemented as one or more microprocessors, microcomputers, microcontrollers, digital signal processors, central processing units, logic circuitries, and / or any devices that process data based on operational instructions. Among other capabilities, the processor(s) (202) is configured to fetch and execute computer-readable instructions stored in a memory (204) of the system (108). The memory (204) may be configured to store one or more computer- readable instructions or routines in a non-transitory computer readable storage medium, which is fetched and executed to create or share data packets over a network service. The memory (204) include any non-transitory storage device including, for example, NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED volatile memory such as random-access memory (RAM), or non-volatile memory such as erasable programmable read only memory (EPROM), flash memory, and others.

[0047] In an embodiment, the system (108) may include an interface(s) (206). The interface(s) (206) include a variety of interfaces, for example, interfaces for data input and output devices, referred to as I / O devices, storage devices, and the like. The interface(s) (206) facilitate communication to / from the system (108). The interface(s) (206) also provide a communication pathway for one or more components of the system (108). Examples of such components include, but are not limited to, a processing unit / engine(s) (208) and a local database (220). In an embodiment, the local database (220) may be separate from the system (108).

[0048] In an embodiment, the processing engine(s) (208) maybe implemented as a combination of hardware and programming (for example, programmable instructions) to implement one or more functionalities of the processing engine(s) (208). In examples described herein, such combinations of hardware and programming may be implemented in several different ways. For example, the programming for the processing engine(s) (208) may be processor-executable instructions stored on a non-transitory machine- readable storage medium and the hardware for the processing engine(s) (208) may include a processing resource (for example, one or more processors), to execute such instructions. In the present examples, the machine-readable storage medium may store instructions that, when executed by the processing resource, implement the processing engine(s) (208). In such examples, the system (108) may include the machine -readable storage medium storing the instructions and the processing resource to execute the instructions, or the machine-readable storage medium may be separate but accessible to the system (108) and the processing resource. In other examples, the processing engine(s) (208) may be implemented by electronic circuitry.

[0049] In an embodiment, the processing engine (208) include a data collection engine (210), an Artificial Intelligence Engine (212), a VR simulation engine (214), a reporting engine NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED

[0050] (216), an interactive feedback engine (230) and other modules (218). The system (108) includes a plurality of biofeedback sensors (114), processor (202) embedded with a virtual reality simulation engine (214) and an artificial intelligence (Al) engine (212) and a computing device (104) with an application connected to the processor (202). The plurality of biofeedback sensors (114) is configured to collect physiological and emotional data from a primary user (110), offering insights into the physiological and emotional responses of the said primary user (110) during a set of VR simulations. The processor (202) is embedded with a virtual reality simulation engine (214) and an artificial intelligence (Al) engine (212) and built in WiFi coupled to a memory (204). A set of instructions operated by the processor (202) or the computing device (104) though the application using a virtual reality (VR) device and an loT device by the primary user (110) to access a baseline of the primary user (110). The primary user (110) is checked to be is stable to undergo a mental assessment. The biometric data is collected from the primary user (110) via a plurality of biofeedback sensors (114) by a data collection engine (210). A set of realistic scenarios and responses are generated based on input parameters, such as biometric data and desired learning objectives of the primary user (110). The primary user is engaged with a plurality of VR videos or images. The actions are simulated by the images or videos in the VR environment, by a VR simulation engine (214) leading to physiological data changes of the primary user (110). The creation of diverse scenarios and settings tailored are allowed to the needs of the primary user (110) and to simulate situations including but not limited to social situations, workplace scenarios, personal interactions or any combination thereof where emotional intelligence and interpersonal skills are essential. The biometric data is continuously analyzed in real-time during the interaction of the primary user (110) with the VR environment. The simulation is dynamically adjusted based on the emotional responses and physiological reactions of the primary user (110). Immediate, personalized feedback are received based on their performance and biofeedback data by an interactive feedback engine (230). The biofeedback data are compiled alongside VR interaction metrics and are analyzed to provide the primary user and a secondary user (102) with detailed NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED insights into emotional growth, scenario responses, and skill acquisition, by reporting and guiding the primary user (110) in developing effective emotional regulation and communication strategies based on the analyzed report by a reporting engine (216).

[0051] In an embodiment, the biometric data are selected from a group comprising heart rate variability (HRV), skin conductance, facial expressions, EEG brainwave patterns or any combination thereof. The biofeedback sensors (114) are selected from a group comprising a heart rate monitors, EEG headsets, galvanic skin response sensors, facial expression analysis cameras or any combination thereof. The feedback is based on a combination of the user state score and the performance score. The dynamic adjustment of the simulation ensures that the emotional intensity of VR simulations matches with the user's current capacity for emotional processing, promoting gradual and effective emotional intelligence development. The simulations include but not limited to empathy training through perspective-taking exercises or emotional regulation through stress inducing scenarios followed by guided relaxation techniques. The system (108) further incorporates gamification elements motivating users through rewards, achievements, and progressive levels of difficulty in emotional intelligence training scenarios.

[0052] FIG. 3 illustrates an exemplary flow chart of the biofeedback VR method (300) for enhancing emotional intelligence and skill development of users, in accordance with an embodiment of the present disclosure. Referring to Figure 3, a flow chart of the biofeedback VR method (300) for enhancing emotional intelligence and skill development of users is disclosed. The method (300) includes collecting (302) a set of biometric data from a primary user (110) via a plurality of biofeedback sensors (114) by a data collection engine (210), thereafter, the actions are simulated (304) by a set of images or videos in a VR environment, by a VR simulation engine (214) leading to physiological data changes of the primary user (110) thereby the creation of diverse scenarios and settings tailored are allowed to the needs of the primary user (110) and simulating situations including but not limited to social situations, workplace scenarios, NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED personal interactions or any combination thereof where emotional intelligence and interpersonal skills are essential, thereafter, the biometric data (306) in real-time are continuously analyzed during the interaction of the primary user (110) with the VR environment, thereafter, the simulation (308) is dynamically adjusted based on the emotional responses and physiological reactions of the primary user (110), thereafter immediately the personalized feedback are received based on their performance and biofeedback data by an interactive feedback engine (230), thereafter the biofeedback data is compiled and analyzed (312) alongside VR interaction metrics to provide the primary user and a secondary user (102) with detailed insights into emotional growth, scenario responses, and skill acquisition, by reporting and guiding the primary user (110) in developing effective emotional regulation and communication strategies based on the analyzed report by a reporting engine (216).

[0053] In an embodiment, biofeedback based Versatile Virtual Reality System designed to revolutionize the approach to emotional intelligence (El) and skill development. Traditional methods of El training often fall short in personalization, scalability, and practical application, leading to a gap in effective skill acquisition. Our system bridges this gap by integrating cutting-edge Virtual Reality (VR) technology with precise biofeedback mechanisms and generative Al, offering a uniquely immersive and tailored learning experience. The system encompasses a broad spectrum of VR simulations, each meticulously crafted to target specific El competencies such as empathy, emotional regulation, social skills, and self-awareness. These simulations are grounded in psychological principles and are designed to maximize user engagement and learning outcomes. A standout feature of the system is its interactive biofeedback-driven feedback loop. This mechanism provides users with immediate, personalized feedback within the VR environment, guiding them through effective emotional management strategies and offering actionable insights for skill improvement. The incorporation of gamification elements further enhances the learning experience, motivating users through a structured system of rewards, achievements, and progressively challenging NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED scenarios, the system is equipped with a comprehensive analytics platform that compiles and analyzes biofeedback and VR interaction data. This platform offers detailed insights into the user's emotional growth, responses to various scenarios, and overall skill development. Such analytics are invaluable for users and trainers alike, enabling personalized program adjustments and facilitating evidence-based assessments of El progress. Overall, by seamlessly blending the immersive capabilities of VR with the insightful data provided by biofeedback, the system delivers a personalized, engaging, and efficacious skill development solution. The present invention is real-time emotional adaptation, combined with immersive simulations, interactive feedback, gamification, and comprehensive analytics, sets this invention apart, offering a new paradigm in emotional intelligence training and skill development.

[0054] In an embodiment, the system aims to provide personalized training in emotional intelligence by dynamically adjusting VR scenarios based on the user's real-time biofeedback data. This personalized approach ensures that each user's emotional and cognitive thresholds are considered, facilitating a tailored learning experience that can more effectively improve skills such as empathy, emotional regulation, social awareness, and relationship management. By utilizing VR technology, the invention seeks to immerse users in realistic and interactive environments where they can practice and develop El skills in a safe and controlled setting. These VR scenarios are designed to simulate real-world interactions and emotional challenges, providing users with practical experiences that closely mimic the complexities of human social interactions. The integration of biofeedback mechanisms serves the crucial purpose of providing users with real-time feedback on their physiological responses during VR simulations. This immediate feedback allows users to become more aware of their emotional and physical states and to practice and learn effective emotional regulation strategies within the context of the simulation. The system incorporates gamification elements and interactive features to enhance user engagement and motivation. By making the learning NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED process more enjoyable and rewarding, the system aims to increase user adherence to El training programs and to encourage continuous personal development.

[0055] Another key purpose of the present invention is to offer users and facilitators comprehensive insights into the user's progress and development in emotional intelligence skills. The system's analytics platform analyzes biofeedback and VR interaction data to provide detailed reports on skill improvement, scenario responses, and emotional growth, facilitating evidence-based adjustments to training programs and personalized feedback. The invention is designed to be accessible and scalable, making high-quality El training available to a broader audience. By leveraging digital technologies like VR and biofeedback, the system can be deployed in various settings, including educational institutions, corporate training programs, and individual selfimprovement efforts, without the need for extensive physical infrastructure, the system aims to bridge the gap between theoretical knowledge of emotional intelligence concepts and their practical application. By providing users with hands-on experiences in managing and navigating emotional situations, the system helps translate abstract El concepts into concrete skills that can be applied in daily personal and professional interactions. The Generative Al supported Biofeedback based Versatile VR System for Emotional Intelligence and Skill Development is designed to offer a comprehensive, engaging, and effective solution for enhancing emotional intelligence and interpersonal skills, with the ultimate goal of promoting better mental health, improved relationships, and greater success in various life domains.

[0056] FIG. 4 illustrates an example computer system (400) in the embodiments of the present disclosure. The computer devices in the present disclosure may be similar to the computer system as shown in FIG. 4. Referring to FIG. 4, the computer system (400) may include an external storage device (410), a bus (420), a main memory (430), a readonly memory (440), a mass storage device (450), a communication port(s) (460), and a processor (470). A computer system (400) may include more than one processor and NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED communication ports. The processor (470) may include various modules associated with embodiments of the present disclosure. The communication port(s) (460) may be any of an RS -232 port for use with a modem-based dialup connection, a 10 / 100 Ethernet port, a Gigabit or 10 Gigabit port using copper or fiber, a serial port, a parallel port, or other existing or future ports. The communication ports(s) (460) may be chosen depending on a network, such as a Local Area Network (LAN), Wide Area Network (WAN), or any network to which the computer system (400) connects.

[0057] In an embodiment, the main memory (430) may be Random Access Memory (RAM), or any other dynamic storage device commonly known in the art. The read-only memory (440) may be any static storage device(s) e.g., but not limited to, a Programmable Read Only Memory (PROM) chip for storing static information e.g., start-up or basic input / output system (BIOS) instructions for the processor (470). The mass storage device (450) may be any current or future mass storage solution, which can be used to store information and / or instructions. Exemplary mass storage solutions include, but are not limited to, Parallel Advanced Technology Attachment (PATA) or Serial Advanced Technology Attachment (SATA) hard disk drives or solid-state drives (internal or external, e.g., having Universal Serial Bus (USB) and / or Firewire interfaces).

[0058] In an embodiment, the bus (420) may communicatively couple the processor(s) (470) with the other memory, storage, and communication blocks. The bus (420) may be, e.g. a Peripheral Component Interconnect PCI) / PCI Extended (PCLX) bus, Small Computer System Interface (SCSI), USB, or the like, for connecting expansion cards, drives, and other subsystems as well as other buses, such a front side bus (FSB), which connects the processor (470) to the computer system (400).

[0059] In another embodiment, operator and administrative interfaces, e.g., a display, keyboard, and cursor control device may also be coupled to the bus (420) to support direct operator interaction with the computer system (400). Other operator and administrative interfaces can be provided through network connections connected through the communication NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED port(s) (460). Components described above are meant only to exemplify various possibilities. In no way should the aforementioned exemplary computer system (400) limit the scope of the present disclosure.

[0060] FIG. 5 illustrates an exemplary flow diagram (500) of the biofeedback VR method for enhancing emotional intelligence and skill development of users, in accordance with an embodiment of the present disclosure. Referring to Figure 5, a flow diagram (500) of the biofeedback VR method for enhancing emotional intelligence and skill development of users is disclosed. The Biofeedback based versatile VR System supported by Generative Al is composed of several key components, each contributing to its innovative functionality. A diverse library of VR scenarios simulates various emotional and social situations, from challenging interpersonal conversations to public speaking events, designed using Generative Al to target specific El skills. Wearable devices and sensors collect physiological data, offering insights into the user's emotional responses during VR simulations. An advanced Generative Al algorithm analyzes biofeedback data in real-time to adjust VR scenarios, tailoring the difficulty and content to the user's emotional state and learning progress. Within the VR environment, users receive immediate, personalized feedback based on their performance and biofeedback data, guiding them in developing effective emotional regulation and communication strategies. A comprehensive platform compiles and analyzes data from VR interactions and biofeedback, providing users and facilitators with detailed insights into emotional growth, skill development, and areas for improvement.

[0061] The Adaptive VR-Biofeedback System has wide-ranging applications across industries where El is a key component of professional effectiveness, including corporate leadership, healthcare, education, customer service, and public safety. By improving El skills, the system contributes to enhanced interpersonal communication, better conflict resolution, improved team dynamics, and overall increased personal and organizational effectiveness. NAME OF THE APPLICANT: NITINNOV TECHNOLOGIES PRIVATE LIMITED

[0062] By leveraging VR's immersive capabilities, the system provides an engaging and realistic platform for users to practice El skills in a manner that closely mimics real-life experiences. The integration of biofeedback technology allows for unprecedented personalization of the training experience, adapting in real-time to the user's emotional and physiological responses. The system's wide array of VR scenarios and targeted feedback mechanisms facilitate the development of a broad spectrum of El skills, from basic emotional awareness to complex interpersonal interactions. The analytics dashboard offers a novel approach to tracking and assessing El skill development, providing actionable insights that can inform personalized training paths and measure progress over time.

[0063] ADVANTAGES OF THE PRESENT DISCLOSURE

[0064] • Introduction of a biofeedback VR system designed for enhancing users' emotional intelligence and skill development, accompanied by an operational methodology.

[0065] • Facilitation of evidence-based adjustments to training programs and provision of personalized feedback within the system.

[0066] • Bridging the gap between theoretical knowledge of emotional intelligence concepts and their practical application.

[0067] • Offering a comprehensive, engaging, and effective solution for enhancing emotional intelligence and interpersonal skills, ultimately promoting better mental health, improved relationships, and greater success across diverse life domains.

[0068] • Enhancement of users' awareness of their emotional and physical states, enabling practice and learning of effective emotional regulation strategies within simulated contexts.

[0069] • Contribution to enhanced interpersonal communication, better conflict resolution, improved team dynamics, and overall increased personal and organizational effectiveness.

Claims

ClaimsWe claim:

1. A biofeedback dynamic virtual reality (VR) system (108) for enhancing emotional intelligence and skill development of users, comprising: a processor(s) (202) embedded with a virtual reality simulation processing engine (208) further comprises of a data collection engine (210), a VR simulation engine (214), a interactive feedback engine (230), an artificial intelligence (Al) engine (212), a reporting engine (216), other modules (218), built in WiFi coupled interface (206) and a memory (204); a plurality of biofeedback sensors (114) configured to collect physiological and emotional data from a primary user (110), offering insights into the physiological and emotional responses of the said primary user (110) during a set of VR simulations; a computing device (104) or a mobile device with an application connected to the processor (202) and further connected to secondary user(s) (102) by means of network (106) or loT sensor-based system,Characterized by a set of instructions operated by means of processor (202) or by means of computing device (104) or the mobile device though the application using a virtual reality (VR) device connected through the network (106) or loT sensor-based system: to provide access to the primary user (110); to check whether the primary user (110) is stable to undergo a mental assessment; to collect the biometric data from the primary user (110) via a plurality of biofeedback sensors (114) and collected by means of data collection engine (210); to generate a set of realistic scenarios and responses based on input parameters, such as biometric data and desired learning objectives of the primary user (110); to engage the primary user (110) by means of query with a plurality of VR videos or images; to simulate actions by the images or videos in the VR environment by means of VR simulation engine (214) based on physiological data changes of the primary user (110); to allow for the creation of diverse scenarios and settings tailored to the needs of the primary user (110); to simulate situations including but not limited to social situations, workplace scenarios, personal interactions or any combination thereof where emotional intelligence and interpersonal skills;to continuously analyze biometric data in real-time during the interaction of the primary user (110) with the VR environment; to dynamically adjust the simulation based on the emotional responses and physiological reactions of the primary user (110); to receive immediate, personalized feedback based on their performance and biofeedback data by an interactive feedback engine (230); to compile and analyze biofeedback data alongside VR interaction metrics to provide the primary user and a secondary user(s) (102) with detailed insights into emotional growth, scenario responses, and skill acquisition; to prepare the report by means of reporting engine (216); and development an effective emotional regulation and communication strategies based on the analyzed report provided by the reporting engine (216) by means of Al engine (212).

2. The system (108) as claimed in claim 1, wherein the biometric data are selected from a group comprising heart rate variability (HRV), skin conductance, facial expressions, EEG brainwave patterns or any combination thereof.

3. The system (108) as claimed in claim 1, wherein the biofeedback sensors (114) are selected from a group comprising a heart rate monitors, EEG headsets, galvanic skin response sensors, facial expression analysis cameras or any combination thereof.

4. The system (108) as claimed in claim 1, wherein the feedback is based on a combination of the user state score and the performance score.

5. The system (108) as claimed in claim 1, wherein the dynamic adjustment of the simulation ensures that the emotional intensity of VR simulations matches with the user's current capacity for emotional processing, promoting gradual and effective emotional intelligence development.

6. The system (108) as claimed in claim 1, wherein the simulations include but not limited to empathy training through perspective-taking exercises or emotional regulation through stress-inducing scenarios followed by guided relaxation techniques.

7. The system (108) as claimed in claim 1, wherein the system (108) further incorporates gamification elements motivating users through rewards, achievements, and progressive levels of difficulty in emotional intelligence training scenarios.

8. A biofeedback VR method (300) for enhancing emotional intelligence and skill development of users, the method (300) comprising:collecting (302) a set of biometric data from a primary user (110) via a plurality of biofeedback sensors (114) by a data collection engine (210); simulating (304) actions by a set of images or videos in a VR environment, by a VR simulation engine (214) leading to physiological data changes of the primary user (HO); allowing for the creation of diverse scenarios and settings tailored to the needs of the primary user (110); simulating the situations including but not limited to social situations, workplace scenarios, personal interactions or any combination thereof where emotional intelligence and interpersonal skills; continuously analyzing (306) biometric data in real-time during the interaction of the primary user (110) with the VR environment; dynamically adjusting (308) the simulation based on the emotional responses and physiological reactions of the primary user (110); receiving (310) immediate, personalized feedback based on their performance and biofeedback data by an interactive feedback engine (230); compiling and analyzing (312) biofeedback data alongside VR interaction metrics to provide the primary user and a secondary user (102) with detailed insights into emotional growth, scenario responses, and skill acquisition, by reporting and guiding the primary user (110); reporting using reporting engine (216); and developing an effective emotional regulation and communication strategies based on the analysed report by Al engine (212).

Citation Information

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