EEG-based multi-person collaborative regulation relationship enhancement method and system
By adjusting the difficulty of VR games in real time using EEG devices and deep learning algorithms, the problem of not considering the user's psychological state and flow state in existing technologies is solved, resulting in a better user experience and team collaboration.
Patent Information
- Application Number
- CN202211391566.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-11-08
- Publication Date
- 2025-11-21
- Estimated Expiration
- 2042-11-08
AI Technical Summary
Existing VR-based interpersonal relationship enhancement systems fail to consider users' psychological state and flow state, and the difficulty of tasks cannot be adjusted in real time, resulting in a poor user experience.
The system uses EEG devices to collect users' brainwave signals, calculates flow state through deep learning algorithms, adjusts game difficulty in real time to enhance empathy and emotional connection, and uses VR devices and EEG signal acquisition devices for data communication and interaction to achieve dynamic adjustment of multi-person collaborative tasks.
By adjusting task difficulty in real time, users' empathy and emotional connection are enhanced, team cohesion and individual flow states are strengthened, and user immersion and collaborative effectiveness are improved.
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Figure CN116301309B_ABST
Abstract
Description
Technical Field
[0001] This invention belongs to the field of virtual reality technology, and in particular relates to a relationship enhancement method and system based on EEG multi-person collaborative control. Background Technology
[0002] The statements in this section are merely background information related to the present invention and do not necessarily constitute prior art.
[0003] VR (Virtual Reality) is a technology that uses computers to simulate virtual environments, giving users a sense of immersion. Due to its immersive nature, VR technology can create captivating experiences. Users can realistically experience visual, tactile, and other sensory sensations within the model in VR devices, enhancing their experience and strengthening emotional connection.
[0004] Electroencephalogram (EEG) is a method of recording brain activity using electrophysiological indicators. It is formed by summing the postsynaptic potentials that occur synchronously in a large number of neurons during brain activity. EEG records the changes in electrical waves during brain activity, providing a comprehensive reflection of the electrophysiological activity of brain nerve cells on the cerebral cortex or scalp surface. EEG devices consist of a bio-amplifier that measures brain electrical signals, which collects physiological signals from the human head through EEG sensors. After amplification and filtering, the signals are processed, analyzed, and recorded. The results are then displayed, recorded, and transmitted. In recent years, with the continuous advancements in microelectronics, medical signal processing, and electrophysiological techniques, the stability, reliability, and portability of EEG devices have been significantly improved.
[0005] The inventors discovered that among current VR-based technologies for enhancing interpersonal relationships through various interactive methods, the main problems with interpersonal relationship enhancement systems are as follows:
[0006] (1) The interpersonal relationship enhancement system does not take into account the psychological state of the players, but simply gives tasks for users to complete collaboratively.
[0007] (2) Most interpersonal relationship enhancement systems have static task difficulty settings. When users use the system, the system difficulty will not be adjusted in real time according to the user's psychological state.
[0008] (3) Most interpersonal relationship enhancement systems do not consider the flow state of each player and the flow state of a multi-player team, nor can they assess the flow state of individuals and teams in real time. Summary of the Invention
[0009] To overcome the shortcomings of the existing technology, this invention provides a relationship enhancement method and system based on EEG multi-person collaborative regulation. It uses low-cost EEG equipment to acquire users' brain signals, calculates the flow state of each user through deep learning algorithms, and adjusts the game difficulty in real time according to each individual's focus and relaxation level. This is more conducive to timely communication and collaborative interaction, and enhances empathy and emotional relationships.
[0010] To achieve the above objectives, one or more embodiments of the present invention provide the following technical solutions:
[0011] The first aspect of this invention provides a relationship enhancement system based on EEG-based multi-person collaborative regulation;
[0012] A relationship enhancement system based on EEG-based multi-person collaborative regulation includes:
[0013] VR devices, VR clients, EEG signal acquisition devices, data communication connections between EEG signal acquisition devices and VR clients, and data communication connections between various VR clients;
[0014] The VR client identifies the selected interaction mode based on the received VR device's operation, and then selects a virtual character and engages in multiplayer collaborative tasks in the actual game based on the interaction mode. The EEG signal acquisition device collects the user's EEG signals in real time, and accumulates a focus energy bar at different speeds based on the analyzed individual focus level. When the focus energy bar is fully accumulated, the team's flow level is calculated in real time based on the individual's focus level, relaxation level, and the self-proposed flow model and algorithm during the user's execution of the selected virtual character's related tasks. The difficulty of the multiplayer collaborative task is adjusted according to the team's flow level.
[0015] Furthermore, the VR device includes multiple VR all-in-one devices, each equipped with an operation controller and a VR client installed on each device. Only one VR device acts as the host for communication between the multiple VR devices, while the other VR devices connect to the host VR device via a network to exchange data with the host.
[0016] A second aspect of the present invention provides a relationship enhancement method based on EEG-based multi-person collaborative regulation.
[0017] A relationship enhancement method based on EEG-based multi-person collaborative regulation includes:
[0018] Users select virtual characters to make accurate choices before the game officially begins;
[0019] Once the game officially starts, the system collects the user's brainwave signals in real time and accumulates the focus energy bar at different speeds based on the individual's focus level obtained from the analysis.
[0020] Once the focus energy bar is fully accumulated, the team's flow level is calculated in real time based on individual focus, relaxation level, and the user's self-proposed flow model and algorithm during the execution of tasks related to the selected virtual character. The difficulty of multi-person collaborative tasks is then adjusted according to the team's flow level.
[0021] Furthermore, the accuracy of pre-game preparation also includes understanding the game's background and practicing the game.
[0022] Furthermore, the EEG signals are THETA distraction waves, SMR attention waves, and Hi-beta tension waves collected by the EEG signal acquisition device.
[0023] Furthermore, the steps for obtaining the individual's focus are as follows:
[0024] The raw EEG signal is amplified and filtered to remove environmental noise and interference from muscle movement.
[0025] The eSense algorithm is used to analyze the length of wavelengths to quantify individual focus.
[0026] Furthermore, the method of quantifying individual focus by analyzing the length of wavebands using the eSense algorithm involves performing a fast Fourier transform on the filtered EEG signal, then filtering the frequency to obtain alpha and beta waves, and finally performing power spectrum analysis to select a basic reference value and complete normalization.
[0027] Furthermore, the accumulation speed of the focus energy bar at different speeds is determined by setting the accumulation speed of the focus energy bar according to the individual's level of focus, specifically as follows:
[0028] When an individual's focus level is greater than or equal to the first threshold and less than or equal to the second threshold, the energy bar accumulation rate is 0, meaning the energy bar does not accumulate.
[0029] When an individual's focus level is greater than the second threshold and less than or equal to the third threshold, the energy bar accumulation speed is set to 1.5, and the energy bar accumulation speed is increased.
[0030] When an individual's focus level exceeds the third threshold, the energy bar accumulation speed is set to 3, doubling the energy bar accumulation speed.
[0031] Furthermore, when a user accumulates their own focus points to exceed the fourth threshold, the focus energy bar is full and a notification is displayed indicating that the focus points are full. Each user can then perform their respective functions based on their chosen virtual character.
[0032] Furthermore, the adjustment of task difficulty based on the team's flow level means that when the team's flow level is judged to be low, the team's overall state is not sufficiently engaged and immersed, and a certain penalty will be imposed; when the team's flow level is judged to be high, the team's overall state is engaged and enthusiastic, and a certain reward will be given.
[0033] The above one or more technical solutions have the following beneficial effects:
[0034] This invention employs a multi-person collaborative virtual reality interaction method. Each team member selects a specific role with their own specific functions, requiring collaboration to successfully complete tasks. During gameplay, team members can play together offline or collaborate remotely online, without considering geographical distance. The game features shared team task objectives and measures the team's game status for real-time game adjustments, which helps to stimulate the motivation and behavior of multi-person collaboration, enhance team cohesion, and improve individual empathy.
[0035] The system and method described in this invention adjust the task difficulty by combining the relaxation and tension levels of each user in the team with the focus information returned by EEG. The task difficulty will be more in line with the upper limit that users can achieve, making it easier for users to enter a state of flow.
[0036] This invention proposes a method for calculating and evaluating team flow. During the task, each team member not only needs to consider their own focus and relaxation level, but also needs to observe the focus and relaxation level of other team members. During the activity, team members who are not in a good state can be reminded to improve the team's flow level. Through mutual communication and cooperation among members, the team members' cooperation efficiency can be improved.
[0037] Advantages of additional aspects of the invention will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. Attached Figure Description
[0038] The accompanying drawings, which form part of this invention, are used to provide a further understanding of the invention. The illustrative embodiments of the invention and their descriptions are used to explain the invention and do not constitute an improper limitation of the invention.
[0039] Figure 1 This is a system structure diagram of the first embodiment.
[0040] Figure 2 This is a flowchart of the method in the second embodiment.
[0041] Figure 3 This is a flowchart of the method in the third embodiment.
[0042] Figure 4 The hardware architecture diagram provided for the third embodiment.
[0043] Figure 5 A schematic diagram of the BrainLink Pro brainwave intelligent hardware device worn by the user, provided for the third embodiment.
[0044] Figure 6 Users wear EEG smart hardware devices and VR all-in-one devices, and use the VR all-in-one device's controller to play an interpersonal relationship enhancement system.
[0045] Figure 7(a) is an example diagram of network room creation and joining provided in the third embodiment for a specific implementation.
[0046] Figure 7(b) is an example diagram of the story background and game rules introduction provided by the third embodiment for a specific embodiment.
[0047] Figure 7(c) is an example diagram of selecting a virtual character in a specific embodiment of the present invention.
[0048] Figure 7(d) is an example diagram of building construction in an execution exercise scenario provided by an embodiment of the present invention.
[0049] Figure 7(e) is an example of informing a patient to go to the hospital in an execution practice scenario provided by an embodiment of the present invention.
[0050] Figure 7(f) is an example diagram of the execution of a game scenario applied to a specific embodiment of the present invention.
[0051] Figure 7(g) is an example diagram of player performance and team flow assessment after the game, which is applied to a specific embodiment of the present invention. Detailed Implementation
[0052] The present invention will be further described below with reference to the accompanying drawings and embodiments.
[0053] It should be noted that the following detailed descriptions are exemplary and intended to provide further explanation of the invention; unless otherwise specified, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention pertains.
[0054] It should be noted that the terminology used herein is for the purpose of describing particular embodiments only and is not intended to limit the exemplary embodiments of the present invention; as used herein, the singular form is intended to include the plural form as well, unless the context clearly indicates otherwise; furthermore, it should be understood that when the terms “comprising” and / or “including” are used in this specification, they indicate the presence of features, steps, operations, devices, components and / or combinations thereof.
[0055] Example 1
[0056] This embodiment discloses a relationship enhancement system based on EEG multi-person collaborative control, which constructs an immersive virtual environment, allowing users to be completely immersed in a virtual town. While ensuring immersion, users can also see the virtual avatars of other users in the team, which is more conducive to communication and interaction, enhances emotional relationships, and makes the system more realistic and immersive, thus improving interpersonal relationships among users.
[0057] Users complete tasks using appropriate interaction methods. During gameplay, each user not only focuses on their own flow state but also on the team's flow level. The system will make certain adjustments based on the team's flow level. While completing tasks with other users, users communicate and collaborate with each other, enhancing the emotional relationships among team members during the tasks.
[0058] A relationship enhancement system based on EEG-based multi-person collaborative regulation, such as Figure 1 As shown, it includes: VR device, VR client, EEG signal acquisition device, EEG signal acquisition device and VR client are connected for data communication, and each VR client is connected for data communication with each other;
[0059] This embodiment is designed for team collaboration. The system distinguishes four different functional roles, so the VR equipment includes up to four VR all-in-one devices. Each VR all-in-one device needs to be equipped with a controller, and each device needs to install a VR client. During system use, only one VR device can act as the host for communication between the four VR devices. The other VR devices connect to the host VR device through the network and further exchange data with the host.
[0060] The VR client identifies the selected interaction mode based on the received VR device's operation, and then selects a virtual character and engages in multiplayer collaborative tasks in the actual game based on the interaction mode. The EEG signal acquisition device collects the user's EEG signals in real time, and accumulates a focus energy bar at different speeds based on the analyzed individual focus level. When the focus energy bar is fully accumulated, the team's flow level is calculated in real time based on the individual focus level during the user's execution of the selected virtual character's related tasks, and the difficulty of the multiplayer collaborative task is adjusted according to the team's flow level.
[0061] Specifically, the VR client includes an interpersonal relationship enhancement system module, an EEG-based physiological interaction module, an interaction module, a feedback module, and a communication module.
[0062] The interpersonal relationship enhancement system module is configured with four scenarios: user creation or joining of online rooms, story background introduction and character selection, user practice, and user formal gameplay. Each user in the team enhances their interpersonal relationships through the interpersonal relationship enhancement module and the coordination and cooperation of other modules in this system.
[0063] The EEG-based physiological interaction module is configured to: acquire the user's brainwave data, and obtain the user's focus and relaxation levels according to its built-in algorithm to derive the team's flow level in order to adjust the reward and punishment levels in the system.
[0064] For example, when an individual's focus level is greater than or equal to the first threshold and less than or equal to the second threshold, the energy bar accumulation speed is 0, meaning the energy bar does not accumulate; when an individual's focus level is greater than the second threshold and less than or equal to the third threshold, the energy bar accumulation speed is set to 1.5, increasing the energy bar accumulation speed; when an individual's focus level is greater than the third threshold, the energy bar accumulation speed is set to 3, doubling the energy bar accumulation speed; the reward and punishment levels in the system will be automatically modified according to the team's flow level.
[0065] Based on the self-proposed flow algorithm, the individual focus of each user is calculated and the team's flow level is evaluated. When the team's flow level is low, the team's overall state is judged to be insufficiently engaged and immersed, and the hospital's healing speed is reduced. When the team's flow level is high, the team's state is judged to be engaged and immersed, and the hospital's healing speed is improved, thereby increasing the team members' collaboration and team effectiveness.
[0066] The interaction module includes a human-computer interaction module, which is configured such that: the user uses the controller of the VR all-in-one device to perform interactive control, and the user completes the tasks given by the system by selecting the appropriate interaction method.
[0067] The feedback module is configured to provide feedback on task completion status in a visual form, such as displaying a subtask success interface after the user completes the subtask's specified operations in a practice scenario.
[0068] The communication module is configured to connect multiple VR all-in-one devices, including establishing network connections, creating rooms, joining rooms, sending messages, forwarding messages, and parsing messages. The server has a message forwarding function, enabling direct communication with VR clients and message transmission between VR clients. Through the communication module, users of this system do not need to worry about the distance between team users. Using this module, they can play the system online in a near or remote manner.
[0069] In this embodiment, the VR device includes up to four VR all-in-one devices for installing the VR client and playing the interpersonal relationship enhancement system using the controllers provided with the all-in-one devices; the EEG signal acquisition device includes up to four acquisition devices, and each user needs to wear an EEG signal acquisition device when playing and experiencing this system, which is used to feed back the user's EEG information to the VR client.
[0070] The EEG signal detection device employs an equal number of EEG devices communicating with the VR client, as well as the VR device itself. These EEG devices provide the user's brainwave data. During normal brain function, neurons release neurotransmitters to transmit information. This process is an electrochemical reaction that generates weak brain currents called brainwaves. The EEG devices acquire the user's THETA distraction waves, SMR attention waves, and Hi-beta tension waves. The built-in eSense algorithm then analyzes the wave lengths to assess the user's focus and relaxation levels. The EEG devices first amplify the raw brainwave signals and filter out environmental noise and interference from muscle movement. The processed signals are then calculated using the eSense algorithm to obtain quantified eSense parameter values. The eSense algorithm is a patented algorithm developed by Shennian Technology to assess brain state, representing the analysis results in quantified numerical form. The eSense algorithm works by performing a Fast Fourier Transform on the acquired EEG data, then filtering the frequencies to obtain alpha and beta waves, and finally performing power spectrum analysis to select basic reference values and complete normalization.
[0071] Example 2
[0072] This embodiment discloses a relationship enhancement method based on EEG-based multi-person collaborative regulation, such as... Figure 2 As shown, it includes:
[0073] Step S1: The user selects a virtual character to complete the preparations before the game officially begins;
[0074] The preparations before the official start include:
[0075] The task background is explained using a combination of text and images;
[0076] Choose a virtual character to represent yourself in the task;
[0077] Practice levels are set up to allow users to familiarize themselves with the basic gameplay and VR experience of the system. The practice levels include progressively challenging independent tasks to help users get used to each operation.
[0078] The tasks include focusing your attention to accumulate energy bars and using the collected energy bars to perform character tasks.
[0079] After the practice is completed, real-time task settings are made based on EEG signals. The selected interaction mode is based on the operation of the VR all-in-one device's controller. Human-computer interaction is performed based on the selected interaction mode and the task setting results.
[0080] Step S2: After the game officially starts, the user's brainwave signals are collected in real time, and the focus energy bar is accumulated at different speeds based on the individual focus level obtained from the analysis.
[0081] Each user needs to wear an EEG signal acquisition device while playing the game to collect THETA distraction waves, SMR attention waves, and Hi-beta tension waves in the human body during the game.
[0082] When the human brain is functioning normally, neurons release neurotransmitters to transmit information. The process of neurons releasing and transmitting neurotransmitters is an electrochemical reaction that produces weak brain currents called brain waves. By acquiring the user's THETA distraction wave, SMR attention wave, and Hi-beta tension wave through an EEG signal acquisition device, the eSense algorithm is used to analyze the length of the wavebands to analyze the user's level of focus and relaxation.
[0083] The EEG signal acquisition device first amplifies the raw EEG signal and filters out environmental noise and interference from muscle movement. By applying the eSense algorithm to the processed signal, quantified eSense parameter values are obtained. The eSense algorithm is a patented algorithm of Shennian Technology for assessing brain state, and it represents the analysis results in a quantified numerical form. The working principle of the eSense algorithm is to perform a fast Fourier transform on the acquired EEG data, then filter the frequency according to the requirements to obtain alpha and beta waves, and finally perform power spectrum analysis to select a basic reference value and complete normalization.
[0084] After obtaining your personal focus level, set the accumulation speed of the focus energy bar based on your personal focus level, specifically as follows:
[0085] When an individual's focus level is greater than or equal to the first threshold and less than or equal to the second threshold, the energy bar accumulation rate is 0, meaning the energy bar does not accumulate.
[0086] When an individual's focus level is greater than the second threshold and less than or equal to the third threshold, the energy bar accumulation speed is set to 1.5, and the energy bar accumulation speed is increased.
[0087] When an individual's focus level exceeds the third threshold, the energy bar accumulation speed is set to 3, doubling the energy bar accumulation speed.
[0088] Step S3: When the focus energy bar is fully accumulated, during the process of the user performing the relevant tasks of the selected virtual character, the team's flow level is calculated in real time based on the individual's focus level, and the difficulty of the multi-person collaborative task is adjusted according to the team's flow level.
[0089] When a user accumulates their own focus points and the accumulated focus points exceed the fourth threshold, the focus energy bar is full and a notification message indicating that the focus points are full is displayed. Each user can then perform their respective functions based on their chosen virtual character.
[0090] During the user's task execution, brainwave signals are continuously collected in real time, and individual focus and relaxation levels are analyzed. Based on the individual focus and relaxation levels of each user in the team, and combined with the flow experience model, the team's flow level is calculated.
[0091] Adjusting task difficulty based on the team's flow level means that when the team's flow level is judged to be low, the team's overall state is not engaged or immersed enough, and a certain penalty will be imposed; when the team's flow level is judged to be high, the team's overall state is engaged and enthusiastic, and a certain reward will be given.
[0092] Example 3
[0093] This embodiment discloses a relationship enhancement method based on EEG-based multi-person collaborative regulation. With the background of epidemic prevention and control, the main task is for multiple people to cooperate in timely screening, rescue and prevention and control of residents in a small town. Users can play together locally or remotely via the Internet. The method uses low-cost EEG devices to obtain users' brain signals. Based on the focus and relaxation levels measured by the eSense algorithm and the flow experience model, a team flow algorithm is proposed to calculate the overall flow state of the team in real time. The game difficulty is adjusted in real time according to the team's flow state, which is more conducive to timely communication and collaborative interaction, and enhances empathy and emotional relationships.
[0094] like Figure 3 As shown, a relationship enhancement method based on EEG-based multi-person collaborative regulation includes:
[0095] (1) The host creates a network room and waits for the rest of the team to enter. The other team members search for the room number created by the host in the network and enter the room. After all the team members have entered the room, the host clicks to start the game.
[0096] (2) Users learn about the task background by combining text and images.
[0097] (3) Users select the virtual character representing themselves in the task through the controller of the VR all-in-one device, and the host starts the practice scene.
[0098] (4) Perform the first exercise. The user’s focus and relaxation levels are obtained through the built-in algorithm of the EEG-based physiological interaction module. The focus collection speed is adjusted based on the focus level.
[0099] Specifically, when an individual's focus value is greater than or equal to the first threshold and less than or equal to the second threshold, the energy bar accumulates at a rate of 0, meaning the energy bar does not accumulate. When an individual's focus value is greater than the second threshold and less than or equal to the third threshold, the energy bar accumulates at a rate of 1.5, increasing the energy bar's accumulation speed. When an individual's focus value is greater than the third threshold, the energy bar accumulates at a rate of 3, doubling the energy bar's accumulation speed. Users fill the focus energy bar by concentrating their attention. When the bar is full, a notification will be displayed, and the practice task one ends when the focus energy bar is full.
[0100] (5) To complete the second exercise, the user uses the full energy bar to walk to the area where buildings can be built and build their own building.
[0101] Specifically, the mask distributor role can build mask distribution stations, which can distribute masks to residents of passing towns to reduce the probability of residents being infected; the tester role can build testing rooms, which can detect residents infected with the virus; the epidemic prevention personnel role can build epidemic prevention rooms, which can accept and protect residents who are infected with the virus and show symptoms; and the doctor role can build hospitals, which can admit infected residents and cure and release them after a period of time; once the construction is completed, exercise task two ends.
[0102] (6) In practice task three, players can guide infected individuals to go to the hospital for treatment by touching nearby infected individuals, based on the prompts.
[0103] (7) Users who have completed Exercise Task 3 must wait for the rest of the group members to complete all the exercise tasks before the host clicks the Start Game button and the group members enter the formal game scene.
[0104] (8) In the formal game scenario, each player plays according to the game-related operations learned in the practice scenario. That is, the user uses their own focus to accumulate focus energy bar. When the energy bar is full, they can build their own buildings in the area where they can build buildings to fulfill their responsibilities. If a player finds a virus infected person in the town, they can touch them and choose whether to let them go to the hospital on their own in the pop-up operation page. If they click to agree, the infected person they touched will go to the hospital for treatment on their own. Otherwise, the infected person will continue to wander around the town. During the game, group members can see not only their own focus and relaxation levels, but also the focus and relaxation levels of other group members and the flow level of the entire team. During the game, each member should not only consider their own state, but also remind the group members who are not in a good state to adjust their state in order to obtain a higher team flow level. The system will adjust the hospital's healing speed in real time according to the team's flow level. Specifically, the hospital's healing speed is positively correlated with the team's flow level.
[0105] Repeat (8) until the game countdown reaches zero or the number of infected people in the town is zero.
[0106] (9) Show users their performance and flow state during the game, including but not limited to the number of houses built, the number of patients visiting the hospital, and the average flow rate of the group.
[0107] As a typical embodiment, such as Figure 4 As shown, the hardware architecture of this embodiment mainly consists of four Pico VR devices and four sets of BrainLink Pro brainwave intelligent hardware devices; all devices are on the same local area network; each Pico VR device is connected to one set of BrainLink Pro brainwave intelligent hardware devices; among the four Pico VR devices, only one device can act as the host in the network to coordinate the game progress.
[0108] like Figure 5 The BrainLink Pro brainwave intelligent hardware device worn by the user.
[0109] like Figure 6 Users wear the BrainLink Pro EEG smart hardware device and the Pico VR all-in-one device, and use the controller of the Pico VR all-in-one device to play the interpersonal relationship enhancement system.
[0110] Figure 7(a) is an example of creating and joining a network room in a specific embodiment of the present invention; Figure 7(b) is an example of introducing the story background and game rules in a specific embodiment of the present invention; Figure 7(c) is an example of selecting a virtual character in a specific embodiment of the present invention; Figure 7(d) is an example of building a structure in a practice scenario in a specific embodiment of the present invention; Figure 7(e) is an example of informing a patient to go to the hospital in a practice scenario in a specific embodiment of the present invention; Figure 7(f) is an example of playing a scenario in a specific embodiment of the present invention; Figure 7(g) is an example of player performance and team flow mean after the game ends in a specific embodiment of the present invention.
[0111] The above description is merely a preferred embodiment of the present invention and is not intended to limit the invention. Various modifications and variations can be made to the present invention by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the scope of protection of the present invention.
Claims
1. A relationship enhancement system based on EEG multi-person collaborative regulation, characterized in that, The application relates to a VR device, a VR client and an electroencephalogram acquisition device, wherein the electroencephalogram acquisition device is connected with the VR client for data communication, and the VR clients are connected with each other for data communication. The VR client selects an interaction mode according to the operation of the VR device, selects a virtual role according to the interaction mode, and performs a multi-person cooperative task of a formal game, the electroencephalogram acquisition device collects the electroencephalogram of the user in real time, accumulates the concentration energy bar at different speeds according to the personal concentration degree obtained by analysis, calculates the team flow level in real time according to the personal concentration degree, the relaxation degree and the heart flow model and algorithm proposed by the user, and adjusts the difficulty of the multi-person cooperative task according to the team flow level. The concentration energy bar is accumulated at different speeds according to the personal concentration degree, and the accumulation speed of the concentration energy bar is set, specifically as follows: when the personal concentration degree is greater than or equal to a first threshold value and less than or equal to a second threshold value, the accumulation speed of the energy bar is 0, that is, the energy bar is not accumulated; when the personal concentration degree is greater than the second threshold value and less than or equal to a third threshold value, the accumulation speed of the energy bar is set to 1.5, and the accumulation speed of the energy bar is accelerated; and when the personal concentration degree is greater than the third threshold value, the accumulation speed of the energy bar is set to 3, and the accumulation speed of the energy bar is doubled. The VR device comprises a plurality of VR integrated machine devices, each VR integrated machine device is provided with an operation controller, each device is installed with a VR client, only one VR device is used as the host of the communication of the plurality of VR devices, the remaining VR devices are connected to the VR device as the host through a network, and data exchange is performed between the host and the VR devices. The application relates to a VR device, a VR client and an electroencephalogram acquisition device, wherein the electroencephalogram acquisition device is connected with the VR client for data communication, and the VR clients are connected with each other for data communication. The VR client selects an interaction mode according to the operation of the VR device, selects a virtual role according to the interaction mode, and performs a multi-person cooperative task of a formal game, the electroencephalogram acquisition device collects the electroencephalogram of the user in real time, accumulates the concentration energy bar at different speeds according to the personal concentration degree obtained by analysis, calculates the team flow level in real time according to the personal concentration degree, the relaxation degree and the heart flow model and algorithm proposed by the user, and adjusts the difficulty of the multi-person cooperative task according to the team flow level. The application relates to a VR device, a VR client and an electroencephalogram acquisition device, wherein the electroencephalogram acquisition device is connected with the VR client for data communication, and the VR clients are connected with each other for data communication. The game before the game is accurate, and the game background and game practice are understood.
2. A relationship enhancement method based on EEG multi-person collaborative regulation, characterized in that, The electroencephalogram is the THETA distraction wave, the SMR attention wave and the Hi-beta tension wave of the human body collected by the electroencephalogram acquisition device. The personal concentration degree is obtained by the following steps: the original electroencephalogram is amplified and filtered to remove environmental noise and interference generated by muscle tissue movement; and the personal concentration degree is quantified by analyzing the wave band length through an eSense algorithm. 3. The relationship enhancement method based on EEG multi-person collaborative regulation according to claim 2, characterized in that, 4. The relationship enhancement system based on EEG multi-person collaborative regulation of claim 3, wherein, 5. The relationship enhancement system based on EEG multi-person collaborative regulation of claim 2, wherein, 6. The relationship enhancement system based on EEG multi-person collaborative regulation of claim 5, wherein, The eSense algorithm is used to analyze the length of the wave band to quantify the individual concentration, which is obtained by performing fast Fourier transform on the filtered electroencephalogram, filtering the frequency to obtain alpha wave and beta wave, and finally performing power spectrum analysis to select the basic reference value and complete normalization.
7. The relationship enhancement system based on EEG multi-person collaborative regulation of claim 2, wherein, When the user accumulates the concentration through the self-concentration to make the accumulated concentration greater than the fourth threshold, the concentration energy bar is full and displays a full information, and each user can play the respective function according to the selected virtual role.
8. The relationship enhancement system based on EEG multi-person collaborative regulation of claim 2, wherein, The task difficulty is adjusted according to the team flow level, when the team flow level is determined to be low, the team overall state is not enough to be immersed, and a certain punishment is performed, when the team flow level is determined to be high, the team overall state is immersed and high, and a certain reward is given.
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