An environmental simulation device based on VR and psychology
By introducing personalized psychological assessment, dynamic virtual environment and real -time psychological monitoring modules in psychological health VR applications, the existing applications lack personalization and cannot adapt to user psychological state in real time, and achieve more efficient psychological health intervention and users Psychological growth.
Patent Information
- Application Number
- CN202411088400.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-09
- Publication Date
- 2025-01-28
- Estimated Expiration
- 2044-08-09
AI Technical Summary
The existing mental health VR applications lack personalization and cannot respond to and adapt to changes in users' psychological state in real time, resulting in poor treatment results.
Design an environmental simulation device based on VR and psychology, including personalized psychological evaluation modules, virtual environment generation modules, interference element introduction modules, real -time psychological monitoring and environmental adjustment modules, and psychological state dynamic adjustment modules. Psychological assessment and support, dynamic adjustment virtual environment and real -time psychological state monitoring and feedback adjustment.
Realize personalized psychological support and virtual environment, dynamically adjust the virtual environment to adapt to the psychological state of users, promote the development of psychological adaptability and toughness, and improve the effectiveness of psychological health intervention.
Smart Images

Figure CN118629285B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of psychological simulation equipment, in particular to an environment simulation equipment based on VR and psychology. Background Art
[0002] With the advancement of science and technology and the development of virtual reality (VR) technology, VR has become increasingly widely used in many fields such as medicine, education, and entertainment. Especially in the field of mental health, VR technology is seen as a potential tool that can provide users with an immersive experience to assist in treatment and psychological assessment. However, despite the progress made in some aspects of existing technology, there are still some significant limitations.
[0003] First, most existing VR applications for mental health lack personalization, and they usually provide the same environment and experience to all users without considering the differences in psychological characteristics and needs between individuals. This "one-size-fits-all" approach limits the effectiveness of VR technology in mental health interventions, as individualization is one of the key factors for successful psychotherapy.
[0004] Secondly, existing applications often ignore the dynamic changes in the user's psychological state and cannot respond to and adapt to the user's immediate needs in real time. In real life, the psychological challenges and pressures faced by individuals are changing. Therefore, a static and unchanging virtual environment cannot fully simulate the complexity and uncertainty of real life.
[0005] In addition, existing applications all use preset template scenarios without variables, and therefore cannot play a further role in multiple treatment processes, which will result in the patient's treatment progress being unable to advance and the effect being unable to be further improved.
[0006] Therefore, there is an urgent need to develop a new type of VR and psychology-based environmental simulation device that can provide personalized psychological assessment, dynamically adjusted virtual environment, and the ability to adjust according to the user's real-time psychological state. Summary of the invention
[0007] The purpose of the present invention is to provide an environmental simulation device based on VR and psychology, which can effectively promote the development of users' psychological adaptability and resilience, provide a supportive environment to explore and expand psychological boundaries, and provide mental health professionals with a powerful tool for more in-depth psychological state assessment and intervention.
[0008] To achieve the above object, the present invention provides the following technical solutions:
[0009] An environmental simulation device based on VR and psychology, comprising:
[0010] Personalized psychological assessment module, used to conduct personalized psychological assessment through psychological analysis tools when users use it for the first time;
[0011] The virtual environment generation module creates a virtual environment that is consistent with the user's psychological state based on the results of personalized psychological assessment;
[0012] The distraction element introduction module is designed to controllably introduce distraction elements into the virtual environment to simulate the pressure and challenges in real life;
[0013] A real-time psychological monitoring and environment adjustment module that dynamically adjusts the virtual environment based on the user’s immediate psychological state feedback to promote the development of psychological adaptability and resilience;
[0014] The psychological state dynamic adjustment module stimulates the user's psychological growth by introducing subtle changes and challenges, while providing a supportive environment for exploring psychological boundaries.
[0015] Wherein, the personalized psychological assessment module includes:
[0016] An interactive questionnaire and psychological test design unit, which is used to generate interactive questionnaires and tests covering a wide range of psychological dimensions, designed based on psychological research and standardized psychological assessment tools, and optimized user interaction experience through VR interface;
[0017] A data collection unit, used to collect the questionnaires and test results submitted by the user through the VR interface, and to collect the physiological data of the user during the questionnaire test by combining biofeedback technology;
[0018] a data analysis and machine learning processing unit for processing the collected data and identifying the user's psychological characteristics and status, including using cluster analysis, principal component analysis (PCA), and support vector machine (SVM) algorithms;
[0019] A personalized assessment report generation unit that automatically generates a personalized psychological assessment report based on the analysis results, describes the user's psychological characteristics and recommends a personalized virtual environment;
[0020] A continuous learning and adaptation unit that uses deep learning technology to process time series data to identify changing trends and patterns of users' psychological states, supporting the module's continuous optimization of the user's psychological assessment model.
[0021] Wherein, the virtual environment generation module includes:
[0022] The personalized data receiving unit is responsible for receiving the evaluation report of the user's psychological characteristics, preferences and needs from the personalized psychological evaluation module, and extracting key psychological parameters as the basis for environment generation;
[0023] The environment configuration rule setting unit, based on psychology principles and user experience research, establishes a set of configuration rules that map user psychological characteristics and needs to virtual environment characteristics, including but not limited to environment layout, color scheme, lighting effects, sound design and interactive elements;
[0024] Dynamic environment generation and personalized adjustment unit, which uses advanced graphics rendering technology and virtual reality engine to dynamically generate and personalize virtual environment according to configuration rules, and introduces artificial intelligence algorithm to generate or adjust environmental details to ensure a unique user experience;
[0025] A real-time feedback adjustment unit adjusts the virtual environment through a machine learning model based on the user's real-time feedback and changes in psychological state to better suit the user's needs, including changing environmental elements, adjusting task difficulty, or providing new interactive experiences;
[0026] The interaction design and user feedback loop unit designs an intuitive user interaction interface to allow users to independently explore and adjust the virtual environment, and establishes a feedback loop to evaluate the impact of the virtual environment on the psychological state through user behavior data and physiological feedback, so as to refine and optimize the environment configuration rules.
[0027] Wherein, the interference element introduction module includes:
[0028] A distraction element library creation unit, including a library of distraction elements that simulate various life stresses and challenges, each of which is accompanied by a detailed description of its purpose, expected psychological impact, and applicable user psychological state;
[0029] The user psychological state analysis and interference element matching unit is responsible for analyzing the user's current psychological tolerance and challenge needs based on the user's personalized psychological assessment results and real-time psychological state monitoring data, and automatically selecting the interference element that best matches the user's state from the interference element library;
[0030] A controllable introduction and adjustment unit, which introduces selected distracting elements into the user's virtual experience in a controllable manner through the virtual environment generation module, and adjusts the intensity and type of distracting elements according to the user's real-time response monitored through physiological feedback and behavioral data to ensure that the distraction is both challenging and within the user's psychological tolerance;
[0031] The feedback loop and personalized adjustment unit uses the feedback mechanism to collect user experience feedback on the introduction of interference elements, and uses machine learning algorithms to analyze the feedback data, continuously improve the interference element library and introduction strategy, and achieve more personalized support for users.
[0032] Wherein, the real-time psychological monitoring and environment adjustment module includes:
[0033] The real-time psychological state monitoring unit is responsible for collecting the user's physiological data in real time using physiological monitoring equipment including heart rate monitors, skin electrodermal activity sensors, and eye trackers, and tracking the user's behavioral data in the virtual environment, including movement paths, interaction frequencies, and gaze points, to reflect the user's immediate psychological state;
[0034] The psychological state analysis and recognition unit uses data fusion and processing technology to optimize the collected physiological signals and behavioral data, and applies machine learning and deep learning algorithms including support vector machines and deep neural networks to analyze the processed data to identify the user's immediate psychological state;
[0035] The environment dynamic adjustment execution unit designs and implements corresponding environment adjustment strategies based on the psychological state analysis and recognition results, and adjusts the elements, music and light of the virtual environment in real time through the virtual reality software platform to adapt to the user's immediate psychological needs;
[0036] The feedback loop and continuous optimization unit collects user feedback on environmental adjustments through a designed feedback mechanism, and uses an adaptive learning algorithm to continuously optimize the accuracy of mental state recognition and the effectiveness of environmental adjustment strategies.
[0037] Wherein, the psychological state dynamic adjustment module includes:
[0038] Challenge and Change Design Unit, responsible for creating a series of psychological challenges designed to push users beyond their existing psychological comfort zones, and designing subtle environmental changes including movement paths, interaction frequency, and gaze points to guide psychological growth without significantly interrupting the user experience;
[0039] The personalized challenge matching unit uses the user's personalized psychological assessment results to analyze the user's psychological characteristics and growth needs, and develops algorithms to match challenges and changes that are suitable for the user's current psychological state, ensuring that the challenges can stimulate psychological growth without causing excessive stress reactions;
[0040] Supportive environment provision unit, embedding supportive resources and tools including emotion regulation techniques, problem-solving strategies and social skills training into the virtual environment to help users cope with challenges, and designing safe exit mechanisms and emergency situation handling guidelines to ensure the safety of users when they encounter excessive challenges;
[0041] The feedback and adjustment mechanism unit implements real-time monitoring of users' responses, including physiological reactions and behavioral data, to evaluate the impact of challenges and users' adaptability, and dynamically adjusts challenge difficulty and support resources based on real-time feedback to maintain an appropriate level of challenge and promote psychological growth without causing excessive stress.
[0042] The application method of the environmental simulation device comprises the following steps:
[0043] Collect user psychological data using personalized psychological assessment modules;
[0044] Based on the collected psychological data, a personalized virtual environment is simultaneously created through a virtual environment generation module;
[0045] During the user experience process, according to the set goals and the user's real-time psychological state feedback, the environment is disturbed and adjusted through the interference element introduction module and the real-time psychological monitoring and environment adjustment module;
[0046] Through the dynamic adjustment module of psychological state, the user's performance and psychological reaction data in the environment are integrated to dynamically adjust the virtual environment to promote the user's mental health and personal growth.
[0047] Among them, the environmental simulation equipment includes a seat, the upper surface of the seat is fixedly connected to a chair back, the left side of the chair back is fixedly connected to a fixed sleeve, the interior of the fixed sleeve is provided with an L-shaped sliding tube, the interior of the L-shaped sliding tube is provided with a telescopic rod, the end of the telescopic rod away from the L-shaped sliding tube is fixedly connected to a simulator, an electric push rod is fixedly installed on the inner wall of the L-shaped sliding tube, the output end of the electric push rod is fixedly connected to the left end of the telescopic rod, and a VR screen and a plurality of small secondary electrodes are fixedly installed on the left side of the simulator.
[0048] Compared with the prior art, the present invention has the following beneficial effects:
[0049] 1. Through the personalized psychological assessment module, the device can conduct in-depth psychological analysis when the user uses it for the first time. Using interactive questionnaires and psychological tests, based on psychological research and standardized assessment tool design, and optimized user interaction experience through the VR interface, the accuracy of the assessment and the user's engagement are ensured. This not only helps to identify the user's psychological characteristics and status, but also recommends personalized virtual environments according to the user's specific needs, thereby providing psychological support that is more tailored to individual needs.
[0050] 2. The virtual environment generation module creates a virtual environment that is consistent with the user's psychological state based on the personalized evaluation results, ensuring that the environment is highly matched with the user's psychological needs. The environment configuration rule setting unit dynamically generates and personalizes the virtual environment based on psychological principles, using advanced graphics rendering technology and virtual reality engines to provide a unique user experience.
[0051] 3. The real-time psychological monitoring and environment adjustment module can dynamically adjust the virtual environment based on the user's immediate psychological state feedback, including changing environmental elements, adjusting task difficulty, or providing new interactive experiences. This module uses physiological monitoring equipment including heart rate monitors, skin electrodermal activity sensors, and eye trackers to analyze and process data through machine learning and deep learning algorithms to identify the user's immediate psychological state and promote the development of psychological adaptability and resilience.
[0052] 4. The dynamic adjustment module of psychological state stimulates the psychological growth of users by introducing subtle changes and challenges, while providing a supportive environment to explore psychological boundaries. Through personalized challenge matching and supportive environment provision units, the device helps users go beyond their existing psychological comfort zone, promote psychological growth without triggering excessive stress reactions, and maintain an appropriate level of challenge.
[0053] 5. The interference element introduction module plays a vital role in the environmental simulation equipment based on VR and psychology, especially for the problems existing in existing applications: using preset template scenes, lack of changes and personalization, and difficulty in continuously improving the treatment effect during multiple treatments:
[0054] The interference element introduction module can significantly increase the user's sense of immersion by introducing unexpected variables and challenges into the virtual environment. This sense of immersion comes not only from visual and auditory stimulation, but more importantly from the sense of participation and real-time interactive experience. When users perceive the dynamic changes and challenges of the environment, their attention and participation will be significantly improved, so that they will be more actively involved in the treatment or training process.
[0055] By simulating the stress and challenges of real life, the interference element introduction module effectively promotes the development of users' psychological adaptability and resilience. In a safe and controlled virtual environment, the challenges and stress faced by users can be precisely adjusted and controlled, allowing users to gradually learn and practice strategies for coping with difficulties without exceeding their psychological tolerance. This experience helps users to be more resilient and adaptable when they encounter similar situations in real life.
[0056] Compared with fixed preset template scenes, the interference element introduction module can dynamically adjust the type and intensity of interference elements according to the user's psychological state and needs. This personalized and dynamically adaptive experience not only makes the environment unique each time the device is used, but also ensures that the treatment process is closely linked to the user's actual progress and needs, avoiding repetitive and habitual experiences that reduce the treatment effect.
[0057] The introduction of distraction elements not only provides novel stimulation in the initial stage, but more importantly, it supports continuous psychological growth and therapeutic progress. As the user gradually grows in coping with challenges, the distraction elements can be adjusted accordingly to provide new and more challenging situations, ensuring that the user continues to grow at the psychological and emotional level, advancing the progress of treatment and avoiding stagnation of treatment effects.
[0058] The introduction of distracting elements increases the diversity and fun of the virtual environment, making the treatment or training process no longer monotonous. This diversity not only makes users look forward to each experience, but also effectively improves the long-term engagement of users and the continuity of treatment. Fun and novelty are key factors in improving user satisfaction and maintaining high engagement.
[0059] In summary, the environmental simulation device of the present invention provides an innovative method to promote the user's mental health and personal growth by comprehensively applying VR technology and psychological principles. Personalized psychological assessment and support, dynamically adaptive virtual environment, real-time psychological monitoring and feedback adjustment, and the beneficial introduction of interference elements work together to promote psychological growth and resilience, demonstrating its great potential and application value in the field of mental health.
[0060] 6. The environmental simulation device can automatically adjust the height of the simulator according to the user's height through the design of the drive motor and L-shaped sliding tube structure, ensuring that the VR screen and the user's eyes maintain the best viewing distance and angle, providing a personalized visual experience. At the same time, the electric push rod cooperates with the slide and slider to achieve the left and right fine-tuning movement of the simulator, further enhancing the fit between the device and the user, and providing a more comfortable and accurate use experience.
[0061] Through the use of the controller and the control terminal, the device can monitor the user's status in real time. If the user feels uncomfortable during use, the system can respond quickly, adjust or shut down the simulator, effectively avoiding possible discomfort or injury, thereby ensuring the safety of the user. This design is crucial to protecting the health and safety of users when experiencing a highly immersive VR environment.
[0062] The support legs and connecting rod structure designed at the bottom of the equipment provide a stable support, so that the seat can be easily placed and used in different positions to adapt to different usage environments and space requirements. At the same time, the design of the armrests not only provides additional comfort and safety for users, but also enhances the stability of the overall structure.
[0063] The equidistantly arranged air holes on the back of the chair effectively promote air circulation, reduce discomfort that may occur during long-term use, such as overheating or sweat accumulation, and thus improve the user's experience comfort. This design takes into account the physiological needs of users during long-term immersive experience, and embodies humanization and attention to detail.
[0064] The design of small secondary electrodes enables the device to perform real-time physiological status detection on the user, such as heart rate or sweat gland reaction. These data are sent to the control terminal through the controller, which not only provides the user with real-time physical status feedback, but also provides important data support for operators or medical professionals, helping to monitor the user's health status, adjust the experience intensity, and ensure the personalization and safety of the experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0065] Figure 1 A schematic diagram of the module composition of the environment simulation device based on VR and psychology;
[0066] Figure 2 It is a three-dimensional structural diagram of the environment simulation equipment based on VR and psychology;
[0067] Figure 3 A side cross-sectional view of a fixed set in a VR and psychology-based environment simulation device;
[0068] Figure 4 It is a front cross-sectional view of the L-shaped sliding tube in the environment simulation device based on VR and psychology;
[0069] Figure 5 Schematic diagram of the control system structure in the environment simulation device based on VR and psychology.
[0070] In the figure: 1. Seat; 2. Connecting rod; 3. Support leg; 4. Backrest; 5. Fixed sleeve; 6. Air vent; 7. L-shaped sliding tube; 8. Telescopic rod; 9. Simulator; 10. Armrest; 11. Thread sleeve; 12. Screw rod; 13. Drive motor; 14. Bearing; 15. Electric push rod; 16. Slide groove; 17. Slider; 18. Small secondary electrode; 19. VR screen; 20. Controller; 21. Control terminal. DETAILED DESCRIPTION
[0071] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0072] See also Figure 1, an environmental simulation device based on VR and psychology, including:
[0073] Personalized psychological assessment module, used to conduct personalized psychological assessment through psychological analysis tools when users use it for the first time;
[0074] The virtual environment generation module creates a virtual environment that is consistent with the user's psychological state based on the results of personalized psychological assessment;
[0075] The distraction element introduction module is designed to controllably introduce distraction elements into the virtual environment to simulate the pressure and challenges in real life;
[0076] A real-time psychological monitoring and environment adjustment module that dynamically adjusts the virtual environment based on the user’s immediate psychological state feedback to promote the development of psychological adaptability and resilience;
[0077] The psychological state dynamic adjustment module stimulates the user's psychological growth by introducing subtle changes and challenges, while providing a supportive environment for exploring psychological boundaries.
[0078] Furthermore, the personalized psychological assessment module includes but is not limited to collecting information on the user's psychological preferences, stress triggers, and sense of security needs.
[0079] Specifically, the personalized psychological assessment module includes:
[0080] An interactive questionnaire and psychological test design unit, which is used to generate interactive questionnaires and tests covering a wide range of psychological dimensions, designed based on psychological research and standardized psychological assessment tools, and optimized user interaction experience through VR interface;
[0081] A data collection unit, used to collect the questionnaires and test results submitted by the user through the VR interface, and to collect the physiological data of the user during the questionnaire test by combining biofeedback technology;
[0082] a data analysis and machine learning processing unit for processing the collected data and identifying the user's psychological characteristics and status, including using cluster analysis, principal component analysis (PCA), and support vector machine (SVM) algorithms;
[0083] A personalized assessment report generation unit that automatically generates a personalized psychological assessment report based on the analysis results, describes the user's psychological characteristics and recommends a personalized virtual environment;
[0084] A continuous learning and adaptation unit that uses deep learning technology to process time series data to identify changing trends and patterns of users' psychological states, supporting the module's continuous optimization of the user's psychological assessment model.
[0085] Furthermore, the virtual environment generation module generates an immersive three-dimensional environment using VR technology, and the three-dimensional environment can be optimized according to the personalized evaluation results to reflect the user's psychological needs and preferences.
[0086] Specifically, the virtual environment generation module includes:
[0087] The personalized data receiving unit is responsible for receiving the evaluation report of the user's psychological characteristics, preferences and needs from the personalized psychological evaluation module, and extracting key psychological parameters as the basis for environment generation;
[0088] The environment configuration rule setting unit, based on psychology principles and user experience research, establishes a set of configuration rules that map user psychological characteristics and needs to virtual environment characteristics, including but not limited to environment layout, color scheme, lighting effects, sound design and interactive elements;
[0089] Dynamic environment generation and personalized adjustment unit, which uses advanced graphics rendering technology and virtual reality engine to dynamically generate and personalize virtual environment according to configuration rules, and introduces artificial intelligence algorithm to generate or adjust environmental details to ensure a unique user experience;
[0090] A real-time feedback adjustment unit adjusts the virtual environment through a machine learning model based on the user's real-time feedback and changes in psychological state to better suit the user's needs, including changing environmental elements, adjusting task difficulty, or providing new interactive experiences;
[0091] The interaction design and user feedback loop unit designs an intuitive user interaction interface to allow users to independently explore and adjust the virtual environment, and establishes a feedback loop to evaluate the impact of the virtual environment on the psychological state through user behavior data and physiological feedback, so as to refine and optimize the environment configuration rules.
[0092] Furthermore, the interference element introduction module has adjustable settings to control the intensity and type of interference to ensure that the challenge is carried out without exceeding the user's psychological tolerance.
[0093] Specifically, the interference element introduction module includes:
[0094] A distraction element library creation unit, including a library of distraction elements that simulate various life stresses and challenges, each of which is accompanied by a detailed description of its purpose, expected psychological impact, and applicable user psychological state;
[0095] The user psychological state analysis and interference element matching unit is responsible for analyzing the user's current psychological tolerance and challenge needs based on the user's personalized psychological assessment results and real-time psychological state monitoring data, and automatically selecting the interference element that best matches the user's state from the interference element library;
[0096] A controllable introduction and adjustment unit, which introduces selected distracting elements into the user's virtual experience in a controllable manner through the virtual environment generation module, and adjusts the intensity and type of distracting elements according to the user's real-time response monitored through physiological feedback and behavioral data to ensure that the distraction is both challenging and within the user's psychological tolerance;
[0097] The feedback loop and personalized adjustment unit uses the feedback mechanism to collect user experience feedback on the introduction of interference elements, and uses machine learning algorithms to analyze the feedback data, continuously improve the interference element library and introduction strategy, and achieve more personalized support for users.
[0098] Furthermore, the real-time psychological monitoring and environment adjustment module adopts biofeedback technology, including heart rate, skin electrodermal activity and blood oxygen indexes, to monitor the user's psychological state in real time and adjust the virtual environment accordingly.
[0099] Specifically, the real-time psychological monitoring and environment adjustment module includes:
[0100] The real-time psychological state monitoring unit is responsible for collecting the user's physiological data in real time using physiological monitoring equipment including heart rate monitors, skin electrodermal activity sensors, and eye trackers, and tracking the user's behavioral data in the virtual environment, including movement paths, interaction frequencies, and gaze points, to reflect the user's immediate psychological state;
[0101] The psychological state analysis and recognition unit uses data fusion and processing technology to optimize the collected physiological signals and behavioral data, and applies machine learning and deep learning algorithms including support vector machines and deep neural networks to analyze the processed data to identify the user's immediate psychological state;
[0102] The environment dynamic adjustment execution unit designs and implements corresponding environment adjustment strategies based on the psychological state analysis and recognition results, and adjusts the elements, music and light of the virtual environment in real time through the virtual reality software platform to adapt to the user's immediate psychological needs;
[0103] The feedback loop and continuous optimization unit collects user feedback on environmental adjustments through a designed feedback mechanism, and uses an adaptive learning algorithm to continuously optimize the accuracy of mental state recognition and the effectiveness of environmental adjustment strategies.
[0104] Furthermore, the psychological state dynamic adjustment module uses an algorithm to analyze the user's behavior and reaction in the virtual environment to identify psychological growth opportunities and adjust the environmental challenge and support level accordingly.
[0105] Specifically, the psychological state dynamic adjustment module includes:
[0106] Challenge and Change Design Unit, responsible for creating a series of psychological challenges designed to push users beyond their existing psychological comfort zones, and designing subtle environmental changes including movement paths, interaction frequency, and gaze points to guide psychological growth without significantly interrupting the user experience;
[0107] The personalized challenge matching unit uses the user's personalized psychological assessment results to analyze the user's psychological characteristics and growth needs, and develops algorithms to match challenges and changes that are suitable for the user's current psychological state, ensuring that the challenges can stimulate psychological growth without causing excessive stress reactions;
[0108] Supportive environment provision unit, embedding supportive resources and tools including emotion regulation techniques, problem-solving strategies and social skills training into the virtual environment to help users cope with challenges, and designing safe exit mechanisms and emergency situation handling guidelines to ensure the safety of users when they encounter excessive challenges;
[0109] The feedback and adjustment mechanism unit implements real-time monitoring of users' responses, including physiological reactions and behavioral data, to evaluate the impact of challenges and users' adaptability, and dynamically adjusts challenge difficulty and support resources based on real-time feedback to maintain an appropriate level of challenge and promote psychological growth without causing excessive stress.
[0110] Furthermore, the application method of the environmental simulation device comprises the following steps:
[0111] Collect user psychological data using personalized psychological assessment modules;
[0112] Based on the collected psychological data, a personalized virtual environment is simultaneously created through a virtual environment generation module;
[0113] During the user experience process, according to the set goals and the user's real-time psychological state feedback, the environment is disturbed and adjusted through the interference element introduction module and the real-time psychological monitoring and environment adjustment module;
[0114] Through the dynamic adjustment module of psychological state, the user's performance and psychological reaction data in the environment are integrated to dynamically adjust the virtual environment to promote the user's mental health and personal growth.
[0115] The working process of the present invention is an operation process of an environmental simulation device that comprehensively utilizes VR technology and psychological principles to provide personalized mental health support and promote personal growth:
[0116] 1. Initial stage: Personalized psychological assessment
[0117] When a user uses the device for the first time, the personalized psychological assessment module is activated, and the user participates in interactive questionnaires and psychological tests through the VR interface.
[0118] Based on psychological research and standardized assessment tools, the design unit generates questionnaires and tests covering a wide range of psychological dimensions to collect information such as users' psychological preferences, stress triggers, and security needs.
[0119] The data collection unit also combines biofeedback technology to collect the user's physiological data during the test, such as heart rate, skin electrical response, etc.
[0120] 2. Data processing and virtual environment generation
[0121] The data analysis and machine learning processing unit processes the collected data and uses algorithms such as cluster analysis, PCA and SVM to identify the user's psychological characteristics and status.
[0122] The personalized assessment report generation unit automatically generates a personalized psychological assessment report based on the analysis results and recommends personalized virtual environment settings.
[0123] After receiving the personalized data, the virtual environment generation module uses advanced graphics rendering technology and VR engine to dynamically generate and adjust the virtual environment according to the user's psychological characteristics, preferences and needs.
[0124] 3. Introduction of interfering elements and real-time monitoring
[0125] According to the set goals and the user's real-time psychological state feedback, the interference element introduction module introduces interference elements in a controllable manner in the virtual environment to simulate pressure and challenges.
[0126] The real-time psychological monitoring and environment adjustment module uses biofeedback technology to monitor the user's psychological state in real time and dynamically adjust the virtual environment based on the monitoring results to better meet user needs.
[0127] 4. Dynamic adjustment of psychological state
[0128] The psychological state dynamic adjustment module analyzes the user's behavior and reactions in the virtual environment, identifies opportunities for psychological growth, and adjusts the level of challenge and support in the environment accordingly.
[0129] Design a series of psychological challenges and environmental changes to guide users beyond their existing psychological comfort zones, while providing supportive resources such as emotion regulation, problem-solving strategies, and social skills training.
[0130] 5. Feedback loops and continuous optimization
[0131] The device evaluates the impact of the virtual environment on the psychological state through user behavior data and physiological feedback, and dynamically adjusts the challenge difficulty and support resources based on the feedback.
[0132] The continuous learning and adaptation unit uses deep learning technology to process time series data, identify changing trends and patterns in the user's psychological state, and support continuous optimization of the psychological assessment model.
[0133] The entire working process forms a closed loop, which not only provides a personalized experience when the user uses it for the first time, but also ensures that the device adapts as the user's psychological growth and changes through real-time monitoring and dynamic adjustment, ultimately promoting the user's mental health and personal growth.
[0134] Also, see Figure 2-5 In the present invention, the environmental simulation device also includes a seat 1, the upper surface of the seat 1 is fixedly connected to a seat back 4, the left side of the seat back 4 is fixedly connected to a fixed sleeve 5, the interior of the fixed sleeve 5 is provided with an L-shaped sliding tube 7, the interior of the L-shaped sliding tube 7 is provided with a telescopic rod 8, the end of the telescopic rod 8 away from the L-shaped sliding tube 7 is fixedly connected to a simulator 9, the inner wall of the L-shaped sliding tube 7 is fixedly installed with an electric push rod 15, the output end of the electric push rod 15 is fixedly connected to the left end of the telescopic rod 8, and the left side of the simulator 9 is fixedly installed with a VR screen 19 and a plurality of small secondary electrodes 18.
[0135] A driving motor 13 is fixedly installed on the back of the chair back 4, and a screw rod 12 is fixedly connected to the output end of the driving motor 13. A wire sleeve 11 is fixedly inlaid on the bottom end of the L-shaped sliding tube 7, and a bearing 14 is fixedly inlaid on the bottom end of the fixed sleeve 5. The top end of the screw rod 12 passes through the bearing 14 and the wire sleeve 11 in sequence and extends to the inside of the L-shaped sliding tube 7. The screw rod 12 is threadedly connected with the wire sleeve 11. The driving motor 13 drives the screw rod 12 and the wire sleeve 11 to act in a threaded manner, so that the L-shaped sliding tube 7 can be raised and lowered. A symmetrical sliding groove 16 is provided on the inner wall of the L-shaped sliding tube 7, and a slider 17 is slidably connected to the inside of each sliding groove 16. The side surfaces of the two sliders 17 that are close to each other are fixedly connected to the outer surface of the telescopic rod 8. The telescopic rod 8 is cooperated with the sliding groove 16 and the slider 17 to limit the position of the telescopic rod 8.
[0136] Two groups of symmetrical supporting legs 3 are fixedly connected to the bottom surface of the seat 1, and connecting rods 2 are fixedly connected between each group of supporting legs 3. The supporting legs 3 and the connecting rods 2 facilitate the support of the multiple seats 1. The right side of the chair back 4 is provided with air vents 6 arranged at equal distances. Two armrests 10 are fixedly connected to the right side of the chair back 4. The end of each armrest 10 away from the chair back 4 is fixedly connected to the upper surface of the seat 1, and the armrests 10 are used to protect the user. The air vents 6 facilitate ventilation. A controller 20 is fixedly installed on the bottom surface of the seat 1. The controller 20 is electrically connected to the drive motor 13, the electric push rod 15 and the VR screen 19 through wires, and the small secondary electrode 18 is electrically connected to the controller 20 through wires. The controller 20 is electrically connected to the control terminal 21 through wires, and the control terminal 21 facilitates monitoring and control of data.
[0137] The working principle of the present invention is:
[0138] When in use, first place the simulation device in the use position through the support legs 3, connect the simulation device to the power supply, connect the simulation device to the control terminal 21 in the control room, and the user can sit on the seat 1. Then the control room starts the drive motor 13 according to the height of the user. The drive motor 13 drives the lead screw 12 and the threaded sleeve 11 at the bottom of the L-shaped sliding tube 7 to rotate, so that the L-shaped sliding tube 7 drives the simulator 9 to adjust the height. The electric push rod 15 inside the L-shaped sliding tube 7 cooperates with the slide groove 16 and the slider 17 to move the simulator 9 left and right to facilitate contact with the user's eyes. During use, the VR screen 19 performs virtual display, the small secondary electrode 18 detects the user, and sends the detection data to the control terminal 21 for display. When the user feels uncomfortable, the simulator 9 is moved and closed through the control terminal 21 in cooperation with the controller 20, thereby protecting the user.
[0139] It will be apparent to those skilled in the art that the invention is not limited to the details of the exemplary embodiments described above and that the invention can be implemented in other specific forms without departing from the spirit or essential features of the invention. Therefore, the embodiments should be considered exemplary and non-limiting in all respects, and the scope of the invention is defined by the appended claims rather than the foregoing description, and it is intended that all variations falling within the meaning and scope of the equivalent elements of the claims be included in the invention. Any reference numeral in a claim should not be considered as limiting the claim to which it relates.
[0140] In addition, it should be understood that although the present specification is described according to implementation modes, not every implementation mode contains only one independent technical solution. This description of the specification is only for the sake of clarity. Those skilled in the art should regard the specification as a whole. The technical solutions in each embodiment may also be appropriately combined to form other implementation modes that can be understood by those skilled in the art.
Claims
1. An environmental simulation device based on VR and psychology, characterized in that: include: Personalized psychological assessment module, used to conduct personalized psychological assessment through psychological analysis tools when users use it for the first time; The virtual environment generation module creates a virtual environment that is consistent with the user's psychological state based on the results of personalized psychological assessment; The distraction element introduction module is designed to controllably introduce distraction elements into the virtual environment to simulate the pressure and challenges in real life; A real-time psychological monitoring and environment adjustment module that dynamically adjusts the virtual environment based on the user’s immediate psychological state feedback to promote the development of psychological adaptability and resilience; The module for dynamic adjustment of psychological state stimulates the psychological growth of users by introducing subtle changes and challenges, while providing a supportive environment for exploring psychological boundaries; The interference element introduction module includes: A distraction element library creation unit, including a library of distraction elements that simulate various life stresses and challenges, each of which is accompanied by a detailed description of its purpose, expected psychological impact, and applicable user psychological state; The user psychological state analysis and interference element matching unit is responsible for analyzing the user's current psychological tolerance and challenge needs based on the user's personalized psychological assessment results and real-time psychological state monitoring data, and automatically selecting the interference element that best matches the user's state from the interference element library; A controllable introduction and adjustment unit, which introduces selected distracting elements into the user's virtual experience in a controllable manner through the virtual environment generation module, and adjusts the intensity and type of distracting elements according to the user's real-time response monitored through physiological feedback and behavioral data to ensure that the distraction is both challenging and within the user's psychological tolerance; The feedback loop and personalized adjustment unit uses the feedback mechanism to collect user feedback on the introduction of interference elements, and uses machine learning algorithms to analyze the feedback data, continuously improve the interference element library and introduction strategy, and achieve more personalized support for users; The psychological state dynamic adjustment module includes: Challenge and Change Design Unit, responsible for creating a series of psychological challenges designed to push users beyond their existing psychological comfort zones, and designing subtle environmental changes including movement paths, interaction frequency, and gaze points to guide psychological growth without significantly interrupting the user experience; The personalized challenge matching unit uses the user's personalized psychological assessment results to analyze the user's psychological characteristics and growth needs, and develops algorithms to match challenges and changes that are suitable for the user's current psychological state, ensuring that the challenges can stimulate psychological growth without causing excessive stress reactions; Supportive environment provision unit, embedding supportive resources and tools including emotion regulation techniques, problem-solving strategies and social skills training into the virtual environment to help users cope with challenges, and designing safe exit mechanisms and emergency situation handling guidelines to ensure the safety of users when they encounter excessive challenges; Feedback and adjustment mechanism unit, which implements real-time monitoring of users' responses, including physiological responses and behavioral data, to assess the impact of challenges and users' adaptability, and dynamically adjusts challenge difficulty and support resources based on real-time feedback to maintain an appropriate level of challenge and promote psychological growth without causing excessive stress; The application method of the environmental simulation device comprises the following steps: Collect user psychological data using personalized psychological assessment modules; Based on the collected psychological data, a personalized virtual environment is simultaneously created through a virtual environment generation module; During the user experience process, according to the set goals and the user's real-time psychological state feedback, the environment is disturbed and adjusted through the interference element introduction module and the real-time psychological monitoring and environment adjustment module; Through the dynamic adjustment module of psychological state, the user's performance and psychological reaction data in the environment are integrated to dynamically adjust the virtual environment to promote the user's psychological health and personal growth; The environmental simulation device comprises a seat (1), the upper surface of the seat (1) is fixedly connected to a seat back (4), the left side of the seat back (4) is fixedly connected to a fixing sleeve (5), the interior of the fixing sleeve (5) is provided with an L-shaped sliding tube (7), the interior of the L-shaped sliding tube (7) is provided with a telescopic rod (8), the end of the telescopic rod (8) away from the L-shaped sliding tube (7) is fixedly connected to a simulator (9), the inner wall of the L-shaped sliding tube (7) is fixedly installed with an electric push rod (15), the output end of the electric push rod (15) is fixedly connected to the left end of the telescopic rod (8), and the left side of the simulator (9) is fixedly installed with a VR screen (19) and a plurality of small secondary electrodes (18); A driving motor (13) is fixedly installed on the back of the chair back (4); a screw rod (12) is fixedly connected to the output end of the driving motor (13); a threaded sleeve (11) is fixedly inlaid on the bottom end of the L-shaped sliding tube (7); a bearing (14) is fixedly inlaid on the bottom end of the fixed sleeve (5); the top end of the screw rod (12) passes through the bearing (14) and the threaded sleeve (11) in sequence and extends to the inside of the L-shaped sliding tube (7); the screw rod (12) is threadedly connected to the threaded sleeve (11); and the driving motor (13) is connected to the screw rod (12) through the screw rod (11). The screw rod (12) and the threaded sleeve (11) are driven to perform the lifting and lowering adjustment of the L-shaped sliding tube (7). The inner wall of the L-shaped sliding tube (7) is provided with symmetrical sliding grooves (16). A slider (17) is slidably connected to the inside of each sliding groove (16). The side surfaces of the two sliders (17) close to each other are fixedly connected to the outer surface of the telescopic rod (8). The sliding groove (16) and the slider (17) cooperate with the telescopic rod (8) to achieve the effect of limiting the position of the telescopic rod (8); The bottom surface of the seat (1) is fixedly connected with two groups of symmetrical support legs (3), and each group of support legs (3) is fixedly connected with a connecting rod (2). Through the support legs (3) and the connecting rod (2), the seat (1) can be supported conveniently. The right side of the backrest (4) is provided with air vents (6) arranged at equal distances. Two armrests (10) are fixedly connected to the right side of the backrest (4), and one end of each armrest (10) away from the backrest (4) is fixedly connected to the upper surface of the seat (1). The hand (10) has the effect of protecting the user, and the air vent (6) is convenient for ventilation. A controller (20) is fixedly installed on the bottom surface of the seat (1). The controller (20) is electrically connected to the drive motor (13), the electric push rod (15) and the VR screen (19) through wires. The small secondary electrode (18) is electrically connected to the controller (20) through wires. The controller (20) is electrically connected to the control terminal (21) through wires, and the control terminal (21) is convenient for monitoring and controlling data.
2. The environment simulation device based on VR and psychology as claimed in claim 1, characterized in that: The personalized psychological assessment module includes: An interactive questionnaire and psychological test design unit, which is used to generate interactive questionnaires and tests covering a wide range of psychological dimensions, designed based on psychological research and standardized psychological assessment tools, and optimized user interaction experience through VR interface; A data collection unit, used to collect the questionnaires and test results submitted by the user through the VR interface, and to collect the physiological data of the user during the questionnaire test by combining biofeedback technology; a data analysis and machine learning processing unit for processing the collected data and identifying the user's psychological characteristics and status, including using cluster analysis, principal component analysis (PCA) and support vector machine (SVM) algorithms; A personalized assessment report generation unit that automatically generates a personalized psychological assessment report based on the analysis results, describes the user's psychological characteristics and recommends a personalized virtual environment; A continuous learning and adaptation unit that uses deep learning technology to process time series data to identify changing trends and patterns of users' psychological states, supporting the module's continuous optimization of the user's psychological assessment model.
3. The environment simulation device based on VR and psychology as claimed in claim 1, characterized in that: The virtual environment generation module comprises: The personalized data receiving unit is responsible for receiving the evaluation report of the user's psychological characteristics, preferences and needs from the personalized psychological evaluation module, and extracting key psychological parameters as the basis for environment generation; The environment configuration rule setting unit, based on psychology principles and user experience research, establishes a set of configuration rules that map user psychological characteristics and needs to virtual environment characteristics, including but not limited to environment layout, color scheme, lighting effects, sound design and interactive elements; Dynamic environment generation and personalized adjustment unit, which uses advanced graphics rendering technology and virtual reality engine to dynamically generate and personalize virtual environment according to configuration rules, and introduces artificial intelligence algorithm to generate or adjust environmental details to ensure a unique user experience; A real-time feedback adjustment unit adjusts the virtual environment through a machine learning model based on the user's real-time feedback and changes in psychological state to better suit the user's needs, including changing environmental elements, adjusting task difficulty, or providing new interactive experiences; The interaction design and user feedback loop unit designs an intuitive user interaction interface to allow users to independently explore and adjust the virtual environment, and establishes a feedback loop to evaluate the impact of the virtual environment on the psychological state through user behavior data and physiological feedback, so as to refine and optimize the environment configuration rules.
4. The environment simulation device based on VR and psychology as claimed in claim 1, characterized in that: The real-time psychological monitoring and environment adjustment module includes: The real-time psychological state monitoring unit is responsible for collecting the user's physiological data in real time using physiological monitoring equipment including heart rate monitors, skin electrodermal activity sensors, and eye trackers, and tracking the user's behavioral data in the virtual environment, including movement paths, interaction frequencies, and gaze points, to reflect the user's immediate psychological state; The psychological state analysis and recognition unit uses data fusion and processing technology to optimize the collected physiological signals and behavioral data, and applies machine learning and deep learning algorithms including support vector machines and deep neural networks to analyze the processed data to identify the user's immediate psychological state; The environment dynamic adjustment execution unit designs and implements corresponding environment adjustment strategies based on the psychological state analysis and recognition results, and adjusts the elements, music and light of the virtual environment in real time through the virtual reality software platform to adapt to the user's immediate psychological needs; The feedback loop and continuous optimization unit collects user feedback on environmental adjustments through a designed feedback mechanism, and uses an adaptive learning algorithm to continuously optimize the accuracy of mental state recognition and the effectiveness of environmental adjustment strategies.
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