Emotion relieving method based on virtual reality
Through virtual reality technology combined with multi-sensory stimulation, users' emotional information is collected in real time and adaptive multimedia and odors are output, which solves the problem of emotions that cannot be released, achieves rapid soothing of users' emotions and physical and mental relaxation, and reduces the risk of mental illness.
Patent Information
- Application Number
- CN202411318971.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-21
- Publication Date
- 2024-12-31
AI Technical Summary
In daily social interaction and life, people cannot release and regulate various emotions such as anxiety, anger, excitement, etc. in time, resulting in physical and mental loss and psychological illnesses, affecting physical and mental health.
Using a virtual reality-based method, through VR equipment, odor equipment, pulse collection equipment and control components, users' pulse signals and image information are collected in real time, and different types of multimedia information, odor and somatosensory stimulation are output according to the user's emotional state to guide users' emotions. Release and soothe.
Effectively guide users to quickly release excited emotions, maintain a calm state, reduce emotional accumulation, promote physical and mental relaxation, reduce the risk of mental illness, and immerse users in virtual reality scenes through multi-sensory stimulation, enhancing the emotional release effect.
Smart Images

Figure CN119225533A_ABST
Abstract
Description
[Technical field]
[0001] The invention relates to an emotion relief method based on virtual reality. [Background Technology]
[0002] People encounter various things in their daily social work and life, which lead to different emotions, such as anxiety caused by work pressure and interpersonal relationship problems, anger when encountering injustice, excitement and joy when completing tasks and achieving goals, and depression when encountering setbacks. When people are in a certain emotion for a long time and cannot release and adjust in time, they are prone to physical and mental damage and extreme reactions. The accumulation of emotions is easy to cause later mental illness and affect physical and mental health. [Summary of the invention]
[0003] The present invention overcomes the deficiencies of the prior art and provides an emotion relief method based on virtual reality.
[0004] To achieve the above object, the present invention adopts the following technical solutions:
[0005] A method for emotional relief based on virtual reality, characterized in that: it comprises at least one VR device, at least one odor device, at least one pulse acquisition device, and a control component connected to the VR device, the odor device, and the pulse acquisition device respectively;
[0006] The production method comprises the following steps:
[0007] S1. The pulse acquisition device acquires the user's pulse signal and sends it to the control component, and the control component determines that the user's pulse is greater than a preset maximum value;
[0008] S2. When the user's pulse is less than a preset maximum value, the control component controls the VR device to play the first category of multimedia information to stimulate the visual senses, and controls the odor device to output odor to stimulate the olfactory senses;
[0009] S3. When the user's pulse is greater than a preset maximum value, the control component controls the VR device to play the second category of multimedia information to stimulate the visual senses, and adjusts the changing frequency of the second category of multimedia information according to the user's pulse signal, so that the user's pulse signal is synchronized with the changing frequency of the second category of multimedia information, and then gradually reduces the changing frequency of the second category of multimedia information to guide the user's pulse to decrease, and after the user's pulse drops to a preset range, returns to S2.
[0010] The above-mentioned method for emotional relief based on virtual reality is characterized in that: it also includes at least one camera device; before S1, it also includes
[0011] S0. The camera device captures user image information and sends it to the control component. The control component identifies the user's gender and estimated age group based on the user image information, and selects a corresponding preset emotion release plan based on the identified user gender and estimated age group information. The preset emotion release plan includes first category multimedia information, second category multimedia information, and odor information paired with the first category multimedia information.
[0012] The above-mentioned method for relieving emotions based on virtual reality is characterized in that: S2 also includes
[0013] S21, the control component controls the VR device to play one of the first category multimedia information;
[0014] S22, continuously playing the multimedia information of the first category for a period of time, while the pulse acquisition device acquires the pulse signal of the user and sends it to the control component, and the control component determines whether the change value of the pulse amplitude of the user is greater than the preset amplitude value;
[0015] S23. When the change in the amplitude of the user's pulse is greater than a preset amplitude or the playing time ends, the control component controls the VR device to switch to playing another multimedia information of the first category and returns to S22.
[0016] The emotion relief method based on virtual reality as described above is characterized in that: the second category multimedia information in S3 is provided with an attention-attracting guide sign, the change frequency of the second category multimedia information is the change frequency of the guide sign, and the change of the guide sign includes color change, brightness change or size change.
[0017] The above-mentioned emotion relief method based on virtual reality is characterized by: at least two VR devices, and at least two pulse acquisition devices; in S1, one of the pulse acquisition devices is set as the main pulse acquisition device, and the main pulse acquisition device acquires the user's pulse signal and sends it to the control component.
[0018] The above-mentioned method for relieving emotions based on virtual reality is characterized in that: it also includes at least two camera devices; before S1, it also includes
[0019] S0. Set one of the camera devices as the main camera device, the main camera device captures user image information and sends it to the control component, the control component identifies the user's gender and estimated age group based on the user image information, and selects a corresponding preset emotion release plan based on the identified user gender and estimated age group information, the preset emotion release plan includes first category multimedia information, second category multimedia information, and odor information paired with the first category multimedia information.
[0020] The above-mentioned emotion relief method based on virtual reality is characterized in that: the odor information in S0 includes odor type and odor concentration; the control component in S2 controls the odor device to output the corresponding odor type and odor concentration according to the odor information to stimulate the olfactory senses.
[0021] A virtual reality-based emotion relief method as described above is characterized in that: it also includes a sound device connected to the control component for playing sound effects; the preset emotion release scheme in S0 also includes first sound effect information paired with the first category of multimedia information and second sound effect information paired with the second category of multimedia information; in S2, the control component controls the sound device to output corresponding sound effects to stimulate the auditory senses according to the first sound effect information; in S3, the control component controls the sound device to output corresponding sound effects to stimulate the auditory senses according to the second sound effect information.
[0022] A virtual reality-based emotion relief method as described above is characterized in that: it also includes air-conditioning equipment connected to the control component for adjusting the ambient temperature and a fan equipment for changing the ambient air flow; the preset emotion release scheme in S0 also includes somatosensory information paired with the first category of multimedia information; the somatosensory information includes temperature somatosensory information and body surface tactile somatosensory information; the control component in S2 controls the air-conditioning equipment to output the corresponding temperature and the corresponding air flow rate according to the somatosensory information to stimulate the tactile senses.
[0023] A virtual reality-based emotion relief method as described above is characterized in that: it also includes massage devices connected to the control components for relieving muscles; the preset emotion release scheme in S0 also includes massage information paired with the first category of multimedia information; the massage information includes massage parts and massage strength; the control component in S2 controls the massage device to massage the corresponding part and output the corresponding massage strength according to the massage information.
[0024] The beneficial effects of the present invention are:
[0025] 1. The present invention collects the user's pulse state through a pulse collection device, and judges the user's emotional state through the collected pulse state, and finally outputs different types of multimedia information through a VR device according to the user's emotional state, so as to better guide the user to release and relieve emotions.
[0026] 2. The present invention presets a maximum pulse value. After detecting that the user's pulse is greater than the preset maximum pulse value, the second category of multimedia information such as small scenes of daily life is output through the VR device, and the user is stimulated and guided by changing the changing frequency of the guide signs in the second category of multimedia information, so as to achieve visual stimulation to affect the rhythmic activities of the brain, and then guide the user to quickly release excitement and enter a relaxed state.
[0027] 3. When the present invention detects that the user's pulse is less than a preset maximum pulse value, the first category of multimedia information of the theme large scene or the natural large scene is output through the VR device, and the paired smell is output through the smell device, so that the user is immersed in the macroscopic and vast large scene, and the visual and olfactory senses are stimulated to maintain the calm state after the release of excited emotions or mobilize the user to release depressed emotions, thereby guiding the user to a more relaxed state.
[0028] 4. The present invention is also provided with sound equipment, air conditioning equipment, fan equipment and massage equipment, which can respectively output sound effects, temperature and air flow paired with multimedia information, and cooperate with VR equipment and smell equipment to stimulate the user's vision, smell, hearing, body touch and other senses, so that the user can be fully immersed in the virtual reality scene, and better guide the user to continuously release emotions and enter a calm state of relaxation.
[0029] 5. The present invention is also provided with a camera device, which captures user images and identifies the user's gender and estimated age group based on the captured images, and then selects a corresponding preset emotion release scheme based on the identified user gender and estimated age group information, so that different users can release their emotions better immersed in the virtual reality scene according to different preset emotion release schemes.
[0030] 6. The present invention is also provided with a plurality of VR devices and a plurality of pulse acquisition devices, and a main pulse acquisition device is set, and each VR device is controlled to output the same multimedia information according to the signal feedback of the main pulse acquisition device, so that a plurality of users can synchronously feel the emotional state and the emotional release process of the emotional release users, thereby bringing the users closer together, reducing the conflicts between the users, and making the user groups live in harmony. [Drawings]
[0031] Figure 1 This is a schematic diagram of the present invention. [Specific implementation method]
[0032] The technical solutions in the embodiments of the present invention will be described clearly and completely below in conjunction with the accompanying drawings.
[0033] It should be noted that all directional indications (such as up, down, left, right, front, back...) in the embodiments of the present invention are only used to explain the relative position relationship, movement status, etc. between the components under a certain specific posture (as shown in the accompanying drawings). If the specific posture changes, the directional indication will also change accordingly. In addition, the descriptions of "preferred", "sub-preferred", etc. in the present invention are only used for descriptive purposes, and cannot be understood as indicating or implying their relative importance or implicitly indicating the number of indicated technical features. Therefore, the features defined as "preferred" or "sub-preferred" may explicitly or implicitly include at least one such feature.
[0034] like Figure 1 As shown, a method for relieving emotions based on virtual reality includes at least one VR device, at least one odor device, at least one pulse acquisition device, and a control component connected to the VR device, the odor device, and the pulse acquisition device respectively; the production method includes the following steps:
[0035] S1. The pulse acquisition device acquires the user's pulse signal in real time and sends it to the control component. The control component determines that the user's pulse is greater than a preset maximum value, thereby determining that the user is in an excited or depressed emotional state;
[0036] Specifically, when the user is in an excited state such as anxiety, anger, excitement, etc., the heart rate, breathing speed, blood pressure and muscle tightening will appear. At the same time, the pulse beats generally exceed 100 times per minute. Therefore, the preset maximum pulse rate is 100 beats per minute.
[0037] S2. When the user's pulse is less than a preset maximum value, the user is in a depressed mood state, and the control component controls the VR device to play the first category of multimedia information to stimulate the visual senses, and controls the odor device to output odor to stimulate the olfactory senses;
[0038] Specifically, the first category of multimedia information is a theme scene or a natural scene. The smell device outputs smells to further immerse users in the scene. The smells stimulate the human nervous system, increase brain excitement, and coordinate with the macroscopic scene to stimulate user emotions, thereby stimulating vision and smell to release low emotions. At this time, the output smell can be mint, lemon, or rosemary.
[0039] S3. When the user's pulse is greater than the preset maximum value, the user is in an excited emotional state. The control component controls the VR device to play the second category of multimedia information to stimulate the visual senses, and adjusts the changing frequency of the second category of multimedia information according to the user's pulse signal, so that the user's pulse signal is synchronized with the changing frequency of the second category of multimedia information, and then gradually reduces the changing frequency of the second category of multimedia information to guide the user's pulse to decrease, and after the user's pulse drops to the preset range, returns to S2.
[0040] Specifically, the second category of multimedia information is a small scene of daily life, which allows the user to feel a sense of intimacy and initially relax. By changing the frequency of change of the small scene of daily life, the user's pulse signal is synchronized with the frequency of change of the second category of multimedia information, attracting the user's attention. At the same time, by gradually reducing the frequency of change of the second category of multimedia information, the user is guided to achieve visual stimulation to affect the rhythmic activity of the brain, thereby guiding the user to quickly release the excitement and enter a relaxed state.
[0041] When the user's pulse drops to a preset range, the control component controls the VR device to play the first category of multimedia information such as theme scenes or natural scenes, and controls the smell device to output smells, further driving the user to immerse in the big scene, calming the human nervous system through smells, reducing brain excitement, and coordinating with the macroscopic and vast big scene to mobilize the user's emotions, achieving the effect of stimulating vision and smell to release calm emotions. At this time, the output smell can be lavender, jasmine, or chamomile.
[0042] like Figure 1 As shown, it also includes at least one camera device; before S1, it also includes
[0043] S0. The camera device captures user image information and sends it to the control component. The control component identifies the user's gender and estimated age group based on the user image information, and selects a corresponding preset emotion release plan based on the identified user gender and estimated age group information. The preset emotion release plan includes first category multimedia information, second category multimedia information, and odor information paired with the first category multimedia information.
[0044] Specifically, since different genders and age groups have different understandings and reactions to VR visual scenes, setting different preset emotion release plans in the control component according to users of different genders and age groups can more easily attract the attention of the corresponding users, thereby making it easier for different users to immerse themselves in the corresponding virtual reality scenes and release their emotions.
[0045] For example, in the preset emotional release scheme for minors, the first category of multimedia information can be set as a large cartoon-themed scene, and the second category of multimedia information is a small scene during daily class breaks. At the same time, the large cartoon-themed scene can also be divided into anime-themed large scenes for minor males and princess-themed large scenes for minor females, etc.; For example, in the preset emotional release scheme for adults, the first category of multimedia information can be set as a large natural scene, and the second category of multimedia information is a small scene in daily office. At the same time, the large natural scene can also be divided into a large sea scene for minor males and a large lavender garden scene for minor females, etc. At the same time, the first category of multimedia information also includes large amusement park-themed scenes, large car-themed scenes, large aviation-themed scenes, grassland-themed large scenes, desert-themed large scenes, snow-themed large scenes, etc. The second category of multimedia information also includes small daily street scenes, small daily sports field scenes, and daily car scenes.
[0046] In this case, in actual application, S2 specifically includes
[0047] S21, each preset emotion release scheme is provided with a plurality of first category multimedia information, and the control component controls the VR device to play one of the first category multimedia information of the preset emotion release scheme;
[0048] S22, continuously playing the multimedia information of the first category for a period of time, while the pulse acquisition device acquires the pulse signal of the user and sends it to the control component, and the control component determines whether the change value of the pulse amplitude of the user is greater than the preset amplitude value;
[0049] S23. When the change in the amplitude of the user's pulse is greater than a preset amplitude or the playing time ends, the control component controls the VR device to switch to playing another multimedia information of the first category and returns to S22.
[0050] In this case, in order to allow users to maintain a steady and slow emotional mobilization in the process of releasing low emotions and to maintain a relatively calm state of mind after releasing excited emotions, the user's pulse is detected when the VR device plays different first-category multimedia information. When the pulse acquisition device monitors that the user's instantaneous pulse change is greater than the preset amplitude value, the control component switches to play another first-category multimedia information to prevent the user from having an overreaction to certain first-category multimedia information and affecting the emotional state; at the same time, after playing the first-category multimedia information for a period of time, it automatically switches to another first-category multimedia information, guiding the user to continuously release emotions through scene changes, and preventing the solidified first-category multimedia information from causing rigid emotional release.
[0051] In this case, the second category of multimedia information in S3 is provided with a guiding sign that attracts attention. For example, when the second category of multimedia information is a small scene in a daily room, the guiding sign that attracts attention can be set as the top light of the room; the frequency of change of the second category of multimedia information is the frequency of change of the guiding sign, and the change of the guiding sign includes color change, brightness change or size change. When applied, the frequency of change of the second category of multimedia information can be achieved by changing the color of the light, the brightness of the light or the size of the light body to attract the user's attention, and the user can be guided by gradually reducing the frequency of change of the guiding sign, so as to achieve visual stimulation to affect the rhythmic activity of the brain, thereby guiding the user to quickly release the excitement and enter a relaxed state.
[0052] In this case, at least two VR devices and at least two pulse acquisition devices can be set; and one of the pulse acquisition devices can be set as the main pulse acquisition device in S1, and the main pulse acquisition device collects the user's pulse signal and sends it to the control component. For example, when a conflict occurs between family members and one party needs to release emotions, the pulse acquisition device of the user who needs to release emotions can be set as the main pulse acquisition device. At the same time, other users can experience the emotional state and emotional counseling process of the user who releases emotions by wearing VR devices, so that other users can also reflect the user's emotional state during the user's emotional release process, thereby bringing the users closer together, reducing conflicts between users, and making the user group live in harmony. Similarly, at least two camera devices can be set, and one of the camera devices can be set as the main camera device in S0, so that the control component selects a preset emotion release scheme that matches the user who needs to release emotions.
[0053] In this case, the odor information in S0 includes odor type and odor concentration; the control component in S2 controls the odor device to output the corresponding odor type and odor concentration according to the odor information to stimulate the olfactory senses.
[0054] In the present case, it also includes a sound device connected to the control component for playing sound effects; the preset emotion release scheme in S0 also includes first sound effect information paired with the first category of multimedia information and second sound effect information paired with the second category of multimedia information; the control component in S2 controls the sound device to output corresponding sound effects to stimulate the auditory senses according to the first sound effect information; the control component in S3 controls the sound device to output corresponding sound effects to stimulate the auditory senses according to the second sound effect information.
[0055] In the present case, it also includes air-conditioning equipment connected to the control component for adjusting the ambient temperature and fan equipment for changing the ambient air flow; the preset emotion release scheme in S0 also includes somatosensory information paired with the first category of multimedia information; the somatosensory information includes temperature somatosensory information and body surface tactile somatosensory information; the control component in S2 controls the air-conditioning equipment to output the corresponding temperature and the corresponding air flow rate to stimulate the tactile senses according to the somatosensory information.
[0056] The VR device plays the virtual reality scene, the smell device outputs the smell corresponding to the virtual reality scene, the sound device plays the sound effect corresponding to the virtual reality scene, the air-conditioning device adjusts the ambient temperature, and the fan device adjusts the wind direction to simulate the physical sensation of the virtual reality scene. Through multiple sensory stimulations, users can fully immerse themselves in the virtual reality world and better release their emotions.
[0057] In this case, there are also massage devices connected to the control components for relieving muscles; the preset emotion release scheme in S0 also includes massage information output in pair with the first category of multimedia information; the massage information includes massage parts and massage intensity; the control component in S2 controls the massage device to massage the corresponding parts and output the corresponding massage intensity according to the massage information. By massaging different parts and applying different massage intensities with the massage device, in conjunction with the virtual reality scene, emotional release is further promoted by relaxing muscles.
[0058] Among them, the VR device in this case is VR glasses, the smell device is a neck-hanging aromatherapy device or an ornamental aromatherapy device, and it can have a variety of built-in scents, and the pulse collection device is a smart bracelet.
[0059] The above are only preferred embodiments of the present invention, and are not intended to limit the patent scope of the present invention. All equivalent structural changes made using the contents of the present invention's specification and drawings under the inventive concept of the present invention, or directly or indirectly applied in other related technical fields, are included in the patent protection scope of the present invention.
Claims
1. A method for emotional relief based on virtual reality, characterized in that: It includes at least one VR device, at least one odor device, at least one pulse collection device, and a control component connected to the VR device, the odor device, and the pulse collection device respectively; The production method comprises the following steps: S1. The pulse acquisition device acquires the user's pulse signal and sends it to the control component, and the control component determines that the user's pulse is greater than a preset maximum value; S2. When the user's pulse is less than a preset maximum value, the control component controls the VR device to play the first category of multimedia information to stimulate the visual senses, and controls the odor device to output odor to stimulate the olfactory senses; S3. When the user's pulse is greater than a preset maximum value, the control component controls the VR device to play the second category of multimedia information to stimulate the visual senses, and adjusts the changing frequency of the second category of multimedia information according to the user's pulse signal, so that the user's pulse signal is synchronized with the changing frequency of the second category of multimedia information, and then gradually reduces the changing frequency of the second category of multimedia information to guide the user's pulse to decrease, and after the user's pulse drops to a preset range, returns to S2.
2. The method for relieving emotions based on virtual reality according to claim 1, characterized in that: Also includes at least one camera device; before S1, also includes S0. The camera device captures user image information and sends it to the control component. The control component identifies the user's gender and estimated age group based on the user image information, and selects a corresponding preset emotion release plan based on the identified user gender and estimated age group information. The preset emotion release plan includes first category multimedia information, second category multimedia information, and odor information paired with the first category multimedia information.
3. The method for relieving emotions based on virtual reality according to claim 1, characterized in that: S2 also includes S21, the control component controls the VR device to play one of the first category multimedia information; S22, continuously playing the multimedia information of the first category for a period of time, while the pulse acquisition device acquires the pulse signal of the user and sends it to the control component, and the control component determines whether the change value of the pulse amplitude of the user is greater than the preset amplitude value; S23. When the change in the amplitude of the user's pulse is greater than a preset amplitude or the playing time ends, the control component controls the VR device to switch to playing another multimedia information of the first category and returns to S22.
4. The method for relieving emotions based on virtual reality according to claim 1, characterized in that: The second category multimedia information in S3 is provided with a guide sign for attracting attention. The change frequency of the second category multimedia information is the change frequency of the guide sign. The change of the guide sign includes color change, brightness change or size change.
5. The method for relieving emotions based on virtual reality according to claim 1, characterized in that: At least two VR devices and at least two pulse acquisition devices; in S1, one of the pulse acquisition devices is set as a main pulse acquisition device, and the main pulse acquisition device acquires the user's pulse signal and sends it to the control component.
6. The method for relieving emotions based on virtual reality according to claim 5, characterized in that: Also includes at least two camera devices; S1 and before also include S0. Set one of the camera devices as the main camera device, the main camera device captures user image information and sends it to the control component, the control component identifies the user's gender and estimated age group based on the user image information, and selects a corresponding preset emotion release plan based on the identified user gender and estimated age group information, the preset emotion release plan includes first category multimedia information, second category multimedia information, and odor information paired with the first category multimedia information.
7. The method for relieving emotions based on virtual reality according to claim 2 or 6, characterized in that: The odor information in S0 includes odor type and odor concentration; the control component in S2 controls the odor device to output the corresponding odor type and odor concentration according to the odor information to stimulate the olfactory senses.
8. The method for relieving emotions based on virtual reality according to claim 2 or 6, characterized in that: It also includes a sound device connected to the control component for playing sound effects; the preset emotion release scheme in S0 also includes first sound effect information paired with the first category of multimedia information and second sound effect information paired with the second category of multimedia information; the control component in S2 controls the sound device to output corresponding sound effects to stimulate the auditory senses according to the first sound effect information; the control component in S3 controls the sound device to output corresponding sound effects to stimulate the auditory senses according to the second sound effect information.
9. The method for relieving emotions based on virtual reality according to claim 2 or 6, characterized in that: It also includes air-conditioning equipment connected to the control component for adjusting the ambient temperature and fan equipment for changing the ambient air flow; the preset emotion release scheme in S0 also includes somatosensory information paired with the first category of multimedia information; the somatosensory information includes temperature somatosensory information and body surface tactile somatosensory information; the control component in S2 controls the air-conditioning equipment to output the corresponding temperature and the corresponding air flow rate to stimulate the tactile senses according to the somatosensory information.
10. The method for relieving emotions based on virtual reality according to claim 2 or 6, characterized in that: It also includes massage devices connected to the control components for relieving muscles; the preset emotion release scheme in S0 also includes massage information paired with the first category multimedia information; the massage information includes massage parts and massage strength; the control component in S2 controls the massage device to massage the corresponding parts and output the corresponding massage strength according to the massage information.