Depressed mood intervention method and system
Through the interface design and random stimulation presentation of simulated natural landscapes, combined with positive feedback and personalized difficulty adjustment, unconsciously depressed emotional intervention is achieved, bypassing the psychological defense mechanism, improving implicit self-esteem and improving depressed emotions.
Patent Information
- Application Number
- CN202411577633.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-06
- Publication Date
- 2025-03-25
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing depressive emotional intervention methods may trigger the user's psychological defense mechanism when dealing with sensitive or deep emotional problems, resulting in the user's resistance or rejection of the intervention plan.
Through the interface design that simulates natural landscapes, randomly presented positive, neutral, and negative pictures and user names are used as stimuli, combined with positive feedback and personalized difficulty adjustment, unconscious emotional intervention is carried out to bypass the psychological defense mechanism.
Effectively guide users to pay attention to positive emotions and improve individual implicit self-esteem, thereby improving depression, improving emotional management ability and mental health.
Smart Images

Figure CN119680075A_ABST
Abstract
Description
Technical Field
[0001] The invention relates to a method for intervening depression, and also to a system for intervening depression, belonging to the technical field of cognitive training. Background Art
[0002] Depression is a common clinical psychological problem, characterized by loss of pleasure, low mood, and fatigue, and this state is easily affected by individual cognition. In the susceptibility model of depression, self-esteem is considered to be an important influencing factor, which has a negative predictive effect on depressive mood and is regarded as a protective personality trait. Robert et al. found that self-esteem is a susceptibility trait that causes depression after stressful events, especially those with stable low self-esteem, who are more likely to have a depressive reaction when facing stressful events.
[0003] Self-esteem is divided into two levels: explicit self-esteem and implicit self-esteem. Explicit self-esteem refers to an individual's attitude toward himself at the conscious level, which has a significant impact on how the individual adapts to the environment. Implicit self-esteem is a self-attitude that an individual can be aware of without introspection when evaluating things related to the self. These two psychological structures are relatively independent, one is conscious and controllable, and the other is unconscious. They jointly participate in the processing of self-related information and affect the individual's emotional state.
[0004] Current emotion intervention programs, such as emotion regulation training courses, self-help exercises, and meditation audios, mainly regulate at the patient's conscious level by providing knowledge about emotions, self-esteem, and mental health, or teaching emotion regulation skills (such as deep breathing, meditation, progressive muscle relaxation, etc.). However, these conscious emotion intervention techniques may trigger the patient's psychological defense mechanism when dealing with sensitive or deep-seated emotional issues, causing the patient to resist or reject the intervention program. Summary of the invention
[0005] The primary technical problem to be solved by the present invention is to provide a method for intervening in depression.
[0006] Another technical problem to be solved by the present invention is to provide a depression intervention system.
[0007] In order to achieve the above technical objectives, the present invention adopts the following technical solutions:
[0008] According to a first aspect of an embodiment of the present invention, a method for intervening in depression is provided, comprising the following steps:
[0009] S1: Display the system interface with blue sky and white clouds as the background to the user and confirm the login information;
[0010] S2: stimulus presentation according to the presentation strategy;
[0011] S3: Train the user according to the intervention rules;
[0012] S4: Collect user training data and analyze it;
[0013] S5: Adjust the presentation of stimuli according to the collected data to improve the user's depressive mood.
[0014] Preferably, in step S2, the presentation strategy includes a random presentation method, specifically including: during the presentation process, the clouds move horizontally to the left or right irregularly, and stimuli are randomly presented on the clouds.
[0015] Preferably, different types of stimuli are randomly displayed on the cloud, including positive pictures, neutral pictures, negative pictures, the name of the current user and other random names.
[0016] Preferably, the number of the positive pictures is much larger than the number of the neutral pictures and the negative pictures.
[0017] Preferably, the name of the current user appears only once in the stimulus, and the number of other random names is much greater than the name of the current user.
[0018] Preferably, in step S3, the intervention rules include: adding points when clicking on a cloud presenting a positive picture and the current user's name, i.e. a correct click; no points are deducted when clicking on a neutral picture, a negative picture, or other random names, i.e. an incorrect click; the more correct clicks a user makes, the more points they get; the score increases by one level for every three consecutive correct clicks, and decreases by one level for every incorrect click or every missed click; and different difficulty levels are achieved by adjusting the presentation duration of the stimulus.
[0019] Preferably, in step S4, the analysis includes statistics of reaction time, statistics of reaction accuracy and bias evaluation; wherein,
[0020] If the user's reaction time decreases and / or the reaction accuracy increases, the user's reaction improves;
[0021] If the user's reaction time does not decrease and the accuracy of the reaction does not increase, the user's reaction has not improved;
[0022] If the user's reaction time increases and the reaction accuracy decreases, the user's reaction is deteriorating.
[0023] Preferably, the bias evaluation refers to separately counting the user's reaction to each stimulus, and determining to which stimulus the user has the shortest reaction time and / or the highest reaction accuracy.
[0024] Preferably, in step S5, the user's implicit self-esteem is enhanced by increasing the user's attention to positive pictures and the current user's name through positive feedback, while reducing the attention to neutral pictures, negative pictures and other random names.
[0025] According to a second aspect of an embodiment of the present invention, a depression intervention system is provided, comprising a processor and a memory; wherein the memory is coupled to the processor and is used to store a computer program, and when the computer program is executed by the processor, the processor implements the above-mentioned depression intervention method.
[0026] Compared with the prior art, the present invention reduces the user's psychological defense by simulating the interface design of natural landscapes, uses randomly presented positive, neutral, and negative pictures and user names as stimuli, and combines positive feedback and personalized difficulty adjustment to effectively guide users to focus on positive emotions, enhance the individual's implicit self-esteem, and thus improve depression. This method intervenes at the unconscious level through evaluative conditioning tasks, bypassing the psychological defense mechanism, making emotional regulation more scientific and effective, and helping to improve individuals' emotional management ability and mental health level. BRIEF DESCRIPTION OF THE DRAWINGS
[0027] Figure 1 A flowchart of a method for intervening in depression provided by an embodiment of the present invention;
[0028] Figure 2 A schematic diagram of a depression intervention system provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0029] The technical content of the present invention is described in detail below with reference to the accompanying drawings and specific embodiments.
[0030] First embodiment
[0031] like Figure 1 As shown, a depression intervention method (hereinafter referred to as the emotion intervention method) provided by the first embodiment of the present invention at least comprises the following steps:
[0032] S1: Display the system interface with blue sky and white clouds as the background to the user and confirm the login information;
[0033] S2: stimulus presentation according to the presentation strategy;
[0034] S3: Train users according to intervention rules;
[0035] S4: Collect user training data and analyze it;
[0036] S5: Adjust the presentation of stimuli according to the collected data to improve the user's depressive mood.
[0037] In one embodiment of the present invention, step S1 is the initial stage of the user's interaction with the emotion intervention system. At this time, the emotion intervention system will display an interface with blue sky and white clouds as the background, aiming to create a relaxed and comfortable atmosphere to help users relax. This design takes into account the psychological resistance that users may have to emotional intervention measures. By simulating the background image of the natural landscape, it can effectively reduce the user's defensive psychology and make them more willing to participate in and accept the subsequent intervention process. After the user logs in to the emotion intervention system, the interface will display the user's registered name. This is to ensure the accuracy of the information and allow the user to make a second confirmation, which enhances the personalized experience. Through such a design, not only a visually pleasing environment is provided, but also trust and security are established by confirming user information, laying a good foundation for subsequent emotional intervention.
[0038] In step S2, the emotion intervention system displays stimuli according to a carefully designed presentation strategy. This strategy includes two key elements: presentation method and presentation duration. The presentation method is random and aims to simulate the appearance of stimuli in a natural state to reduce the user's predictability. For example, in this process, clouds, as carriers of stimuli, move horizontally to the left or right irregularly on the background of blue sky and white clouds. Different types of stimuli are randomly displayed on the clouds, including positive pictures, neutral pictures, negative pictures, the name of the current user, and other random names.
[0039] In one embodiment of the present invention, stimuli are presented randomly but at a controlled frequency, in order to avoid users predicting the order in which stimuli are presented, thereby increasing the naturalness and challenge of the training. Positive pictures, mainly smiling faces, are far more numerous than neutral and negative pictures (for example, the ratio between them is 10:1, 8:1 or 5:1, but not limited to this). Such a design helps guide users to pay more attention to positive emotions and improve the experience of positive emotions. The high-frequency presentation of positive pictures strengthens the user's association with positive emotions and helps to enhance the user's implicit self-esteem.
[0040] It should be noted that the addition of neutral images is to balance the diversity of emotional stimuli, avoid excessive single emotional stimuli, ensure that users can be exposed to emotionally neutral information during training, and do not interfere with the main positive emotional training. The number of negative images, such as frowning expressions, is small, the purpose is to reduce the exposure to negative emotions, and at the same time, it is enough to train users to inhibit their response to negative emotions.
[0041] In addition, the current user's name only appears once in the stimulus. This design takes advantage of the user's strong self-association with his or her own name, helps to associate positive emotions with self-concept, and enhances personalization and exclusivity. The number of other random names is much greater than the current user's name (for example, the ratio between the two is 10:1 or 8:1, but not limited to this), which helps train users to recognize and respond to specific stimuli (their own name), providing diversity while avoiding users from guessing and forming fixed patterns.
[0042] The presentation duration includes the time the cloud pauses on the screen and the interval between two clouds appearing. These parameters are fixed to ensure the consistency and controllability of stimulus presentation, while also providing users with enough time to recognize and respond to stimuli, so as to effectively participate in emotional intervention training. Through such a design, it is intended to bypass the user's psychological defense mechanism through unconscious intervention and improve the effect of emotional intervention.
[0043] Step S3 is the actual training link in the present invention, in which the user will operate according to a set of clear intervention rules. The intervention rules define how the user can get points by clicking on different stimuli on the clouds. Specifically, when the user clicks on the cloud showing positive pictures (such as smiley faces) and their own names, it will be regarded as a correct click and get extra points. On the contrary, if the user clicks on the cloud showing neutral pictures, negative pictures or other random names, it will be regarded as an incorrect click, but no points will be deducted. This design encourages users to pay more attention to and respond to positive stimuli, while reducing reactions to neutral or negative stimuli.
[0044] The scoring mechanism provided by the present invention further motivates users to click correctly: every time a user clicks correctly three times in a row, their training level will be upgraded by one level; and every time they make an incorrect click or miss a click, their level will be reduced by one level. This mechanism is designed to encourage users to maintain their attention and improve their response accuracy. In order to further enhance the user's sense of participation and achievement, the emotional intervention system will reward users when they reach specific levels (level 4, level 8, level 12, etc., until level 36). The setting of these levels not only provides users with clear goals for progress, but also maintains the challenge by gradually increasing the difficulty, where the difficulty is adjusted by changing the presentation duration of the stimulus.
[0045] In addition, the present invention also provides personalized interactive dynamic feedback to enhance the user experience. This includes two forms: animal dynamics and interface feedback. Animal dynamics respond to user operations through different facial expressions and actions: the animal will smile when the click is correct, and will show expressions of puffed cheeks and drooping mouth corners when the click is wrong. The animal will bow its head when the timeout is not clicked, and when the user is rewarded, the animal will open its eyes and smile happily. These vivid dynamic feedbacks can instantly reflect the user's behavioral results and increase the fun of training. Interface feedback enhances the user's sense of achievement through text and visual elements. After clicking correctly, the text "awesome" will be displayed on the screen, accompanied by stars, providing positive affirmation to the user. Incorrect clicks will turn the interface border red as a visual prompt to inform the user that the accuracy needs to be improved. This instant and interactive feedback mechanism not only helps users understand their performance, but also can be personalized according to the user's training data, so that the training is more in line with the user's personal needs and progress. Through these carefully designed training rules and feedback mechanisms, it is intended to help users gradually change their attention bias to stimuli, increase their attention to positive stimuli, and thus improve their emotional state.
[0046] Step S4 is used to implement the data collection and analysis link. This link is crucial for evaluating the user's training effect and adjusting the subsequent training plan. In step S4, the emotion intervention system collects the data generated by the user during the training process, mainly including statistical information on reaction time and reaction accuracy.
[0047] First, the statistics of reaction time refer to the time it takes for users to respond from seeing the stimulus. This indicator can help evaluate the user's response speed to the stimulus. A shorter reaction time usually means that the user's ability to recognize and respond to the stimulus has improved. The emotional intervention system will continue to track the user's reaction time to monitor its changes during the training process.
[0048] Secondly, the response accuracy statistics involve recording whether the user has responded correctly to the target stimulus (positive pictures and the user's own name). This metric reflects the user's accuracy in training, that is, whether the user can accurately identify and respond to positive stimuli. The emotion intervention system analyzes the user's response accuracy to evaluate the user's performance and progress in training.
[0049] By analyzing the user's reaction time and reaction accuracy, the user's progress can be evaluated. If the user's reaction time is shortened and / or the reaction accuracy is improved, this indicates that the user has made progress in training and has improved his ability to recognize and respond to stimuli. On the contrary, if the user's reaction time has not been shortened and the reaction accuracy has not been improved, it can be considered that the user's reaction has not improved and the training strategy needs to be adjusted. If the user's reaction time increases and the reaction accuracy decreases, this means that the user's reaction has regressed and further analysis of the cause is needed and appropriate intervention measures should be taken.
[0050] In addition, bias assessment can also be performed. This is achieved by separately counting the user's response to each stimulus (positive pictures, neutral pictures, negative pictures, the user's own name and other random names). The purpose of bias assessment is to determine which stimulus the user has the shortest reaction time and / or the highest reaction accuracy, so as to understand the user's attention bias. This helps the emotional intervention system understand the user's sensitivity and preference for different types of stimuli, and provide a basis for subsequent personalized training.
[0051] Step S5 is a key implementation link in the present invention, which involves adjusting the presentation of stimuli according to the user's training data to more effectively improve the user's depression. At this stage, the emotion intervention system analyzes the user's response data to different stimuli, including their responses to positive pictures, neutral pictures, negative pictures, their own names, and other random names.
[0052] According to this data, the main goal of the emotional intervention system is to increase the user's attention to positive pictures and the current user's name through positive feedback. This positive feedback can take many forms, including but not limited to sound effects, text, and smiles. For example, when a user successfully clicks on a positive picture or his or her name, a pleasant sound effect can be played, the text "Well done!" can be displayed, or a smiling face expression can be displayed. These are all examples of positive feedback. These feedbacks are designed to strengthen the user's recognition and response to positive stimuli, while reducing attention to neutral, negative stimuli, and other random names.
[0053] In this way, the emotional intervention system encourages users to pay more attention to stimuli related to positive emotions, thereby gradually changing their attention bias. This adjustment not only helps to enhance the user's positive emotional experience, but also reduces exposure to negative emotions, which is particularly important for improving depression. By reducing attention to neutral pictures, negative pictures, and other random names, helping users establish a preference for positive stimuli, this helps to enhance users' implicit self-esteem and improve their emotional state.
[0054] In addition, the difficulty of the training can be adjusted dynamically based on the user's progress. For example, if the user continuously correctly clicks on the positive pictures and their own name, the presentation rate of the stimuli can be increased to provide a more challenging training. Conversely, if the user's reaction time increases or accuracy decreases, the difficulty can be reduced to give the user more time to respond to the stimuli to avoid excessive frustration.
[0055] In summary, step S5 can intervene more accurately according to the needs and response patterns of users through personalized adjustment and positive feedback, so as to achieve the goal of improving depression. This data-driven emotion intervention method makes emotion intervention more scientific and effective.
[0056] It should be noted that the emotion intervention method provided in the embodiment of the present invention perfectly matches the concept of improving implicit self-esteem. This is mainly reflected in the following aspects:
[0057] 1. By presenting positive emotion-related stimuli, such as positive pictures and the user's own name, in an unconscious or semi-unconscious state, the user's implicit self-esteem is subtly influenced by bypassing the psychological defense mechanism at the conscious level. This design helps to improve the individual's implicit self-esteem by associating positive emotion stimuli with self-concept without triggering the user's defensive response.
[0058] 2. Enhance users’ attention to positive stimuli and reduce their attention to neutral or negative stimuli through positive feedback mechanisms. When users correctly click on positive pictures and their own names, they will be given positive feedback, such as sound effects, text, and emoticons. This positive feedback can enhance users’ recognition and response to positive stimuli, thereby unconsciously improving users’ implicit self-esteem.
[0059] 3. Dynamically adjust the training difficulty based on the user's reaction time and accuracy, and provide personalized difficulty adjustment and feedback. This personalized adjustment helps users succeed in training and enhances their self-confidence and self-efficacy, which are important components of implicit self-esteem. By analyzing the user's response to different stimuli, we can understand the user's attention bias and adjust the presentation of stimuli accordingly. This data-based personalized training helps users achieve better results in training and further enhance implicit self-esteem.
[0060] In summary, the present invention aims to improve the user's implicit self-esteem and thus improve depression through multiple methods such as positive emotional stimulation at the unconscious level, positive feedback, personalized training and difficulty adjustment. This method bypasses the psychological defense mechanism at the conscious level, making the intervention more effective because it directly acts on the unconscious level of the user's emotions and self-cognition.
[0061] Second embodiment
[0062] Based on the above-mentioned emotion intervention method, the second embodiment of the present invention provides a depression intervention system (hereinafter referred to as emotion intervention system). Figure 2 As shown, the emotion intervention system includes one or more processors and a memory. The memory is used to store one or more programs, and when the one or more programs are executed by the one or more processors, the emotion intervention method in the above embodiment is implemented.
[0063] Among them, the processor is used to control the overall operation of the emotion intervention system to complete all or part of the steps of the above-mentioned emotion intervention method. The processor can be a central processing unit (CPU), a graphics processing unit (GPU), a field programmable gate array (FPGA), an application-specific integrated circuit (ASIC), a digital signal processing (DSP) chip, etc. The memory is used to store various types of data to support the operation of the emotion intervention system, and these data may include, for example, instructions for any application or method used to operate on the emotion intervention system, and application-related data. The memory can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, etc.
[0064] In an exemplary embodiment, the emotion intervention system can be implemented by a computer chip or entity, or by a product with a certain function, for executing the above-mentioned emotion intervention method and achieving the same technical effect as the above-mentioned emotion intervention method. A typical embodiment is a CT device, a security inspection device, a non-destructive testing device, and a computer. Specifically, the computer can be, for example, a personal computer, a laptop computer, a vehicle-mounted human-computer interaction device, a cellular phone, a camera phone, a smart phone, a personal digital assistant, a media player, a navigation device, an email device, a game console, a tablet computer, a wearable device, or a combination of any of these devices.
[0065] In another exemplary embodiment, the present invention further provides a computer-readable storage medium including program instructions, which, when executed by a processor, implements the steps of the emotion intervention method in any of the above embodiments. For example, the computer-readable storage medium may be the above-mentioned memory including program instructions, and the above-mentioned program instructions may be executed by a processor to complete the above-mentioned emotion intervention method and achieve the same technical effect as the above-mentioned emotion intervention method.
[0066] It should be noted that the above embodiments are only examples, and the technical solutions of the various embodiments can be combined, all within the protection scope of the present invention.
[0067] The above is a detailed description of the depression intervention method and system provided by the present invention. For those skilled in the art, any obvious changes made to the present invention without departing from the essence of the present invention will constitute an infringement of the patent right of the present invention and will bear corresponding legal responsibilities.
Claims
1. A method for intervening depression, characterized in that The steps include: S1: Display the system interface with blue sky and white clouds as the background to the user and confirm the login information; S2: stimulus presentation according to the presentation strategy; S3: Train the user according to the intervention rules; S4: Collect user training data and analyze it; S5: Adjust the presentation of stimuli according to the collected data to improve the user's depressive mood.
2. The intervention method according to claim 1, characterized in that In step S2, the presentation strategy includes a random presentation method, specifically including: during the presentation process, the clouds move horizontally to the left or right irregularly, and stimuli are randomly presented on the clouds.
3. The intervention method according to claim 2, characterized in that: Different types of stimuli are randomly displayed on the cloud, including positive pictures, neutral pictures, negative pictures, the current user's name, and other random names.
4. The intervention method according to claim 3, characterized in that: The number of the positive pictures is much greater than the number of the neutral pictures and the negative pictures.
5. The intervention method according to claim 3, characterized in that: The current user's name only appeared once in the stimulus, and the number of other random names was much greater than the current user's name.
6. The intervention method according to claim 1, characterized in that In step S3, the intervention rules include: adding points when clicking on a cloud presenting a positive picture and the current user's name, i.e., a correct click; no points are deducted when clicking on a neutral picture, a negative picture, or other random names, i.e., an incorrect click; the more correct clicks a user makes, the more points they get; the score increases by one level for every three consecutive correct clicks, and decreases by one level for every incorrect click or every missed click; wherein different difficulty levels are achieved by adjusting the presentation duration of the stimulus.
7. The intervention method according to claim 1, characterized in that In step S4, the analysis includes statistics of reaction time, statistics of reaction accuracy and bias evaluation; wherein, If the user's reaction time decreases and / or the reaction accuracy increases, the user's reaction improves; If the user's reaction time does not decrease and the accuracy of the reaction does not increase, the user's reaction has not improved; If the user's reaction time increases and the reaction accuracy decreases, the user's reaction is deteriorating.
8. The intervention method according to claim 7, characterized in that: The bias evaluation refers to counting the user's response to each stimulus respectively, and determining which stimulus the user has the shortest response time and / or the highest response accuracy.
9. The intervention method according to claim 1, characterized in that In step S5, positive feedback is used to increase the user's attention to positive pictures and the current user's name, while reducing attention to neutral pictures, negative pictures and other random names, so as to enhance the user's implicit self-esteem.
10. A depression intervention system, characterized in that It comprises a processor and a memory; wherein the memory is coupled to the processor and is used to store a computer program, and when the computer program is executed by the processor, the processor implements the intervention method described in any one of claims 1 to 9.
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