Virtual reality technology-based multi-person metronomic training system and method

Through multi-person collaborative process control, multi-modal feedback and data acquisition systems, the problems of multi-person collaboration, feedback and evaluation in virtual reality mindfulness training are solved, and the low-latency interaction and personalized feedback of multi-person mindfulness training are realized, improving user experience and system scalability.

CN120420569APending Publication Date: 2025-08-05TSINGHUA SHENZHEN INTERNATIONAL GRADUATE SCHOOL
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Patent Information

Application Number
CN202510579500.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-07
Publication Date
2025-08-05

AI Technical Summary

Technical Problem

The existing virtual reality mindfulness training system has problems such as insufficient collaborative support for multiple people, single and lagging feedback mechanism, imperfect training and evaluation system, limited system scalability and user experience, which affects the promotion and effectiveness of mindfulness training.

Method used

The multi-player collaborative process control system, multi-modal dynamic feedback system and data acquisition and analysis system are adopted. The multi-player progress synchronization and interactive coordination are achieved through the PACE game process control tool, and real-time feedback is provided with visual lighting and auditory prompts. Multi-source data acquisition and analysis are integrated to support multiple users to complete mindfulness stretching, loving mindfulness, painting healing and eye movement mindfulness training modules.

Benefits of technology

It realizes low-latency interaction and state consistency of multi-person mindfulness training, provides comprehensive real-time feedback and personalized training effect evaluation, improves user immersion and training effects, and supports the scalability and maintainability of the system.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual reality technology-based multi-user normal-feeling training system and method, and aims to construct an immersive training environment through the virtual reality technology, integrate a multi-user cooperation mechanism and a dynamic feedback system, and realize multi-user low-delay interaction and state consistency maintenance. The normal stretching module optimizes multi-person action synchronization through a non-linear collaborative collection rule; the love-and-mind module triggers group emotion resonance by adopting a role rotation mechanism; the drawing therapy and healing module promotes group psychological integration based on staged collaborative creation logic; and the eye movement normal feeling module enhances visual concentration through a sight tracking interaction mechanism. A multi-source data acquisition technology is integrated, behavior tracking, physiological monitoring and emotion recognition are combined, a scientific quantitative evaluation system is formed, and personalized training feedback is provided for a user. Through a modular architecture and extensible design, dynamic interaction rules of diversified scenes are supported, the training depth is guaranteed, meanwhile, interestingness and user compliance are improved, and a low-cost and high-efficiency mental health intervention solution is achieved.
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Description

Technical Field

[0001] The present invention relates to the intersection of virtual reality technology, positive psychology and artificial intelligence, and in particular to a multi-person mindfulness training system and method based on virtual reality technology. Background Art

[0002] With the accelerating pace and increasing pressures of modern society, mental health issues are becoming increasingly prominent. Mindfulness training, as an effective psychological intervention method, has shown significant results in improving psychological issues such as anxiety and depression. However, traditional mindfulness training primarily relies on face-to-face instruction, which is plagued by issues such as scarce professional resources, high training costs, and limited service coverage. Furthermore, traditional training methods face challenges such as difficulty quantifying training effects, a lack of objective evaluation standards, and difficulty in providing personalized guidance. Furthermore, due to the single training format and lack of interactive experience, user engagement is insufficient.

[0003] Many existing single-player VR meditation systems use pre-set guided audio and basic physiological data collection capabilities. However, these systems have significant limitations: they only support single-player use and lack multi-player interaction; their feedback mechanisms are overly simplistic; and their training data analysis capabilities are limited, preventing users from providing in-depth assessments of training effectiveness.

[0004] Secondly, some online mindfulness training platforms support multi-person online learning, provide video course resources, and have simple social features. However, their main drawbacks are a lack of immersive experience, limited interaction methods, and an inability to provide real-time feedback to users, which affects training effectiveness.

[0005] Another related system is the biofeedback mindfulness system, which enables real-time physiological data monitoring, personalized training program development, and data visualization. However, these systems are limited to single-person use and have issues such as high hardware dependency and high cost.

[0006] These existing technical solutions generally have the following problems: First, the technical integration is insufficient, often focusing only on a certain technical dimension, lacking the organic integration of VR, multi-person interaction, and data analysis, and the system scalability is poor. Secondly, the problem of multi-person collaboration is prominent, there is a lack of an effective multi-person synchronization mechanism, network latency seriously affects the user experience, and state consistency is difficult to ensure. Third, the feedback mechanism is imperfect, most of them use a single feedback method, lack of real-time performance, and lack of a scientific evaluation system. Fourth, the user experience is poor, the interaction method is not natural enough, the sense of immersion is insufficient, and social attributes are missing. Finally, scalability is limited, it is difficult to support large-scale users, functional expansion is difficult, and maintenance costs are high.

[0007] These technical limitations directly impact the promotion and effectiveness of mindfulness training, necessitating a comprehensive solution that integrates virtual reality technology, multi-person collaboration, and a scientific evaluation system. To address these challenges, this paper proposes an innovative technical solution that aims to overcome the limitations of existing technologies and provide a more comprehensive multi-person mindfulness training solution.

[0008] The existing technical solutions generally have the following common problems:

[0009] Insufficient support for multi-person collaborative training: Existing systems either only support single-person use or lack an effective multi-person synchronization mechanism, which cannot ensure state consistency and real-time interaction during multi-person training, reducing training effectiveness.

[0010] The feedback mechanism is simple and delayed: Most systems can only provide single-dimensional feedback (such as voice prompts or data displays), and the feedback often has a time delay, which cannot meet users' needs for real-time, multimodal feedback.

[0011] Imperfect training evaluation system: Existing technologies generally lack a scientific and systematic training effect evaluation mechanism, making it difficult to provide users with objective progress feedback and personalized improvement suggestions.

[0012] Limited system scalability: Due to limitations in architectural design, existing systems are difficult to expand functionality and optimize performance, and are unable to adapt to growing user needs and technological development.

[0013] Fragmented user experience: Existing technologies often separate functions such as virtual reality, multi-person interaction, and data analysis. Users need to frequently switch between different systems or interfaces during use, affecting the continuity and immersion of training.

[0014] These technical defects seriously restrict the promotion and application of mindfulness training.

[0015] It should be noted that the information disclosed in the above background technology section is only used to understand the background of this application, and therefore may include information that does not constitute prior art known to ordinary technicians in this field. Summary of the Invention

[0016] The main purpose of the present invention is to overcome the defects existing in the above-mentioned background technology and provide a multi-person mindfulness training system and method based on virtual reality technology.

[0017] To achieve the above object, the present invention adopts the following technical solutions:

[0018] A multi-person mindfulness training system based on virtual reality technology, comprising:

[0019] Multiplayer collaborative process control system (PACE game process control system), used to achieve progress synchronization and interaction coordination of multiplayer virtual reality mindfulness training, including a multiplayer progress synchronization controller and an event-driven interaction synchronization framework, maintaining multi-user state consistency through host mode network topology and real-time multiplayer network synchronization framework (Netcode for GameObjects);

[0020] The multimodal dynamic feedback system provides users with real-time immersive feedback through the visual lighting adjustment module and the auditory prompt module, guiding users to adjust their training status;

[0021] Data collection and analysis system, which collects user behavior data, physiological data and subjective evaluation data, and generates quantitative reports on training effects through real-time processing and evaluation algorithms;

[0022] The multi-person collaborative process control system, multi-modal feedback system and data acquisition system work together to support multiple users to synchronously complete the four core training modules of mindfulness stretching, loving-kindness mindfulness, painting therapy and eye movement mindfulness in a virtual reality environment.

[0023] A training method based on the multi-person mindfulness training system comprises the following steps:

[0024] Session initialization: Create a multi-person training session, synchronize participants' initial states, and establish network connections;

[0025] State synchronization maintenance: Real-time monitoring of network latency, and ensuring multi-user state consistency through dynamic clock frequency adjustment and UDP broadcast transmission;

[0026] Training execution and feedback: A multimodal dynamic feedback system is used to provide real-time visual and auditory guidance to implement mindfulness stretching, loving-kindness mindfulness, painting therapy, and eye movement mindfulness training modules;

[0027] Data collection and evaluation: Collect user behavior, physiological and subjective evaluation data, and generate personalized training reports through statistical analysis and large language models.

[0028] The present invention has the following beneficial effects:

[0029] The present invention proposes a multi-person mindfulness training system and method based on virtual reality technology. By integrating virtual reality technology with a multi-person collaborative training mechanism, it effectively overcomes the core problems of traditional mindfulness training, such as strong dependence on professional resources, single interactive form, and subjective effect evaluation. Its technical advantages are reflected in: building a highly immersive virtual environment combined with a multi-dimensional real-time feedback system, using dynamic visual guidance and intelligent auditory prompts to accurately adjust the user's training status; innovatively designing a multi-person synchronization algorithm and modular architecture to achieve low-latency interaction and state consistency maintenance in multi-user scenarios, support group collaborative training and enhance social driving force; integrating multi-source data acquisition and analysis technology through behavior tracking, physiological monitoring, The system uses emotion measurement and emotion recognition algorithms to form a scientific quantitative evaluation system and provide users with personalized improvement suggestions. Based on the dynamic algorithm design of the four core training modules (mindfulness stretching, loving-kindness mindfulness, painting therapy, and eye movement mindfulness), through nonlinear collaborative collection rules, eye tracking interaction mechanism and phased collaborative creation logic, combined with diversified training scenarios and dynamic interaction rules (such as accelerated collection of energy balls, role rotation guidance and multi-person collaborative creation), it improves the fun and user compliance while ensuring the depth of training. Finally, through scalable system design, it balances the needs of large-scale deployment and the flexibility of functional iteration, providing an efficient, low-cost and easy-to-promote digital solution for mental health intervention.

[0030] Compared with known solutions, the embodiments of the present invention have the following advantages:

[0031] Deep integration of immersive experience and social interaction: This invention uses virtual reality technology to build a highly immersive training environment, allowing users to participate in mindfulness exercises in an immersive way. Compared with existing technologies, it is not only richer and more realistic in scene design, such as diverse scenes such as snow-capped mountains, forests, and Zen gardens, but also through innovative multi-person collaboration mechanisms, such as the guide rotation mechanism in the loving-kindness mindfulness level and the multi-person collaborative collection mechanism in the mindfulness stretching level, it breaks the limitations of time and space and enhances the user's social interaction experience and training motivation. This integration allows mindfulness training to no longer be limited to individuals, but expands it to the social dimension, using social motivation to improve training results and user persistence.

[0032] Comprehensive mindfulness training framework and precise feedback mechanism: This system constructs a multimodal, collaborative digital mindfulness intervention framework, organically integrating attention monitoring and acceptance mechanisms into game design, encompassing multiple dimensions including physical awareness, emotional cultivation, artistic expression, and attention training. Compared to existing technologies, this system comprehensively covers all aspects of mindfulness training through four carefully designed core training levels. Furthermore, it introduces sentiment analysis and physiological data monitoring based on deep learning models, providing users with more personalized feedback and guidance in real time and with precision. This effectively avoids the attention wandering and self-judgment errors associated with traditional exercises, improving the relevance and effectiveness of training.

[0033] Powerful network synchronization and efficient process control: The Netcode for GameObjects framework is used to achieve multiplayer network synchronization, and the PACE game process control tool has been innovatively developed. Compared with existing technologies, this invention solves key technical problems such as state synchronization, progress control, and interaction coordination in multiplayer virtual reality environments through the PACE system's visual node programming, layered architecture design, and deep integration with the Netcode framework. The designed dynamic clock-based state transmission mechanism optimizes network data transmission efficiency, supports up to eight people participating simultaneously in a local area network environment, ensures the smoothness and consistency of multiplayer games, and provides users with a stable, low-latency multiplayer mindfulness training platform. This greatly reduces the technical threshold for multiplayer game development and improves development efficiency and the maintainability and scalability of the system.

[0034] Comprehensive Data Collection and Analysis System: This invention establishes a more comprehensive multimodal data collection and analysis system that not only monitors users' behavioral and physiological data in real time but also assesses their mindfulness levels and training effectiveness through intelligent analysis models. Compared to existing technologies, this invention captures a wider range of data, including behavioral data, physiological data, and subjective evaluation data. This allows for comprehensive and in-depth analysis of users' training progress, providing them with a dynamically adjusted training plan. It also provides researchers with a richer data resource, helping to further optimize mindfulness training methods and system design.

[0035] Other beneficial effects of the embodiments of the present invention will be further described below. BRIEF DESCRIPTION OF THE DRAWINGS

[0036] Figure 1 This is a block diagram of a multi-person mindfulness training system based on virtual reality technology according to an embodiment of the present invention.

[0037] Figure 2 This is an overall framework diagram of a multi-person mindfulness training system based on virtual reality technology according to an embodiment of the present invention.

[0038] Figure 3 This is a diagram of a network synchronization framework according to an embodiment of the present invention.

[0039] Figure 4 This is an overall diagram of the level design based on color narrative theory in an embodiment of the present invention.

[0040] Figure 5 This is a flowchart of mindfulness stretching according to an embodiment of the present invention.

[0041] Figure 6 This is a flowchart of loving-kindness mindfulness according to an embodiment of the present invention.

[0042] Figure 7This is a flowchart of painting therapy according to an embodiment of the present invention.

[0043] Figure 8 This is a flowchart of eye movement mindfulness according to an embodiment of the present invention.

[0044] Figure 9 This is a diagram of the PACE process and content editor architecture according to an embodiment of the present invention. DETAILED DESCRIPTION

[0045] The following is a detailed description of the embodiments of the present invention. It should be emphasized that the following description is only exemplary and is not intended to limit the scope of the present invention and its application.

[0046] The present invention discloses a multi-person online mindfulness training system in a virtual reality environment, belonging to the intersection of virtual reality technology, positive psychology and artificial intelligence.

[0047] Existing mindfulness training suffers from technical challenges such as strong spatial dependence, scarce professional resources, and difficulty in scalability. Furthermore, existing virtual reality mindfulness training systems generally suffer from limited interaction, a lack of social dimension, and difficulty quantifying training effects.

[0048] The present invention aims to solve the following technical problems existing in existing virtual reality mindfulness training systems:

[0049] First, how to implement an efficient and stable multi-person collaborative training mechanism. Specifically, this requires addressing progress synchronization, network latency compensation, and state consistency maintenance during multi-person training, ensuring that multiple users can interact smoothly in real time in a virtual environment and achieve a positive group training experience.

[0050] Second, how to build a comprehensive real-time feedback system. This requires solving the problems of collecting, processing, and providing feedback on multimodal sensory information, and implementing a multi-dimensional real-time feedback mechanism that includes vision and hearing to help users adjust their training status in a timely manner and improve training results.

[0051] Third, how to establish a scientific training evaluation system. This requires solving the problems of real-time collection, processing, and analysis of training data, establishing objective evaluation indicators and algorithm models, and providing users with accurate training effect evaluations and personalized improvement suggestions.

[0052] Fourth, how to design a system architecture with good scalability. This requires addressing issues such as system modularization, interface standardization, and performance optimization to enable the system to flexibly respond to user growth and changes in functional requirements, and to support continuous upgrades and expansion in the future.

[0053] Fifth, how to achieve seamless integration of various functional modules. It is necessary to solve the problem of unified coordination of functions such as virtual reality, multi-person interaction, and data analysis to provide users with a smooth and consistent training experience and avoid the impact of functional fragmentation on training effectiveness.

[0054] By solving the above technical problems, the present invention can provide users with a multi-person mindfulness training system with advanced technology, excellent experience, and scientific evaluation, effectively breaking through the limitations of existing technologies.

[0055] This invention provides a multi-player mindfulness training system based on virtual reality. Its core is to achieve precise synchronization of multi-player training through the PACE (Progress and Content Editor) game process control tool. The system includes:

[0056] 1. Multimodal feedback mechanism, providing real-time status feedback through visual illumination and auditory prompts;

[0057] 2. Four core training modules (mindfulness stretching, loving-kindness mindfulness, painting therapy, and eye movement mindfulness) to meet different training needs;

[0058] 3. Real-time data collection and analysis system to achieve quantitative evaluation of training effects.

[0059] This invention breaks through the limitations of traditional mindfulness training by innovatively integrating multiplayer connectivity into virtual reality mindfulness training, providing a low-cost, highly efficient technical solution for mental health intervention. It has significant practical value and potential for widespread application in areas such as mental health services, stress management training, and emotional regulation counseling.

[0060] See Figure 1 The embodiment of the present invention provides a multi-person mindfulness training system based on virtual reality technology, comprising:

[0061] A multiplayer collaborative process control system (also known as the PACE Game Process Control System or PACE System) is used to synchronize progress and coordinate interactions during multiplayer VR mindfulness training. It includes a multiplayer progress synchronization controller and an event-driven interaction synchronization framework. It maintains multi-user state consistency through a host-mode network topology and a real-time multiplayer network synchronization framework (Netcode for GameObjects).

[0062] The multimodal dynamic feedback system provides users with real-time immersive feedback through the visual lighting adjustment module and the auditory prompt module, guiding users to adjust their training status;

[0063] Data collection and analysis system, which collects user behavior data, physiological data and subjective evaluation data, and generates quantitative reports on training effects through real-time processing and evaluation algorithms;

[0064] The multi-person collaborative process control system (PACE system), multimodal feedback system and data acquisition system work together to support multiple users to synchronously complete the four core training modules of mindfulness stretching, loving-kindness mindfulness, painting therapy and eye movement mindfulness in a virtual reality environment.

[0065] PACE Game Process Control System: This system is the core technical support for multiplayer VR mindfulness training and consists of two main components: a multiplayer progress synchronization controller and an event-driven interactive synchronization framework. The multiplayer progress synchronization controller is responsible for real-time network status monitoring, coordinating multi-user training progress, and maintaining state consistency; the event-driven interactive synchronization framework handles network event distribution, input synchronization and permission control, and multiplayer session management. The system's innovation lies in solving the problem of precise process control in multiplayer VR environments, achieving efficient state synchronization and consistency maintenance.

[0066] Multimodal Dynamic Feedback System: This system provides users with real-time feedback through both visual and auditory channels, a key module for ensuring effective training. The system comprises a rhythm-based visual feedback module and an attention-based auditory feedback module. The visual feedback module guides users by dynamically adjusting ambient lighting and generating visual cues, while the auditory feedback module is responsible for audio synchronization processing and real-time sound effect generation. The innovation of this system lies in its real-time state perception and feedback mechanism, providing users with an immersive training experience.

[0067] Data Collection and Analysis System: This system is responsible for quantitatively evaluating training effectiveness and includes a real-time data collection module and a data processing and analysis module. The real-time data collection module collects user behavioral and physiological data, while the data processing and analysis module processes the collected data in real time and evaluates training effectiveness. The innovation of this system lies in its comprehensive training evaluation system, which provides users with objective feedback on training results.

[0068] Furthermore, it also includes:

[0069] Virtual Facilitator System: This system, as a training assistance module, provides intelligent training guidance to users through AI voice interaction, personalized guidance generation, and emotional state recognition. While it can significantly enhance the user experience, it is not a required component of the system.

[0070] Social Interaction System: This system enhances the interactive experience between users through voice communication modules, collaborative task systems, and social network analysis. These features can make training more interesting and social without affecting the core functionality of the system.

[0071] Environmental Adaptation System: This system is responsible for dynamic scene adjustment, difficulty adaptation, and interference factor control to optimize the user's training experience. These functions are system optimization items and are not included in the scope of essential protection.

[0072] An embodiment of the present invention further provides a training method based on the multi-person mindfulness training system, comprising the following steps:

[0073] Session initialization: Create a multi-person training session, synchronize participants' initial states, and establish network connections;

[0074] State synchronization maintenance: Real-time monitoring of network latency, and ensuring multi-user state consistency through dynamic clock frequency adjustment and UDP broadcast transmission;

[0075] Training execution and feedback: A multimodal dynamic feedback system is used to provide real-time visual and auditory guidance to implement mindfulness stretching, loving-kindness mindfulness, painting therapy, and eye movement mindfulness training modules;

[0076] Data collection and evaluation: Collect user behavior, physiological and subjective evaluation data, and generate personalized training reports through statistical analysis and large language models.

[0077] Multi-person synchronous training is the core process for achieving collaborative training. It includes the following steps: session initialization, which creates a multi-person training session and establishes a network connection, synchronizing the initial states of all participants. Next, state synchronization maintenance involves real-time data detection and transmission to ensure state consistency. Finally, training progress control coordinates the progress of multiple participants, handles abnormal states, and maintains session state. This entire approach ensures smooth and consistent multi-person training.

[0078] Training effectiveness evaluation is used to assess training results and provide improvement recommendations. It consists of three main steps: first, data collection, which simultaneously collects user behavioral data, physiological data, and subjective evaluations; second, data processing, which involves cleaning the collected data, extracting features, and calculating metrics; and finally, effectiveness evaluation, which analyzes training results, generates personalized reports, and provides improvement recommendations. This method provides a scientific basis for objectively evaluating training effectiveness.

[0079] Specific embodiments of the present invention are further described below.

[0080] The present invention aims to provide a multi-person mindfulness game system based on virtual reality. By constructing an immersive training environment, it can realize mindfulness training with the collaborative participation of multiple people, effectively improving the user's emotional state, mindfulness level and attention control ability.

[0081] This paper, based on immersive training theory and combined with virtual reality (VR) technology, constructs a multiplayer mindfulness gaming system. Its detailed working principle is as follows:

[0082] Immersive Training Environment Construction: VR technology is used to create highly immersive virtual environments that simulate natural landscapes (such as forests and waterfalls) or specific training scenarios. These environments stimulate multiple senses, including vision and hearing, to create an immersive experience for users, helping to focus their attention during mindfulness training.

[0083] Core Mindfulness Training Mechanisms: The system incorporates the core mechanisms of mindfulness training—attention monitoring and acceptance—into the game design. Through four core training levels (Mindfulness Stretch, Loving-kindness Mindfulness, Drawing Therapy, and Eye Movement Mindfulness), comprehensive mindfulness training is achieved across multiple dimensions, including body awareness, emotional cultivation, artistic expression, and attention training.

[0084] Multi-person collaborative training mechanism: This innovative system introduces a multi-person collaborative participation model. In the Loving Kindness Mindfulness level, participants take turns acting as guides, inputting loving-kindness messages through voice. The system utilizes deep learning models to assess emotions and monitor behavioral data in real time. This data is visualized as interactive elements, enhancing social interaction and training motivation.

[0085] Intelligent Network Synchronization and Interaction: We utilize the Netcode for GameObjects framework to achieve multiplayer network synchronization and develop the PACE (Progress and Content Editor) game flow control tool. Through visual node programming and layered architecture design, we address state synchronization and progress control issues in multiplayer VR environments, ensuring a smooth multiplayer collaborative training experience.

[0086] Data Collection and Analysis: The system builds a comprehensive data collection system by collecting behavioral data, physiological data, and subjective evaluation data. The data analysis module processes the collected data in real time, providing users with a dynamically adjusted training plan and providing researchers with tools for in-depth analysis of users' mindfulness levels and training results.

[0087] Personalized feedback and environment adjustment: The system uses emotion recognition and response mechanisms to adjust the parameters of the virtual environment (such as lighting and music) according to the user's emotional state, and provides personalized feedback and suggestions to improve the user's training effect and experience.

[0088] Through the above-mentioned working principle, the present invention creates an immersive, interactive and socially dynamic mindfulness training platform for users, effectively solving the problems existing in traditional mindfulness training methods and promoting the development of mindfulness training towards digitalization, socialization and intelligence.

[0089] Figure 2 The overall framework diagram of a multi-person mindfulness training system based on virtual reality technology is shown, which embodies the technical route of the present invention.

[0090] The system is developed based on the Unity engine and the Netcode for GameObjects network programming framework, and mainly includes the following core parts:

[0091] Virtual reality device layer: Pico 4 series virtual reality devices (hardware under ByteDance) are used as the target experience platform. They have 6DoF (6 degrees of freedom) tracking, eye movement and face tracking functions, providing users with an immersive virtual reality environment.

[0092] Network communication layer: Utilizes the Netcode for GameObjects framework to achieve multiplayer network synchronization, adopts a host-mode network topology, ensures low-latency, high-reliability network communication in a LAN environment, and supports up to 8 people participating simultaneously.

[0093] Game logic layer: A game module with four core training levels was constructed, namely mindfulness stretching, loving-kindness mindfulness, painting therapy, and eye movement mindfulness. Each level is designed with unique game mechanisms and interaction methods to achieve different mindfulness training goals.

[0094] Data collection and analysis layer: Through behavioral data collection, physiological data monitoring and subjective evaluation data collection, a complete data collection and analysis system is built to provide data support for system evaluation and optimization.

[0095] The following is a detailed description of the core module design:

[0096] 1. Virtual Reality Device Layer

[0097] The Pico 4 series devices (by ByteDance) feature a Qualcomm Snapdragon XR2 processor and 8GB of LPDDR5 memory, providing powerful computing and graphics performance, capable of smoothly running complex VR applications. Their optical design delivers a clear and comfortable visual experience, while supporting eye and facial tracking, providing a rich source of data for human-computer interaction. The system communicates with Pico devices via the OpenXR (an open-source mixed reality development protocol) standard API, ensuring compatibility and scalability.

[0098] 2. Network Communication Layer

[0099] (1) Host mode network topology

[0100] In Host Mode, one participant acts as the host, performing both server and client functions. Other participants connect to the host as clients. This mode simplifies network deployment and reduces network infrastructure requirements, making it particularly suitable for multi-player mindfulness training in lab environments or small local area networks. The host manages network connections, messaging, and object synchronization through the Network Manager component, ensuring that all participants maintain real-time, synchronized game state.

[0101] (2) Netcode for GameObjects framework

[0102] Netcode for GameObjects provides an efficient network object synchronization mechanism, consisting of the NetworkObject and NetworkBehavior components. NetworkObjects are responsible for object network identity and lifecycle management, while NetworkBehaviors provide state synchronization and remote procedure call functionality. These components enable precise network object synchronization, ensuring consistent interactions in multiplayer games.

[0103] (3) Event-driven interactive synchronization framework

[0104] Based on the Netcode (network code) framework, the system has developed an event-driven interactive synchronization framework, including functional modules such as network event system, input synchronization and permission control, and multiplayer session management. The network event system defines standardized network events through ScriptableObject (scriptable object), realizing event serialization, network transmission, and local triggering. The input synchronization and permission control module ensures that only the owner of the object can send valid input events, and realizes event synchronization and status update through ServerRpc (server remote call) and ClientRpc (client remote call). The multiplayer session management module provides flexible session creation, discovery, and management functions, supporting player identity identification and status persistence in the session.

[0105] Figure 3 Demonstrates a network synchronization framework.

[0106] 3. Game logic layer

[0107] Figure 4 Shows level design based on color narrative theory.

[0108] (1) Mindfulness stretching level

[0109] The Mindful Stretch level aims to help users increase their attention and awareness of bodily sensations through body awareness exercises. Drawing on the core concepts of traditional body scanning techniques, the system encourages users to adopt an active cognitive perspective and systematically perceive sensations throughout the body. It also incorporates the principle of bilateral stimulation, making bodily sensations a natural target for attention.

[0110] The level scene is set in a forest surrounded by snow-capped mountains, and users interact by holding VR controllers. The system has designed a two-color energy ball interaction mechanism. The blue energy ball corresponds to upper limb movement and fine hand motor control training, and the gold energy ball focuses on neck range of motion and flexibility training. The generation position of the energy ball adopts a dynamic adjustment algorithm, which is automatically optimized according to the user's head height parameters, and floats and moves at a gentle rhythm in the area in front of the field of vision. When the user successfully establishes a pointing connection, the energy ball will slowly move toward the user along a preset smooth trajectory and generate subtle visual feedback to confirm the effectiveness of the interaction. The system also introduces a multi-player collaborative collection mechanism. When multiple players collect the same type of energy balls, the system will adjust the collection speed according to the nonlinear acceleration algorithm based on the number of participants, enhancing the fun and social interactivity of the training.

[0111] Figure 5 A mindful stretching flowchart is presented.

[0112] (2) Loving-kindness and mindfulness level

[0113] The core goal of the Loving Kindness Mindfulness level is to cultivate loving kindness toward oneself and others. By cultivating and expressing positive emotions, users' happiness and interpersonal relationships are enhanced. The system uses "light" as a symbol of loving-kindness energy. As practice deepens, the light ball gradually grows larger, and the light becomes brighter and warmer, intuitively demonstrating the spread of loving-kindness energy.

[0114] The level is designed in a traditional open-air Zen garden, with a central wooden platform nestled in the center of a tranquil pond. The system uses voice guidance to guide users through four stages of loving-kindness mindfulness exercises, including loving-kindness for oneself, loving-kindness for loved ones, loving-kindness for friends or strangers, and loving-kindness for all life. Each stage lasts five minutes, with participants forming a circle in the virtual environment and taking turns serving as "leader" and "supporter." The leader inputs loving-kindness phrases through a microphone. The system uses an on-device offline deep learning model to evaluate the leader's voice content and emotion in real time and monitors the voices of all participants to assess their focus and relaxation. This physiological and behavioral data is visualized as a light ball in front of each participant, whose size and brightness reflect their individual loving-kindness energy state. When the leader's input is rated as highly loving-kindness and focused, their light ball pulses, temporarily enhancing the light balls of all other participants, creating a visual sense of group resonance. Using speech recognition technology based on the Vosk open-source model, the system converts the user's voice input into text and determines its cosine similarity to standard loving-kindness mindfulness phrases. The system also leverages the GPT-SoVITS open-source model to generate high-quality voice guidance, providing users with clearer guidance and feedback. Ultimately, the Emotion2Vec model is used to determine the emotion of the user's current voice.

[0115] Figure 6 A loving-kindness mindfulness flowchart is presented.

[0116] (3) Painting Healing Level

[0117] Drawing therapy levels are based on art therapy theory. Through collaborative creation in a virtual reality environment, they promote emotional connection and psychological integration among group members. Drawing, as a profound form of self-expression, can help users release emotions, explore their inner worlds, and gain support and inspiration through group interaction.

[0118] Designed as a warm and sunny studio, the level features an immersive 3D virtual canvas, a variety of painting tools, and AI-assisted therapist Luna. Users use VR controllers to paint in space, achieving natural and fluid artistic expression. Luna guides the painting process, explains how to use the painting tools, and provides personalized treatment advice and feedback based on the user's painting content. Furthermore, the QwenVLMax AI model analyzes the user's paintings and provides psychological guidance.

[0119] Figure 7 Demonstrates the painting therapy process.

[0120] (4) Eye Movement Mindfulness Level

[0121] The Eye Movement Mindfulness level cultivates users' sustained visual focus and attention regulation through visual tracking mindfulness exercises. This method projects attention onto important pathways in the external world, guiding users to continuously follow visual objects without judgment, thereby enhancing mindfulness.

[0122] The level is set in a campfire forest under a night sky. Players lie on a comfortable platform in the center, with constellations representing various parts of the body floating above them. The system's eye movement mindfulness targets are stars floating in the silent sky. These stars match the color of the player's hands, symbolizing the player's personal connection to the universe. When the player's gaze tracks a specific star, it progresses through four different states: initial, trackable, being gazed at, and completed. The system leverages the eye tracking capabilities of the Pico 4 series device to accurately capture the player's gaze focus and eye movement trajectory, and employs raycasting technology to precisely align the user's gaze with interactive elements. To enhance the immersive experience, a dynamic visual feedback system is designed, using the concept of a flowing galaxy to display player progress. As players complete challenges through eye tracking, the star elements in the virtual space gradually come alive, creating a dazzling starry sky.

[0123] Figure 8 Demonstrates the eye movement mindfulness process.

[0124] 4. PACE System (Progress and Content Editor)

[0125] (1) Design motivation

[0126] In modern multiplayer VR game development, game flow control is a complex system. Traditional hard-coding approaches face numerous challenges in handling multiplayer interactions, network synchronization, and state management. To address this, this study proposes PACE (Progress and Content Editor), a visual node-based multiplayer game flow control tool tailored for the UnityNetcode for GameObjects framework.

[0127] (2) Advantages Analysis

[0128] Advantages of Visual Programming: PACE utilizes a visual node-based programming paradigm, offering significant advantages for multiplayer game development. First, in terms of intuitiveness, the game flow logic is presented as a visual diagram, making complex multiplayer interactions clear at a glance. Developers and designers can understand the structure and logical relationships of the entire game flow through intuitive node connections, reducing comprehension barriers and communication costs. This visual representation is particularly well-suited for expressing complex logic such as parallel events, conditional branches, and state transitions in multiplayer games, enabling team members to quickly grasp system behavior.

[0129] Modularity Advantages: The node-based design achieves a high degree of functional modularity. Each node encapsulates specific functional logic and has clear input and output interfaces. This encapsulation not only allows nodes to be independently tested and verified, but also supports node reuse and combination to form more complex functional modules. Developers can create node libraries, encapsulating common functions as standard nodes. Team members can directly use these pre-built nodes, avoiding duplication of development and improving work efficiency. The modular design also makes the system easier to maintain and expand. When a function needs to be modified, only the corresponding node needs to be updated without affecting the entire system.

[0130] Rapid Iteration Advantage: PACE significantly lowers the technical barrier to entry for game flow design. Traditionally, game flow control requires professional programmers to write code, and designers' ideas must be conveyed to programmers through tedious communication and documentation. PACE's visual interface enables non-programmers to directly participate in flow design. Designers can personally create and adjust game flows to ensure their ideas are accurately implemented. This direct participation not only improves design efficiency but also inspires greater innovation, as designers are free to experiment with different interaction methods without being constrained by technical implementation.

[0131] Debugging Advantages: The PACE framework includes built-in instant preview and debugging capabilities, allowing designers to execute processes directly within the development environment and monitor node health and data transfer in real time. The platform is equipped with a comprehensive debugging toolset, including breakpoint marking, step-by-step execution control, and task status monitoring, greatly simplifying problem identification and resolution. This intuitive visual debugging capability is particularly valuable in multi-user network environments, allowing development teams to clearly observe various state transitions and potential anomalies during network synchronization, significantly improving debugging efficiency and accuracy.

[0132] (3) System architecture design

[0133] The PACE system adopts a layered architecture design, decomposing the multiplayer game process control into three main parts: editing layer, runtime layer, and network synchronization layer, achieving separation of concerns and modular design.

[0134] Editing Layer: Developed based on the Unity Odin Inspector framework, the editing layer provides a highly agile process development interface. This interface supports drag-and-drop operations, sorting, grouping, and annotations, making process design intuitive and efficient. Using Unity's latest Serialized Reference feature, the Resource Manager component manages process resources and related dependencies, supporting resource import, export, and version control, facilitating team collaboration and resource sharing. The Debug Tool component provides runtime status visualization and debugging capabilities, enabling developers to monitor process execution status in real time and quickly identify and resolve issues.

[0135] Runtime Layer: The runtime layer is PACE's core execution engine, responsible for parsing and executing process logic during game runtime. The Graph Execution Engine component implements efficient node traversal and execution algorithms, supporting complex control flows such as conditional branching, loops, and parallel execution. The State Manager component maintains global and local game state, providing a unified state access and modification interface to simplify state management logic. The Event System component handles inter-node communication and external events, implementing an event distribution mechanism based on the Observer pattern to enable loosely coupled interaction between nodes.

[0136] Network Synchronization Layer: The network synchronization layer is deeply integrated with Netcode for GameObjects, providing PACE with powerful network synchronization capabilities. The State Synchronizer component, built on Netcode's NetworkVariable system, automatically replicates and synchronizes process states, ensuring that all clients see a consistent game state. The RPC (Remote Procedure Call) wrapper component simplifies the use of remote procedure calls, providing a type-safe and high-performance RPC interface for complex network interactions. The Permission Manager component controls the network permissions of node execution, ensuring that critical operations are only executed by authorized clients or servers, preventing cheating and state inconsistencies.

[0137] (4) Core components

[0138] PACE Controller: Responsible for the scheduling and control of the overall process, managing the life cycle of nodes, and handling network synchronization events.

[0139] PACE Config (Configurator): Each scenario corresponds to an independent process, including the contextual relationship between nodes and maintaining node status information.

[0140] Pace Target (task node): The atomic node that makes up a process. It is the base class of all nodes and is derived from Serialized to implement real-time preview and debugging functions.

[0141] (5)Node system design

[0142] PACE provides five types of nodes, and uses several symbolic nodes to illustrate their functions:

[0143] Basic nodes: used to control the basic logic of the process, such as sequence nodes controlling sequential execution, parallel nodes supporting concurrent operations, loop nodes processing repetitive tasks, and random nodes providing random branch selection.

[0144] Multiplayer process control nodes: specifically used in multiplayer game scenarios, such as clock synchronization nodes to ensure multi-terminal time synchronization, send request nodes to process network requests, wait synchronization nodes to wait for multi-terminal status consistency, and level jump nodes to control scene switching.

[0145] (6) System execution mechanism

[0146] The PACE system's execution mechanism utilizes a server-client separation architecture, ensuring state consistency and process control in multiplayer games through clear execution paths and lifecycle management. The execution process begins at the initialization node and then enters the node. Key identity judgments divide the execution path into a server execution path and a client execution path. In the server execution path, the system calls the OnServerEnter method to perform server-specific initialization logic and then enters the OnServerUpdate loop to continuously execute update logic. The client execution path calls OnClientEnter to initialize the client and then enters the OnClientUpdate loop to handle continuous update logic. When any execution path reaches the target condition, the system calls the OnTargetCompleted method, followed by a CheckCompletion check to verify the overall task completion and determine whether to proceed to the next node.

[0147] Figure 9 Shows the PACE process and content editor architecture diagram.

[0148] 5. Data collection and analysis layer

[0149] (1) Data collection

[0150] The system builds a comprehensive data collection system by collecting behavioral data, physiological data monitoring, and subjective evaluation data. Behavioral data collection includes user interactions such as movement, speech, and eye movements, as well as objective indicators such as level completion time and task success rate. Physiological data monitoring utilizes VR device sensors to collect physiological signals such as user operation frequency and speech signals to assess the user's emotional state and physiological reactions. Subjective evaluation data is collected through questionnaires and interviews to collect users' experiences and opinions on the system.

[0151] (2) Data Analysis

[0152] The system uses a combination of quantitative and qualitative methods to comprehensively analyze the collected data. Quantitative analysis, including statistical analysis and large language models, is used to assess the effects of mood improvement, improvements in mindfulness, and changes in attention control. Qualitative analysis, through content analysis and thematic analysis, further explores users' experiences and feelings during mindfulness training, as well as the system's potential impact on them. The results of this data analysis provide a scientific basis for system evaluation and optimization, and also support the development of personalized intervention plans.

[0153] Alternative embodiments / variants:

[0154] Mindfulness training in different themed scenes: In addition to the scenes mentioned in this invention, such as the snow mountain forest, Zen garden, studio, bonfire forest, etc., more themes can be developed, such as the beach, desert, space, etc. Each scene is designed with unique mindfulness training elements and mechanisms to increase the diversity and fun of the game.

[0155] Advanced interaction with biofeedback devices: In addition to existing VR devices and physiological data monitoring functions, more types of biofeedback devices can be further integrated, such as brain wave monitoring headbands, skin conductance sensors, etc., to more comprehensively monitor the user's physiological state and provide more accurate feedback and guidance accordingly.

[0156] Cross-platform multiplayer game mode: In addition to supporting multiple participants within the same local area network, it can also be expanded to a cross-platform multiplayer game mode, allowing users of different types of VR devices or users through mobile phones, computers and other terminals to join the same mindfulness training game, expanding the scope of social interaction.

[0157] Integration of mindfulness training and educational content: Developing transformational solutions for the education field, combining mindfulness training with knowledge from various disciplines. For example, designing mindfulness exploration levels in historical scenarios and concentration training in scientific experiments can help students improve their attention and emotional regulation abilities during the learning process.

[0158] Combining mindfulness training with fitness exercises: Launching a version that integrates fitness exercises and mindfulness training, such as designing levels that combine yoga movements with mindful breathing, and concentration training during running, allowing users to practice mindfulness while exercising and improve their overall physical and mental health.

[0159] Customized training for specific psychological problems: Based on different psychological problems, such as anxiety, depression, insomnia, etc., develop targeted mindfulness training variations and design specific training content and processes to better meet the needs of different user groups.

[0160] Simplified single-player mindfulness games: For users who do not need multiplayer interaction or want to conduct mindfulness training in a simpler environment, we develop simplified single-player mindfulness games that retain the core training mechanism and some special levels, reduce hardware and network requirements, and increase product popularity.

[0161] In-depth collaboration between mindfulness training and artistic creation: Cooperate with professional art institutions or artists to launch more artistic and creative mindfulness training variations, such as introducing real works of art for users to appreciate and reflect on, designing more artistically challenging painting therapy levels, etc., to enhance users' artistic experience and aesthetic feelings in mindfulness training.

[0162] Mobile cloud gaming version: To facilitate users to conduct mindfulness training anytime and anywhere, a mobile version based on cloud gaming technology can be developed. Users do not need to purchase expensive VR equipment and high-performance computers. They only need to access the Internet through mobile devices such as mobile phones or tablets to enjoy the mindfulness training game of the present invention, which lowers the usage threshold and expands the user base.

[0163] Although the system can be deployed on a variety of hardware platforms (Pico series, Vive series and other virtual reality devices), it does not affect the core technical solution of the present invention. Any change in hardware or platform does not affect the core functions and technical features of the system.

[0164] The form of the user interaction interface: The design of the interaction interface and the interaction form can be adjusted according to the needs of the specific application scenario, but it does not affect the technical features and implementation plan of the invention.

[0165] The core features of the present invention include:

[0166] Constructing an immersive training environment based on virtual reality technology: This is the basis for the present invention to achieve mindfulness training. Through virtual reality equipment, users are provided with an immersive training scene, making mindfulness training more immersive and attractive, which is different from traditional non-immersive mindfulness training methods.

[0167] Multi-dimensional training levels incorporating core mindfulness training mechanisms: Attention monitoring and acceptance mechanisms are organically integrated into the game design, encompassing multiple dimensions such as body awareness, emotional cultivation, artistic expression, and attention training. This is the key to achieving comprehensive mindfulness training results. This expands and innovates traditional mindfulness training methods, making them more systematic and targeted.

[0168] Multi-person collaborative participation mechanism: This system supports multiple participants in mindfulness training simultaneously. Through innovative collaborative mechanisms such as facilitator rotation and collaborative collection, it enhances users' social interaction experience and training motivation. This is a key feature that distinguishes this invention from existing single-person mindfulness training solutions and opens up new social application scenarios for mindfulness training.

[0169] Differences from existing technologies

[0170] (1) Immersive multi-person mindfulness training experience

[0171] Compared to traditional mindfulness training methods, this system leverages virtual reality technology to create a highly immersive training environment, allowing users to participate in mindfulness exercises as if they were there. Furthermore, the system supports collaborative participation by multiple participants, breaking the limitations of time and space, enhancing users' social interaction experience and motivation for training.

[0172] 2. Innovative Mindfulness Training Framework

[0173] This invention constructs a multimodal, collaborative digital mindfulness intervention framework, organically integrating attention monitoring and acceptance mechanisms into game design. Through four carefully designed core training levels, it comprehensively addresses multiple dimensions, including body awareness, emotional cultivation, artistic expression, and attention training, effectively avoiding the attention wandering and self-judgment pitfalls of traditional exercises.

[0174] (3) Intelligent network synchronization and interaction mechanism

[0175] The system utilizes the Netcode for GameObjects framework for multiplayer network synchronization and innovatively develops the PACE (Progress and Content Editor) game flow control tool, addressing key technical challenges such as state synchronization, progress control, and interaction coordination in multiplayer VR environments. Furthermore, the system incorporates a dynamic clock-based state transfer mechanism to optimize network data transmission efficiency and ensure smooth and consistent multiplayer gameplay.

[0176] (4) Comprehensive data collection and analysis system

[0177] Compared to existing mindfulness training systems, this invention establishes a more comprehensive multimodal data collection and analysis system. This system not only monitors users' behavioral and physiological data in real time, but also uses intelligent analysis models to assess their mindfulness levels and training effectiveness. This data-driven personalized intervention plan can better meet the needs of different users, improving the relevance and effectiveness of mindfulness training.

[0178] Intelligent Network Synchronization and Process Control Technology: We utilize the Netcode for GameObjects framework to achieve multiplayer network synchronization, and developed the PACE game process control tool to ensure smooth and consistent multiplayer gameplay. This provides the technical foundation for collaborative mindfulness training, resolving existing issues such as latency and asynchrony during multiplayer training.

[0179] Data Collection and Analysis System: This system builds a comprehensive data collection system encompassing behavioral data collection, physiological data monitoring, and subjective evaluation data collection. It also uses intelligent analysis models to evaluate training effectiveness and provide users with a dynamically adjusted training plan. This helps improve the personalization and effectiveness of training, and is a key feature of this invention's advancement over existing technologies.

[0180] The present invention solves technical problems existing in existing mindfulness training methods, such as single-person training limitations, lack of social interaction, poor network synchronization, and imperfect data collection and analysis.

[0181] This invention specifically addresses the problems faced by traditional mindfulness training during the digital transformation process, such as single-player training limitations, lack of social interaction, and poor network synchronization. By constructing a multi-player mindfulness training framework based on immersive training theory, developing a Process and Content Editor (PACE) for game process control tools, innovating a multi-player collaborative training mechanism, and adopting intelligent network synchronization technology, it provides users with a multi-player virtual reality mindfulness game system with an immersive experience, efficient social interaction, and smooth network collaboration.

[0182] 1. Multi-person mindfulness training framework based on immersive training theory: This framework constructs a multimodal collaborative digital mindfulness intervention framework, organically integrating attention monitoring and acceptance mechanisms into game design. Through four core training levels: mindfulness stretching, loving-kindness mindfulness, painting therapy, and eye movement mindfulness, it achieves comprehensive coverage of multiple dimensions such as body awareness, emotional cultivation, artistic expression, and attention training, effectively avoiding the errors of attention wandering and self-judgment in traditional mindfulness practice.

[0183] 2. PACE (Progress and Content Editor) Game Process Control Tool: The innovative PACE system addresses key technical challenges such as state synchronization, progress control, and interaction coordination in multiplayer VR environments. It utilizes a visual node-based programming paradigm, achieving separation of concerns and modular design, encompassing editing, runtime, and network synchronization layers. This significantly reduces the technical barriers to multiplayer game development, improving development efficiency and enhancing system maintainability and scalability.

[0184] 3. Multi-person collaborative mindfulness training mechanism: Through innovative multi-person collaborative collection mechanisms and the guide rotation mechanism in the loving-kindness mindfulness level, it supports multi-person collaborative participation in mindfulness training, breaking the limitations of time and space, enhancing users' social interaction experience and training motivation, and expanding mindfulness training from individual practice to collective activities, expanding the social dimension of mindfulness training.

[0185] 4. Intelligent network synchronization and interaction mechanism: The Netcode for GameObjects framework is used to achieve multiplayer network synchronization. A dynamic clock-based state transmission mechanism is designed to optimize network data transmission efficiency, ensure the smoothness and consistency of multiplayer games, and support up to 8 people participating simultaneously in a local area network environment, providing users with a stable, low-latency multiplayer mindfulness training platform.

[0186] The core of this invention lies in the construction of a multiplayer mindfulness-based gaming system that combines immersive training theory with virtual reality technology. The development of the PACE game flow control tool significantly enhances scalability. Through innovative mindfulness training level design and multiplayer collaboration mechanisms, this system achieves an immersive, highly interactive, and socially dynamic mindfulness training model. This model effectively addresses the problems of traditional mindfulness training, such as a lack of immersion, insufficient social interaction, and poor network synchronization. It provides users with an efficient and engaging mindfulness practice platform, promoting the development of mindfulness training in the direction of digitalization, socialization, and intelligence.

[0187] The present invention has the following advantages, in particular compared to the above-mentioned known solutions:

[0188] Deep integration of immersive experience and social interaction: This invention uses virtual reality technology to build a highly immersive training environment, allowing users to participate in mindfulness exercises in an immersive way. Compared with existing technologies, it is not only richer and more realistic in scene design, such as diverse scenes such as snow-capped mountains, forests, and Zen gardens, but also through innovative multi-person collaboration mechanisms, such as the guide rotation mechanism in the loving-kindness mindfulness level and the multi-person collaborative collection mechanism in the mindfulness stretching level, it breaks the limitations of time and space and enhances the user's social interaction experience and training motivation. This integration allows mindfulness training to no longer be limited to individuals, but expands it to the social dimension, using social motivation to improve training results and user persistence.

[0189] Comprehensive mindfulness training framework and precise feedback mechanism: This system constructs a multimodal, collaborative digital mindfulness intervention framework, organically integrating attention monitoring and acceptance mechanisms into game design, encompassing multiple dimensions including physical awareness, emotional cultivation, artistic expression, and attention training. Compared to existing technologies, this system comprehensively covers all aspects of mindfulness training through four carefully designed core training levels. Furthermore, it introduces sentiment analysis and physiological data monitoring based on deep learning models, providing users with more personalized feedback and guidance in real time and with precision. This effectively avoids the attention wandering and self-judgment errors associated with traditional exercises, improving the relevance and effectiveness of training.

[0190] Powerful network synchronization and efficient process control: The Netcode for GameObjects framework is used to achieve multiplayer network synchronization, and the PACE game process control tool has been innovatively developed. Compared with existing technologies, this invention solves key technical problems such as state synchronization, progress control, and interaction coordination in multiplayer virtual reality environments through the PACE system's visual node programming, layered architecture design, and deep integration with the Netcode framework. The designed dynamic clock-based state transmission mechanism optimizes network data transmission efficiency, supports up to eight people participating simultaneously in a local area network environment, ensures the smoothness and consistency of multiplayer games, and provides users with a stable, low-latency multiplayer mindfulness training platform. This greatly reduces the technical threshold for multiplayer game development and improves development efficiency and the maintainability and scalability of the system.

[0191] Comprehensive Data Collection and Analysis System: This invention establishes a more comprehensive multimodal data collection and analysis system that not only monitors users' behavioral and physiological data in real time but also assesses their mindfulness levels and training effectiveness through intelligent analysis models. Compared to existing technologies, this invention captures a wider range of data, including behavioral data, physiological data, and subjective evaluation data. This allows for comprehensive and in-depth analysis of users' training progress, providing them with a dynamically adjusted training plan. It also provides researchers with a richer data resource, helping to further optimize mindfulness training methods and system design.

[0192] Application of the present invention

[0193] The core of this invention is to use virtual reality technology to build an immersive environment, combining mindfulness training with multi-person interaction mechanisms. This technical solution is highly versatile and extensible, and can find application scenarios in multiple technical fields. The following are some possible application scenarios:

[0194] 1. Education

[0195] Immersive teaching: By creating virtual classrooms and interactive teaching content, students can be immersed in a virtual learning environment, improving their focus and interest. For example, in history classes, scenes from ancient civilizations can be recreated, allowing students to "experience" historical events firsthand and enhance their learning experience.

[0196] Special education assistance: For students with special needs, such as those with attention deficit hyperactivity disorder (ADHD) or autism spectrum disorder (ASD), the mindfulness training function of the present invention can be used to help them improve their attention and emotion regulation abilities. At the same time, customized teaching in a virtual reality environment can meet their special educational needs.

[0197] 2. Medical and Health Care

[0198] Rehabilitation therapy: In physical therapy and rehabilitation training, VR technology and mindfulness training can be combined to help patients relieve pain and anxiety, and improve compliance and effectiveness of rehabilitation training. For example, VR environments can be provided to burn patients to distract them and reduce pain during treatment.

[0199] Expanding psychotherapy: In addition to using mindfulness training to alleviate anxiety and depression, it can also be expanded to treat mental illnesses such as post-traumatic stress disorder (PTSD). By creating a safe virtual environment, patients can be gradually exposed to traumatic situations and combined with mindfulness techniques to promote psychological recovery.

[0200] 3. Corporate Training

[0201] Soft skills training: This is used to enhance employees' soft skills, such as communication, teamwork, and emotional management. By designing mindfulness training games that simulate workplace scenarios, employees can practice coping with stress, resolving conflicts, and communicating effectively in a virtual environment.

[0202] Safety training: Provide employees with immersive safety training experiences, such as simulating disaster scenarios like fires and earthquakes, allowing them to learn emergency escape and self-protection skills in a virtual environment. At the same time, they can stay calm through mindfulness training and improve their ability to respond to emergencies.

[0203] 4. Sports Training

[0204] Mental quality training: Help athletes improve their mental quality, enhance their focus and ability to withstand pressure during competition. By creating virtual competition scenes, athletes can practice mindfulness in a simulated high-pressure environment, improving their mental adjustment and competitive state.

[0205] Rehabilitation and Injury Prevention: Integrating sports rehabilitation technology, we provide athletes with personalized rehabilitation training programs. In a virtual reality environment, athletes can perform specific rehabilitation exercises while also incorporating mindfulness training to relieve physical tension and pain, thereby preventing sports injuries.

[0206] 5. Elderly Care

[0207] Cognitive function training: Immersive cognitive function training games are designed for the elderly, combined with mindfulness elements to help them keep their brains active, improve their attention, memory and mental agility, and delay cognitive decline.

[0208] Social interaction and psychological support: Through multi-person VR activities, social interaction among the elderly can be promoted to alleviate loneliness and depression. For example, VR group mindfulness meditation or virtual travel activities can be organized to enrich the spiritual life of the elderly.

[0209] VI. Creative Industries

[0210] Art Creation Experience: This provides artists and creative professionals with an immersive art creation environment, combined with mindfulness training to inspire creativity. For example, during VR painting or music composition, creators can relax their minds and bodies through mindfulness exercises, better immerse themselves in the creative process, and realize artistic conception and expression.

[0211] Cultural experience and communication: Use virtual reality technology to recreate historical and cultural scenes or art exhibitions, combined with mindfulness elements, allowing audiences to feel the charm of culture in an immersive experience, while promoting cultural inheritance and communication through interactive design.

[0212] An embodiment of the present invention further provides a storage medium for storing a computer program, which at least performs the above method when executed.

[0213] An embodiment of the present invention further provides a control device, comprising a processor and a storage medium for storing a computer program; wherein the processor is configured to execute at least the method described above when executing the computer program.

[0214] An embodiment of the present invention further provides a processor, which executes a computer program and at least performs the method described above.

[0215] The storage medium can be implemented by any type of non-volatile storage device, or a combination thereof. Among them, the non-volatile memory can be a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a magnetic random access memory (FRAM), a flash memory (Flash Memory), a magnetic surface memory, an optical disc or a read-only optical disc (CD-ROM); the magnetic surface memory can be a magnetic disk memory or a magnetic tape memory. The storage medium described in the embodiments of the present invention is intended to include, but is not limited to, these and any other suitable types of memory.

[0216] In the several embodiments provided by the present invention, it should be understood that the disclosed systems and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as: multiple units or components can be combined, or can be integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the components shown or discussed can be through some interfaces, and the indirect coupling or communication connection of the devices or units can be electrical, mechanical or other forms.

[0217] The units described above as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units; some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0218] In addition, all functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may be separately used as a unit, or two or more units may be integrated into one unit; the above-mentioned integrated units may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0219] Those skilled in the art will understand that all or part of the steps of the above-mentioned method embodiment can be completed by hardware related to program instructions, and the aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it executes the steps of the above-mentioned method embodiment; and the aforementioned storage medium includes: mobile storage devices, read-only memory (ROM), random access memory (RAM), magnetic disk or optical disk, etc. Various media that can store program codes.

[0220] Alternatively, if the above-mentioned integrated unit of the present invention is implemented in the form of a software functional module and sold or used as an independent product, it can also be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the embodiment of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as mobile storage devices, ROM, RAM, magnetic disks or optical disks.

[0221] The methods disclosed in the several method embodiments provided by the present invention can be arbitrarily combined without conflict to obtain new method embodiments.

[0222] The features disclosed in several product embodiments provided by the present invention can be arbitrarily combined without conflict to obtain new product embodiments.

[0223] The features disclosed in several method or device embodiments provided by the present invention can be arbitrarily combined without conflict to obtain new method embodiments or device embodiments.

[0224] The above is a further detailed description of the present invention in conjunction with specific preferred embodiments, and the specific implementation of the present invention should not be considered to be limited to these descriptions. Those skilled in the art will recognize that, without departing from the scope of the present invention, several equivalent substitutions or obvious variations can be made, and the performance or use of the same should be considered to fall within the scope of protection of the present invention.

Claims

1. A multi-person mindfulness training system based on virtual reality technology, characterized in that: include: A multiplayer collaborative process control system, used to synchronize progress and coordinate interactions during multiplayer VR mindfulness training. This includes a multiplayer progress synchronization controller and an event-driven interaction synchronization framework, maintaining multi-user state consistency through a host-mode network topology and a real-time multiplayer network synchronization framework (Netcode for GameObjects). The multimodal dynamic feedback system provides users with real-time immersive feedback through the visual lighting adjustment module and the auditory prompt module, guiding users to adjust their training status; Data collection and analysis system, which collects user behavior data, physiological data and subjective evaluation data, and generates quantitative reports on training effects through real-time processing and evaluation algorithms; The multi-person collaborative process control system, multi-modal feedback system and data acquisition system work together to support multiple users to synchronously complete the four core training modules of mindfulness stretching, loving-kindness mindfulness, painting therapy and eye movement mindfulness in a virtual reality environment.

2. The multi-person mindfulness training system according to claim 1, wherein: The multi-person collaborative process control system includes: The editing layer provides a visual node programming interface based on the Unity Odin Inspector framework, supporting drag-and-drop design and debugging of process logic; The runtime layer, which includes the graph execution engine, state manager, and event system components, is used to parse and execute process logic; The network synchronization layer is deeply integrated with Netcode for GameObjects, and realizes automatic synchronization and permission control of multi-person training status through state synchronizer, RPC wrapper and permission manager.

3. The multi-person mindfulness training system according to claim 1, wherein: The visual illumination adjustment module of the multimodal dynamic feedback system provides real-time visual guidance by dynamically adjusting the lighting intensity and color of the virtual environment, and the auditory prompt module generates synchronized sound effects based on the user's attention state; The auditory prompt module uses the Vosk open source model for speech recognition and combines it with the GPT-SoVITS model to generate personalized speech feedback.

4. The multi-person mindfulness training system according to claim 1, wherein: The data acquisition and analysis system includes: Behavioral data collection module, which records the user's movement trajectory, eye movement data, and level completion in the virtual environment; Physiological data monitoring module, which uses VR device sensors to collect user operation frequency and voice signals; The subjective evaluation analysis module evaluates the user's emotional state through questionnaires and emotion recognition models (Emotion2Vec).

5. A training method based on the multi-person mindfulness training system according to any one of claims 1 to 4, characterized in that: The following steps are involved: Session initialization: Create a multi-person training session, synchronize participants' initial states, and establish network connections; State synchronization maintenance: Real-time monitoring of network latency, and ensuring multi-user state consistency through dynamic clock frequency adjustment and UDP broadcast transmission; Training execution and feedback: A multimodal dynamic feedback system is used to provide real-time visual and auditory guidance to implement mindfulness stretching, loving-kindness mindfulness, painting therapy, and eye movement mindfulness training modules; Data collection and evaluation: Collect user behavior, physiological and subjective evaluation data, and generate personalized training reports through statistical analysis and large language models.

6. The training method according to claim 5, wherein: The execution process of the mindfulness stretching module includes: After the player network is synchronized with the scene, body extension training is carried out through the energy ball interaction mechanism; A dynamic adjustment algorithm is used to generate the energy ball position, and a nonlinear acceleration algorithm is used to optimize the multi-person collaborative collection speed. Provide real-time feedback through dynamic lighting effects, device vibration, and synchronization calculation.

7. The training method according to claim 5, wherein: The execution process of the loving-kindness mindfulness module includes: Evaluate user emotions through voice input and offline deep learning models, and generate visual light ball feedback; The role rotation mechanism between the facilitator and the supporter triggers the group resonance effect, and the cosine similarity algorithm is used to match standard loving-kindness statements; After completing the collective universal feeling stage, a completion assessment report is generated through audio stream synchronization and emotion recognition.

8. The training method according to claim 5, wherein: The execution process of the painting therapy module includes: Players collaborate on a three-dimensional virtual canvas, with each round limited to a drawing time and triggering non-verbal appreciation; Use the QwenVLMax model to analyze the artistic characteristics and psychological state of the painting; Combined with large language models to generate personalized treatment recommendations.

9. The training method according to claim 5, wherein: The execution process of the eye movement mindfulness module includes: Based on the eye tracking function of the Pico 4 device, ray casting technology is used to achieve precise interaction between the line of sight and the virtual stars; Activate constellation connections based on user gaze duration, and display progress through a dynamic visual feedback system; After multiple people collaborate to form a constellation, a starry sky is triggered as a sign of training completion.

10. The training method according to claim 5, wherein: Preferably, the process control method of the PACE system includes: After initializing the node, separate the server and client execution paths and call OnServerEnter / OnClientEnter respectively to initialize the state; Coordinate multi-person training progress through clock synchronization nodes, wait synchronization nodes, and level jump nodes; Automatic synchronization of process status is achieved based on network variables (NetworkVariable) and remote procedure calls (RPC). Preferably, the execution process of the mindfulness stretching module specifically includes: After the player's network and scene are synchronized, Luna voice guidance is used to complete breathing adjustments and equipment loading; In the basic training layer, perform head awareness, trunk coordination, and touch collection actions in sequence to trigger the energy ball interaction mechanism. The energy balls are divided into two categories: blue and gold, corresponding to upper limb and neck training respectively; A dynamic adjustment algorithm is used to optimize the floating trajectory of the energy ball based on the player's head height parameters. When the player establishes a pointing connection through the VR controller, the energy ball moves along a preset smooth path and triggers micro-vibration feedback. During the multi-person collaborative collection phase, the energy ball collection speed is dynamically adjusted based on the number of participants through a nonlinear acceleration algorithm, and the synchronization index is calculated in real time to trigger dynamic light effects and device vibration feedback; After completing the collective body rotation and energy transfer of the interactive integration layer, the background records the energy collection rate and synchronization data and generates a level completion evaluation report. Preferably, the execution process of the loving-kindness and mindfulness module specifically includes: After the level begins, a voice test and microphone calibration are performed to ensure the validity of the audio input. Players then complete a self-blessing exercise under Luna's guidance. In the "Others' Feelings" phase, two players face each other and exchange blessings for three rounds. Player A and Player B each input loving voice messages. The system uses the Vosk model to translate the text in real time and calculates its cosine similarity with the standard sentence. When the similarity reaches the standard, an energy band is generated and a light ball pulse effect is triggered. The size of the light ball is dynamically adjusted based on the emotional intensity analyzed by the Emotion2Vec model. In the universal perception stage, all players project themselves to the world and complete five rounds of synchronized recitation. After the energy dome is formed, the audio stream synchronization data and voice similarity recognition results are integrated to generate individual and collective completion assessment reports. Preferably, the execution process of the painting therapy module specifically includes: After players synchronize with the network, they use Luna voice to set creative intentions and build group consensus; During the collaborative creation phase, a three-stage rotation drawing mechanism is adopted, with each person limited to 1 minute of drawing in each stage. After completion, the non-verbal appreciation phase begins; The QwenVLMax model is used to analyze the artistic characteristics, group dynamics, and psychological characteristics of the painting, extracting color distribution and brushstroke dynamic parameters; The language appreciation stage combines a large language model to generate psychological guidance suggestions. AI therapist Luna guides players to adjust their creative strategies through personalized voice feedback. Finally, the collaborative creation data and model analysis results are integrated to generate a group dynamics assessment report. Preferably, the execution process of the eye movement mindfulness module specifically includes: After initialization, the system continuously detects whether the user's gaze collides with virtual stars. If the collision object is a star of the user's own color and the gaze duration meets the standard, the constellation connection state is activated; The eye tracking function of the Pico 4 device is used to capture the focus of the gaze, the collision status is determined through ray casting technology, and the dynamic visual feedback system renders the galaxy progress in real time; When all players have completed constellation activation, the starry sky special effect is triggered, and an eye movement trajectory analysis report is generated based on the gaze time distribution and attention stability indicators. Preferably, the process control method of the PACE system specifically includes: After the node is initialized, the server execution path calls the OnServerEnter method to create a network session, and the client execution path calls the OnClientEnter method to load local resources; During runtime, the multi-terminal time base is unified through the clock synchronization node, and the level jump is triggered after the synchronization node verifies the consistency of all player states; Key interaction events are remotely called via ServerRpc / ClientRpc, and the state synchronizer automatically replicates the process state based on the NetworkVariable component; After completing the CheckCompletion check, call the OnTargetCompleted method to enter the next node to ensure the atomic execution and state consistency of the multi-person training logic.