A digital intervention system and device for workplace psychological trauma
By combining digital intervention systems with the principles of EMDR therapy, and providing multimodal interactive games and local data storage, the high cost and limited availability of traditional EMDR therapy in workplace psychological trauma treatment are solved, achieving convenient, efficient psychological support and broad coverage.
Patent Information
- Application Number
- CN202611147185.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-07-30
- Publication Date
- 2026-11-06
AI Technical Summary
Traditional EMDR therapy for workplace psychological trauma treatment suffers from problems such as reliance on professional therapists, high costs, time consumption, and difficulty in widespread adoption, resulting in busy employees being unable to obtain convenient and timely psychological support.
A digital intervention system for workplace psychological trauma was designed, including modules for user management, trauma identification and assessment, digital intervention, and privacy protection. Combining the principles of EMDR therapy, it provides multimodal interactive games and personalized psychological support, with data stored locally to avoid cloud uploads.
It provides convenient, efficient, safe, and personalized psychological support, enhances user engagement and safety, reduces costs, and expands the reach of mental health services.
Smart Images

Figure CN123053402A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of psychological trauma treatment tools, specifically to a digital intervention system and device for workplace psychological trauma. Background Technology
[0002] With the fast pace of modern work, workplace psychological trauma has become a global problem that cannot be ignored.
[0003] Currently, widely applicable psychological intervention methods, such as eye movement desensitization and reprocessing therapy, have been proven to have significant therapeutic effects on psychological trauma. This therapy, by guiding patients to undergo bilateral stimulation (referring to alternating sensory stimulation of the left and right sides of the body while guiding the individual to recall traumatic memories), can promote the balance of the patient's brain's information processing system, thereby effectively processing the patient's traumatic memories.
[0004] However, the application of traditional EMDR therapy in the workplace has many limitations. For example, this therapy heavily relies on the on-site guidance of a professional therapist, and the treatment process is complex, time-consuming, and costly, severely limiting its accessibility and availability. For busy, widely distributed employees, timely and convenient access to professional psychological support is difficult. Therefore, it is difficult to fully meet these specific needs. Summary of the Invention
[0005] In view of this, one or more embodiments of the present disclosure provide a digital intervention system and device for workplace psychological trauma, which can provide convenient, efficient, safe and personalized psychological support services for patients with workplace psychological trauma.
[0006] In a first aspect, this disclosure provides a digital intervention system for workplace psychological trauma, the system including a user management module, a trauma identification and assessment module, a digital intervention module, a bilateral stimulation module, and a privacy protection module; The user management module is used to confirm and manage the identity information of the target user. The trauma identification and assessment module is used to obtain workplace trauma event description information input by the target user and provide the target user with assessment questions that match the workplace trauma event description information in order to quantitatively determine the trauma treatment assessment index of the target user. The trauma treatment assessment index includes at least one of subjective distress index and positive cognitive validity index. The digital intervention module is used to guide the target user to participate in the multimodal interactive game provided by the bilateral stimulation module, and after each round of the multimodal interactive game is completed, the trauma identification and assessment module is used to redetermine the trauma treatment assessment indicators of the target user. The digital intervention module is also used to determine whether the trauma treatment assessment indicators meet the preset intervention termination conditions, and when the trauma treatment assessment indicators meet the intervention termination conditions, it determines that the current round of intervention is successful and generates intervention summary information. The bilateral stimulation module is used to provide the multimodal interactive game including eye-tracking games and to acquire the tactile interaction commands of the target user during the eye-tracking game process; The bilateral stimulation module is also used to dynamically adjust the game parameters of the multimodal interactive game based on user feedback information, so as to improve the adaptability of the multimodal interactive game to the target user; The privacy protection module is used to encrypt and store the target user's sensitive privacy data locally, thereby preventing the sensitive privacy data from being uploaded to the cloud.
[0007] In one embodiment, the trauma identification and assessment module includes a negative cognition assessment submodule, which is used to: determine multiple negative cognition assessment questions corresponding to event keywords in the workplace trauma event description information, each negative cognition assessment question containing multiple first assessment options related to subjective distress, the subjective distress measuring the degree of emotional distress a user experiences towards a specific traumatic event or a specific negative cognition; display the negative cognition assessment questions; receive the first assessment options selected by the target user for each negative cognition assessment question; and quantify and determine the target user's subjective distress index based on the feedback statistical results of the first assessment options.
[0008] In one embodiment, the trauma identification and assessment module includes a positive cognition assessment submodule, which is used to: determine multiple positive cognition assessment questions corresponding to event keywords in the workplace trauma event description information, each positive cognition assessment question containing multiple second assessment options related to cognitive validity, wherein cognitive validity measures the degree of belief or sense of reality of a user regarding a specific positive cognition; display the positive cognition assessment questions; receive the second assessment options selected by the target user for each positive cognition assessment question; and quantify and determine the positive cognition validity index of the target user based on the feedback statistical results of the second assessment options.
[0009] In one embodiment, the trauma identification and assessment module further includes a target identification submodule, which is used to: perform text analysis on the description information of the workplace trauma event through a preset workplace trauma keyword library, and identify the event keywords.
[0010] In one embodiment, the digital intervention module includes a negative desensitization submodule, which is used to: guide the target user to participate in a first interactive game provided by the bilateral stimulation module; after each round of the first interactive game is completed, use the trauma identification and assessment module to re-determine the target user's subjective distress index; if the decrease in the subjective distress index is greater than a first amplitude threshold, or the subjective distress index is lower than a preset distress threshold, then determine that the subjective distress index meets a first termination condition, and terminate guiding the target user to participate in the first interactive game.
[0011] In one implementation, the digital intervention module includes a positive deep-implantation sub-module, which is used to: guide the target user to participate in a second interactive game provided by the bilateral stimulation module; after each round of the second interactive game is completed, use the trauma identification assessment module to re-determine the target user's positive cognitive validity index; if the increase in the positive cognitive validity index is greater than a second magnitude threshold, or the positive cognitive validity index is higher than a preset cognitive threshold, then it is determined that the positive cognitive validity index meets a second termination condition, and the guidance of the target user to participate in the second interactive game is terminated.
[0012] In one embodiment, the bilateral stimulation module includes an eye-tracking interaction submodule, which is used to: present a moving game icon on a visual interface so that the target user's gaze tracks the movement trajectory of the game icon in the visual interface; prompt the target user to perform a corresponding tactile interaction operation when the target game icon touches the left or right edge of the visual interface; acquire the target user's tactile interaction command; and provide score feedback based on the accuracy of the tactile interaction command until the accumulated score reaches a preset score, at which point the current stage of the multimodal interactive game ends.
[0013] In one embodiment, the bilateral stimulation module includes an adaptive adjustment submodule, which is configured to: count the number of correct interactions performed by the target user; count the number of incorrect interactions performed by the target user; count the number of lost interactions where the target user did not perform the corresponding tactile interaction within the interaction cycle; determine a bilateral stimulation performance efficiency index based on the number of correct interactions, the number of incorrect interactions, and the number of lost interactions; and adjust the game parameters of the multimodal interactive game according to the bilateral stimulation performance efficiency index.
[0014] In one embodiment, the system further includes a relaxation exercise module; the relaxation exercise module is used to collect body scan data of the target user and output relaxation exercise suggestions based on the body scan data.
[0015] In one embodiment, the system further includes a self-service query module; the self-service query module is used to respond to the query command of the target user, provide operation guidance for the system and any module within the system, and / or retrieve theoretical knowledge related to psychological trauma intervention from a preset database.
[0016] Secondly, this disclosure provides a digital intervention device for workplace psychological trauma, the device including a user management module, a trauma identification and assessment module, a digital intervention module, a bilateral stimulation module, and a privacy protection module; The user management module is used to confirm and manage the identity information of the target user. The trauma identification and assessment module is used to obtain workplace trauma event description information input by the target user and provide the target user with assessment questions that match the workplace trauma event description information in order to quantitatively determine the trauma treatment assessment index of the target user. The trauma treatment assessment index includes at least one of subjective distress index and positive cognitive validity index. The digital intervention module is used to guide the target user to participate in the multimodal interactive game provided by the bilateral stimulation module, and after each round of the multimodal interactive game is completed, the trauma identification and assessment module is used to redetermine the trauma treatment assessment indicators of the target user. The digital intervention module is also used to determine whether the trauma treatment assessment indicators meet the preset intervention termination conditions, and when the trauma treatment assessment indicators meet the intervention termination conditions, it determines that the current round of intervention is successful and generates intervention summary information. The bilateral stimulation module is used to provide the multimodal interactive game including eye-tracking games and to acquire the tactile interaction commands of the target user during the eye-tracking game process; The bilateral stimulation module is also used to dynamically adjust the game parameters of the multimodal interactive game based on user feedback information, so as to improve the adaptability of the multimodal interactive game to the target user; The privacy protection module is used to encrypt and store the target user's sensitive privacy data locally, thereby preventing the sensitive privacy data from being uploaded to the cloud.
[0017] This disclosure provides a technical solution through one or more embodiments, realizing a digital tool for workplace psychological trauma. This technical solution not only deeply integrates the theoretical knowledge of EMDR therapy, digitizing its core stages and basic elements, but also designs intervention processes for specific types of workplace trauma based on a profound understanding of the workplace environment and employees' psychological support needs. This highly scenario-based and customized solution fills the gap in efficient and convenient psychological intervention service tools for this business scenario.
[0018] This disclosure provides a technical solution through one or more embodiments, innovatively introducing a series of core algorithms for dynamically assessing user status, optimizing psychological intervention service processes, and providing personalized therapeutic feedback. The innovation of these algorithms can be reflected in the quantitative processing of psychological indicators, the gamified design of bilateral stimulation mechanisms, and the in-depth consideration of privacy protection.
[0019] The technical solutions provided by one or more embodiments of this disclosure have undergone technological innovation and gamification transformation of the passive, single, bilateral stimulation mechanism in traditional EMDR therapy, significantly improving user engagement. The technical solutions of this disclosure can also provide personalized treatment pathways and professional voice / video guidance, enabling users to effectively intervene in a self-help mode, further enhancing user initiative and continuity.
[0020] This disclosure provides a technical solution through one or more embodiments that innovatively addresses common concerns among employees regarding the confidentiality of mental health services by storing sensitive user data exclusively on local devices. This means that core privacy data such as users' traumatic memories and assessment results will not be uploaded to the cloud or accessed by third parties, fundamentally resolving the risk of privacy leaks and significantly increasing employees' willingness and safety in seeking mental health help. This is an advantage that is difficult to match with traditional face-to-face treatment methods and most online intervention tools.
[0021] This disclosure provides a technical solution with one or more embodiments, offering significant advantages in accessibility and low cost. Users can access professional psychological intervention services anytime, anywhere via their personal computers, without needing to schedule therapist appointments or commute. Compared to the high costs of traditional EMDR therapy, this tool significantly reduces the financial burden on users, enabling more users in need to access professional and scientific psychological support services. The digital tool has low marginal cost, can cover a wider population, and effectively alleviates the imbalance between supply and demand for mental health services.
[0022] The technical solutions provided by one or more embodiments of this disclosure have remarkable therapeutic effects supported by empirical data. Furthermore, the advantages of convenience, low cost, and privacy protection of the technical solutions disclosed herein enable more users who were previously unable or unwilling to receive traditional counseling to access effective psychological intervention services, thus demonstrating superior overall benefits compared to traditional methods in terms of practical application coverage and efficiency. Attached Figure Description
[0023] The features and advantages of the embodiments of this disclosure will be more clearly understood by referring to the accompanying drawings, which are illustrative and should not be construed as limiting the present disclosure in any way. In the drawings: Figure 1 A schematic diagram of the system structure of a digital intervention system for workplace psychological trauma according to one embodiment of this disclosure is shown; Figure 2 This diagram illustrates the sub-module division of the trauma recognition and assessment module in one embodiment of the present disclosure; Figure 3 This diagram illustrates the sub-module division of the digital intervention module in one embodiment of the present disclosure; Figure 4 A schematic diagram of the sub-module division of the bilateral stimulation module in one embodiment of this disclosure is shown; Figure 5 This illustration shows a schematic diagram of the phased data processing of a digital intervention system for workplace psychological trauma according to one embodiment of the present disclosure; Figure 6 A schematic diagram of the functional modules of a digital intervention device for workplace psychological trauma is shown in one embodiment of this disclosure. Detailed Implementation
[0024] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0025] It is understood that before using the technical solutions disclosed in the various embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this invention and their authorization should be obtained in accordance with relevant laws and regulations through appropriate means.
[0026] In related technologies, employees are often reluctant to seek or accept traditional mental health services due to concerns about confidentiality and potential negative impacts on their careers. This leaves many employees with mental health issues feeling isolated and helpless. Furthermore, employee mental health services involve a large amount of sensitive personal data; ensuring user privacy and data security is a key challenge in the technological implementation and widespread application of mental health services. In addition, traditional psychological intervention methods lack interactivity and engagement, which may lead to low user acceptance and poor usage persistence, thus affecting treatment effectiveness.
[0027] In view of this, the digital intervention system for workplace psychological trauma provided by one or more embodiments of this disclosure can effectively combine the core principles of EMDR therapy to provide convenient, efficient, private, secure, and personalized psychological intervention services for patients with workplace psychological trauma. This digital intervention system is essentially a collection of logical functional modules defined by computer program flows. When practically applied, this digital intervention system can manifest as a software application running on a computer or be embedded in an electronic device as a physical product.
[0028] Please see Figure 1 This disclosure provides a digital intervention system for workplace psychological trauma (hereinafter referred to as the digital intervention system) in one embodiment, which may include a user management module, a trauma identification and assessment module, a digital intervention module, a bilateral stimulation module, and a privacy protection module.
[0029] In this embodiment, the user management module is used to confirm and manage the identity information of the target user.
[0030] Specifically, the user management module can not only handle the registration, login, and personal information management of each user, but also has an anonymization mechanism for identity information, thereby protecting user privacy.
[0031] In this embodiment, the trauma identification and assessment module is used to obtain workplace trauma event description information input by the target user, and provide the target user with assessment questions that match the workplace trauma event description information, so as to quantitatively determine the trauma treatment assessment index of the target user. The trauma treatment assessment index includes at least one of subjective distress index and positive cognitive validity index.
[0032] Specifically, the trauma identification and assessment module can guide users to describe workplace trauma events and identify the core elements of trauma related to the work scenario.
[0033] The trauma identification and assessment module can quantify the user's subjective units of distress (SUD) related to workplace trauma, resulting in the Subjective Distress Index (SDI). This helps users identify and quantify specific negative beliefs stemming from workplace trauma, providing precise targets for subsequent cognitive restructuring. SDI measures the user's current emotional distress related to a specific traumatic event or negative cognition (e.g., "I'm incompetent at work," "I'm ostracized because I'm bad"). The SDI ranges from 1 to 10, with lower values indicating lower SDI.
[0034] The trauma identification and assessment module can quantify and evaluate a user's cognitive validity (VOC) related to workplace trauma, resulting in a positive cognitive validity index (CVI). This promotes the reconstruction of users' self-efficacy and positive mindset in professional situations, contributing to their post-traumatic growth. VOC measures the degree to which a user believes in or feels the reality of a positive cognition (e.g., "I learned from the event," "I am capable of performing my job"). The positive cognitive validity index ranges from 1 to 7, with higher values indicating higher VOC.
[0035] In a practical application example, within the safe and private environment provided by the digital intervention system (e.g., anonymity protection in the user management module and data protection in the privacy protection module), users can, based on prompts from the trauma identification and assessment module, prioritize writing down detailed memories of workplace-related traumatic events. Emphasizing workplace relevance helps users focus on psychological trauma within their professional context, improving the targeted nature of psychological intervention services. Using written descriptions instead of verbal narration further enhances privacy protection and reduces the psychological burden on employees.
[0036] In a practical application example, the trauma identification and assessment module can display self-assessment scales that match the descriptions of workplace traumatic events. The self-assessment scale contains multiple assessment questions, and the specific number of questions can be adaptively adjusted. These assessment questions can be pre-created and instantly matched and invoked by the trauma identification and assessment module. Alternatively, these assessment questions can be dynamically generated in real time by the trauma identification and assessment module according to predetermined question creation rules. Each assessment question contains multiple assessment options, each corresponding to a different potential SUD or VOC. Responding to the user's responses to the various assessment questions in the self-assessment scale, the trauma identification and assessment module can comprehensively judge and ultimately quantify the user's current subjective distress index and positive cognitive validity index. It should be noted that the subjective distress index and positive cognitive validity index are generally obtained from two self-assessment scales (two sets of assessment questions).
[0037] In this embodiment, the digital intervention module guides the target user to participate in the multimodal interactive game provided by the bilateral stimulation module. After each round of the multimodal interactive game, the trauma identification and assessment module re-determines the target user's trauma treatment assessment indicators. The digital intervention module also determines whether the trauma treatment assessment indicators meet preset intervention termination conditions. When the trauma treatment assessment indicators meet the intervention termination conditions, the intervention is deemed successful, and intervention summary information is generated.
[0038] Specifically, after receiving initial trauma treatment assessment indicators, the digital intervention module can invoke the bilateral stimulation module. Based on the principles of EMDR therapy, users typically experience improvement in their subjective distress index and positive cognitive validity index after completing the multimodal interactive games provided by the bilateral stimulation module. The digital intervention module can also determine whether to continue providing psychological intervention services based on the degree of improvement in the trauma treatment assessment indicators. After the psychological intervention services are completed, the intervention summary information generated by the digital intervention module may include, but is not limited to, intervention process data, intervention outcome data, and pre- and post-intervention comparison data.
[0039] In a practical application example, the intervention summary information includes the Session Healing Progress Index (SHPI). The SHPI quantifies the degree to which a user's perception of a specific workplace distress event shifts from trauma to positive cognition during a single intervention session. After a complete round of psychological intervention services, the digital intervention system displays the SHPI to the user (e.g., "Your level of trauma decreased by X% during this intervention," "Your belief in positive cognition increased by Y%)," allowing the user to clearly understand the healing effect of the intervention and enhancing their confidence.
[0040] In a practical application example, SHPI can be calculated based on changes in SDI and CVI. Based on the initial value of SDI (Initial_SDI) and the current value of SDI (Current_SDI), the decrease in SDI (SDI_Reduction) can be calculated: SDI_Reduction = Initial_SDI - Current_SDI. Based on the initial value of CVI (Initial_CVI) and the current value of CVI (Current_CVI), the increase in CVI (CVI_Improvement) can be calculated: CVI_Improvement = Current_CVI - Initial_CVI. Based on the decrease in SDI and the increase in CVI, SHPI can be calculated using the following formula.
[0041] SHPI = (Weight_SDI SDI_Reduction / Max_Possible_SDI_Reduction) +(Weight_CVI CVI_Improvement / Max_Possible_CVI_Improvement).
[0042] Here, Max_Possible_SDI_Reduction is the range of SDI values (e.g., 10-1=9), and Max_Possible_CVI_Improvement is the range of CVI values (e.g., 7-1=6). Weight_SDI and Weight_CVI are configurable weights, typically set to 0.5.
[0043] In this embodiment, the bilateral stimulation module is used to provide the multimodal interactive game including eye-tracking gameplay and to acquire the tactile interaction commands of the target user during the eye-tracking game. The bilateral stimulation module is also used to dynamically adjust the game parameters of the multimodal interactive game based on user feedback information to improve the compatibility between the multimodal interactive game and the target user.
[0044] Specifically, the bilateral stimulation module can integrate visual (e.g., moving icons) and auditory (e.g., alternating bilateral sounds) stimulation methods, combined with various interaction methods such as keyboard input and text input, to construct a highly engaging multimodal interactive game. This allows users to promote brain information processing and emotional release through an immersive experience. The bilateral stimulation module can also dynamically adjust the game content and difficulty based on user feedback, further enhancing user engagement and increasing the emotional relief effect. Optionally, the bilateral stimulation module can also incorporate game elements such as score progress bars and achievement systems into the multimodal interactive game to improve user focus.
[0045] The game-based design of the bilateral stimulation module transforms the tedious eye-tracking training in traditional EMDR therapy into engaging multimodal interactive games, significantly improving user participation and adherence during psychological intervention services. Tactile interaction mechanisms (e.g., keyboard input, gamepad input, button clicks) not only ensure user focus but also provide real-time feedback to the digital intervention system, which can be used to optimize game parameters. Compared to the therapist's manual guidance or simple light point movement in traditional EMDR, this more interactive gamified design better maintains user engagement, especially for working professionals who may feel resistant or uncomfortable with traditional forms of psychotherapy.
[0046] In a practical application example, an eye-tracking game provides bilateral stimulation for the user. The user must track a moving square icon on the screen and, when the icon touches the left or right edge of the screen, provide feedback by pressing the "F" key (equivalent to left-side haptic interaction) or the "J" key (equivalent to right-side haptic interaction). The bilateral stimulation module can reward or deduct points based on the correctness of the user's key presses, until the user's cumulative score reaches a preset threshold.
[0047] In a practical application example, a digital intervention system for workplace psychological trauma prioritizes high-resolution display devices and high-quality audio output devices as hardware support during actual deployment. For example, ensuring the display screen is at least 25 cm wide is crucial for providing clear and smooth visual eye-tracking stimulation. Similarly, equipping it with a high-quality audio output system supports bilateral auditory stimulation. These hardware requirements are essential for ensuring the effectiveness of bilateral stimulation in EMDR therapy.
[0048] In a practical application example, a digital intervention system for workplace psychological trauma prioritizes high-performance computing chips for hardware support during deployment. For instance, integrating the parallel computing capabilities of CPUs and GPUs can support efficient game engine operation and real-time rendering of complex visual elements, thereby ensuring a smooth and immersive treatment process.
[0049] In a practical application example, before the actual deployment of a digital intervention system for workplace psychological trauma, its multimodal interactive games are developed using multi-platform game engines such as Godot 4.0 to effectively integrate visual, auditory, and other elements, thereby more accurately simulating bilateral stimulation in EMDR therapy.
[0050] In this embodiment, the privacy protection module is used to encrypt and store the sensitive privacy data of the target user locally, thereby preventing the sensitive privacy data from being uploaded to the cloud.
[0051] Specifically, addressing users' deep concerns about the lack of confidentiality in mental health services, the privacy protection module ensures that users' sensitive privacy data is stored only on their local devices and is not uploaded to cloud servers, thus protecting data security and user privacy from a technical perspective.
[0052] In a practical application example, a digital intervention system for workplace psychological trauma can be designed with localized data storage protection features during deployment. This ensures that all user records and sensitive data during the treatment process are stored only on the user's device and not uploaded to a cloud server. This design fundamentally eliminates employees' concerns about the confidentiality of mental health services, significantly reduces the negative risks users may suffer when seeking help, and thus greatly enhances employees' willingness and safety in participating in digital psychological interventions.
[0053] In some implementations, the digital intervention system for workplace psychological trauma also includes a relaxation exercise module. This relaxation exercise module is used to collect body scan data from the target user and, based on the body scan data, output relaxation exercise suggestions.
[0054] Specifically, the relaxation exercise module uses user body scan data, combined with instructions and audio-visual aids, to guide users to focus on their bodily sensations and perform relaxation exercises to alleviate physical tension caused by workplace trauma. The module utilizes a wide range of body scan data sources, including user posture data collected through depth cameras, inertial sensors, and motion capture sensors, as well as physiological signals acquired by heart rate sensors, skin conductance sensors, electroencephalogram (EEG) sensors, and electromyography (EMG) sensors. Users can flexibly choose different body scan exercise programs based on their own feelings. Addressing the somatization symptoms often caused by workplace stress, the relaxation exercise module provides customized relaxation techniques to help users alleviate work-related physiological tension responses.
[0055] In some implementations, the digital intervention system for workplace psychological trauma also includes a self-service query module. This module, in response to a query command from the target user, provides operational guidance for the system and any module within it, and / or retrieves theoretical knowledge related to psychological trauma intervention from a pre-set database.
[0056] Specifically, the self-service query module can embed operation guides such as voice prompts and video demonstrations, explaining in detail the purpose and operation methods of each module, ensuring that users can accurately understand and use the digital intervention system even in self-service mode. The self-service query module can also provide extended knowledge materials such as the principles of EMDR therapy, workplace mental health knowledge, and workplace trauma coping strategies. The self-service query module reduces users' reliance on professional therapists, enabling them to independently complete psychological intervention services without the need for external intervention.
[0057] In some implementations, to ensure the smooth operation of the digital intervention system on mainstream computer hardware and operating systems, system performance optimization can be performed for different operating environments during the actual deployment phase of the system.
[0058] In a practical application example, a digital intervention system for workplace psychological trauma prioritizes tablets or computers as the primary hardware platform during deployment, as these devices offer high accessibility, portability, and processing power. This choice not only lowers the economic barrier for users to access professional psychological services but also allows employees to receive psychological intervention services in a relatively private and comfortable work or home environment, avoiding the inconvenience and exposure risks associated with taking leave or traveling under traditional treatment models.
[0059] In a practical application example, a digital intervention system for workplace psychological trauma can support personalized configuration during deployment, allowing users to select and customize treatment pathways according to their own circumstances. Optionally, users can flexibly choose the input method for describing workplace trauma events (e.g., text input, image input, voice input, etc.). Optionally, users can flexibly choose the range of the number of assessment questions (e.g., in the standard intervention mode of the digital intervention system, the total number of assessment questions is smaller, thus serving users more efficiently; in the in-depth intervention mode of the digital intervention system, the total number of assessment questions is larger, thus serving users more precisely). Optionally, users can flexibly choose the interaction method of multimodal interactive games (e.g., whether to add auditory interaction, whether tactile interaction commands are keyboard input, trigger keys for tactile interaction commands, etc.). Optionally, users can flexibly choose the display method of intervention summary information (e.g., whether to display intervention process data, whether to display before-and-after intervention comparison data, whether to generate tabular summary files or image summary files).
[0060] Please see Figure 2This disclosure provides a digital intervention system for workplace psychological trauma in one embodiment, which may include a user management module, a trauma identification and assessment module, a digital intervention module, a bilateral stimulation module, and a privacy protection module. The trauma identification and assessment module may further include a negative cognitive assessment submodule, a positive cognitive assessment submodule, and a target identification submodule.
[0061] In this embodiment, the negative cognition assessment submodule is used to: determine multiple negative cognition assessment questions corresponding to event keywords in the workplace trauma event description information, each negative cognition assessment question containing multiple first assessment options related to subjective distress, the subjective distress measuring the degree of emotional distress a user experiences towards a specific traumatic event or a specific negative cognition; display the negative cognition assessment questions; receive the first assessment options selected by the target user for each negative cognition assessment question; and quantify and determine the target user's subjective distress index based on the feedback statistics of the first assessment options.
[0062] Specifically, the Subjective Distress Index (SDI) corresponds to the Subjective Units of Distress (SUD) in EMDR therapy theory, and can quantitatively assess the user's current emotional distress level in response to a specific traumatic event or negative cognition. For each negative cognition assessment question, the negative cognition assessment submodule provides ten first-level assessment options ranging from 1 (representing no distress) to 10 (representing extreme distress). Users can select the option that best suits their current psychological state. In practical applications, the number of first-level assessment options can be flexibly adjusted according to specific scenarios to adapt to different distress level classification needs. After collecting user feedback, the negative cognition assessment submodule can calculate a quantitative value, namely the Subjective Distress Index, through data statistical methods such as numerical matching and transformation, weighted summation, and normalization.
[0063] In this embodiment, the positive cognition assessment submodule is used to: determine multiple positive cognition assessment questions corresponding to event keywords in the workplace trauma event description information, each positive cognition assessment question containing multiple second assessment options related to cognitive validity, wherein cognitive validity measures the degree of belief or sense of reality of a user regarding a specific positive cognition; display the positive cognition assessment questions; receive the second assessment options selected by the target user for each positive cognition assessment question; and quantify and determine the positive cognition validity index of the target user based on the feedback statistical results of the second assessment options.
[0064] Specifically, the Cognitive Validity Index (CVI) corresponds to the VOC (Validity of Cognition) in EMDR therapy theory. It quantifies a user's level of belief or sense of reality regarding a positive cognition (such as "I am capable of doing this job"). For each positive cognition assessment question, the positive cognition assessment submodule provides seven levels of secondary assessment options, ranging from 1 (representing complete disbelief) to 7 (representing complete belief). Users can choose the option that best suits their current psychological state. In practice, the number of secondary assessment options can be flexibly adjusted according to specific scenarios to accommodate different levels of cognitive grading. After collecting user feedback, the positive cognition assessment submodule can calculate a quantitative value, namely the positive cognitive validity index, through data statistical methods such as numerical matching transformation, weighted summation, and normalization.
[0065] In this embodiment, the target identification submodule is used to: perform text analysis on the description information of the workplace trauma event through a preset workplace trauma keyword library, and identify the event keywords.
[0066] Specifically, given the unique nature of workplace trauma, digital intervention systems can incorporate customized text analysis and guidance algorithms to more accurately identify the core elements of a user's trauma. For example, when a user describes a traumatic event, the digital intervention system can perform an initial match using a pre-set database of workplace trauma keywords and prompt the user whether they need to further focus on a particular keyword.
[0067] Please see Figure 3 This disclosure provides a digital intervention system for workplace psychological trauma in one embodiment, which may include a user management module, a trauma identification and assessment module, a digital intervention module, a bilateral stimulation module, and a privacy protection module. The digital intervention module may further include a negative desensitization submodule and a positive deep implantation submodule.
[0068] In this embodiment, the negative desensitization submodule is used to: guide the target user to participate in the first interactive game provided by the bilateral stimulation module; after each round of the first interactive game is completed, the target user's subjective distress index is re-determined using the trauma recognition and assessment module; if the decrease in the subjective distress index is greater than a first amplitude threshold, or the subjective distress index is lower than a preset distress threshold, then the subjective distress index is determined to meet the first termination condition, and the guidance of the target user to participate in the first interactive game is terminated.
[0069] Specifically, by reassessing the subjective distress index after each round of the first interactive game (i.e., the multimodal interactive game), the negative desensitization submodule can track changes in the user's distressed emotions in real time, achieving visualized monitoring of the user's distressed emotions. Using clear quantitative indicators (first amplitude threshold or preset distress threshold) as the basis for judgment ensures both the standardization and repeatability of the psychological intervention service process, while also reserving sufficient space for personalized adjustments for users with different degrees of trauma and different reaction speeds.
[0070] In a practical application example, after the first interactive game ends (e.g., the user's accumulated score reaches a preset score, or the user's game time reaches the time limit), the digital intervention system will guide the user to reassess their SDI. If the user's current SDI is already below a preset threshold (e.g., 2-3), or if the user's current SDI has decreased by a certain percentage relative to the initial SDI, the digital intervention system will guide the user to the next system process (e.g., the workflow of the positive deep-implantation submodule); otherwise, the digital intervention system will guide the user to play the first interactive game again to continue improving the user's SDI.
[0071] In this embodiment, the positive implantation submodule is used to: guide the target user to participate in the second interactive game provided by the bilateral stimulation module; after each round of the second interactive game is completed, the target user's positive cognitive validity index is re-determined using the trauma recognition assessment module; if the increase in the positive cognitive validity index is greater than a second magnitude threshold, or the positive cognitive validity index is higher than a preset cognitive threshold, then the positive cognitive validity index is determined to meet the second termination condition, and the guidance of the target user to participate in the second interactive game is terminated.
[0072] Specifically, the positive cognitive validity index is reassessed after each round of the second interactive game (i.e., the multimodal interactive game). The positive deep-rooted submodule can track users' positive emotional changes in real time, achieving visualized monitoring of users' positive emotions. Using clear quantitative indicators (second amplitude threshold or preset cognitive threshold) as the basis for judgment ensures both the standardization and repeatability of the psychological intervention service process, while also reserving sufficient space for personalized adjustments for users with different degrees of trauma and different reaction speeds.
[0073] In a practical application example, after the end of a second interactive game (e.g., when the user's cumulative score reaches a preset score, or when the user's game time reaches the time limit), the digital intervention system will guide the user to reassess their CVI. If the user's current CVI is already higher than a preset threshold (e.g., 5-6), or if the user's current CVI has increased by a certain percentage relative to the initial CVI, the digital intervention system will guide the user to the next system process (e.g., the workflow of the relaxation exercise module); otherwise, the digital intervention system will guide the user to play another second interactive game to continue improving the user's CVI.
[0074] Please see Figure 4 This disclosure provides a digital intervention system for workplace psychological trauma in one embodiment, which may include a user management module, a trauma identification and assessment module, a digital intervention module, a bilateral stimulation module, and a privacy protection module. The bilateral stimulation module may further include an eye-tracking interaction submodule and an adaptive accommodation submodule.
[0075] In this embodiment, the eye-tracking interaction submodule is used to: present a moving game icon on the visual interface so that the target user's gaze tracks the movement trajectory of the game icon in the visual interface; prompt the target user to perform a corresponding tactile interaction operation when the target game icon touches the left or right edge of the visual interface; acquire the target user's tactile interaction command; provide score feedback based on the accuracy of the tactile interaction command, and end the current stage of the multimodal interactive game when the accumulated score reaches a preset score.
[0076] Specifically, traditional EMDR bilateral stimulation is usually fixed or manually adjusted by the therapist. This approach transforms the visual (e.g., moving light spots) or auditory stimulation required by traditional EMDR therapies or tools into a highly interactive, immersive eye-tracking game. Before the multimodal interactive game begins, the eye-tracking interaction submodule can set the initial speed of the game icons, the duration of a single game, the size of the game icons, and the end score. During the multimodal interactive game, users not only need to track the moving game icons on the screen with their eyes, but also need to provide tactile feedback when the game icons touch the screen border. Based on the correctness of the tactile interaction instructions, the digital intervention system can reward or deduct points from the user. The game ends when the user's accumulated score reaches a preset standard or the game duration reaches the maximum limit. This gamified bilateral stimulation design successfully transforms the user's participation in bilateral stimulation from a subjective feeling into objective, quantifiable, real-time interactive data, significantly improving user engagement during psychological intervention services.
[0077] In this embodiment, the adaptive adjustment submodule is used to: count the number of correct interactions when the target user correctly performs the corresponding tactile interaction operation; count the number of incorrect interactions when the target user incorrectly performs the corresponding tactile interaction operation; count the number of lost interactions when the target user fails to perform the corresponding tactile interaction operation within the interaction cycle; determine the bilateral stimulus performance efficiency index based on the number of correct interactions, the number of incorrect interactions, and the number of lost interactions; and adjust the game parameters of the multimodal interactive game according to the bilateral stimulus performance efficiency index.
[0078] Specifically, the Bilateral Stimulation Performance Index (BSPI) is innovatively introduced to quantify user focus, accuracy, and engagement during gamified bilateral stimulation (eye tracking and haptic feedback). The number of correct haptic interactions (e.g., pressing the F / J keys) performed by the user when the game icon touches the left or right boundaries of the visual interface is denoted as Correct_Presses. The number of incorrect haptic interactions (e.g., pressing the wrong key) performed by the user when the game icon touches the left or right boundaries of the visual interface is denoted as Incorrect_Presses. The number of times the user fails to make any key press response within a predetermined time window when the game icon touches the left or right boundaries of the visual interface is denoted as Missed_Opportunities. Based on this, the specific calculation formula for BSPI is as follows.
[0079] BSPI=(Correct_Presses / (Correct_Presses+Incorrect_Presses+Missed_Opportunities)) 100%.
[0080] The adaptive adjustment submodule can calculate and display the BSPI score in real time to motivate users. Optionally, Correct_Presses, Incorrect_Presses, Missed_Opportunities, and BSPI can be continuously calculated and updated from the start of the game, updated at preset intervals, or updated when the game icon touches the boundary of the visualization interface a certain number of times. Based on BSPI, the adaptive adjustment submodule can dynamically adjust game parameters such as game difficulty, icon movement speed, icon size, and game duration in the multimodal interactive game to ensure that the intensity of bilateral stimuli matches the user's current state, achieving real-time, dynamic, and adaptive adjustment of gamified bilateral stimuli. This adaptive mechanism significantly improves user compliance, user engagement, and service efficiency.
[0081] In a practical application example, if the BSPI is lower than a preset threshold (e.g., 60%), it indicates that the user may be inattentive or that the bilateral visual stimulation is too fast. The digital intervention system will automatically reduce the icon movement speed or increase the icon size to reduce the difficulty and help the user refocus their attention.
[0082] In a practical application example, if the BSPI is higher than a preset threshold (such as 90%), it indicates that the user is performing well. The digital intervention system can moderately increase the icon movement speed or extend the duration of a single game to enhance the effectiveness of the psychological intervention service.
[0083] Please see Figure 5 This disclosure provides a digital intervention system for workplace psychological trauma, which, after being developed into a software program or hardware device, has a workflow that can be divided into five stages: initial assessment, negative desensitization, positive implantation, body scanning, and termination / closing. It should be noted that this division into five stages is primarily for ease of description and discussion and is not a rigid limitation on the actual workflow of the product; in actual operation, the stages can automatically connect and coordinate to form a complete and continuous service process.
[0084] In the initial assessment phase, users can input text into the digital intervention system to describe the work-related distressing events that need to be addressed. Users can then select an event scene representing the distressing event and the corresponding negative cognitions through the system's visual interface. Users can also use the system's visual interface to select assessment options for evaluation questions and self-test the degree of subjective distress caused by the work-related distressing event (e.g., SUD index from 1 to 10). It is evident that this phase primarily involves the trauma identification and assessment module of the digital intervention system performing the corresponding data processing tasks.
[0085] In the negative desensitization phase, the digital intervention system can initiate a multimodal interactive game. Once started, users can visualize the distressing work-related events and their negative cognitions, then begin tracking moving icons on a visual interface. During the game, users can interact with the system via button commands. The system awards points or imposes penalties based on the correctness of these commands. Once the user's accumulated score reaches a preset threshold, the system terminates the game and re-enters the self-assessment process for evaluating the subjective distress index. Thus, this phase involves the trauma identification and assessment module, the digital intervention module, and the bilateral stimulation module of the digital intervention system working together to perform corresponding data processing tasks.
[0086] In the positive reinforcement phase, the digital intervention system can initiate a multimodal interactive game. Before starting the game, users can input text into the system expressing their desired positive cognition regarding work-related distress. Users can then use the system's visual interface to select assessment options and self-test the cognitive validity of their work-related distress (e.g., a VOC index from 1 to 7). Once the game begins, users can visualize the work-related distress and their positive cognition, and begin tracking a moving icon on the visual interface. During the game, users can interact with the system using key presses. The system awards points or penalizes users based on the correctness of their key presses. Once the user's accumulated score reaches a preset threshold, the system ends the game and re-enters the self-assessment process to evaluate the positive cognitive validity index. This phase also involves the trauma identification assessment module, digital intervention module, and bilateral stimulation module of the digital intervention system working together to perform corresponding data processing tasks.
[0087] During the body scan phase, users can recall images of frustrating work events and positive thoughts based on the on-screen prompts from the digital intervention system, while simultaneously performing relaxation exercises to relieve tension in various parts of the body. Users can select whether they experience discomfort or need to perform relaxation exercises by pressing a button.
[0088] In the closing phase, the digital intervention system can play a helpful video to remind users to record new insights about their work-related distressing experiences. The system can also present symbolic elements related to work trauma from the service (such as text, images, and animations) using the animated imagery of a stone sinking into the sea, symbolizing the release and transformation of the user's inner trauma.
[0089] It's important to note that any user privacy-sensitive data generated during these five stages (e.g., SDI data, CVI data, BSPI data, SHPI data, and their trends) will be stored in encrypted form on the user's local device, forming a personalized healing log. The digital intervention system can generate a comprehensive healing progress map for each user based on this local healing log data, but this local healing log data is restricted from being uploaded to the cloud server. This design, without server-side data storage, effectively guides and provides positive feedback on the user's healing process, completely resolving employees' concerns about the confidentiality of mental health services from a technical perspective. It represents a significant breakthrough in achieving a balance between privacy protection and effectiveness feedback in the field of digital psychological intervention.
[0090] In a real-world randomized controlled trial, the digital intervention system for workplace psychological trauma provided in one embodiment of this disclosure was rigorously validated. During four sequential time periods (t1, t2, t3, and t4), the experimental group of 25 users first used the digital intervention system for self-guided psychological intervention. After a waiting period, the waiting group of 25 users used the digital intervention system for self-guided psychological intervention.
[0091] In this randomized controlled trial, the results showed that users' PTSD symptoms were significantly alleviated. Specifically, the experimental group showed significant reductions in PCL-C scores at both the post-intervention time point (t2) and the follow-up time point (t3), and were superior to the waiting group. The experimental group's PCL-C score decreased from 50.79 at baseline (t1) to 37.83 at post-intervention (t2), and further decreased to 36.14 at the follow-up time point (t3). The waiting group's PCL-C score remained relatively stable before receiving the digital intervention system. However, at the time point after receiving the digital intervention system (t3), the waiting group's PCL-C score also showed significant improvement, decreasing from 54.81 at baseline (t1) to 43.52 at post-intervention (t3), and further decreasing to 39.33 at the follow-up time point (t4). This indicates that the digital intervention system has a significant and lasting effect in alleviating users' PTSD symptoms caused by work-related trauma. Among them, PCL-C (PTSD Checklist-Civilian Version) is a standardized assessment tool in the field of EMDR that can quantitatively screen and assess the severity and changes of symptoms of post-traumatic stress disorder (PTSD).
[0092] In this randomized controlled trial, the results showed that users' negative emotions were significantly alleviated. Specifically, the experimental group showed significant reductions in DASS-21 scores at both the post-intervention time period (t2) and the follow-up time period (t3), and were superior to the waiting group. The experimental group's DASS-21 score decreased from 26.46 at baseline (t1) to 17.46 at the post-intervention time period (t2), and further decreased to 17.19 at the follow-up time period (t3). The waiting group also showed significant improvement in DASS-21 scores at the post-intervention time period (t3). This indicates that the digital intervention system has a significant effect on alleviating users' depression, anxiety, and stress caused by work-related trauma. The DASS-21 (Depression Anxiety Stress Scale-21 - 21-item version) is a standardized assessment tool in the EMDR field, which can be used to assess an individual's recent (e.g., past week) levels of depression, anxiety, and stress.
[0093] In this randomized controlled trial, the results showed a significant improvement in users' life satisfaction. Specifically, the experimental group showed significant improvements in SWLS scores at both the post-intervention time point (t2) and the follow-up time point (t3), outperforming the waiting group. The experimental group's SWLS score increased from 16.88 at baseline (t1) to 19.92 at the post-intervention time point (t2), and further increased to 20.71 at the follow-up time point (t3). The waiting group also showed significant improvements in SWLS scores at both the post-intervention time point (t3) and the follow-up time point (t4). This indicates that digital intervention systems can indirectly improve users' overall life satisfaction. The SWLS (Satisfaction With Life Scale) is a standardized assessment tool in the EMDR field, used to measure an individual's subjective, cognitive evaluation of their own quality of life.
[0094] In this randomized controlled trial, the results showed that the impact of traumatic events on users was reduced. Specifically, the experimental group showed significantly lower IES-R scores at both the post-intervention timeframe (t2) and the follow-up timeframe (t3), and were superior to the waiting group. The experimental group's IES-R score decreased from 48.92 at baseline (t1) to 37.42 at the post-intervention timeframe (t2), and further decreased to 33.81 at the follow-up timeframe (t3). The waiting group also showed significant reductions in IES-R scores at both the post-intervention timeframe (t3) and the follow-up timeframe (t4). This demonstrates the effectiveness of digital intervention systems in mitigating the impact of traumatic events. The IES-R (Impact of Event Scale-Revised) is a standardized assessment tool in the EMDR field, used to assess an individual's subjective distress and symptom presentation related to a specific traumatic event.
[0095] Following the completion of this randomized controlled trial, both the experimental and waiting groups reported high levels of user satisfaction with the digital intervention system, including intuitive interface, smooth operation, emotional experience, fulfillment of psychological trauma treatment needs, and overall satisfaction. This highlights the significant advantages and reliability of the digital intervention system in practical application. Furthermore, over 90% of the participants indicated they would recommend the digital intervention system to others, demonstrating its excellent user experience.
[0096] This disclosure provides a technical solution through one or more embodiments, realizing a digital tool for workplace psychological trauma. This technical solution not only deeply integrates the theoretical knowledge of EMDR therapy, digitizing its core stages and basic elements, but also designs intervention processes for specific types of workplace trauma based on a profound understanding of the workplace environment and employees' psychological support needs. This highly scenario-based and customized solution fills the gap in efficient and convenient psychological intervention service tools for this business scenario.
[0097] This disclosure provides a technical solution through one or more embodiments, innovatively introducing a series of core algorithms for dynamically assessing user status, optimizing psychological intervention service processes, and providing personalized therapeutic feedback. The innovation of these algorithms can be reflected in the quantitative processing of psychological indicators, the gamified design of bilateral stimulation mechanisms, and the in-depth consideration of privacy protection.
[0098] The technical solutions provided by one or more embodiments of this disclosure have undergone technological innovation and gamification transformation of the passive, single, bilateral stimulation mechanism in traditional EMDR therapy, significantly improving user engagement. The technical solutions of this disclosure can also provide personalized treatment pathways and professional voice / video guidance, enabling users to effectively intervene in a self-help mode, further enhancing user initiative and continuity.
[0099] This disclosure provides a technical solution through one or more embodiments that innovatively addresses common concerns among employees regarding the confidentiality of mental health services by storing sensitive user data exclusively on local devices. This means that core privacy data such as users' traumatic memories and assessment results will not be uploaded to the cloud or accessed by third parties, fundamentally resolving the risk of privacy leaks and significantly increasing employees' willingness and safety in seeking mental health help. This is an advantage that is difficult to match with traditional face-to-face treatment methods and most online intervention tools.
[0100] This disclosure provides a technical solution with one or more embodiments, offering significant advantages in accessibility and low cost. Users can access professional psychological intervention services anytime, anywhere via their personal computers, without needing to schedule therapist appointments or commute. Compared to the high costs of traditional EMDR therapy, this tool significantly reduces the financial burden on users, enabling more users in need to access professional and scientific psychological support services. The digital tool has low marginal cost, can cover a wider population, and effectively alleviates the imbalance between supply and demand for mental health services.
[0101] The technical solutions provided by one or more embodiments of this disclosure have remarkable therapeutic effects supported by empirical data. Furthermore, the advantages of convenience, low cost, and privacy protection of the technical solutions disclosed herein enable more users who were previously unable or unwilling to receive traditional counseling to access effective psychological intervention services, thus demonstrating superior overall benefits compared to traditional methods in terms of practical application coverage and efficiency.
[0102] Please see Figure 6 This disclosure also provides a digital intervention device for workplace psychological trauma, the device including a user management module 100, a trauma identification and assessment module 200, a digital intervention module 300, a bilateral stimulation module 400, and a privacy protection module 500; The user management module 100 is used to confirm and manage the identity information of the target user; The trauma identification and assessment module 200 is used to obtain workplace trauma event description information input by the target user and provide the target user with assessment questions that match the workplace trauma event description information in order to quantitatively determine the trauma treatment assessment index of the target user. The trauma treatment assessment index includes at least one of subjective distress index and positive cognitive validity index. The digital intervention module 300 is used to guide the target user to participate in the multimodal interactive game provided by the bilateral stimulation module 400, and after each round of the multimodal interactive game is completed, the trauma identification and assessment module 200 is used to redetermine the trauma treatment assessment indicators of the target user. The digital intervention module 300 is also used to determine whether the trauma treatment assessment index meets the preset intervention termination conditions, and when the trauma treatment assessment index meets the intervention termination conditions, it determines that the current round of intervention is successful and generates intervention summary information. The bilateral stimulation module 400 is used to provide the multimodal interactive game including eye-tracking game, and to acquire the tactile interaction instructions of the target user during the eye-tracking game. The dual-sided stimulation module 400 is also used to dynamically adjust the game parameters of the multimodal interactive game based on user feedback information, so as to improve the adaptability of the multimodal interactive game to the target user; The privacy protection module 500 is used to encrypt and store the sensitive privacy data of the target user locally, thereby preventing the sensitive privacy data from being uploaded to the cloud.
[0103] In this embodiment, the specific explanation of each module can be referred to the system implementation method described above, and will not be repeated here.
[0104] The various modules described in this embodiment can be implemented by computer chips or by products with certain functions. Typical implementation devices are computers, including but not limited to personal computers, smartphones, tablet computers, wearable devices, or any combination of these devices. For ease of description, the above devices are described separately as various modules based on their functions. Of course, in implementing this application, the functions of each module can be implemented in one or more software and / or hardware.
[0105] Those skilled in the art will understand that all or part of the modules in the above device embodiments can be implemented by a computer program instructing related hardware, and the program can be stored in a computer-readable storage medium. The storage medium can be a magnetic disk, optical disk, read-only memory (ROM), random access memory (RAM), flash memory, hard disk drive (HDD), or solid-state drive (SSD), etc.; the storage medium may also include combinations of the above types of memory.
[0106] The various embodiments in this specification are described in a progressive manner. Similar or identical parts between embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, the device embodiments are basically similar to the system embodiments, so the description is relatively simple; relevant parts can be referred to the descriptions in the system embodiments.
[0107] The above description is merely an embodiment of this application and is not intended to limit the scope of this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the scope of the claims of this application.
[0108] Although embodiments of the present disclosure have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations all fall within the scope defined by the appended claims.
Claims
1. A digital intervention system for workplace psychological trauma, characterized in that, The system includes a user management module, a trauma recognition and assessment module, a digital intervention module, a bilateral stimulation module, and a privacy protection module; among which, The user management module is used to confirm and manage the identity information of the target user; The trauma identification and assessment module is used to obtain workplace trauma event description information input by the target user and provide the target user with assessment questions that match the workplace trauma event description information in order to quantitatively determine the trauma treatment assessment index of the target user. The trauma treatment assessment index includes at least one of subjective distress index and positive cognitive validity index. The digital intervention module is used to guide the target user to participate in the multimodal interactive game provided by the bilateral stimulation module, and after each round of the multimodal interactive game is completed, the trauma identification and assessment module is used to redetermine the trauma treatment assessment indicators of the target user. The digital intervention module is also used to determine whether the trauma treatment assessment indicators meet the preset intervention termination conditions, and when the trauma treatment assessment indicators meet the intervention termination conditions, it determines that the current round of intervention is successful and generates intervention summary information. The bilateral stimulation module is used to provide the multimodal interactive game that includes eye-tracking games, and to acquire the tactile interaction commands of the target user during the eye-tracking game process; The dual-sided stimulation module is also used to dynamically adjust the game parameters of the multimodal interactive game based on user feedback information, so as to improve the adaptability of the multimodal interactive game to the target user; The privacy protection module is used to encrypt and store the target user's sensitive privacy data locally, thereby preventing the sensitive privacy data from being uploaded to the cloud.
2. The system according to claim 1, characterized in that, The trauma recognition and assessment module includes a negative cognitive assessment submodule, which is used for: For the event keywords in the workplace trauma event description information, multiple corresponding negative cognition assessment questions are determined. Each negative cognition assessment question contains multiple first assessment options related to subjective distress, and the subjective distress measures the degree of emotional distress a user experiences towards a specific trauma event or a specific negative cognition. Present negative cognitive assessment questions; Receive the first assessment option selected by the target user for each negative cognitive assessment question; Based on the feedback statistics of the first evaluation option, the subjective distress index of the target user is quantitatively determined.
3. The system according to claim 1, characterized in that, The trauma recognition and assessment module includes a positive cognitive assessment submodule, which is used for: For the event keywords in the workplace trauma event description information, multiple corresponding positive cognitive assessment questions are determined. Each positive cognitive assessment question contains multiple second assessment options related to cognitive validity. Cognitive validity measures the degree to which a user believes in or feels the reality of a specific positive cognition. Present positive cognitive assessment questions; Receive the second assessment option selected by the target user for each positive cognitive assessment question; Based on the feedback statistics of the second assessment option, the positive cognitive validity index of the target user is quantitatively determined.
4. The system according to claim 2 or 3, characterized in that, The trauma recognition and assessment module further includes a target recognition submodule, which is used for: By using a pre-defined workplace trauma keyword database, text analysis is performed on the description information of workplace trauma events to identify the event keywords.
5. The system according to claim 1, characterized in that, The digital intervention module includes a negative desensitization submodule, which is used for: Guide the target user to participate in the first interactive game provided by the bilateral stimulation module; After each round of the first interactive game is completed, the trauma recognition and assessment module is used to redetermine the subjective distress index of the target user; If the decrease in the subjective distress index is greater than the first amplitude threshold, or if the subjective distress index is lower than the preset distress threshold, then the subjective distress index is determined to meet the first termination condition, and the guidance of the target user to participate in the first interactive game is terminated.
6. The system according to claim 5, characterized in that, The digital intervention module includes a positive deep-implantation sub-module, which is used for: Guide the target user to participate in the second interactive game provided by the bilateral stimulation module; After each round of the second interactive game is completed, the positive cognitive validity index of the target user is re-determined using the trauma identification and assessment module. If the increase in the positive cognitive validity index is greater than the second magnitude threshold, or if the positive cognitive validity index is higher than the preset cognitive threshold, then the positive cognitive validity index is determined to meet the second termination condition, and the guidance of the target user to participate in the second interactive game is terminated.
7. The system according to claim 1, characterized in that, The bilateral stimulation module includes an eye-tracking interaction submodule, which is used for: A moving game icon is displayed in a visual interface so that the target user's eye can track the movement trajectory of the game icon in the visual interface; When the target game icon touches the left or right edge of the visual interface, the target user is prompted to perform the corresponding tactile interaction operation. Obtain the tactile interaction commands from the target user; Based on the accuracy of the tactile interaction commands, a score is provided until the accumulated score reaches a preset value, at which point the current stage of the multimodal interactive game ends.
8. The system according to claim 7, characterized in that, The bilateral stimulation module includes an adaptive adjustment submodule, which is used for: The number of times the target user correctly performed the corresponding tactile interaction operation is counted. Count the number of incorrect interactions performed by the target user; The number of lost interactions when the target user did not perform the corresponding tactile interaction operation within the interaction cycle is counted. Based on the number of correct interactions, the number of incorrect interactions, and the number of lost interactions, a bilateral stimulus performance index is determined. The game parameters of the multimodal interactive game are adjusted based on the bilateral stimulus performance index.
9. The system according to claim 1, characterized in that, The system also includes a relaxation exercise module; The relaxation exercise module is used to collect the target user's body scan data and output relaxation exercise suggestions based on the body scan data.
10. The system according to claim 1, characterized in that, The system also includes a self-service query module; The self-service query module is used to respond to the query command of the target user, provide operation guidance for the system and any module within the system, and / or retrieve theoretical knowledge related to psychological trauma intervention from a preset database.
11. A digital intervention device for workplace psychological trauma, characterized in that, The device includes a user management module, a trauma recognition and assessment module, a digital intervention module, a bilateral stimulation module, and a privacy protection module; among which, The user management module is used to confirm and manage the identity information of the target user; The trauma identification and assessment module is used to obtain workplace trauma event description information input by the target user and provide the target user with assessment questions that match the workplace trauma event description information in order to quantitatively determine the trauma treatment assessment index of the target user. The trauma treatment assessment index includes at least one of subjective distress index and positive cognitive validity index. The digital intervention module is used to guide the target user to participate in the multimodal interactive game provided by the bilateral stimulation module, and after each round of the multimodal interactive game is completed, the trauma identification and assessment module is used to redetermine the trauma treatment assessment indicators of the target user. The digital intervention module is also used to determine whether the trauma treatment assessment indicators meet the preset intervention termination conditions, and when the trauma treatment assessment indicators meet the intervention termination conditions, it determines that the current round of intervention is successful and generates intervention summary information. The bilateral stimulation module is used to provide the multimodal interactive game that includes eye-tracking games, and to acquire the tactile interaction commands of the target user during the eye-tracking game process; The dual-sided stimulation module is also used to dynamically adjust the game parameters of the multimodal interactive game based on user feedback information, so as to improve the adaptability of the multimodal interactive game to the target user; The privacy protection module is used to encrypt and store the target user's sensitive privacy data locally, thereby preventing the sensitive privacy data from being uploaded to the cloud.
