Education system
The VR-based neurological training system addresses limitations of traditional methods by offering interactive, realistic simulations with AI-driven virtual patients and diagnostic tools, enhancing learning outcomes and clinical reasoning.
Patent Information
- Application Number
- DE202025107113
- Authority / Receiving Office
- DE · DE
- Patent Type
- Utility models
- Current Assignee / Owner
- Filing Date
- 2025-11-20
- Publication Date
- 2026-01-15
- Estimated Expiration
- 2035-11-30
AI Technical Summary
Traditional neurological training methods rely on anatomical models and patient case studies, limiting the opportunity for students to observe dynamic relationships between lesions and symptoms and lacking interactivity and realism in digital learning tools.
A VR-based training system with AI-assisted patient interaction, utilizing VR glasses, gloves, and virtual instruments to simulate CNS function and dysfunction, allowing interactive, real-time learning through AI-driven virtual patients and integrating diagnostic modules like MRI, CT, EEG, and pharmacodynamics to visualize medication effects.
Provides a highly interactive and realistic training environment that enhances learning outcomes, improves clinical reasoning and empathy, reduces dependence on cadavers, and dynamically demonstrates lesion-symptom relationships.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[0001] The invention relates to a training system, preferably VR-based, with AI-assisted patient interaction. Preferably, it is a neurological training system, i.e., a training system for the central nervous system.
[0002] The invention relates to the field of medical education and / or training, preferably a virtual reality (VR) based system developed for teaching neuroscience.
[0003] The system focuses on the central nervous system (CNS) and simulates neurological lesions, diagnostic procedures, patient interactions, and pharmacological effects in a virtual environment.
[0004] Traditional neurological training relies on anatomical models, cadavers and / or patient case studies.
[0005] However, students often lack the opportunity to observe dynamic relationships between lesion and symptom or to conduct comprehensive neurological examinations.
[0006] Existing digital teaching and / or learning tools are limited in their interactivity and realism.
[0007] Therefore, one of the aims of the invention is to create a training system that exhibits a high degree of interactivity and / or realism.
[0008] This task is solved through a training system with the characteristics of an independent claim.
[0009] A VR-based simulation of CNS function and / or CNS dysfunction is provided, enabling interactive, real-time learning through AI-driven virtual patients.
[0010] The invention provides a VR-based training system that allows users to interactively study and practice neurology.
[0011] Using VR glasses, VR gloves, a VR reflex hammer and / or other virtual instruments, users can examine an AI-controlled patient whose neurological condition changes according to the selected lesions of the CNS.
[0012] The instructor can activate and / or deactivate specific brain regions and / or spinal cord pathways, causing the virtual patient to develop corresponding neurological symptoms. This allows students to observe and understand the relationship between lesion and symptom.
[0013] Diagnostic modules such as magnetic resonance imaging (MRI), computed tomography (CT), electroencephalography (EEG), electromyography (EMG) and / or cerebrospinal fluid (CSF) analysis may be integrated to promote the understanding of clinical relationships.
[0014] The student can, for example, conduct virtual examinations and / or interpret clinical results.
[0015] The system may preferably include a pharmacodynamics module that visualizes and / or simulates the effects of medications on neuronal activity and / or patient symptoms. The pharmacodynamics module can visualize and / or analyze the effects of medications on neuronal function as well as changes in the patient's medical condition and / or emotional state.
[0016] This enables immersive and / or interactive training in neurology, pharmacology and / or psychiatry.
[0017] For example, the system may include hardware components such as VR glasses, VR gloves, a VR reflex hammer and / or a VR needle, as well as software components, e.g. with AI interaction, lesion simulation and / or diagnostic modules.
[0018] The system can provide data-driven educational feedback and record student performance for assessment purposes.
[0019] For example, the invention offers the following advantages: - realistic and / or interactive environment for neurological training - dynamically demonstrates the relationship between lesion and symptom - integrates modules for diagnostics, pharmacology and / or psychiatry - reduces dependence on patient availability and / or cadaver models - Improves learning outcomes, clinical reasoning and / or empathy through AI-driven emotional feedback
[0020] It is generally noted that terms like "ein" (a) and "eine" (a / an) do not necessarily mean "exactly one" or "exactly one," although this is also possible. The terms "ein" and "eine" can therefore be understood as "at least one" or "exactly one." The use of the singular preferably includes the possibility of the components being plural, and vice versa.
[0021] It is noted that "vorzugsweise" and "bevorzugt" can be translated as "preferably" in English. A feature introduced by "vorzugsweise" or "bevorzugt" is purely optional, can be omitted, and does not constitute a limitation, for example, of claims.
[0022] The invention is described below by way of example with reference to the drawings. The drawings show: Fig. 1 a schematic representation of an embodiment of a training system according to the invention in a normal anatomy of a VR patient, Fig. 2 a schematic representation of an embodiment of a configuration module of an operating unit of a training system according to the invention, Fig. 3 a schematic representation of an embodiment of a VR investigation setup of a training system according to the invention, Fig. 4 a schematic representation of different embodiments of a simulation tool and diagnostic modules of a training system according to the invention, Fig. 5 a schematic representation of a communication process and signal exchange using a training system according to the invention, and Fig. 6 a schematic representation of a pharmacodynamic simulation sequence using a training system according to the invention.
[0023] It should first be noted that the embodiments shown are purely exemplary. Individual features can be implemented not only in the combination shown, but also individually or in other technically feasible combinations. For example, the features of one embodiment can be combined with features of another embodiment in any way desired.
[0024] If a figure contains a reference numeral that is not explained in the immediately associated descriptive text, reference is made to the corresponding preceding or subsequent explanations in the figure description. Thus, the same reference numerals are used for identical or comparable components in the figures and are not explained again.
[0025] Fig. Figure 1 shows a virtual patient 2 (also called a virtual patient unit, VPU), which represents a data model of a patient. The virtual patient 2 has a brain 3 with normal CNS anatomy. The patient 2, and in particular the brain 3, can be viewed via a VR output unit 1, e.g., VR glasses (also called a head-mounted display, HMD).
[0026] An instructor 5 can select specific brain areas, pathways and / or spinal cord segments 4.
[0027] The brain 3 can be displayed in a simulation module 20 for a cerebral anatomy with defined areas.
[0028] The pathways and / or spinal cord segments 4 can be displayed in a simulation module 20 for a spinal anatomy with defined pathways.
[0029] Fig. Figure 2 shows an operating unit 6 of the instructor 5, which allows a selection of lesion sites and / or the activation of clinical symptoms in the virtual patient 2.
[0030] The desired parameters, e.g. symptoms, can be selected and / or activated via a configuration module 22 of the control unit 6.
[0031] The control unit 6 provides an interface for the student 7 and the instructor 5.
[0032] Fig. Figure 3 represents the student 7 who, using a haptic input unit 8, e.g. VR gloves for interaction, and / or a simulation tool 9, e.g. a diagnostic VR reflex hammer, performs a neurological examination and observes reflexes and motor reactions.
[0033] Fig. Figure 4 shows diagnostic modules 10, 11, including imaging procedures such as a virtual MRI / CT 10 and / or neurophysiological procedures such as a virtual EEG / EMG 11, and a lumbar puncture with a simulation tool 12, e.g. an invasive diagnostic tool, e.g. a VR needle for cerebrospinal fluid collection.
[0034] Fig. Figure 5 shows an AI patient interface where the virtual patient 2 responds to questions, expresses emotional states such as depression, and interacts based on the respective illness as well as the tone of voice and / or behavior of the student 7.
[0035] For this purpose, a communication module 30 is provided, which may have an input and / or output unit, preferably virtual.
[0036] The communication module 30 may preferably include an AI module for speech processing and / or response generation.
[0037] The AI module enables patient 2 to respond verbally and / or emotionally to user interactions.
[0038] Furthermore, the communication module 30 can include a metadata output module 32 for classifying an emotional state. For example, the state can be classified as happy, neutral, or depressed.
[0039] Preferably, a signal exchange line (output) is provided. The signal exchange line refers to the transmission of a generated response signal (e.g., an audio / text output of a response) from patient 2 back to student 7.
[0040] Fig.Figure 6 shows a pharmacodynamic simulation, which depicts the course of drug administration and the resulting physiological effects within the CNS.
[0041] A drug administration simulation module 40 can simulate drug administration and depict the resulting physiological effects within the CNS.
[0042] This may include a medication selection module. Student 7 can select the desired medication here.
[0043] Furthermore, a pharmacological simulation module for calculating drug dynamics may be provided.
[0044] A patient response module may be provided to generate a patient response (VPE response).
[0045] A pharmacodynamics simulation may, for example, include the following steps and / or modules: A control command for the selection of a medication by student 7 via the VR output unit 1. B Communication line (status input): Refers to a status message from a patient model (e.g., "Not so good.") before administering medication. C Communication line (response output): Denotes the generated positive or negative response of the patient model (e.g., "I feel better") after the pharmacological simulation module has calculated the dynamics and generated the response. Reference symbol list 1 VR output unit, VR glasses 2 virtual patients, virtual patient units (VPE) 3 Brain 4 spinal cord segment 5 Instructor 6 Control unit 7 students 8 haptic input unit, VR glove 9 simulation tool, VR reflex hammer 10 Diagnostic module, MRI / CT 11 Diagnostic module, EEG / EMG 12 Simulation tool, VR needle 20 Simulation module 22 Configuration module 30 Communication module 32 Metadata Output Module 40 medication administration simulation module
Claims
[1] Training system for teaching diseases of the central nervous system on a virtual patient (2), comprising a VR output unit (1), preferably VR glasses, a simulation module (20) for simulating neurological symptoms, preferably in a brain (3) and / or spinal cord segment (4) of the virtual patient (2), and a communication module (30) for outputting a status of the virtual patient (2). [2] Training system according to claim 1, characterized by , that the simulation module (20) can be operated externally via an operating unit (6). [3] Training system according to claim 2, characterized by , that the control unit (6) has a configuration module (22). [4] Training system according to one of the preceding claims, characterized by , that a haptic input unit (8), preferably at least a VR glove, is provided. [5] Training system according to one of the preceding claims, characterized by , that a simulation tool, preferably a VR reflex hammer (9) and / or a VR needle (12), is provided. [6] Training system according to one of the preceding claims, characterized by that a diagnostic module, preferably an MRI / CT (10), EEG / EMG (11) and / or CSF, is provided. [7] Training system according to one of the preceding claims, characterized by that the communication module 30 has an input and / or output unit, an AI module, a metadata output module 32 and / or a signal exchange line. [8] Training system according to one of the preceding claims, characterized by , that a drug administration simulation module 40, preferably with a drug selection module, a pharmacological simulation module and / or a patient response module, is provided.