Paediatric care accompaniment system
Patent Information
- Application Number
- EP2023836502
- Authority / Receiving Office
- EP · EP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-12-23
- Filing Date
- 2023-12-20
- Publication Date
- 2025-10-29
AI Technical Summary
Conventional pediatric care, particularly dental care, often induces stress, anxiety, and pain in children, complicating the treatment process for both children and practitioners due to the need for dual attention and increased cognitive load, with existing methods being either medicinal, restraining, or partially effective.
A system utilizing virtual reality technology, including a headset, joystick, and mobile terminal, creates an immersive environment with interactive exercises and breathing exercises to induce a hypnotic state, distract the child from the treatment, and allow practitioners to focus on care without reassurance, using a control unit to manage streams and sensors for real-time monitoring.
The system significantly reduces child anxiety, enables practitioners to maintain focus, and synchronizes the treatment experience with the child's emotional state, enhancing the care experience by creating a pleasant and non-anxiogenic environment.
Smart Images

Figure 1.1
Abstract
Description
Description Title of the invention: Pediatric care support system
[0001] The invention relates to the field of support for pediatric care, and in particular to the use of virtual reality as support for pediatric dental care.
[0002] Typically, dental care generates stress, fear, anxiety, and pain for the patient, both before and during treatment, especially when the patient is a child. These different emotions also create many complexities for the practitioner.
[0003] Indeed, caring for a child requires, on the one hand, that they sit calmly in the dental chair in order to receive dental care voluntarily and in good conditions. However, previous experiences can increase the child's anxiety, which will make them less inclined to receive the treatment. Painful dental care can thus generate a spiral of anxiety for the child. In order to avoid this spiral, the practitioner and the accompanying person must make a significant educational effort to reassure the child before the intervention, which complicates the session and lengthens the duration of the treatment.
[0004] On the other hand, during the intervention, the practitioner must perform the treatment and simultaneously continue to distract and reassure the child. The cognitive load of the practitioner is therefore doubled, which increases their fatigue and then becomes a source of risk. Finally, in the case where the practitioner uses cognitive-behavioral techniques, it is necessary for them to be trained beforehand, which adds an additional difficulty.
[0005] Various methods have been devised to address these issues. However, these methods rely on medication, which is neither desirable for the child nor appropriate for all patients. Other methods rely on restraint or restraint of the child, which therefore only partially addresses the issues, as they do not reassure the child and reduce their anxiety for future interventions.
[0006] These various problems are not limited to the sole field of dental care, and can be generalized for all pediatric care.
[0007] There is therefore a need for a solution to support pediatric care, which allows the practitioner to remain focused on the care throughout the entire treatment and which transforms the care into a pleasant and non-anxiety-provoking experience for the child.
[0008] The present invention is placed in this context, and aims to meet this need.
[0009] For these purposes, the invention relates to a system for supporting pediatric care, comprising a. a virtual reality device intended to be mounted on a patient's head; b. a controller intended to be manipulated by the patient; c. a mobile terminal intended to be manipulated by a practitioner.
[0010] The system is characterized in that it comprises a memory in which is stored a first given stream intended to generate a virtual reality environment in which the patient can be immersed; in that it comprises a control unit for the mobile terminal and the virtual reality device, the control unit being arranged to trigger, following a broadcast instruction entered by the practitioner on the mobile terminal, a simultaneous broadcast of the first stream on the virtual reality device and on the mobile terminal;in that the first stream comprises a phase comprising an interactive exercise in the virtual reality environment requiring manipulation of the controller by the patient preceded and / or followed by a breathing exercise and in that the control unit is arranged to, following an intervention instruction entered by the practitioner on the mobile terminal, interrupt the broadcasting of the first stream to broadcast a second stream stored in the memory intended to generate said breathing exercise in the virtual reality environment.;
[0011] The invention thus proposes to immerse the child, before the treatment, in a virtual reality environment, which is conducive to inducing a hypnotic state in the child. The various activities that this environment then allows, via the interactive exercise(s) through the controller, allow the child to be an actor, and to forget the treatment that the practitioner is currently performing. The system finds an additional advantage in the field of dental care, insofar as there is a so-called hand-mouth dissociation. It has indeed been demonstrated, notably through Penfield's work on motor and sensory homunculi, that the hands and the mouth have the same neurosensory qualities and influence each other. In other words, it is complicated to concentrate on both an activity involving the hand and an activity involving the mouth.Thanks to the invention, an activity involving the use of the hand allows the child to forget that the practitioner is working in his mouth. The anxiety that the intervention can generate is thus greatly reduced.
[0012] From then on, the practitioner can concentrate on his treatment without having to stimulate or reassure the child during the entire intervention, which reduces his fatigue. In addition, the fact that the mobile terminal displays the virtual reality environment in real time, both for the broadcast of the first stream and for the broadcast of the second stream after interruption of the first stream, allows him to see what the child is doing, to possibly analyze his reactions and to communicate with him to estimate, for example, his state of anxiety. He can thus synchronize his intervention with the experience that the child is going through, or on the contrary postpone a particular moment of the treatment if the child shows signs of fear or stress.Furthermore, part of the audio stream broadcast to the child, such as a musical track allowing the implementation of music therapy, can also be broadcast simultaneously in the room where the intervention is taking place, which can also increase the practitioner's concentration. Finally, he has the ability to trigger a breathing exercise, in the environment, before a particular moment of his intervention which could be painful, which allows the child to be calmed, in particular by generating. a drop in their heart rate. This exercise can be triggered by stopping the animation of the virtual reality environment, or by placing the elements that make up this exercise in the foreground of the virtual reality environment.
[0013] This point is particularly advantageous, given that the child will have already practiced this type of breathing exercise beforehand, during an interactive phase of the virtual reality environment. For example, before local anesthesia for dental treatment and / or the placement of a dental dam, the child can practice an interactive exercise, via the controller, intended to familiarize him with the dentist's various instruments and prepare him for this stage of the treatment. The overstimulation that this immersive exercise is likely to generate is then compensated for with a first breathing exercise, still in immersion, which can then be repeated several times during the treatment, either in a scripted manner or at the practitioner's discretion.
[0014] In the present invention, the term "virtual reality device" means, without limitation, a virtual reality headset or any device intended to be worn on the patient's head and allowing the patient to be immersed in a virtual reality. Such a headset may, for example, be equipped with a stereoscopic head-mounted display (HMD). Where appropriate, the device may include a single display for both eyes of the patient, or, on the contrary, two separate displays, each intended for one of the patient's eyes. The device may also include one or more speakers, intended to broadcast an audio stream into the patient's ears. This or these speakers may, for example, be integrated into the holding arms of the device, or alternatively, be part of a dedicated device, such as an audio headset or a pair of earphones.The device may be equipped with position and / or movement sensors; a camera intended to acquire images of the patient's eyes, and in particular the patient's pupils, also called an oculometer; a sensor, for example a photoplethysmographic sensor, intended to measure the patient's heart rate or rhythm.
[0015] In the present invention, the term "controller" means, without limitation, a device intended to be manipulated by the patient, for example provided with one or more handles, and various controls, for example direction controls, such as a directional pad or a stick, also called a joystick; buttons or triggers or a touchpad. Where appropriate, the controller may be equipped with position and / or movement sensors of the controller; haptic feedback members, in particular vibrating ones; and means of communication, wired or wireless, with the virtual reality device.
[0016] In the present invention, the term "mobile terminal" means, without limitation, a touchscreen tablet, a smartphone, a laptop, or any electronic device comprising a screen, or a display; a control and / or input interface capable of being manipulated by the practitioner, such as a touchscreen interface; and possibly a loudspeaker. If necessary, the mobile terminal may be equipped with means of communication, wired or wireless, with the virtual reality device. In the invention, the control unit may be centralized on one of the mobile terminal and the virtual reality device and may be arranged to transmit the stream broadcast to the other of the mobile terminal and the virtual reality device. Alternatively, the control unit may be distributed on the mobile terminal and the virtual reality device, each party being responsible for broadcasting the stream on its device, the mobile terminal and the virtual reality device being provided with means for synchronizing the streams broadcast.
[0017] In the present invention, the term "memory" means, without limitation, a random access memory, also called RAM (from the English "Random Access Memory"); a non-volatile memory, also called ROM (from the English "Read-Only Memory"); or any other type of memory. It may be embedded in the virtual reality device and / or in the mobile terminal, or even on a separate medium, such as a dedicated computer or a remote server.
[0018] In the present invention, the term "stream" means, without limitation, a combination of an immersive video stream and an audio stream intended to be broadcast simultaneously on a display and a loudspeaker. The immersive video stream may comprise a 360° video comprising views of the same scene or the same environment from a plurality of directions, or even from a plurality of positions, at the same time. These may be images acquired live or computer-generated images. The audio stream may comprise a combination of a hypnotic script, in particular a speech intended to, when recited to the patient, induce a hypnotic state, by conversational hypnosis methods, of the patient, music and / or sounds.
[0019] In the present invention, the term "virtual reality environment" means, without limitation, an immersive environment. A virtual reality device generates, from an immersive video stream, images which simulate the physical presence of an individual in a virtual reality environment. It is thus possible to explore a virtual reality environment, to a certain extent, for example by directing one's gaze in different directions or by moving in the environment, for example by means of a controller. The virtual reality environment may be a natural environment or, alternatively, an imaginary or fantastic environment, i.e. unreal.
[0020] In one embodiment of the invention, the first flow comprises: a. a phase of welcoming the patient into the virtual reality environment; b. a first hypnotic phase intended to accompany the patient during a given stage of pediatric care, said first hypnotic phase comprising the interactive exercise followed and / or preceded by the breathing exercise; c. a second hypnotic phase intended to accompany the patient during a subsequent stage of pediatric care, said second hypnotic phase comprising an interactive game intended to be played by the patient using the controller, the game being preceded and / or followed by the breathing exercise; d. a phase of exit of the patient from the virtual reality environment.
[0021] The phases may be stored independently of each other in said memory, the control unit being arranged to sequentially broadcast each of these phases. Alternatively, the phases may be stored in blocks, in an ordered manner, in said memory.
[0022] The welcome phase could, for example, be an introductory phase intended on the one hand to induce a hypnotic state in the child, to present to him, on the other hand, the virtual reality environment and the elements that he will encounter, as well as to explain to him how the controller works.
[0023] The first hypnotic phase, following the reception phase, could, for example, be intended to support the child during a first intervention, such as local anesthesia and / or the fitting of a dental dam; and the second phase could, for example, be intended to relax the child following the first intervention and to support the child during a second intervention.
[0024] Finally, the exit phase may be intended to facilitate the child's return to the real world.
[0025] Advantageously, the first flow comprises an animated element, called central, the central element being present in the virtual reality environment during the hypnotic phases; and each breathing exercise of the first and second hypnotic phases and of the second flow comprises an animation of said central element, said animation representing a cyclical change in size and / or shape of said central element.
[0026] Advantageously, each breathing exercise of the first and second hypnotic phases and of the second stream will include a specific audio stream, distinct from an audio stream of the first stream. For example, this specific audio stream may include music synchronized with the animation of the central element, in particular with inspiration and expiration phases corresponding to each cycle of the animation. Where appropriate, the specific audio stream may include a specific sound separating each phase of each cycle, such as the sound of a gong.
[0027] In an exemplary embodiment, the central element could be an animated character, accompanying the child in a scenario of the virtual reality environment, that is to say during the entire first flow. The animation of this character, during the breathing exercise, thus makes it possible to train and accompany the patient in a playful way in a cardiac coherence exercise, so as to ensure the child's proper observance of this exercise.
[0028] Preferably, each breathing exercise of the first and second hypnotic phases and of the second flow comprises a plurality of successive cycles of animations of the central element, in particular six animation cycles per minute, for three minutes. Still preferably, each breathing exercise will comprise the appearance of the central element in the foreground of the virtual reality environment. Still preferably, each breathing exercise of the first and second hypnotic phases will have a shorter duration than the breathing exercise of the second flow.
[0029] Advantageously, the first stream comprises an element, called a support, the support element being present in the virtual reality environment during the hypnotic phases, the virtual reality device and the controller being arranged so that the support element can be moved by the patient, in the virtual reality environment, by means of the controller. Where appropriate, the interactive exercise of the first hypnotic phase and / or the game of the second hypnotic phase comprises the appearance of at least one element, called a key, in a given position of the virtual reality environment and requires the movement of the support element, by the patient, in the direction of the key element. It is thus understood that the support element is the element via which the child interacts and moves, via the controller, in the virtual reality environment. This support element may be chosen so as to reinforce the hypnotic state of the child.For example, it could be a spaceship or a boat. Note that the support element used in the first phase may differ from the support element used in the second phase.
[0030] Preferably, the reception phase may include the appearance of a plurality of support elements and require the patient to choose, via the controller, a support element from among this plurality of support elements. Where appropriate, the control unit will be arranged to represent, in the virtual reality environment, all or part of said selected support element, such as the cockpit of a vessel or the deck of a boat. Still preferably, the reception phase may include the appearance of a plurality of scenario representations and require the patient to choose, via the controller, a scenario from among this plurality of scenarios. Where appropriate, the control unit will be arranged to represent, along all or part of the first stream, in the virtual reality environment, a predetermined setting defined by the selected scenario.
[0031] In an exemplary embodiment of the invention, the interactive exercise of the first hypnotic phase comprises the successive appearance of several key elements, the appearance of a key element being conditioned by the movement of the support element, by the patient via the joystick, towards the previous key element or the lapse of a given period since the appearance of the previous key element. Preferably, the appearance of a key element may be preceded by a breathing exercise.
[0032] In this example, it is possible to prepare the child for the intervention that the practitioner will carry out, by presenting him in the virtual reality environment with objects metaphorically representing instruments manipulated by the practitioner and by asking to catch, in the virtual reality environment, these objects with the support element, via the controller, to place them in a virtual location of the support element provided for this purpose. The practitioner, having visual feedback via the mobile terminal, is thus able, on the one hand, to explain in a fun and reassuring way which instruments he will use, such as a clinical aspirator, an anesthesia instrument such as a spray or a syringe, a dental clamp, a dental dam or a dental turbine. On the other hand, he can practice certain acts of his intervention, concomitantly with the interactive exercise, without the child feeling anxiety. For example, a local anesthesia can be carried out concomitantly with the recovery of an object metaphorically representing an anesthesia instrument.Advantageously, the key elements appearing in the environment may be defined or selected in advance by the practitioner, for example by means of the mobile terminal. Where appropriate, the control unit may be arranged to trigger the successive appearance of said key elements defined or selected in advance.
[0033] In another example, the interactive exercise of the first hypnotic phase involves the simultaneous appearance of several key elements, the movement of the support element, by the patient via the joystick, towards each of these key elements in a given order resulting in the appearance of a predetermined pattern. Preferably, the appearance of a predetermined pattern may be followed by a breathing exercise.
[0034] In this example, the patient is expected to move the support element, in the virtual reality environment, through different objects presented to him to materialize a pattern. This exercise thus allows the child's attention to be focused on his interaction with the virtual reality environment, via the controller, so as to allow the practitioner to carry out an intervention. We thus use the hand-mouth link to move the child's concentration away from his mouth to fix it on his hand.
[0035] Preferably, during the second hypnotic phase, the control unit may be arranged to select, from a plurality of predetermined games, a game associated with the scenario selected by the patient during the reception phase.
[0036] In an exemplary embodiment of the invention, the game of the second hypnotic phase may include the appearance of several key elements, the movement of the support element, by the patient via the controller, towards a given key element resulting in the increment or decrement of a patient's score and / or the modification of a speed of the support element. Where appropriate, the game of the second hypnotic phase may include the appearance of a counter displaying said patient's score in real time.
[0037] Advantageously, the support element is mobile in the virtual reality environment. Where appropriate, the breathing exercise comprises a succession of cycles each comprising an increase phase, in which the size of the central element increases, followed by a reduction phase, in which the size of the central element reduces, and the speed of the support element increases during each increase phase and decreases during of each reduction phase. This synergy between the breathing exercise, via the central element, and the support element makes it possible to significantly improve the child's immersion and entertainment, while encouraging the child to breathe. Alternatively, it could be provided that the support element and the various elements present in the virtual reality environment, with the exception of the central element, freeze, so that only the central element is animated for the breathing exercise.
[0038] In one embodiment of the invention, the mobile terminal has a tactile visual interface, the mobile terminal being arranged to broadcast the first stream on the tactile visual interface. Where appropriate, at least one of the first and second hypnotic phases is devoid of duration, the control unit being arranged to interrupt, following an interruption instruction entered by the practitioner on the mobile terminal, the broadcasting of this phase currently being broadcast and to trigger the broadcasting of the next phase of the first stream. Preferably, the tactile visual interface comprises: a. a first graphical component, called a broadcasting component, the mobile terminal being arranged to generate said broadcasting instruction following an interaction of the practitioner with this first component; b.a second graphical component, called intervention, the mobile terminal being arranged to generate said intervention instruction following an interaction of the practitioner with this second component; c. a third graphical component, called interruption, the mobile terminal being arranged to generate said interruption instruction following an interaction of the practitioner with this third component.
[0039] In this mode, one of the hypnotic phases, in particular the second hypnotic phase, or even each of the phases, is arranged in the form of an "infinite loop", without a duration for the end of this loop being provided. The practitioner then has, via the interface of the mobile terminal, the ability to interrupt this loop to move on to the next phase, in particular the exit phase. It is therefore understood that the practitioner can control the duration of the first and / or second hypnotic phase, depending on the duration of his own intervention, so that the child's experience within the virtual reality environment is synchronous with this intervention. The use of a touch interface makes it easier for the practitioner to handle the mobile terminal.
[0040] In another example, at least one of the first and second hypnotic phases has a predetermined duration, the control unit being arranged to extend, following an extension instruction entered by the practitioner on the mobile terminal, the duration of the first or second hypnotic phase currently being broadcast. Where appropriate, the tactile visual interface comprises a graphical component, called an extension component, the mobile terminal being arranged to generate said extension instruction following an interaction of the practitioner with this third component.
[0041] In one example, the control unit may be arranged to extend, following a extension instruction entered by the practitioner on the mobile terminal, the duration of the first or second hypnotic phase currently being broadcast, until an end of extension instruction is entered by the practitioner on the mobile terminal. Where appropriate, the mobile terminal may be arranged to generate said end of extension instruction following a new interaction by the practitioner with the third component. In another example, the control unit may be arranged to extend, following an extension instruction entered by the practitioner on the mobile terminal, the duration of the first or second hypnotic phase currently being broadcast, by a given duration. Where appropriate, the tactile visual interface may include a graphical component for selecting an extension duration.
[0042] Advantageously, the mobile terminal is arranged to display, on the visual touch interface, the remaining time and / or the elapsed time of broadcasting of the first or second hypnotic phase currently being broadcast. The practitioner thus has visual information on the remaining broadcasting time of a phase, so as to be able to decide to interrupt or extend the broadcasting of a phase. If desired, the mobile terminal may be arranged to display a past and future timeline of the broadcasting of the first stream.
[0043] In one embodiment of the invention, the control unit is arranged to, following an attention instruction entered by the practitioner on the mobile terminal, interrupt the broadcasting of the first stream to broadcast a third stream stored in the memory intended to generate a diversion animation in the reality environment. If necessary, the third stream may be broadcast simultaneously on the virtual reality device and on the mobile terminal. It is understood that the practitioner has, in addition to the second stream intended to broadcast a breathing exercise, a third stream intended to draw the patient's attention to a particular point in the virtual reality environment. If the second stream makes it possible to reduce the child's anxiety, the third stream thus makes it possible to create a diversion, for example during a painful stage of the treatment.
[0044] For example, the third stream may include a more rhythmic audio stream than the audio stream of the first stream. For example, the third stream may include the appearance of elements in the virtual reality environment whose light intensity is significantly greater than that of the elements of the first stream. If applicable, the controller may be disabled during the broadcast of the third stream.
[0045] In another example, the third flow may include the appearance and animation of a key element. Where appropriate, the tactile visual interface may include a plurality of graphic components, called attention components, each representing an instrument of the practitioner. The mobile terminal may be arranged to generate, following an interaction of the practitioner with one of these components, an attention instruction associated with said instrument represented by this component. Where appropriate, the control unit may be arranged to select, from a set of key elements each associated with an instrument of the practitioner, the key element associated with the instrument of said attention instruction the selected key element, to broadcast the third flow. The practitioner can thus practice different acts of his intervention, concomitantly with an animation of a metaphorical object of the act he is practicing, this being particularly advantageous if this animation has already been shown to the child.
[0046] In one embodiment of the invention, the virtual reality device comprises at least one sensor of a biological parameter of the patient and the control unit is arranged to, depending on a value of said biological parameter acquired by said sensor during the broadcasting of the first stream, interrupt the broadcasting of the first stream to broadcast a second stream stored in the memory intended to generate said breathing exercise in the reality environment. It is understood that, in this mode, the monitoring of certain biological parameters of the child makes it possible to detect, or even predict, a state of stress or anxiety, and thus to react automatically by broadcasting a breathing exercise.The broadcasting of the second stream may, for example, be triggered by the control unit when the value of the parameter monitored by the sensor crosses a threshold value or when a value derived from the value of the parameter monitored by the sensor crosses a threshold value or when a combination of several values of parameters monitored by different sensors crosses a threshold value. Where appropriate, the control unit may be arranged to implement one or more machine learning algorithms in order to interrupt the broadcasting of the first stream and trigger the broadcasting of the second stream depending on said value.
[0047] For example, said sensor may be a sensor of the virtual reality device intended to measure a dilation or contraction of the pupil of an eye of the patient to determine a state of stress of the patient; or a photoplethysmographic sensor intended to measure a heart rate at the level of a temporal vein of the patient. Alternatively or cumulatively, said sensor may be a pressure sensor of said controller intended to measure a pressure exerted by one or more fingers of the patient on the controller to determine a level of pain perceived by the patient.
[0048] In an alternative or cumulative embodiment, the virtual reality device comprises at least one sensor of an environmental parameter of the patient and the control unit is arranged to, depending on a value of said environmental parameter acquired by said sensor during the broadcasting of the first stream, interrupt the broadcasting of the first stream to broadcast a second stream stored in the memory intended to generate said breathing exercise in the reality environment. It is understood that, in this mode, the monitoring of certain environmental parameters, for example measured in the treatment room, makes it possible to detect, or even predict, a state of stress or anxiety, and thus to react automatically by broadcasting a breathing exercise.
[0049] For example, said sensor could be a microphone intended to capture the patient's voice to estimate the patient's state of stress; or intended to capture vibrations generated by a practitioner's instrument for determining an act performed by the practitioner.
[0050] The invention also relates to a method for supporting pediatric care, implemented by a system according to the invention.
[0051] The invention also relates to a computer program product, recorded on a data medium, and comprising a program code which is designed to, when executed by a computer, implement the method according to the invention.
[0052] The invention also relates to a data medium on which the computer program according to the invention is recorded.
[0053] The present invention is now described using examples which are purely illustrative and in no way limitative of the scope of the invention, and from the appended drawings, drawings in which the various figures represent:
[0054] [Fig. 1] represents, schematically and partially, a view of a system for supporting pediatric care according to one embodiment of the invention;
[0055] [Fig. 2] represents, schematically and partially, a view of a process implemented by the system of [Fig. 1] during therapeutic care;
[0056] [Fig. 3] represents, schematically and partially, a view of a mobile terminal of the system of [Fig. 1] during the implementation of a step of the method of [Fig. 1];
[0057] [Fig. 4A] represents, schematically and partially, a 2D scene of a virtual reality environment in which a patient is immersed during the implementation of a step of the method of [Fig. 2];
[0058] [Fig. 4B] represents, schematically and partially, a 2D scene of a virtual reality environment in which a patient is immersed during the implementation of another step of the method of [Fig. 2];
[0059] [Fig. 4C] represents, schematically and partially, a 2D scene of a virtual reality environment in which a patient is immersed during the implementation of another step of the method of [Fig. 2];
[0060] [Fig. 4D] represents, schematically and partially, a 2D scene of a virtual reality environment in which a patient is immersed during the implementation of another step of the method of [Fig. 2]; and
[0061] [Fig. 4E] represents, schematically and partially, a 2D scene of a virtual reality environment in which a patient is immersed during the implementation of another step of the method of [Fig. 2],
[0062] In the following description, elements which are identical, by structure or by function, appearing in different figures retain, unless otherwise specified, the same references.
[0063] [Fig. 1] shows a system 1 for supporting pediatric care according to one embodiment of the invention. In the example to be described, the pediatric care is dental care, performed by a dentist, it being understood that the system 1 could be applied to another type of pediatric care, without departing from the scope of the present invention.
[0064] The system 1 comprises a virtual reality headset, equipped with displays 2a and speakers 2b, together forming a virtual reality device 2 intended to be mounted on the patient's head during all or part of the treatment.
[0065] The system 1 also includes a mobile terminal 3, in the form of a touchscreen tablet, intended to be manipulated by the practitioner during treatment.
[0066] The system 1 also includes a controller 4, paired with the virtual reality headset 2, and intended to be manipulated by the patient during treatment to interact with elements of a virtual reality environment in which the patient is immersed, via the headset 2, and / or to move around in this environment.
[0067] The system 1 comprises a control unit 5 for the virtual reality headset 2 and the mobile terminal 3. In the example described, the control unit 5 may comprise application software, loaded into a memory of the touch pad 3, this software defining an interface for viewing and controlling the virtual reality environment in which the patient is immersed, via the headset 2. Where appropriate, the virtual reality headset 2 and the mobile terminal 3 may each comprise wireless communication means, for example of the Bluetooth or Wifi type, via which they communicate with each other. The control unit 5 may further comprise different controllers, in particular graphic or audio controllers, for the virtual reality headset 2 and the mobile terminal 3.
[0068] A memory 6 is associated with the control unit 5, this memory 6 being able to be a memory of the virtual reality headset 2, a memory of the mobile terminal 3, a memory of a remote server with which the different elements of the system 1 communicate, or even a combination of these different elements.
[0069] A first stream F1, comprising an immersive video stream and an audio stream, is stored in the memory 6. The immersive video stream is intended to generate a virtual reality environment when it is broadcast on the display(s) 2a of the headset 2, a patient wearing the headset 2 then being immersed in this environment.
[0070] We will now describe a process implemented by the system 1 during pediatric care, in connection with [Fig. 2], which represents this process; with [Fig. 3] which represents a view of the tablet 3 during the implementation of this process; and with [Fig. 4A] to [Fig. 4E] which each represent a 2D view of the virtual reality environment in which the patient is immersed, at different times during pediatric care.
[0071] In a preliminary step of the process, the practitioner places the patient in a dental chair and installs the virtual reality device on the patient's head. He then launches the application software.
[0072] As shown in [Fig. 2], the application software has different graphical components 3a to 3d, allowing to generate different control instructions, and whose operation will be described later. The number of graphical components, their appearances and the type of control instruction they generate may vary, without departing from the scope of the present invention.
[0073] The application software also includes a 3e section allowing the practitioner to view the stream broadcast to the patient through the virtual reality headset 2. It should be noted that the audio stream broadcast via the speakers 2b will be audible to the practitioner.
[0074] The application software also includes a section 3f for displaying the elapsed and remaining broadcast time of the broadcast stream, this section 3f including, in this example, a segmented timeline with different phases of the first stream F1 on which a pointer moves, the position of which is determined from the past, or remaining, broadcast time of this first stream F1. Other modes of displaying this broadcast time may be envisaged, without departing from the scope of the present invention.
[0075] Section 3f is also equipped with a 3g graphics component, allowing the generation of other control instructions, the operation of which will be described later.
[0076] Following the installation of the virtual reality device, the practitioner starts the broadcasting of the first stream F1, via a first graphical component 3a. In response to this instruction 11, the control unit 5 triggers the simultaneous broadcasting of the first stream F1 on the virtual reality device 2 and on the tablet 3, in section 3e.
[0077] More precisely, the first flow F1 comprises a succession of several phases displayed sequentially in steps E1, E2, E3 and E4.
[0078] Following the triggering of the broadcast by the practitioner, the patient is immersed, in a step El, in a virtual reality environment EV through a reception phase IN, intended to induce a hypnotic state in the child, to present the virtual reality environment EV to him and the elements that he will encounter, and to explain to him the operation of the controller 4.
[0079] In the example described, the virtual reality environment EV may be a spatial type environment, it being understood that the invention is not limited to this type of environment.
[0080] In a sub-step Eli, a central element TB, in the form of an animated character, appears in the EV environment to introduce itself to the patient, explain the environment in which the patient is located and give instructions regarding the operation of the controller. The central element TB may, for example, ask the patient to perform various manipulations of the controller 4. If necessary, visual feedback, for example in the form of a movable pointer or a representation of the controller, may be displayed in the EV environment to allow the patient to check the correct operation of the controller 4.
[0081] The central element TB will be present throughout the broadcast of the first stream Fl, through a hypnotic script broadcast via the audio headset 2b, for example allowing the implementation of conversational hypnosis methods intended to distract the child from the intervention of the practitioner and to reassure him. The central element TB may possibly be move within the EV environment or even move from a foreground to a background, or even disappear during a given phase and then reappear.
[0082] Subsequent to its presentation, still in the reception phase, the central element TB may invite, in a sub-step E12 represented in [Fig. 4A], the patient to choose a support element VS from a plurality of support elements that will be presented to him, as well as a scenario of the EV environment from a plurality of scenarios. This support element VS may for example be an element via which the patient moves in the EV environment, such as a ship or a boat, while the scenario may for example define a setting in which the patient moves in the EV environment. In this step E12, the patient can thus choose a support element VS by means of the joystick, the selected support element being able for example to appear highlighted in relation to the other unselected elements.It may be possible to provide, after the expiry of a given period of time during which the patient has not selected a support element, that a support element is chosen by default, so as not to slow down the diffusion of the rest of the first flow Fl.
[0083] Following selection of the VS support element, the patient is transported into a part of the selected VS support element, such as into a cockpit of a ship through which the patient views the EC environment. The VS support element can then be moved by the patient in the EV environment, using the joystick 4.
[0084] In step E2, the patient then goes through a first hypnotic phase of the first flow Fl. During this phase, the practitioner can perform part of the pediatric care, such as local anesthesia and / or placement of a dental dam.
[0085] In a sub-step E21 of this first hypnotic phase, a breathing exercise ER is presented to the patient, in the form of an animation of the central element TB, represented in [Fig. 4B],
[0086] This animation comprises a succession of cycles, each comprising an increase phase, in which the size of the central element TB increases, followed by a reduction phase, in which the size of the central element TB reduces. Concomitantly, the central element TB may invite the patient to inhale at each increase phase and to exhale at each reduction phase, so that the patient performs a cardiac coherence exercise. Furthermore, the breathing exercise ER comprises, in addition to the animation of the central element TB, music different from that which may be broadcast for the rest of the first flow Fl, for example allowing the implementation of music therapy methods. Furthermore, each increase and reduction phase is concluded by the sound of a gong, allowing the exercise to be punctuated.In an example not shown, it may be provided that the speed of movement of the support element VS in the EV environment increases during each increase phase and decreases during each reduction phase, to increase the immersion within the EV environment and the patient's adherence to the ER exercise.
[0087] In a sub-step E22 of the first hypnotic phase, a first interactive exercise El is proposed to the patient, as represented in [Fig. 4C],
[0088] This interactive exercise involves the successive or simultaneous appearance of several key elements K in the EV environment, these key elements K metaphorically representing instruments manipulated by the practitioner. The central element TB then invites the patient to catch, by moving the support element VS in the EV environment via the joystick 4, these different elements.
[0089] In the example described, each of the key elements K represents, conceptually and / or visually, an instrument manipulated by the practitioner. For example, a vacuum cleaner could represent a clinical vacuum cleaner, a magic wand could represent a syringe containing an anesthetic composition, a ring to represent a dental clamp and a balloon to represent a dental dam. If necessary, each key element K could be animated with an animation, possibly accompanied by sound, representing the instrument in use. In an example not shown, the key elements K appearing in the EV environment could be defined by the practitioner, for example by means of the tablet 3, in a prior step. For example, the practitioner could select a set of key elements K from a plurality of predetermined key elements, depending on the treatment that he will then perform and depending on the instruments that he will use for this treatment.
[0090] The practitioner, having visual feedback via section 3e of tablet 3, is thus able, on the one hand, to explain to the patient which instruments he is going to use and / or to practice certain acts of his intervention, concomitantly with the appearance of a key element K, without the child feeling any anxiety.
[0091] It may be provided that the appearance of a key element K in the environment EV is conditioned by the movement of the support element VS, by the patient via the joystick 4, towards the previous key element K. It may possibly be provided that the movement of the support element VS at the position of a key element K authorizes manipulation by the patient, via the joystick, of this key element K, the appearance of the following key element K being conditioned by the movement of this key element K towards a given position, in particular at a location of the support element VS provided for this purpose and whose shape corresponds to this key element K.
[0092] In another exemplary embodiment, represented in [Fig. 4D], the interactive exercise El may include the simultaneous appearance in the environment EV of several key elements K, the movement of the support element VS, by the patient via the joystick 4, towards each of these key elements K in a given order resulting in the appearance of a predetermined pattern. This exercise El may, for example, follow the previous exercise, in a sub-step E23 following the sub-step E22, or replace this previous exercise.
[0093] It may be planned that each interactive exercise El be preceded and / or followed by an ER breathing exercise, or even interrupted by one or more ER breathing exercises.
[0094] In step E3, following the first hypnotic phase, the patient then goes through a second hypnotic phase of the first flow Fl. During this phase, the practitioner can continue and complete the pediatric treatment.
[0095] The second hypnotic phase comprises an interactive game G in the environment EV, intended to be played by the patient using the controller 4, as shown in [Fig. 4E]. In the example described, the interactive game G may be selected by the control unit from a plurality of games, depending on the choice of scenario made by the patient in step E12.
[0096] In the example described, the game G includes the appearance of several key elements K in the environment EV. The movement of the support element VS, by the patient via the controller 4, towards a given key element K thus causes the incrementation or decrement of a patient score, displayed for example on a counter C of the environment EV and / or the modification of a speed of the support element VS.
[0097] It may be planned that the G game be preceded and / or followed by an ER breathing exercise, or even interrupted by one or more ER breathing exercises.
[0098] In the example described, the second hypnotic phase is presented in the form of an endless loop, in which key elements K appear one after the other without a stopping condition, so that the practitioner can continue without intervention without having to focus on the unfolding of this second phase.
[0099] Once this intervention is completed, the practitioner can then interrupt the second hypnotic phase, via a graphic component 3g of section 3f. In response to this instruction 12, the control unit 5 interrupts the broadcasting of this second hypnotic phase currently being broadcast, to trigger the broadcasting of the next phase of the first stream F1.
[0100] Alternatively, it could be provided that the second hypnotic phase has a predetermined duration and that the practitioner can extend the duration of this hypnotic phase, via a graphical component of section 3f. In response to this extension instruction, the control unit 5 could then extend the broadcast of the phase currently being broadcast, by a predetermined duration or one that can be defined by the practitioner via an interface of section 3f (not shown).
[0101] Finally, in a step E4, following the interruption of the second hypnotic phase by the practitioner, the patient then goes through an exit phase OUT of the virtual reality environment EV, at the end of which the practitioner can remove the virtual reality device 2 from him.
[0102] According to the invention, during these different phases and in particular during the hypnotic phases of steps E2 and E3, the practitioner can, via the tablet 3, intervene in the diffusion of the first flow F1 to interrupt this diffusion in order to diffuse another flow F2 or to prolong the diffusion of the current phase.
[0103] For example, when he notices that the patient is communicating a state of anxiety or fear. when he notices that the patient is overstimulated, in particular due to the interactive exercises El or the game G, the practitioner can interrupt the broadcasting of the first stream Fl, via a second graphic component 3b. In response to this instruction 13, the control unit 5 triggers, in a step E51, the simultaneous broadcasting of a second stream F2 on the virtual reality device 2 and on the tablet 3, in the section 3e. This second stream F2 then makes the central element TB appear in the foreground of the environment EV, the current phase being frozen, the central element TB being animated to offer the patient the respiratory exercise ER of [Fig. 4B].
[0104] It is conceivable that the number of cycles of the ER respiratory exercise thus provoked is greater than for the ER respiratory exercises normally proposed in the first flow Fl.
[0105] For example, still in order to capture his attention or to create a diversion during a particular moment of the treatment, the practitioner can interrupt the broadcasting of the first stream F1, via a third graphic component 3c. In response to this instruction 14, the control unit 5 triggers, in a step E52, the simultaneous broadcasting of a third stream F3 on the virtual reality device 2 and on the tablet 3, in section 3e.
[0106] This third F3 stream will notably be able to generate a diversion animation in the EV environment, such as the appearance of a shower of shooting stars or fireworks, possibly accompanied by more rhythmic music than the music of the first Fl stream, with controller 4 then being deactivated.
[0107] For example, still in order to capture his attention or to create a diversion during a particular moment of the treatment, the practitioner can interrupt the broadcasting of the first stream F1, via a fourth 3D graphic component. In response to this instruction 15, the control unit 5 triggers, in a step E53, the simultaneous broadcasting of a fourth stream F4 on the virtual reality device 2 and on the tablet 3, in section 3e.
[0108] This third F4 flow will notably be able to generate the appearance and animation of a key element K, metaphorically representing an instrument manipulated by the practitioner during the treatment.
[0109] Furthermore, in an example of the invention not shown, during these different phases and in particular during the hypnotic phases of steps E2 and E3, the control unit 5 may itself intervene in the broadcasting of the first stream F1 to interrupt this broadcasting in order to broadcast another stream F2 or to extend the broadcasting of the current phase, depending on the value of one or more biological parameters of the patient, acquired by one or more sensors of the virtual reality device, and / or the value of one or more environmental parameters of the patient, acquired by one or more sensors of the tablet 3.
[0110] The foregoing description clearly explains how the invention achieves the objectives it sets for itself, namely providing a solution for supporting pediatric care that allows the practitioner to remain focused on the care throughout the entire process. of care and which transforms the care into a pleasant and non-anxiety-provoking experience for the child. These objectives are achieved in particular through the use of a scripted virtual reality environment allowing the patient to be placed in a hypnotic state and means of intervention by the practitioner in this environment allowing him to reinforce the hypnotic state, to create a diversion or to extend the duration of the scenario.
[0111] In any event, the invention cannot be limited to the embodiments specifically described in this document, and extends in particular to all equivalent means and to any technically effective combination of these means.
Claims
Claims
1. System (1) for accompanying pediatric care, comprising a. a virtual reality device (2) intended to be mounted on the head of a patient; b. a controller (4) intended to be manipulated by the patient; c. a mobile terminal (3) intended to be manipulated by a practitioner; characterized in that it comprises a memory (6) in which is stored a first given stream (F1) intended to generate a virtual reality environment (EV) in which the patient can be immersed; in that it comprises a control unit (5) for the mobile terminal and the virtual reality device, the control unit being arranged to trigger, following a broadcast instruction (11) entered by the practitioner on the mobile terminal, a simultaneous broadcast of the first stream on the virtual reality device and on the mobile terminal;in that the first stream comprises a phase comprising an interactive exercise (El) in the virtual reality environment requiring manipulation of the controller by the patient preceded and / or followed by a breathing exercise (ER) and in that the control unit is arranged to, following an intervention instruction (13) entered by the practitioner on the mobile terminal, interrupt the broadcasting of the first stream to broadcast a second stream (F2) stored in the memory intended to generate said breathing exercise in the virtual reality environment.;
2. System (1) according to the preceding claim, characterized in that the first flow (Fl) comprises: a. a phase of welcoming (IN) the patient into the virtual reality environment (EV); b. a first hypnotic phase intended to accompany the patient during a given stage of the pediatric care, said first hypnotic phase comprising the interactive exercise (El) followed and / or preceded by the respiratory exercise (ER); c. a second hypnotic phase intended to accompany the patient during a subsequent stage of the pediatric care, said second hypnotic phase comprising an interactive game (G) intended to be played by the patient by means of the controller (4), the game being preceded and / or followed by the respiratory exercise (ER); d. a phase of exit (OUT) of the patient from the virtual reality environment
3. System (1) according to the preceding claim, characterized in that the first stream (F1) comprises an animated element (TB), called central, the central element being present in the virtual reality environment (EV) during the hypnotic phases; and in that each breathing exercise (ER) of the first and second hypnotic phases and of the second stream (F2) comprises an animation of said central element, said animation exhibiting a cyclical change in size and / or shape of said central element.
4. System (1) according to one of the preceding claims, characterized in that the first stream (Fl) comprises an element (VS), called support, the support element being present in the virtual reality environment (EV) during the hypnotic phases, the virtual reality device (2) and the controller (4) being arranged so that the support element can be moved by the patient, in the virtual reality environment, by means of the controller; and in that the interactive exercise (El) of the first hypnotic phase and / or the game (G) of the second hypnotic phase comprises the appearance of at least one element (K), called key, in a given position of the virtual reality environment and requires the movement of the support element, by the patient, in the direction of the key element.
5. System (1) according to the preceding claim in combination with claim 3, in which the support element (VS) is mobile in the virtual reality environment (EV), in that the breathing exercise (ER) comprises a succession of cycles each comprising an increase phase, in which the size of the central element (TB) increases, followed by a reduction phase, in which the size of the central element reduces, and in that the speed of the support element increases during each increase phase and decreases during each reduction phase.
6. System (1) according to one of claims 2 to 5, in which the mobile terminal (3) has a tactile visual interface (3e), the mobile terminal being arranged to broadcast on the tactile visual interface the first stream (Fl), at least one of the first and second hypnotic phases being devoid of duration, characterized in that the control unit (5) is arranged to interrupt, following an interruption instruction (12) entered by the practitioner on the mobile terminal, the broadcasting of this phase currently being broadcast and to trigger the broadcasting of the following phase of the first stream, and in that the tactile visual interface comprises: a. a first graphical component (3a), called broadcasting, the mobile terminal being arranged to generate said broadcasting instruction (11) following an interaction of the practitioner with this first component; b.a second graphical component (3b), called intervention, the mobile terminal being arranged to generate said intervention instruction (13) following an interaction of the practitioner with this second component; c. a third graphical component (3g), called interruption, the mobile terminal being arranged to generate said interruption instruction (12) following an interaction of the practitioner with this third component.
7. System (1) according to the preceding claim, characterized in that the mobile terminal (3) is arranged to display, on the tactile visual interface (3e), the remaining duration and / or the elapsed duration of broadcasting of the first or second hypnotic phase currently being broadcast.
8. System (1) according to one of the preceding claims, characterized in that the control unit (5) is arranged to, following an attention instruction (14) entered by the practitioner on the mobile terminal, interrupt the broadcasting of the first stream (F1) to broadcast a third stream (F3) stored in the memory (6) intended to generate a diversion animation in the reality environment (EV).
9. System (1) according to one of the preceding claims, characterized in that the virtual reality device (2) comprises at least one sensor of a biological parameter of the patient and in that the control unit (5) is arranged to, depending on a value of said biological parameter acquired by said sensor during the diffusion of the first stream (F1), interrupt the diffusion of the first stream to diffuse a second stream (F2) stored in the memory (6) intended to generate said respiratory exercise (ER) in the reality environment (EV).
10. System (1) according to one of the preceding claims, characterized in that the virtual reality device (2) comprises at least one sensor of an environmental parameter of the patient and in that the control unit (5) is arranged to, depending on a value of said environmental parameter acquired by said sensor during the broadcasting of the first stream (F1), interrupt the broadcasting of the first stream to broadcast a second stream (F2) stored in the memory (6) intended to generate said breathing exercise (ER) in the reality environment (EV).