Preventive treatment system for neurosensory disorders

The system synchronizes vestibular galvanic stimulation with VR to align sensory signals, addressing the limitations of existing VGS systems by providing a lightweight, effective solution for reducing neurosensory disorders like motion sickness and spatial disorientation in VR environments.

FR3166293A1Pending Publication Date: 2026-03-20NEURAL BALANCE INNOVATION
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Patent Information

Authority / Receiving Office
FR · FR
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-18
Publication Date
2026-03-20

AI Technical Summary

Technical Problem

Existing vestibular galvanic stimulation (VGS) systems require complex scientific protocols and can cause side effects like postural instability and unpleasant sensations, limiting their use to research or specialized supervision, and are not widely applicable for preventing neurosensory disorders such as motion sickness and spatial disorientation.

Method used

A preventive treatment system that synchronizes vestibular galvanic stimulation with virtual reality (VR) to align sensory signals with visual experiences, using lightweight electrodes and real-time signal adjustment to create consistent movement perceptions, reducing the need for complex protocols and minimizing side effects.

Benefits of technology

The system effectively reduces simulator sickness and spatial disorientation by ensuring consistent sensory feedback, enhancing immersion in VR and improving pilot training through synchronized vestibular and visual stimuli without complex setups or side effects.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention relates to a preventive treatment system for neurosensory disorders comprising a vestibular galvanic stimulation device (200) connected to an electrode holder (100) having auricular electrodes powered by electrical signals, and a virtual reality system (10) generating real-time images of animated images viewed by a virtual reality headset that covers the user's eyes to create an immersive experience by displaying computer-generated images that simulate a 3D environment. The electrode holder (100) has two sets of electrodes of two or three electrodes arranged to make contact with the right and left circumauricular areas, each of said sets comprising at least one upper electrode and at least one lower electrode.The system further includes a means of synchronizing the video stream and the galvanic stimulation (300) connected on the one hand to said virtual reality equipment (400) to receive directional information and on the other hand to said galvanic stimulation device (200) to control the generation of stimulation signals according to said directional information, Figure of the abstract: figure 1.
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Description

Title of the invention: Preventive treatment system for neurosensory disorders. Field of the invention

[0001] The present invention relates to the field of preventive treatments capable of alleviating certain neurosensory disorders, in particular motion sickness, virtual reality sickness (cyber sickness), and somatogravic illusion. These are three phenomena related to the perception of movement and balance, often associated with situations where there is a conflict between the sensory signals perceived by the body and the brain.

[0002] Motion sickness (or kinetosis) is a common disorder that occurs when the brain receives conflicting information from different sensory systems: the inner ear (which controls balance), the eyes (which perceive visual movement), and the body's sensory receptors (which detect movement and position). For example, when you are in a car or boat, your eyes may see slight or steady movement (such as the interior of the vehicle), while your inner ear perceives greater movement due to jolting or rolling. This conflict between sensory signals causes symptoms of motion sickness, such as nausea, dizziness, cold sweats, and sometimes vomiting.

[0003] Somatogravic illusion is a condition in which a person is unable to determine their position, orientation, or movement relative to their surroundings. This can occur in situations where visual cues are limited or absent, or when normal sensory signals are disrupted. For example, airplane or helicopter pilots may experience somatogravic illusions when flying in low-visibility conditions, such as fog or at night, which can lead them to misinterpret their position or movement, sometimes with serious consequences.

[0004] In the context of virtual reality (VR), the phenomenon of cybersickness can occur because the brain may receive conflicting signals between what the eyes see in the virtual world and what the inner ear perceives as movement or lack of movement, which can lead to a feeling of discomfort similar to motion sickness. Spatial disorientation can also occur in VR if the user loses their visual bearings or is exposed to unexpected movements in the virtual environment.

[0005] To reduce and prevent motion sickness and spatial disorientation, several approaches have been proposed, including rehabilitation programs vestibular therapy consisting of specific exercises to train the vestibular system to better manage conflicting signals, thus reducing long-term symptoms.

[0006] Vestibular galvanic stimulation (VGS) is a method that uses low-intensity electrical currents applied to the mastoid processes behind the ears to stimulate the vestibular system. This type of stimulation can modulate the activity of the balance organs in the inner ear, thereby influencing the perception of balance and movement. Vestibular galvanic stimulation has been explored as a means of treating various vestibular disorders and for balance rehabilitation. State of the art

[0007] The article entitled "Using Galvanic Vestibular Stimulation to Induce Post-Roll Illusion in a Fixed-Base Flight Simulator" Authors: Houben, Mark MJ; Stuldreher, Ivo V.; Forbes, Patrick A.; Groen, Eric L. Source: Aerospace Medicine and Human Performance, Volume 95, Number 2, February 2024, pp. 84-92(9) proposes the use of galvanic vestibular stimulation (GVS) to simulate illusions of spatial disorientation, including the post-roll illusion, in fixed-base flight simulators.

[0008] US patent 9564059B2 describes a galvanic vestibular stimulation (GVS) system and its use for simulating sensations, orienting directions, and alleviating motion sickness. This device applies weak electrical currents to the vestibular nerves via electrodes placed on the head, thereby altering the user's perceptions of movement. It is designed for use in simulators or other immersive environments to enhance the user experience by reducing the effects of spatial disorientation and motion sickness.

[0009] Patent WO2023286343A1 describes a device and method for information processing, as well as an associated program. This system is designed to optimize data processing according to certain predefined criteria, thereby improving the accuracy and efficiency of processing complex information. It can be applied in various contexts, particularly in large-scale data processing systems, offering better management and utilization of computing resources for processing large volumes of information.

[0010] Patent EP2688469B1 relates to a device comprising a number of electrode arrangements which can be placed on the surface of the skin of a living animal or human being and by means of which voltages and currents can be captured at the surface of the skin, as well as a flexible, in particular extensible, retaining element which is formed of a flat or film-shaped molded part. According to the invention, the electrode arrangements comprise a base body and a number of rod electrodes that protrude from the base body in the same direction, the electrode arrangements are fixed on the retaining element and the base body of each of the electrode arrangements is connected to the retaining element, the rod electrodes of all the electrode arrangements protruding in the same direction.

[0011] US patent 9564059B2 relates to another example of a galvanic vestibular stimulation system and method of use for stimulation, directional tracking, and relief of motion sickness. This prior art solution consists of: - receive an indication of a detected movement felt by the human subject - determine an activation pattern of electrical stimulation signals of different values ​​applied to different locations on the outside of the head or neck of the human subject necessary so that the non-visual movement perceived by the human subject corresponds to the detected movement - generate the activation pattern of electrical stimulation signals of different values ​​applied to different locations outside the head or neck of the human subject; and - provide at least three separate sets of electrodes with the activation pattern of electrical stimulation signals of different values ​​applied to different locations outside the head or neck of the human subject.

[0012] Disadvantages of the prior art

[0013] Prior art solutions require a relatively complex scientific protocol, limiting their use to research purposes or with specialized supervision. Furthermore, there are several side effects associated with S VG. For example, improperly calibrated stimulation can cause postural instability if it is too strong, or an unpleasant tingling sensation at the stimulation point.

[0014] Consequently, vestibular galvanic stimulation (VGS) is rarely used in pilot training, and further research is needed to determine its effectiveness and safety in this context. Current approaches to addressing spatial disorientation primarily include advanced training techniques, the use of reliable flight instruments, and sophisticated flight simulators that can recreate disorienting flight conditions for pilot training.

[0015] In particular, in US patent 9564059B2, the vestibular galvanic stimulation (VGS) signals are generated based on information received about movement and the stimuli necessary to induce a perception of movement in the user.

[0016] The system receives input data on movement: information concerning the real or simulated movement of the subject, such as orientation, speed, and direction of movement. This data can come from sensors placed on the subject or from a stimulation system (for example, a flight simulator or a video game).

[0017] The calculation of the necessary stimuli is performed by a calculation module within the system to determine the level of stimulation required to generate the perception of movement corresponding to the collected movement data. This calculation takes into account the direction and intensity of the movement to be simulated so that the vestibular stimulation is consistent with the movement perceived by the user.

[0018] Electrical signals are then applied through electrodes placed on the user's head. The direction and intensity of these signals are adjusted to create a sensation of movement that corresponds to the detected or simulated movement.

[0019] The system can adjust the signals in real time according to detected changes in movement or user interactions with the simulated environment.

[0020] In this prior art solution, the stimulation signals are generated based on the correspondence between the perceived movement (real or simulated) and the movement that the system wishes to induce in the user, in order to create an immersive experience or to mitigate undesirable effects such as motion sickness. Object of the invention

[0021] The present invention relates to an effective and easy-to-implement solution for treating neurosensory disorders such as motion sickness, discomfort resulting from the use of virtual reality and spatial disorientation of pilots, usable with lightweight and accessible equipment without complex scientific protocol.

[0022] Vestibular galvanic stimulation can therefore be used in different contexts: • Training and Rehabilitation: Vestibular galvanic stimulation could be used to train pilots to better manage vestibular illusions by exposing them to electrically induced motion sensations in a controlled environment. This could improve their ability to recognize and compensate for illusions in actual flight. • Research and Understanding: Vestibular galvanic stimulation can be used in research to better understand how vestibular illusions contribute to spatial disorientation. This could help develop better training techniques and prevention devices. • Post-incident rehabilitation: After a spatial disorientation incident, vestibular galvanic stimulation could help pilots rehabilitate their vestibular system and restore their confidence in their sensory perception. • Enhanced immersion in virtual reality: by combining visual stimulation via image in the headset and real-time galvanic stimulation, it is possible to amplify the sensations and immersion in virtual reality.

[0023] To this end, the invention relates in particular to a preventive treatment system for neurosensory disorders comprising a vestibular galvanic stimulation device (200) connected to an electrode holder (100) having auricular electrodes powered by electrical signals, and a virtual reality device (10) generating real-time images of animated images viewed by a virtual reality headset that covers the user's eyes to create an immersive experience, by displaying computer-generated images that simulate a 3D environment, characterized in that - said electrode holder (100) comprises two sets of electrodes of two or three electrodes arranged to be able to come into contact with the right and left periauricular areas, each of said sets comprising at least one upper electrode and at least one lower electrode - And in that it further comprises a means for synchronizing the video stream and the galvanic stimulation (300) connected on the one hand to said virtual reality equipment (400) to receive directional information and on the other hand to said galvanic stimulation device (200) to control the generation of stimulation signals according to said directional information, - said vestibular galvanic stimulation device (200) comprising an electronic circuit for determining the concordance between • each of the said directional information and • the combination of corresponding electrodes, including at least one electrode powered by the active signal and at least one other electrode connected to ground.

[0024] The term "periauricular zone" refers to the cranial area surrounding the cartilage auricular, located mainly at the back of the ear, and including part of the mastoid and the lower temporal part.

[0025] Advantageously, said electronic circuit controls: - For detecting lateral movement in the video stream, the upper electrode on one side is powered by the active signal, and the lower electrode on the same side is connected to ground. - For the detection in the video stream of an upward vertical movement, the two upper electrodes are powered by the active signal and the two lower electrodes are connected to ground.

[0026] According to one variant, said two cups are engaged in complementary connecting pieces, provided at the ends of a connecting arch or mounted on the two arms of an arch or a VR glasses or mask frame.

[0027] Detailed description of a non-limiting example of embodiment

[0028] The present invention will be better understood upon reading the following description, concerning a non-limiting example of an embodiment illustrated by the accompanying drawings where:

[0029] Figure 1 represents a schematic view of the general architecture of the system that is the subject of the invention

[0030] Figure 1 represents a schematic view of the general architecture of the system that is the subject of the invention.

[0031] Figure 2 shows a schematic view of an electrode holder device according to the invention.

[0032] Figure 3 shows a schematic view of alternative embodiments of the electrode holder device according to the invention.

[0033] Figure 4 shows a schematic view of a variant embodiment with three pairs of electrodes of the left electrode holder device, according to the invention. General principle of the invention

[0034] The invention relates to a galvanic vestibular stimulation system designed for use in virtual reality (VR) stimulation to synchronize vestibular sensory signals with visual experiences. This device uses electrodes placed on the skull to send weak electrical currents to the vestibular system, thereby altering the user's perception of movement. This helps reduce simulator sickness and spatial disorientation during immersive VR experiences.

[0035] This system is distinguished by its ability to generate signals that correspond to the directional information received from virtual reality equipment. This system allows for the synchronization of video streams with galvanic stimulation to provide a more realistic and immersive experience. Unlike other devices, it incorporates a means of synchronizing the video stream with vestibular stimulation, thus ensuring consistency between what the user sees and feels in terms of movement.

[0036] In summary, the invention relates to a system that improves VR stimulation by adjusting sensory signals to prevent neurosensory disorders, such as simulator sickness, by aligning physical sensations with virtual visual experiences.

[0037] The system according to the invention includes a means for synchronizing the video stream (generated by the virtual reality equipment) and the galvanic stimulation. This means that the galvanic stimulation signals are generated based on the directional information extracted from the moving images viewed by the user in the virtual reality headset. This synchronization ensures that the user feels the movements in a way that is consistent with what they see.

[0038] The various parts of the invention described below can be combined with each other. When a feature already described is repeated in the detailed presentation of the features of another aspect of the invention, this does not preclude these features from being combined with another alternative feature of the other aspects of the invention. System architecture

[0039] The invention comprises an assembly consisting of: - a stimulation electrode holder (100), preferably comprising two or three electrodes to be placed near the ear, in the mastoid area, or in the adjacent area above the auricular cartilage - a sensory stimulation device (200) that provides signals to specifically train the balance organ in a non-invasive manner - A software application (300) for configuration and desensitization by countermeasure (emission of white noise) and by synchronization with movements and data from a virtual reality system.

[0040] This assembly interacts with a virtual reality system (10) via software connectors, and an augmented reality viewing headset (20).

[0041] The invention consists of acting effectively on the balance and motor systems, as well as on sensory synchronization, for applications such as: - Reducing physical discomfort and enhancing the immersive experience in virtual reality by artificially stimulating the inner ear, thus providing sensations of movement. Applications include virtual reality entertainment and pilot training to strengthen skills and improve performance. - Reducing simulator sickness through progressive desensitization via a dedicated application.

[0042] The operation of an SDK (Software Development Kit) and the architecture of a device for VR games and stimulations according to the invention make it possible to alleviate motion sickness induced by virtual reality by applying stimulation using a device comprising miniaturized electrodes.

[0043] The objective is to prevent neurosensory disorders by ensuring consistency between visually perceived movements and vestibular signals, which is particularly relevant for immersive virtual reality stimulation, as well as for pilot training to avoid spatial disorientation phenomena or for people suffering from motion sickness to master the correlation between the movements undergone and the functioning of the inner ear. Electrode holders (100)

[0044] The electrode holder (100) has a right electrode holder and a left electrode holder.

[0045] Each electrode holder includes a means of retention adapted to a context of use, for example: • An earring of the "ear wire" type • A flexible plastic sleeve that adapts to the temples of glasses • A VR headset holder • A semi-rigid nuchal band • A headrest • And two or three electrodes per side, positioned to be applied against the skin around the ear • One of the two or three electrodes that can be affected by the sensory stimulation device (200) to the active output depending on the parameter controlled by the control application (300) • Another of the two or three electrodes that can be affected by the sensory stimulation device (200) at the "ground" output depending on the parameter controlled by the control application (300)

[0046] This solution makes it possible to no longer have a ground electrode on the nape of the neck.

[0047] The two-electrode variant is more particularly suited to combating cyber sickness and motion sickness.

[0048] The three-electrode variant is suitable for the same application and also allows the creation of specific sensations.

[0049] The electrode holder (100) according to the invention consists of two insulating, bean-shaped cups (110, 120) provided with two or three electrodes (111, 112; 151, 152, 153; 121, 122; 161, 162, 163), intended to be placed in contact with the left and right ears to allow the application of an electrical signal for vestibular stimulation. The two pairs or triplets of electrodes (111, 112; 151, 152, 153; 121, 122; 161, 162, 163) are connected to the sensory stimulation unit (200) by an electrical cable (140).

[0050] In each pair or triplet of electrodes (111, 112; 151, 152, 153; 121, 122; 161, 162, 163), one of the electrodes corresponds to ground and at least one other to phase (active output of the sensory stimulation device (200).

[0051] The two cups (110, 120) are advantageously connected by a linking element, for example a semi-rigid neckband (130), in the shape of a hoop, positioned against the user's neck, or - a headrest having two arms supporting at their ends the two cups (110, 120) - a flexible plastic sleeve adaptable to the temples of glasses - the headband of a VR headset.

[0052] According to one option, the two cups (110, 120) are engaged in complementary connecting pieces (133, 134), provided at the ends of a connecting hoop (130) or mounted on the two arms (136, 137) of a hoop (135) or of a VR glasses or mask frame.

[0053] These connecting elements may also include auricular extensions (138) that completely surround the auricular cartilage to press the electrodes against the skin, or auricular extensions (139) that rest on a part of the auricular cartilage.

[0054] The cups (110, 120) are for example provided with a peripheral ring that snaps into a complementary rib provided on the complementary connecting pieces, or vice versa.

[0055] Preferably, the electrodes (111, 112; 151, 152, 153; 121, 122; 161, 162, 163) are made of gold, in order to offer maximum conductivity, antimicrobial and hypoallergenic properties and have a smooth surface condition for good contact.

[0056] Variant embodiment with anteroposterior and lateral stimulation

[0057] According to this embodiment, the electrode holders (110, 120) have three electrodes around each ear, with "real-time" switching, allowing each electrode to be active, neutral, or inactive. This solution allows for a minimal and elegant "ear ring" that can be integrated with glasses.

[0058] The three electrodes (151, 152, 153; 161, 162, 163) comprise, for each side, two electrodes (151, 152; 161, 162) and one upper electrode (153, 163) - The lower mastoid electrode (151, 161) is placed slightly below the mastoid area - The superior mastoid electrode (152, 162) is placed slightly above the mastoid area - The Superior Anterior electrode (153, 163) is placed just above the ear, in front of the mastoid electrodes

[0059] The mastoid area is located, on a human skull, behind the ear. The mastoid area, also called the mastoid process, is the prominent bone located just behind the ear, an important region for electrode placement in various medical and stimulation applications.

[0060] Galvanic vestibular stimulation device (200)

[0061] The galvanic vestibular stimulation device (200) generates sinusoidal, square or stochastic electrical signals to modulate the stimulation applied by the electrodes (111, 112; 121, 122).

[0062] Stochastic Resonance will improve the perception of sensory signals and make stimulation more effective at lower intensities. Integration of the nGVS

[0063] Noisy galvanic vestibular stimulation (nGVS) uses noise signals (such as white or pink noise) to modulate electrical stimulation. These signals are integrated into the stimulation current to make the sensation more uniform and less perceptible to the skin, while increasing the effectiveness of vestibular stimulation through stochastic resonance.

[0064] Example of a piloting application (300) of the stimulation for directional sensations

[0065] The synchronization between the displacement signals from the virtual reality equipment and the signals applied to the electrodes is configured, for the variant with three electrodes per side, as follows: 1. Detection of a Right / Left movement in the video stream: • Right-hand movement: apply the current to the upper right electrode and use the lower left electrode as ground • Left-hand movement: apply the current to the upper left electrode and use the lower right electrode as ground 2. Detection of an Up / Down movement in the video stream: • Upward movement: apply current to the upper electrodes (right and left) with the lower electrodes as ground • Bottom movement: apply current to the lower electrodes (right and left) with the upper electrodes as ground 3. Detection of a Forward / Backward movement in the video stream: • Forward movement: Apply current to the upper anterior electrode with the mastoid electrodes (upper or lower) as ground. The choice of the ground mastoid electrode can modulate the intensity and perception of movement. • Backward movement: apply the current to the mastoid electrodes (upper or lower) with the upper anterior electrode as ground

[0066] Frequency and Amplitude Modulation: • Modulating the frequency and amplitude of the currents induces more subtle and complex sensations of movement, including forward / backward.

[0067] Cross-Stimulation: • Applying current between the upper left electrode and the lower right electrode (or vice versa) induces sensations of pitching or forward / backward movement.

[0068] Stimulation modulation: • To allow for a complete and complex generation of directional sensations, the intensity of the stimulation will be modulated and, as a direct consequence, the level of polarization of certain nerve fibers, defined by location, by type (otolithic, etc.), by irregular or regular discharge afferent pathway, and / or by fiber diameter. Switching System

[0069] To enable the dynamic configuration of currents and grounds, an electronic switching circuit is required. Such a circuit comprises the components and basic operation of the following system: • Microcontroller: • Used to monitor electrode states (active, passive, inactive) in real time • MOSFET Switching Circuit: • Allows you to direct the current to the desired electrode and to choose which electrode serves as ground • Adjustable power source: • Provides the necessary current intensities for GVS, with controls to adjust the current intensity and frequency. Software kit features

[0070] The software library “SDK” includes computer code (15) intended for simulation software developers, for integration into the virtual reality application (10) of computer code (15) adapted to deliver the information required for the operation of the invention.

[0071] These software libraries consist of computer code capable of retrieving information from the displayed visual stream, analyzing it, and transforming it into information " six degrees of freedom" and send the information to the piloting application (300) controlling the galvanic vestibular stimulation device (200).

[0072] The functionalities of the code (15) are intended to allow integration with game engines (Unity™ and Unreal Engine™), and communication with the device via a software library and to provide synchronization commands to the galvanic vestibular stimulation device.

[0073] Code (15) offers several modes for managing motion sickness or simulator sickness, including an anesthesia mode to desensitize the inner ear and a dynamic compensation mode to adjust stimulation based on in-game movements. Game developers can use these features to improve the VR user experience by reducing movement-related discomfort.

[0074] The functionalities of the code software library (15) include: - Visual Stream acquisition and Field of View capture. VR APIs are used to access the visual stream and head movements. - Motion Analysis: Detection of rapid movements, changes of direction and accelerations. - Data Processing and Analysis: Detection of Scenarios at Risk of Cyber-Discomfort: Algorithms to identify conditions likely to cause cyber-discomfort, such as incoherent movements between sight and head. - Data Filtering: Applying filters to smooth data and reduce noise. - Interface with the device (200): Real-Time Communication: Use of Bluetooth communication protocols to send stimulation commands to the galvanic vestibular stimulation device (200) - Dynamic Parameterization: Adjustment of stimulation parameters according to the visual data processed. - Parameter customization: Options to customize detection thresholds and stimulation responses.

[0075] This code (15) provides an integrated solution for capturing visual flow in VR, analyzing cybersickness risks, and sending real-time stimulation commands to the galvanic vestibular stimulation device (200). This approach enhances immersion and reduces cybersickness, contributing to a more comfortable and engaging VR experience. Calibration# in Virtual Reality

[0076] The invention allows for individualized calibration for galvanic vestibular stimulation (GVS), by implementing artificial intelligence (AI) to optimize stimulation parameters based on individual responses of the optokinetic reflex (ROK), the vestibulo-ocular reflex (RVO), and head movements captured by a virtual reality (VR) headset equipped with an eye tracker, an accelerometer, and an integrated gyroscope.

[0077] The Opto-Kinetic Reflex (OKR) is a mechanism that stabilizes the visual image on the retina during prolonged movements of the visual environment. It consists of a slow tracking phase where the eyes follow a moving object and rapid saccades that return the eyes to their starting position.

[0078] In VR, an optical flow will be generated to naturally induce ROK, allowing measurement of the eye response to visual movements.

[0079] We will gradually increase the intensity of the GVS until this reflex is disrupted with inappropriate eye tracking or more frequent corrective saccades.

[0080] Disruption of this reflex provides an indication of a minimum threshold for effective stimulation

[0081] The Vestibulo-Ocular Reflex (VOR) stabilizes the visual image on the retina by generating eye movements opposite to head movements. This is essential for maintaining clear vision.

[0082] In VR, RVO is measured by tracking eye and head movements simultaneously. Eye-tracking cameras capture eye movements, while the integrated accelerometer and gyroscope record head movements, allowing for precise analysis of the coordination between the two.

[0083] The intensity of the GVS is gradually increased until this reflex, recorded by the eye tracker, is triggered, generating a head movement captured by the accelerometer, which will be the maximum effective stimulation threshold.

[0084] AI algorithms analyze ROK, RVO, and head movement data recorded by the accelerometer and gyroscope to determine user-specific vestibular and visual responses through fine, user-specific calibration to ensure comfortable and effective stimulation, reducing visuo-vestibular conflicts. System customization

[0085] According to one variant, the invention provides for advanced calibration by artificial intelligence using ROK and RVO responses for optimal personalization in VR applications.

[0086] The terms "ROK" and "RVO" refer to specific responses in medical or physiological contexts related to balance and the vestibular system. ROK: Oculocephalic Reflex (or Oculo-Cephalic Reflex). This reflex helps stabilize gaze during head movements. VOR: Vestibulo-ocular reflex. This reflex stabilizes images on the retina during rapid head movements by causing compensatory eye movements in the opposite direction.

[0087] The ROK (Oculocephalic Reflex) and RVO (Vestibulo-Ocular Reflex) responses are detected by analyzing eye movements. For the ROK parameter, the discrepancy is determined between the theoretical gaze direction, the normal response being an eye movement in the opposite direction to the head movement, and the direction observed by an eye-tracking system.

[0088] The RVO parameter can be determined using Frenzel glasses or a video camera that records eye movements when the head is moved. A normal response shows compensatory eye movement to stabilize the image on the retina.

Claims

Demands

1. - A preventive treatment system for neurosensory disorders comprising a vestibular galvanic stimulation device (200) connected to an electrode holder (100) having auricular electrodes powered by electrical signals, and a virtual reality device (10) generating a real-time video stream of animated images viewed by a virtual reality headset covering the user's eyes to create an immersive experience, by displaying said stream of computer-generated images that simulate a 3D environment, characterized in that said electrode holder (100) comprises two sets of electrodes of two or three electrodes arranged to be able to come into contact with the right and left circumauricular areas, each of said sets comprising at least one upper electrode and at least one lower electrode And in that it further comprises a means for synchronizing said video stream and galvanic stimulation (300) connected on the one hand to said virtual reality equipment (400) to receive directional information extracted from said animated images viewed by the user in the virtual reality headset and on the other hand to said galvanic stimulation device (200) to control the generation of stimulation signals according to said directional information, said vestibular galvanic stimulation device (200) comprising an electronic circuit for determining the concordance between • each of the said directional information and • the combination of corresponding electrodes, comprising at least one electrode powered by the active signal and at least one other electrode connected to ground.

2. - Preventive treatment system for neurosensory disorders according to claim 1 characterized in that said electronic circuit controls: - for the detection in the video stream of a lateral displacement, the supply of the upper electrode on one side by the active signal and the connection of the lower electrode on the same side to ground - for the detection in the video stream of an upward vertical displacement, the supply of the two upper electrodes by the active signal and the connection of the two lower electrodes to ground.

3. - Preventive treatment system for neurosensory disorders according to claim 1 characterized in that said electrode holder (100) consists of two insulating, bean-shaped cups (110, 120), each provided with two or three electrodes (111, 112; 121, 122), intended to be placed near the left and right ear, to allow the application of an electrical signal for vestibular stimulation.

4. - Preventive treatment system for neurosensory disorders according to claim 3 characterized in that said two cups (110, 120) are connected by a semi-rigid neckband (130), in the shape of a bow, positioned against the neck of the user.

5. - Preventive treatment system for neurosensory disorders according to claim 3 characterized in that said two cups (110, 120) are integrated into a headrest having two arms supporting at their end the two cups (110, 120).

6. - Preventive treatment system for neurosensory disorders according to claim 3 characterized in that said two cups (110, 120) are engaged in complementary connecting pieces (133, 134), provided at the ends of a connecting hoop (130) or mounted on the two arms (136, 137) of a hoop (135) or of a VR glasses or mask frame.

7. - Preventive treatment system for neurosensory disorders according to claim 3 characterized in that each of said two cups (110, 120) comprises three electrodes (151, 152, 153; 161, 162, 163) positioned to provide support when said electrode-carrying device is worn by a user, slightly below the mastoid area, for the inferior mastoid electrode (151, 161) slightly above the mastoid area for the superior mastoid electrode (152, 162) placed above the ear, in front of the mastoid electrodes for the Superior Anterior electrode (153, 163).

Citation Information

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