Method and apparatus for reducing anxiety through mixed reality

Mixed reality headsets provide immersive experiences to alleviate needle-related anxiety during blood donation, enhancing donor engagement and satisfaction by distracting individuals from the procedure.

JP2025536924APending Publication Date: 2025-11-12ABBOTT LAB INC
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Patent Information

Application Number
JP2025522005
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-08-30
Filing Date
2023-10-16
Publication Date
2025-11-12

AI Technical Summary

Technical Problem

Many individuals experience anxiety and discomfort during blood donation due to needle phobia, which deters them from donating and participating in other medical procedures involving needles.

Method used

Utilizing mixed reality headsets that provide immersive, interactive environments to distract and calm individuals during blood donation, allowing them to focus on virtual or augmented experiences rather than the needle insertion process, while maintaining awareness of their surroundings.

Benefits of technology

The mixed reality headsets effectively reduce anxiety and discomfort, increasing the likelihood of blood donation and improving donor engagement and satisfaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

[0003] Methods and apparatuses for reducing anxiety using mixed reality are disclosed herein. An exemplary method for reducing anxiety in a person during a blood draw procedure includes providing a mixed reality headset to the person before collecting blood from the person. The method includes initiating a mixed reality program on the mixed reality headset. The mixed reality program causes a display device to display a mixed reality environment having one or more virtual objects on glasses of the headset, determines a gaze direction of the person's eyes, and causes a change in one or more of the virtual objects in the mixed reality environment based on the gaze direction. The method further includes collecting blood from the person while the person is exposed to the mixed reality program.
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Description

[Technical Field]

[0001] The present disclosure relates generally to anxiety reduction, and more particularly to methods and apparatus for reducing anxiety through mixed reality. [Background technology]

[0002] Drawing blood for medical testing or donation causes anxiety in some people, which can deter some people from donating blood. [Brief explanation of the drawings]

[0003] [Figure 1] FIG. 1 illustrates an exemplary environment in which a person is wearing an exemplary mixed reality headset during an exemplary blood draw process. [Figure 2] FIG. 2 illustrates an exemplary physical implementation and is an exemplary block diagram of the exemplary headset of FIG. 1. [Figure 3A] 3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 3B] 3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 3C] 3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 3D] 3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 3E] 3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 3F]3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 3G] 3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 3H] 3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 3I] 3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 3J] 3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 3K] 3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 3L] 3 illustrates an exemplary view through the exemplary headset of FIGS. 1 and 2 of an exemplary mixed reality environment from the perspective of a person wearing the exemplary headset. [Figure 4] 1 is a flow chart of an exemplary method for reducing anxiety during a blood collection process. [Figure 5] 3 is a flowchart representing example machine-readable instructions and / or example operations that may be executed, instantiated, and / or performed by an example programmable circuit to implement the example mixed reality program or application of FIG. 2. [Figure 6]5 , instantiating and / or performing machine-readable instructions, and / or performing exemplary operations to implement the example mixed reality program or application of FIG. 2 . [Figure 7] FIG. 7 is a block diagram of an example implementation of the programmable circuit of FIG. 6. [Figure 8] FIG. 7 is a block diagram of another exemplary implementation of the programmable circuit of FIG. 6. [Figure 9] 6 is a block diagram of an example software / firmware / instruction distribution platform (e.g., one or more servers) for distributing software, instructions, and / or firmware (e.g., corresponding to the example machine-readable instructions of FIG. 5 ) to client devices associated with end users and / or consumers (e.g., for licensing, sale, and / or use), retailers (e.g., for sale, resale, licensing, and / or sublicensing), and / or original equipment manufacturers (OEMs) (e.g., for inclusion in products distributed to retailers and / or other end users, such as direct purchase customers). DETAILED DESCRIPTION OF THE INVENTION

[0004] Generally, the same reference numbers are used throughout the drawings and the accompanying written description to refer to the same or like parts. The drawings are not necessarily drawn to scale.

[0005] Blood banks and donation centers are constantly seeking blood donations from the public. Donated blood is used for transfusions in a wide range of situations, including for organ transplant patients, those with blood disorders, and / or during surgery involving serious injuries, childbirth, cancer treatment, cardiac surgery, etc. Donated blood is also used in emergency situations, such as after natural disasters.

[0006] The blood collection process is typically performed by a medical professional, such as a nurse, doctor, or phlebotomist. During the blood collection process, the phlebotomist inserts a needle into a vein in the person's (the donor's) arm. Blood is then drawn from the person's vein and collected in a bag or other container. The blood collection process typically lasts approximately 8-10 minutes (however, it can take longer or shorter). Typically, approximately 0.5 liters (L) of whole blood is drawn during the blood collection process. During the blood collection process, the person (the donor) is typically in a seated, supine, and / or reclining position. Once a sufficient amount of blood has been drawn, the phlebotomist removes the needle from the person's arm.

[0007] Many people have needle phobia (commonly referred to as acrophobia), needle anxiety, and / or other fears or discomfort with needles, which prevents or limits them from donating blood and / or participating in other medical procedures that involve the use of needles.

[0008] Disclosed herein are exemplary methods and devices that help calm or relax a person during an anxiety-inducing process or situation, such as during a blood collection process or other medical or dental procedure. The exemplary methods and devices disclosed herein can entertain and / or otherwise distract a person from the blood collection process, thereby reducing a person's anxiety, fear, and / or otherwise calming the person during the blood collection process. Thus, people may be less afraid of donating blood and therefore more likely to donate. The exemplary methods and devices disclosed herein can also improve donor engagement, satisfaction, and retention.

[0009] Exemplary methods disclosed herein include exposing a person to a mixed reality immersive experience during an anxiety-inducing situation, such as a blood draw process. In some examples, the person wears a headset with a display, also known as a head-mounted display or HMD, that provides the person with a mixed reality experience. Mixed reality is a type of immersive experience that is sometimes more broadly referred to as extended reality (XR). XR also includes virtual reality and augmented reality.

[0010] Virtual reality (VR) is a technology that utilizes software and a headset with a display worn by a person. The software causes the display to present a virtual reality environment and can track the user's location and viewpoint within the virtual reality environment. The person can move their head to view different areas within the virtual reality environment and interact with objects within the virtual reality environment. In VR, the display completely covers the person's eyes, blocking out the person's surroundings. Therefore, the person can only see the virtual reality environment presented on the display.

[0011] Augmented reality (AR) is a computer-based technology that combines the real world with the digital world. AR is typically used on an electronic display, such as a smartphone screen, which displays a live view from a camera and overlays digital objects on the live view. AR systems sometimes use computer vision to detect objects, surfaces, and / or faces and also overlay digital objects on these surfaces. AR is commonly viewed with face-augmenting filters.

[0012] Mixed reality (MR) is a combination of VR and AR that blends the real world with computer-generated elements and / or digital information, allowing a person experiencing a mixed reality experience to see both physical and virtual objects in the same space. MR utilizes a headset or glasses with clear glass that allows a person to see their surroundings normally. MR software analyzes and records the location of structures and objects in the surrounding environment. The headset displays digital objects on the glasses, making these objects appear as if they are in the real-world surroundings or environment. In MR, the software remembers the location of digital objects relative to their real-world surroundings, so that as a person looks around, the digital objects appear to be in the same location in the real-world surroundings. In other words, the digital objects appear fixed relative to one or more objects or surfaces in the real-world surroundings. Therefore, unlike AR, the software does not need to reanalyze the live view or constantly perform object recognition. MR also allows a person to interact with the digital objects.

[0013] Exemplary methods and devices disclosed herein utilize MR to entertain and / or distract individuals during anxiety-inducing situations, such as a blood draw. Furthermore, the MR experience not only distracts individuals from certain visual cues (e.g., a needle in the arm) that may cause or elicit anxiety, but can also partially or completely block visual cues from view. In some instances, MR is advantageous because a headset or glasses can be worn on the individual's head during the blood draw process, allowing the individual to keep their hands and arms free and still during the procedure. The MR headset or glasses also have clear lenses. During the blood draw process, a phlebotomist monitors the individual for side effects, such as vasovagal reactions, dizziness, and / or spatial awareness problems. The phlebotomist monitors the individual's eyes to determine whether an event is occurring and / or whether the onset of such a reaction is imminent. Thus, by using an MR headset with clear glasses, the phlebotomist can continue to monitor for possible events or side effects while the person is immersed in the MR experience.

[0014] In some examples disclosed herein, the mixed reality environment includes scenes or objects from nature, such as plants and trees. In some examples, the scenes or objects from nature are calming, which helps a person relax during the blood collection process. In other examples, the mixed reality environment can include other types of environments or scenes. In some examples, the mixed reality environment is interactive. For example, a person can use both eyes to control one or more features within the mixed reality environment. This helps focus a person's attention on the mixed reality environment rather than the blood collection process.

[0015] Although the exemplary methods and devices disclosed herein are described in connection with conducting blood donations, the exemplary methods and devices disclosed herein can also be used in connection with other types of medical procedures involving needles, such as, for example, drawing blood for medical testing, administering vaccinations, and / or inserting intravenous drips. The examples disclosed herein can also be used in connection with medical procedures that do not involve needles, but may still cause anxiety or discomfort to a person, such as during catheter insertion. The examples disclosed herein can be used in any medical or dental procedure, for example, for people with hemophobia (fear of blood), phthisisophobia (fear of doctors or medical tests), and / or odontophobia (fear of dentists). Furthermore, the examples disclosed herein may be used in other scenarios, such as during airplane travel, for people with a fear of flying or who experience anxiety on airplanes. Thus, the exemplary methods and devices disclosed herein can be used in connection with any type of procedure, situation, and / or environment in which a person may experience fear or anxiety. The exemplary methods and devices disclosed herein can be used to help calm or relax a person during a procedure, situation, and / or environment, thus improving safety not only for the person, but also for the phlebotomist and others performing the procedure.

[0016] Unless specifically stated otherwise, descriptors such as "first," "second," "third," etc. are not intended to convey or imply any sense of priority, physical order, placement within a list, and / or any sequence herein, but are merely used as labels and / or arbitrary names to distinguish elements to facilitate understanding of the disclosed examples. In some instances, the descriptor "first" may be used to refer to an element in the detailed description, while the same element may be referred to in the claims by a different descriptor, such as "second" or "third." In such instances, it should be understood that such descriptors are used solely to clearly distinguish between elements within the context of discussion (e.g., in the claims) where elements may otherwise share the same name, for example.

[0017] As used herein, the phrase "communicating," including variations thereof, encompasses both direct communication and / or indirect communication through one or more intermediate components, and does not require direct physical (e.g., wired) communication and / or constant communication, but rather includes selective communication at regular, scheduled, or irregular intervals, and / or one-time events.

[0018] As used herein, a "programmable circuit" is defined to include (i) one or more special-purpose electrical circuits (e.g., application-specific circuits (ASICs)) that are constructed to perform specific operations and include one or more semiconductor-based logic devices (e.g., electrical hardware implemented by one or more transistors), and / or (ii) one or more general-purpose semiconductor-based electrical circuits that are programmable with instructions to perform specific functions and / or operations and include one or more semiconductor-based logic devices (e.g., electrical hardware implemented by one or more transistors). Examples of programmable circuits include programmable microprocessors, such as central processor units (CPUs), that can execute a first instruction to perform one or more operations and / or functions.

[0019] Examples of such integrated circuits include a Field Programmable Gate Array (FPGA) that can be programmed with second instructions that cause the FPGA to be configured and / or built to instantiate one or more operations and / or functions corresponding to the first instructions, a Graphics Processor Unit (GPU) that can execute the first instructions to perform one or more operations and / or functions, a Digital Signal Processor (DSP), an XPU, a Network Processing Unit (NPU) that can execute the first instructions to perform one or more operations and / or functions, one or more microcontrollers that can execute the first instructions to perform one or more operations and / or functions, and / or an Application Specific Circuit (ASIC). For example, an XPU may be implemented by a heterogeneous computing system including multiple types of programmable circuits (e.g., one or more FPGAs, one or more CPUs, one or more GPUs, one or more NPUs, one or more DSPs, etc., and / or any combination thereof) and orchestration technology (e.g., an application programming interface (API) that can assign a computing task to any of the multiple types of programmable circuits that are suitable and available to perform the computing task).

[0020] Turning to the drawings, Figure 1 illustrates an example environment 100 in which example methods and apparatuses disclosed herein may be implemented. In the example environment 100, a person 102 is donating blood, such as at a blood donation center or facility. The person 102 may also be referred to as a patient. In Figure 1, the blood collection process is being performed by a phlebotomist or other medical professional 104.

[0021] In a typical blood donation, a person 102 arrives at a blood donation center and fills out paperwork. The person 102 is then instructed to sit, lie down, and / or lean on a chair 106. In other examples, the person 102 may remain standing. The blood collection process then occurs. In the example shown, a phlebotomist 104 inserts a needle 108 into a vein in the person's 104's arm. However, in other examples, the needle 108 can be inserted elsewhere in the person's body. Blood from the needle 108 is directed by a tube 110 to a bag 112, where the blood is collected. After a sufficient amount of blood has been collected and / or a certain amount of time has passed, the phlebotomist 104 removes the needle 108, and the blood collection process is complete.

[0022] In some examples, one or more sensors 113 (e.g., a pulse oximeter) are connected to the person 102 to obtain one or more vital signs of the person 102 (e.g., blood pressure, heart rate, temperature, blood oxygen level, etc.). While blood is being drawn, the phlebotomist 104 monitors the one or more vital signs of the person 102. Additionally or alternatively, the phlebotomist 104 monitors the general disposition of the person 102, such as monitoring the person's eyes to ensure the person 102 is alert and articulate.

[0023] As described above, some people who donate blood feel uncomfortable (e.g., anxious, fearful, etc.) about having a needle inserted into their arm. To help calm the person 102, the exemplary environment 100 includes an exemplary cross-reality device 114 for exposing the person 102 to a cross-reality environment during the blood collection process. In this example, the cross-reality device 114 is a headset 114 (also referred to as a mixed reality headset) that is worn on the person's head 116 during the blood collection process. In particular, in this example, the headset 114 is worn on the person's head 116 and at least partially covers the person's eyes. The exemplary headset 114 is shown in more detail in FIG. 2. In some examples, the headset 114 is provided to the person 102 before the blood collection procedure begins. For example, the blood donation facility may provide the headset 114 to the person 102 while the person 102 is undergoing pre-screening and / or filling out paperwork. In another example, the blood donation facility may provide the person 102 with the headset 114 while the person 102 is seated and before the needle 108 is inserted into the person's arm. The person 102 may place the headset 114 on their head 116 and adjust the headset 114 (e.g., by pulling one or more adjustment straps) to ensure the headset 114 sits comfortably on the person's head 116. In some examples, the phlebotomist 104 or another person may help the person 102 place the headset 114 on the person's head 116 and / or adjust the headset 114. In some examples, the headset 114 is a Microsoft Hololens headset. In other examples, the headset 114 can be another type of headset, such as a Varjo XR3, a Magic Leap 2, or an Oculus Quest Pro. In other examples, the cross reality device 114 can be implemented as another head-mounted device (e.g., glasses, goggles, a helmet, a hat, etc.) capable of providing an MR experience, such as Google Glass or other smart glasses.

[0024] Before the blood collection process begins, the headset 114 is activated and runs an application or program that provides a mixed reality environment to the person 102. The mixed reality environment includes digital content that is displayed or reflected on the glasses (and / or other display) so that it appears to be located within the surrounding environment. In some examples, the mixed reality environment is an interactive environment, allowing the person 102 to interact with the digital content within the mixed reality environment. In some examples, the mixed reality program or application is a game. In other examples, the mixed reality program or application is completely passive, allowing the person 102 to only view the mixed reality environment and not interact with the digital content. The mixed reality environment is continuously displayed to the person 102 throughout the blood collection process. In some examples, the mixed reality environment is displayed throughout the entire blood collection process, while in other examples, the mixed reality environment may be displayed only for a portion of the blood collection process. This mixed reality environment helps to direct the person's attention from the blood collection process to the mixed reality experience. As such, the person 102 may feel more calm and less afraid during the blood collection process. Thus, the likelihood that a person will donate blood increases, which is beneficial to increasing the donated blood supply.

[0025] FIG. 2 illustrates an exemplary physical implementation of an exemplary headset 114. FIG. 2 also illustrates a block diagram of the headset 114. Certain components are labeled in both the physical implementation and the block diagram. Other components are labeled only in either the physical implementation or the block diagram. In the illustrated example, the headset 114 includes an exemplary headband 200 worn around the head 116 ( FIG. 1 ) of the person 102. In some examples, the headband 200 is adjustable (e.g., the diameter or circumference of the headband 200 can be changed). The headset 114 includes exemplary eyeglasses 202 coupled to and extending from the headband 200. The eyeglasses 202 may also be referred to herein as a visor or face shield, which may be implemented as a piece of plastic or glass that covers a portion of a person's face. The eyeglasses 202 may also be referred to herein as a display, as digital content is displayed on the eyeglasses 202, as disclosed in further detail herein. The glasses 202 are positioned so that they are disposed in front of the eyes of the person 102 when worn on the person's head 116. In some examples, the glasses 202 are in a fixed position relative to the headband 200. In other examples, the glasses 202 can be inverted or rotated (e.g., out of the person's 102's field of view) relative to the headband 200. The glasses 202 are at least partially transparent, translucent, or clear, allowing the person 102 to look through the glasses 202 and view their real-world surroundings and / or environment (e.g., the interior of the room in which the blood draw procedure is occurring) through the glasses 202. This allows the person 102 to maintain awareness of their surroundings while immersed in the MR experience, reducing the risk of disorientation that can occur in a fully virtual environment. Additionally, having transparent or clear glasses 202 allows a medical professional to monitor one or both of the person's 102's eyes during the blood draw process. Thus, a medical professional can effectively monitor person 102 for side effects such as vasovagal response, dizziness, and / or problems with spatial awareness. In some examples, eyeglasses 202 may be tinted.

[0026] In the illustrated example, the headset 114 includes an exemplary gaze sensor 204. In some examples, the gaze sensor 204 is mounted on the front of the headband 200 and / or on the top of the glasses 202 and faces outward. The gaze sensor 204 measures or tracks the orientation or direction of the headset 114, which can be used to determine the direction (e.g., vector) and / or focus / point of gaze of the person 102 based on the direction or orientation of the headset 114. Additionally or alternatively, the headset 114 can include one or more exemplary eye tracking sensors 205. In some examples, the headset 114 includes two eye tracking sensors 205. The eye tracking sensors 205 are mounted on the headband 200 and / or on the inside of the glasses 202 and face inward toward the person's eyes. The eye tracking sensors 205 track the person's eyes individually. Thus, the eye tracking sensors 205 determine a different measurement of where the person is looking based on each eye. In some examples, the eye tracking sensor 205 tracks the position of the person's eyes based on the pupils. Vectors from each eye can be determined based on the eye tracking. This information can be used to determine the intersection of the vectors from each of the person's eyes, which forms the focus / gazing point.

[0027] In the illustrated example, the headset 114 includes an exemplary light detection and ranging (LiDAR) sensor 206. In some examples, the LiDAR sensor 206 is mounted on the headband 200 or the top of the glasses 202 and faces outward toward the environment in front of the person 102. The LiDAR sensor 206 is used to create a three-dimensional (3D) map and / or mesh of surrounding surfaces and objects. In some examples, the headset 114 includes one or more exemplary sensors 208, such as, for example, an accelerometer and / or a gyroscope. These sensors 208 can be used to determine the location of the headset 114 and the direction in which the person 102 is looking.

[0028] In the illustrated example, the headset 114 includes an exemplary display device 210 for displaying digital content. In some examples, the display device 210 is a projector that projects the digital content onto the inside of the glasses 202. Additionally or alternatively, the display device 210 may include a display attached to the headband 200 that reflects the digital content onto the inside of the glasses 202. Additionally or alternatively, the display device 210 may include a transparent display disposed on the front or back of the glasses 202 or implemented as the glasses 202. In some examples, the display is an organic light-emitting diode (OLED) display, a flexible OLED (FOLED), and / or other type of display.

[0029] In some examples, the headset 114 includes one or more exemplary speakers 211. In some examples, the headset 114 includes one or more microphones 213 (e.g., a microphone array).

[0030] In some examples, the headset 114 includes a battery 215 (e.g., one or more batteries, a battery pack) that provides power to the electronics on the headset 114. In some examples, the battery 215 is removably coupled to the headband 200.

[0031] In some examples, headset 114 includes communications circuitry 217 that enables headset 114 to communicate with another device, such as an electronic device (e.g., a computer, a laptop, a gaming system, a smartphone, etc.). In some examples, communications circuitry 217 includes wireless circuitry, such as a Bluetooth® transceiver. In other examples, communications circuitry 217 may include other types of wireless technologies.

[0032] In the illustrated example, headset 114 includes an exemplary programmable circuit 212 and an exemplary memory 214. In some examples, programmable circuit 212 and memory 214 are attached to the material of headband 200. Additionally or alternatively, programmable circuit 212 and / or memory 214 can be coupled to a side of headband 200. Programmable circuit 212 is communicatively coupled (e.g., by one or more wires or traces) to gaze sensor 204, eye tracking sensor 205, LiDAR sensor 206, sensor 208, display 210, speaker 211, microphone 213, communication circuit 217, and memory 214.

[0033] In the illustrated example, the headset 114 includes an exemplary mixed reality application or program 216 (e.g., software). In some examples, the program 216 is instantiated by the programmable circuitry 212 executing instructions and / or configured to perform one or more operations. When executed, the program 216 creates a mixed reality environment or experience on the headset 114. In some examples, the program 216 is stored in the memory 214. In other examples, the headset 114 executes the program 216, which can communicate with a remote device (e.g., a computer) that communicates digital content to the headset 114. For example, the wireless circuitry 217 can communicate with a computer in a room or other remote location. The communication circuitry 217 transmits data (e.g., from the gaze sensor 204, eye tracking sensor 205, LiDAR sensor 206, sensor 208) to the computer. The computer executes the program 216 to analyze the data and determine the digital content to be displayed. In some examples, multiple mixed reality programs are stored in the memory and / or on a remote computer. In some examples, person 102 and / or another person can select one of the mixed reality programs to run on headset 114 (e.g., by selecting one of the mixed reality programs on a user interface screen).

[0034] In some examples, the program 216 of FIG. 2 is instantiated (e.g., instantiated, brought about for any length of time, instantiated, implemented, etc.) by a programmable circuit, such as a central processing unit (CPU), executing a first instruction. Additionally or alternatively, the program 216 of FIG. 2 may be instantiated (e.g., instantiated, brought about for any length of time, instantiated, implemented, etc.) by (i) an application-specific circuit (ASIC) and / or (ii) a field-programmable gate array (FPGA), which are constructed and / or configured in response to execution of a second instruction. Thus, it should be understood that some or all of the circuitry of FIG. 2 may be instantiated simultaneously or at different times. Some or all of the circuitry may be instantiated, for example, in one or more threads executing simultaneously on hardware and / or sequentially on hardware. Furthermore, in some examples, some or all of the circuitry of FIG. 2 may be implemented by a microprocessor circuit that executes instructions and / or an FPGA circuit that performs operations to implement one or more virtual machines and / or containers.

[0035] In the illustrated example, the program 216 includes an exemplary gaze tracker 218. In some examples, the gaze tracker 218 analyzes data or measurements from the eye tracking sensor 205 to determine the direction of the person's gaze and / or the focal point of the person's eyes (e.g., the intersection of the eye vectors). Additionally or alternatively, the gaze tracker 218 can use data or measurements from the gaze sensor 204. In some examples, the eye tracking sensor 205 is dynamic, while the gaze sensor 204 is static. In some examples, the gaze tracker 218 uses data or measurements from the eye tracking sensor 205 as a primary source of information for determining the point of gaze, and the gaze tracker 218 uses data or measurements from the gaze sensor 204 as a backup or secondary source of information if the exact location cannot be determined from the eye tracking sensor 205.

[0036] In the illustrated example, the programs 216 include an exemplary environment tracker 220. The environment tracker 220 analyzes data from the LiDAR sensor 206 and generates or creates a 3D model, map, and / or mesh of the surrounding environment (also referred to herein as the real-world surroundings). The environment tracker 220 can detect or recognize objects, surfaces, and / or structures in the surrounding environment, such as walls, doors, desks, chairs, etc.

[0037] In the illustrated example, the program 216 includes an exemplary direction tracker 222. The direction tracker 222 determines or tracks the direction in which the headset 114 is pointing within a 3D model of the surrounding environment. In some examples, the direction tracker 222 uses input from the gaze sensor 204, the LiDAR sensor 206, and / or the sensor 208.

[0038] In the illustrated example, the program 216 includes an exemplary digital content displayer 224. The digital content displayer 224 determines the digital content to be displayed on the glasses 202. The digital content can include any content, such as 3D-appearing objects, text, windows, colors, shapes, images, and videos. The digital content displayer 224 determines what content to display and where to display the content based on input from the gaze tracker 218, the environment tracker 220, and / or the direction tracker 222. For example, the digital content displayer 224 may determine to display a digital object (also referred to as a virtual object) on a desk in a real-world work environment. The digital content displayer 224 stores the location of the digital object relative to the position of the desk in the 3D model. Thus, when the person 102 looks in the direction of the desk, the digital content displayer 224 controls the display device 210 to display the digital object on a portion of the glasses 202 where the desk is visible, so that the digital object appears to be on the desk. The direction tracker 222 continues to track the direction / orientation of the headset as the person looks around, and the digital content display device 224 adjusts the location of the digital object on the glasses 202. So, as the person 102 looks around the room, the digital object still appears to be in the same relative location on the desk.

[0039] In some examples, the mixed reality environment created by program 216 is interactive. For example, person 104 may provide input that controls and / or effects digital content within the mixed reality environment. In this example, person 102 interacts with the mixed reality environment through gaze control, which may also be referred to as eye control or gaze interaction. As used herein, gaze control refers to causing a computer (programmable circuitry) to perform an action based on the person's direction of gaze, changes in gaze direction, and / or the length of time that gaze is maintained. For example, person 102 may gaze at or focus on a digital object within the mixed reality environment for a threshold period (e.g., three seconds) to select the object and / or cause an action. In some examples, this causes a change in one or more of the digital objects within the mixed reality environment based on the gaze direction of person 102's eyes, allowing person 102 to control one or more of the digital objects. Thus, person 102 does not need additional controllers for their hands. This allows the person's hands and arms to remain relaxed and still throughout the blood donation procedure. Thus, in this example, person 102 does not interact with the mixed reality environment via a handheld device.

[0040] 3A-3L show an example view of an example mixed reality environment as seen by person 102 through headset 114 during an example mixed reality experience provided by mixed reality program 216. In this example, program 216 is an interactive program that allows person 102 to grow one or more plants as part of a garden or forest within a surrounding room in which person 102 is located.

[0041] 3A illustrates the field of view seen by person 102 through glasses 202 of headset 114. The area visible through glasses 114 is referred to herein as field of view 300. In this example, person 102 is in a room with various structures and objects, such as walls, doors, clocks, signs, chairs, and desks, that can be seen within field of view 300. Person 102 can move his / her head to look around the room and view other areas of the room while the blood collection process is taking place. During the mixed reality experience, environment tracker 220 detects, recognizes, and tracks various objects, structures, and surfaces in the room to create a 3D model of the surrounding environment. This 3D model is used by digital content display device 224 to position certain digital content at certain locations within the surrounding environment.

[0042] 3A , the digital content display device 224 causes the display device 210 to display a cursor 302 at the location of the person's gaze within the field of view 300. For example, the gaze tracker 218 determines or tracks the focus of the person's gaze, and the digital content display device 224 controls the display device 210 to display the cursor 302 on the glasses 202 at the location of the focus. In this example, the cursor 302 is circular. In other examples, the cursor 300 may be implemented as an object of a different shape. As the person 102 moves their eyes, the cursor 300 moves to the corresponding location of the focus. The cursor 300 provides feedback to the person 102 so that the person 102 can communicate where they are looking within the mixed reality environment.

[0043] As shown in FIG. 3B , the digital content display device 224 causes the display device 210 to display an introduction window 304. This introduction window 304, in this example, appears to be displayed on a portion of a wall in a room. The introduction window 304 may include instructions and / or other information. In this example, the introduction window 304 instructs the person 102 to gaze at a button 306 ("Look here to start"). The person 102 must gaze at the button for a threshold period, such as two or three seconds. In other examples, other periods may be used for all time thresholds disclosed herein. In this example, when the person 102 looks at the button 306, the cursor 302 moves over the button 306. If the person 102 keeps the cursor 302 over the button 306 for the threshold period, the program 216 continues. In some examples, the cursor 302 displays a time symbol (e.g., a spinning wheel) or other indicator representing the amount of time the person 102 has been looking at the button 306. This provides feedback to person 102.

[0044] In FIG. 3C , the digital content display device 224 causes the display device 210 to display a virtual avatar 308 that serves as a guide. In this example, the avatar 308 is presented as a sphere (e.g., a ball of light). In other examples, the avatar 308 can have a different shape. In some examples, the avatar 308 provides audio instructions via the speaker 211. In some examples, the audio instructions describe how the mixed reality program 216 functions, how to interact with various digital content, and / or other information associated with the mixed reality experience. The audible instructions are coordinated with the avatar 308 (e.g., with the movements or pulsation of the avatar 308). Additionally or alternatively, the digital content display device 224 can display subtitles with instructions and / or information. In some examples, the avatar 308 has artificial intelligence (AI) pathing coded to follow a person's vision and avoid obstacles in the surrounding environment. In some examples, the avatar 308 moves around the room, asking the person 102 to look at the avatar 308, which helps the person 102 adopt gaze control features within the mixed reality environment.

[0045] In FIG. 3D , the digital content display apparatus 224 displays a seed 310 on the display device 210. The person 102 is instructed by the avatar 308 to gaze at the seed 310, which causes the cursor 302 to move over the seed 310. If the cursor 302 lies over the seed 310 for a threshold period of time, the seed 310 is selected and then follows the cursor 302. The person 102 can then move (by eye control) the seed 310 anywhere within the field of view 300. When the person 102 gazes at a particular location for a threshold period of time, e.g., two or three seconds, the seed 310 is planted. For example, in FIG. 3E , the person 102 is gazing at a location on the floor 312 of a room. In some examples, the environment tracker 220 identifies flat areas (e.g., flat surfaces or objects) within the surrounding environment (e.g., on the floor, on the seat of a chair, etc.) around which there is free space for a plant to grow. In some examples, the digital content display device 244 displays indicators (e.g., green circles) at these locations. Once a location is selected (via gaze control), the environment tracker 220 records this location in the 3D model. A seed 310 is planted and begins to grow from its location on the floor 312. For example, after a few seconds, the seed 310 grows into the plant 314 shown in FIG. 3F . The person 102 can look around the room, but the plant 314 remains in the same relative location where it sprouted from the floor 312. In some examples, the mixed reality program 216 prompts the person 102 to perform other actions using gaze control features, such as catching a butterfly. This may help the person 102 become familiar with gaze control interactions.

[0046] In Figures 3G and 3H, a bag 316 appears, and the avatar 308 commands the person 102 to draw additional seeds from the bag 316 and continue planting the seeds throughout their environment. As the person 102 gazes at the bag 316, the cursor 302 selects a new seed, which the person 102 can plant elsewhere in the room. For example, in Figure 3I, the person 102 places a seed 318 on a chair 320. In some instances, the person 102 must gaze at the location for a threshold period of time, such as two or three seconds, to plant the seed 318. Once the seed 318 is planted, the seed 318 begins to grow into a plant. The person 102 can continue to draw seeds from the bag 316 and plant seeds throughout the room. As shown in Figure 3J, the person 102 has planted seeds in various locations, such as on a chair, on a wall, etc. The person 102 can watch the seeds grow into plants (e.g., flowers, trees, bushes, etc.) around the room. In some instances, the seeds are programmed to follow gravity and orientation. For example, if a seed is planted on a wall, it will grow outward. If a seed is planted on a ceiling, it will grow downward.

[0047] In some examples, one or more plants may automatically grow in the room, as shown in Figure 3K. In other words, the digital content display device 224 may automatically show other plants growing elsewhere in the room. For example, as shown in Figure 3K, vines are shown growing across the walls. Soon, the room will look like a garden, forest, or jungle with a variety of plants.

[0048] In some examples, if the person 102 does not want to interact or is struggling with the gaze control features, the avatar 308 begins planting seeds for the person 102. For example, in FIG. 3L , the digital content presentation device 224 causes a window 322 to appear on the display 210 asking if the person 102 wants the program 216 to continue planting the garden automatically while the person 102 is resting. The person 102 can select "yes" or "no" (via gaze control). In some examples, the mixed reality program 216 has an inactivity timer that prompts the person 102 if they do not interact with the environment within 60 seconds.

[0049] This exemplary mixed reality garden environment is calming and soothing to person 102. Helping the garden grow gives person 102 a sense of gratitude and giving back. The mixed reality experience helps draw person 102's attention away from the blood collection process. This reduces the person's fear or anxiety about the process. As such, person 102 feels more calm and relaxed during the process. In some examples, program 216 helps further calm person 102 by playing calming music on speaker 211 during the MR experience. In some examples, program 216 ends with a positive message about blood donation. While the examples of FIGS. 3A-3L show an interactive program for growing plants, in other examples, any interactive program that provides a distraction to reduce person 102's anxiety may be presented.

[0050] In some examples, mixed reality is used to entertain or distract the person 102 during a blood draw process, other medical procedures, and / or other anxiety-inducing situations, although in other examples, other cross-reality technologies may be used instead. For example, augmented reality or virtual reality may be used. In some such examples, the person 102 is provided with an augmented reality or virtual reality display device, such as a headset, tablet, or the like. In some examples, the display device is worn or held by the person 102. In other examples, the display device may be mounted near the location of the person 102, thereby eliminating the need for the person 102 to manually handle the display device. Accordingly, an example method disclosed herein includes exposing a person to a cross-reality environment during a medical procedure (e.g., blood donation).

[0051] Although an example manner of implementing the mixed reality program 216 is shown in Figure 2, one or more of the elements, processes, and / or devices shown in Figure 2 may be combined, divided, rearranged, omitted, eliminated, and / or implemented in any other manner. Furthermore, the example gaze tracker 218, the example environment tracker 220, the example direction tracker 222, the example content display device 224, and / or more generally the example mixed reality program 216 of Figure 2 may be implemented in hardware alone or in a combination of hardware with software and / or firmware. Thus, for example, any of the example gaze tracker 218, the example environment tracker 220, the example direction tracker 222, the example content display device 224, and / or, more generally, the example mixed reality program 216, may be implemented by programmable circuitry, processor circuitry, analog circuitry, digital circuitry, logic circuitry, programmable processors, programmable microcontrollers, graphics processing units (GPUs), digital signal processors (DSPs), application specific integrated circuits (ASICs), programmable logic devices (PLDs), and / or field programmable logic devices (FPLDs), such as field programmable gate arrays (FPGAs), in combination with machine-readable instructions (e.g., firmware or software). Furthermore, the example mixed reality program 216 of FIG. 2 may include one or more elements, processes, and / or devices in addition to or instead of those shown in FIG. 2, and / or may include multiples of any or all of the shown elements, processes, and devices.

[0052] A flowchart representing example machine-readable instructions that may be executed by a programmable circuit to implement and / or instantiate the mixed reality program 216 of FIG. 2 and / or example operations that may be performed by a programmable circuit to implement and / or instantiate the mixed reality program 216 of FIG. 2 is shown in FIG. 5. The machine-readable instructions may be one or more executable programs, or portions of one or more executable programs, executed by a programmable circuit, such as the programmable circuit 612 shown in the example processor platform 600 described below in connection with FIG. 6, and / or may be one or more functions or portions of functions performed by the example programmable circuit (e.g., FPGA) described below in connection with FIG. 7 and / or FIG. 8. In some examples, the machine-readable instructions execute and / or cause an action, a task, etc. to be performed in an automated manner in the real world. As used herein, "automated" means without human involvement.

[0053] The program may be embodied in instructions (e.g., software and / or firmware) stored on one or more non-transitory computer-readable and / or machine-readable storage media, such as cache memory, magnetic storage devices or disks (e.g., floppy disks, hard disk drives (HDDs), etc.), optical storage devices or disks (e.g., Blu-ray disks, compact disks (CDs), digital versatile disks (DVDs), etc.), redundant arrays of independent disks (RAID), registers, ROM, solid-state drives (SSDs), SSD memory, non-volatile memory (e.g., electrically erasable programmable read-only memory (EEPROM), flash memory, etc.), volatile memory (e.g., any type of random access memory (RAM), etc.), and / or other storage devices or disks. The instructions of the non-transitory computer-readable and / or machine-readable medium may be programmed and / or executed by programmable circuitry located in one or more hardware devices, although the entire program and / or portions thereof may alternatively be executed and / or instantiated by one or more hardware devices other than programmable circuitry and / or embodied in dedicated hardware. The machine-readable instructions may be distributed across multiple hardware devices and / or executed by two or more hardware devices (e.g., a server and a client hardware device). For example, a client hardware device may be implemented by an endpoint client hardware device (e.g., a hardware device associated with a human and / or machine user) or an intermediate client hardware device gateway (e.g., a radio access network (RAN)) that may facilitate communication between a server and an endpoint client hardware device. Similarly, a non-transitory computer-readable storage medium may include one or more media.Additionally, although the exemplary program is described with reference to the flowchart shown in FIG. 5 , many other ways of implementing the exemplary mixed reality program 216 may alternatively be used. For example, the order of execution of the flowchart blocks may be changed, and / or some of the described flowchart blocks may be modified, eliminated, or combined. Additionally or alternatively, any or all of the blocks may be implemented by one or more hardware circuits (e.g., processor circuits, discrete and / or integrated analog and / or digital circuits, FPGAs, ASICs, comparators, operational amplifiers (op-amps), logic circuits, etc.) configured to perform the corresponding operations without executing software or firmware. The programmable circuits may be distributed across different network locations and / or local to one or more hardware devices (e.g., single-core processors (e.g., single-core central processing units (CPUs)), multi-core processors (e.g., multi-core CPUs, XPUs, etc.)). For example, the programmable circuitry may be a CPU and / or FPGA located within the same package (e.g., the same integrated circuit (IC) package, or in two or more separate housings), one or more processors within a single machine, multiple processors distributed across multiple servers in a server rack, multiple processors distributed across one or more server racks, etc., and / or any combination thereof.

[0054] The machine-readable instructions described herein may be stored in one or more of a compressed format, an encrypted format, a fragmented format, a compiled format, an executable format, a packaged format, etc. The machine-readable instructions described herein may be stored as data (e.g., computer-readable data, machine-readable data, one or more bits (e.g., one or more computer-readable bits, one or more machine-readable bits, etc.), a bitstream (e.g., a computer-readable bitstream, a machine-readable bitstream, etc.)), or a data structure (e.g., as part of instructions, code, a representation of code, etc.), which may be utilized to create, manufacture, and / or generate machine-executable instructions. For example, the machine-readable instructions may be fragmented and stored on one or more storage devices, disks, and / or computing devices (e.g., servers) located in the same or different network or networks (e.g., in the cloud, in an edge device, etc.). Machine-readable instructions may require one or more of installation, modification, adaptation, updating, combination, supplementation, configuration, decryption, decompression, unpacking, distribution, reallocation, compilation, etc. to render them directly readable, interpretable, and / or executable by computing devices and / or other machines. For example, machine-readable instructions may be stored in multiple portions, which are individually compressed, encrypted, and / or stored on separate computing devices, where the portions, when decrypted, decompressed, and / or combined, form a set of computer-executable instructions and / or machine-executable instructions that perform one or more functions and / or operations that may together form a program as described herein.

[0055] In another example, machine-readable instructions may be stored in a state that can be read by a programmable circuit, but may require the addition of a library (e.g., a dynamic link library (DLL)), a software development kit (SDK), an application programming interface (API), etc. to execute the machine-readable instructions on a particular computing device or other device. In another example, the machine-readable instructions may need to be configured (e.g., to store settings, input data, record network addresses, etc.) before the machine-readable instructions and / or corresponding program can be executed in whole or in part. Thus, machine-readable medium and / or computer-readable medium, as used herein, may include instructions and / or programs regardless of the particular form or state of the machine-readable instructions and / or programs.

[0056] The machine-readable instructions described herein may be expressed in any past, present, or future command language, scripting language, programming language, etc. For example, the machine-readable instructions may be expressed using any of the following languages: C, C++, Java, C#, Perl, Python, JavaScript, HyperText Markup Language (HTML), Structured Query Language (SQL), Swift, etc.

[0057] 5 may be implemented using executable instructions (e.g., computer-readable instructions and / or machine-readable instructions) stored on one or more non-transitory computer-readable and / or machine-readable media. As used herein, the terms non-transitory computer-readable medium, non-transitory computer-readable storage medium, non-transitory machine-readable medium, and / or non-transitory machine-readable storage medium are expressly defined to include any type of computer-readable storage device and / or storage disk, and to exclude propagating signals and to exclude transmission media. Examples of such non-transitory computer-readable medium, non-transitory computer-readable storage medium, non-transitory machine-readable medium, and / or non-transitory machine-readable storage medium include optical storage devices, magnetic storage devices, HDDs, flash memory, read-only memory (ROM), CDs, DVDs, caching, any type of RAM, registers, and / or other storage devices or disks in which information is stored for any duration (e.g., long-term, permanently, temporarily, for temporary buffering, and / or for caching information). As used herein, the terms "non-transitory computer-readable storage device" and "non-transitory machine-readable storage device" are defined to include any physical (mechanical and / or electrical) hardware that maintains information for a period of time, but are defined to exclude propagating signals and to exclude transmission media. Examples of non-transitory computer-readable and machine-readable storage devices include any type of random access memory, any type of read-only memory, solid-state memory, flash memory, optical disks, magnetic disks, disk drives, and / or redundant array of independent disks (RAID) systems. As used herein, the term "device" refers to a physical structure, such as mechanical and / or electrical equipment, hardware, and / or circuitry, that may or may not be configured with computer-readable instructions, machine-readable instructions, etc., and / or that may or may not be manufactured to execute computer-readable instructions, machine-readable instructions, etc.

[0058] The terms "including" and "comprising" (and all their forms and tenses) are used herein as open-ended terms. Thus, whenever a claim uses any form of "include" or "comprise" (e.g., comprises, includes, comprising, including, having, etc.) as a preamble or in any kind of claim recitation, it is to be understood that additional elements, terms, etc. may be present without departing from the scope of the corresponding claim or recitation. As used herein, when the phrase "at least" is used as a transitional term, for example, in the preamble of a claim, it is open-ended in the same way that the terms "comprising" and "including" are open-ended. For example, the term "and / or" when used in the context of A, B, and / or C refers to any combination or subset of A, B, and C, such as (1) A alone, (2) B alone, (3) C alone, (4) A and B, (5) A and C, (6) B and C, or (7) A, B, and C. As used herein, in the context of describing a structure, component, item, object, and / or thing, the phrase "at least one of A and B" is intended to refer to an implementation that includes either (1) at least one A, (2) at least one B, or (3) at least one A and at least one B. Similarly, as used herein, in the context of describing a structure, component, item, object, and / or thing, the phrase "at least one of A or B" is intended to refer to an implementation that includes either (1) at least one A, (2) at least one B, or (3) at least one A and at least one B.As used herein, in the context of describing the performance or execution of a process, instruction, operation, activity, and / or step, the phrase "at least one of A and B" is intended to refer to an implementation that includes either (1) at least one A, (2) at least one B, or (3) at least one A and at least one B. Similarly, as used herein, in the context of describing the performance or execution of a process, instruction, operation, activity, and / or step, the phrase "at least one of A or B" is intended to refer to an implementation that includes either (1) at least one A, (2) at least one B, or (3) at least one A and at least one B.

[0059] As used herein, singular references (e.g., "a," "an," "first," "second," etc.) do not exclude a plurality. As used herein, the terms "a" or "an" object refer to one or more of the objects. The terms "a" (or "an"), "one or more," and "at least one" are used interchangeably herein. Furthermore, although individually listed, multiple means, elements, or actions may be performed by, for example, the same entity or object. In addition, although individual features may be included in different examples or claims, these may in some cases be combined, and inclusion in different examples or claims does not imply that a combination of features is infeasible and / or advantageous.

[0060] 4 is a flowchart of an exemplary method 400 that can be implemented to reduce a person's anxiety during an anxiety-inducing process or situation. The exemplary method 400 is described in connection with a blood collection process. However, the method 400 may be similarly implemented in connection with other types of processes or situations.

[0061] At block 402, the method 400 includes providing a mixed reality headset to the person. For example, as disclosed above in connection with FIG. 1 , a person (e.g., an employee, nurse, phlebotomist, etc.) at a blood donation facility can provide the headset 114 to the person 102. In some examples, the headset 114 is provided to the person 102 before the person 102 enters a room where a blood collection procedure will occur. For example, the headset 114 may be provided to the person 102 in a waiting room or a pre-screening room. In other examples, the headset 114 can be provided to the person 102 in the same room where the blood collection procedure will occur. In some examples, the headset 114 is provided to the person 102 before the person 102 sits or lies down in the chair 106. In other examples, the headset 114 is provided to the person 102 after the person 102 sits or lies down in the chair 106 but before the blood collection procedure occurs. The method 400 includes placing the headset 114 on the person's head 116. In some examples, the person 102 places the headset 114 on their head. Additionally or alternatively, another person (e.g., the phlebotomist 104) may assist in placing the headset 114 on the person's head. In some examples, the person 102 and / or another person may adjust the headset 114 (e.g., by adjusting one or more tension straps) to ensure that the headset 114 fits comfortably on the person's head 116 and that the glasses 202 are positioned in front of the person's eyes.

[0062] At block 404, the method 400 includes starting a mixed reality program on the mixed reality headset. For example, the person 102 and / or another person may activate the headset 114 (e.g., turn on the headset 114). In some examples, the mixed reality program 216 starts automatically when the headset 114 is activated. Alternatively, the headset 114 may be powered on, and the person 102 and / or another person may activate the mixed reality program 216 by interacting with a user interface on the headset 114 and / or another device (e.g., a computer) that controls the headset 114. When the mixed reality program 216 starts, digital content is displayed on the glasses 202, thereby creating a mixed reality environment for the person 102. Examples of mixed reality environments are shown in FIGS. 3A-3L. In some examples, such as those shown in FIGS. 3A-3L, the mixed reality environment is focused on nature (e.g., includes images of plants) and is generally calming. In some examples, the mixed reality environment is interactive, allowing person 102 to interact with one or more of the digital objects (e.g., via gaze control).

[0063] At block 406, the method 400 includes performing an anxiety-inducing action (e.g., an event, process, procedure, etc.), such as a blood draw process, while the person is exposed to the mixed reality program. For example, the phlebotomist 104 performs the blood draw process by inserting a needle 108 into the person's arm. Blood is collected in a bag 112. The phlebotomist 104 monitors the person 102 (e.g., monitors the person's vital signs) while the blood is being collected. The mixed reality program 216 is initiated before beginning the blood draw process. Thus, the person 102 continues to be exposed to the mixed reality program 216 via the headset 114 during this process. The mixed reality program 216 entertains the person 102 and / or distracts the person from the blood draw process. As such, the person 102 feels calmer and more relaxed during the blood draw process.

[0064] At block 408, method 400 includes determining whether the anxiety-inducing activity (e.g., the blood draw process) is complete. If the anxiety-inducing activity continues (e.g., blood is still being collected), person 102 continues to experience the mixed reality environment using headset 114. In some examples involving blood draw, the blood draw process occurs until a threshold amount of blood is collected, such as 0.5 L. In other examples, the threshold amount of blood may be greater (e.g., 1 L) or less (e.g., 0.25 L). In some examples, the blood draw process occurs for approximately 8-10 minutes. In other examples, the blood draw process may last for a longer or shorter amount of time. In other examples, the blood draw process may be stopped for another reason, such as if the person's vital signs indicate that person 102 is not feeling well.

[0065] The process ends when the anxiety-inducing action is completed (e.g., when the phlebotomist 104 removes the needle 108 and / or otherwise stops the blood collection process). At block 410, the example method 400 includes terminating the mixed reality program 216. For example, the program 216 may be deactivated by exiting the program 216 on the headset 114, turning the headset 114 off, and / or removing the headset 114 from the person's head 116.

[0066] 5 is a flowchart representing example machine-readable instructions and / or example operations 500 that may be executed, instantiated, and / or performed by a programmable circuit 212 to provide a mixed reality experience to a person. The instructions 500 may be stored in memory 214 and executed by programmable circuit 212 to implement a mixed reality program, such as mixed reality program 216.

[0067] In some examples, multiple mixed reality programs may be stored in the headset 114 and / or a remote computer that operates the programs for viewing on the headset 114. Thus, in some examples, the person 102 and / or another person may select one of the mixed reality programs to view, such as by interacting with a user interface screen. In some examples, the instructions 500 may select one of the mixed reality programs to execute based on the duration and / or type of medical procedure, such as a blood draw process. In block 502, the programmable circuit 212 identifies the duration and / or type of medical procedure. In some examples, this information is entered into the headset 114 by the person 102 and / or another person (e.g., the phlebotomist 104). In block 504, the programmable circuit 212 selects one of the mixed reality programs, such as program 216, based on the duration and / or type of medical procedure. For example, the programmable circuit 212 may select a mixed reality program that has a length that is longer than the expected length of the medical procedure to ensure that the mixed reality experience does not end before the procedure is finished. Additionally or alternatively, the programmable circuitry 212 may select a mixed reality program based on the level of anxiety that may be induced during the procedure. For example, if the procedure is of a more severe type, the programmable circuitry 212 may select a mixed reality program that is more appealing or stimulating to help draw the person's attention away from the procedure. In block 506, the programmable circuitry 212 executes and / or otherwise presents the selected mixed reality program, such as program 216. In other examples, only one program may be present on the headset 114; therefore, no program selection may be made.

[0068] In block 507, the environment tracker 220 detects, recognizes, and tracks objects, surfaces, and / or structures in the real-world surroundings based on measurements from the LiDAR sensor 206.

[0069] At block 508, the environment tracker 220 generates a 3D model of the real-world surroundings based on the detected / tracked objects, surfaces, and / or structures. In particular, the environment tracker 220 analyzes data from the LiDAR sensor 206 and generates a 3D model, map, and / or mesh of the real-world surroundings.

[0070] In block 510, the direction tracker 222 tracks or determines the orientation or direction of the headset 114 in the 3D model of the surrounding environment. For example, the direction tracker 222 may use input from the gaze sensor 204, the LiDAR sensor 206, and / or the sensors 208 (e.g., accelerometer, gyroscope).

[0071] In block 512, the digital content display device 224 causes the display device 210 to display digital content (e.g., text, images, 3D-appearing objects, etc.) on the glasses 202 according to the program 216 based on the orientation or direction of the headset 114 in the 3D model. As such, the digital content appears to be located within the real-world environment to the person 102, thereby providing a mixed reality experience. As the person 102 moves their head, the display device 210 can change the location of the digital content on the glasses 202, thereby making the digital content appear to remain in the same relative location within the real-world environment. In some examples, as disclosed in connection with the programs in FIGS. 3A-3L, the digital content display device 224 presents an avatar 308 on the glasses 202 (display) of the headset 114. The avatar 308 appears to be within the real-world surroundings, as shown in FIG. 3C. The avatar 308 distracts the person 102 and helps reduce anxiety in the person 102. In some examples, the digital content display 224 presents the avatar 308 in different positions on the glasses 202 (display) so that the avatar 308 appears to move around the real-world environment, training the person 102 in gaze control. In some examples, the digital content display 224 presents animations of moving objects (e.g., the avatar 308) on the glasses 202 (display) so that they appear to be in the real-world environment, and prompts the person 102 (e.g., by visual instructions on the glasses 202, by audio instructions via the speaker 211) to follow the moving object with their eyes. In some examples, the digital content display 224 presents one or more other digital objects or images, such as images of seeds, plants, etc.

[0072] In some examples, the mixed reality program 216 is interactive, allowing the person 102 to interact with the digital content. In some examples, the interaction is controlled via gaze control. In block 514, the gaze tracker 218 tracks the direction of the person's gaze based on input from the eye tracking sensor 205 and / or the gaze sensor 204. In block 516, the digital content display device 224 causes the display device 210 to display a cursor 302 at the location of the person's gaze, thereby providing feedback to the person 102. The person can move the cursor 302 to a particular area (by changing the direction of their gaze) and interact with the digital content.

[0073] In block 518, the digital content display 224 determines whether the person 102 has interacted with the digital content, such as whether the cursor 302 has remained over the digital object for a threshold period of time. For example, the digital content display 224 determines the amount of time the person 102 maintained focus (e.g., maintained their gaze direction on a particular portion of the glasses 202, including the digital object) and compares the amount of time to the threshold period. If the amount of time meets the threshold period, in block 520, the digital content display 224 determines an action to be taken and causes the display device 210 to perform the action (e.g., select a seed, move a seed, etc.). Thus, the digital content display 224 effects a change in one or more of the digital / virtual objects in the mixed reality environment based on the gaze direction or focus of the person 102's eyes, allowing the person 102 to control one or more of the virtual objects. In other words, the presentation of the mixed reality program 216 is altered based on the gaze.

[0074] As an exemplary operation, the digital content display device 224 can present a first digital image on the glasses 202 (display). For example, the first digital image can be an image of a seed, such as the seed 310 shown in FIG. 3D. Because the position of the first digital image (e.g., the seed 310) is based on a 3D model, the first digital image (e.g., the seed 310) appears to be on one or more objects or surfaces within the real-world surrounding environment. For example, as shown in FIG. 3E, the seed 310 appears to be on the floor 312 of a room. In some examples, the digital content display device 224 presents an avatar 308 on a first portion of the glasses 202 (display) and presents the first digital image (e.g., the seed 310) on a second portion of the glasses 202 (display). This second portion is different from the first portion. For example, as shown in FIG. 3D, the avatar 308 is displayed in a different location from the seed 310.

[0075] In some examples, the gaze tracker 218 determines or tracks the focus of the person 102 based on the gaze direction of the person's 102 eyes. The digital content display device 224 determines the amount of time the person 102 maintains focus and compares the amount of time to a threshold period. In response to the amount of time meeting the threshold, the digital content display device 224 presents a second digital image on the glasses 202 (display) in place of the first digital image. The position of the second digital image on the glasses 202 (display) is based on a 3D model so that the second digital image appears to be above one or more objects or surfaces in the real-world surroundings. For example, as disclosed in connection with FIGS. 3E and 3F , if the person 102 gazes or focuses on a spot on the floor 312 for a threshold time (e.g., 3 seconds), a plant 314 (second digital image) is presented in place of a seed 310 (first digital image). In some examples, the environment tracker 220 identifies the flatness of objects and surfaces within a 3D model of the real-world surrounding environment, and the digital content display device 224 identifies the location of the second digital image (e.g., plant 314) based on the flatness.

[0076] In some examples, the digital content display 224 animates the change from a first digital image to a second digital image. For example, as shown in Figures 3D-3K, a seed is animated to change into a plant growing in a room. In some examples, the digital content display 224 causes the display device 210 to present a change in the digital object based on the amount of time the person maintains focus meeting a threshold period. For example, if the person 102 is controlling a seed 310 and looks at a spot on the floor 312 for a certain period of time, the seed 310 plants and changes into a plant 314.

[0077] In some examples, the digital content display 224 assesses the activity level of the person 102 based on their gaze (tracked by the eye tracker 218). For example, the digital content display 224 may analyze the amount of eye movement and determine whether the amount of eye movement is relatively low (e.g., indicating boredom or distraction) or relatively high (e.g., indicating active engagement). In some examples, the digital content display 224 compares the activity level to a threshold level of activity. In some examples, the threshold level of activity is time-based. When the activity level does not meet the threshold level of activity, the digital content display 224 automatically presents a sequence of additional digital images on the glasses 202 (display). For example, as shown in FIGS. 3K and 3L, the digital content display 224 may present additional plants that continue to grow in the room, on the walls, ceiling, etc. Thus, even if the person 102 is not actively planting new seeds, the mixed reality environment continues to provide additional content to entertain and / or distract the person 102.

[0078] In block 522, the machine-readable instructions and / or operations 500 determine whether the mixed reality program 216 has finished. If not, control returns to block 504, where the mixed reality program 216 continues to track the orientation of the headset and display the digital content. Otherwise, the example process ends.

[0079] Figure 6 is a block diagram of an exemplary processor platform 600 configured to execute and / or instantiate the machine-readable instructions and / or operations of Figure 5 to implement the mixed reality program 216 of Figure 2. The processor platform 600 can be, for example, a server, a personal computer, a workstation, a self-learning machine (e.g., a neural network), a mobile device (e.g., a mobile phone, a smartphone, a tablet such as an iPad™), a personal digital assistant (PDA), an Internet appliance, a DVD player, a CD player, a digital video recorder, a Blu-ray player, a game console, a personal video recorder, a set-top box, a headset (e.g., a mixed reality (MR) headset, an augmented reality (AR) headset, a virtual reality (VR) headset, etc.), or other wearable device, or other type of computing device.

[0080] The processor platform 600 of the illustrated example includes a programmable circuit 612. The programmable circuit 612 of the illustrated example is hardware. For example, the programmable circuit 612 can be implemented by one or more integrated circuits, logic circuits, FPGAs, microprocessors, CPUs, GPUs, DSPs, and / or microcontrollers from any desired family or manufacturer. The programmable circuit 612 may also be implemented by one or more semiconductor-based (e.g., silicon-based) devices. The programmable circuit 612 may correspond to the programmable circuit 212. In this example, the programmable circuit 612 implements a mixed reality program 216 that includes a gaze tracker 218, an environment tracker 220, a direction tracker 222, and a digital content display device 224.

[0081] The programmable circuitry 612 of the illustrated example includes local memory 613 (e.g., cache, registers, etc.). The programmable circuitry 612 of the illustrated example communicates with main memory, including volatile memory 614 and nonvolatile memory 616, via bus 618. The volatile memory 614 may be implemented by Synchronous Dynamic Random Access Memory (SDRAM), Dynamic Random Access Memory (DRAM), RAMBUS® Dynamic Random Access Memory (RDRAM®), and / or other types of RAM devices. The nonvolatile memory 616 may be implemented by flash memory and / or other desired types of memory devices. Access to the main memory 614 is controlled by a memory controller 617. In some examples, the memory controller 617 may be implemented by one or more integrated circuits, logic circuits, microcontrollers from any desired family or manufacturer, or other types of circuits that manage the flow of data to and / or from the main memories 614, 616.

[0082] The programmable platform 600 of the illustrated example also includes an interface circuit 620. The interface circuit 620 may be implemented by hardware conforming to any type of interface standard, such as an Ethernet interface, a Universal Serial Bus (USB) interface, a Bluetooth® interface, a Near Field Communication (NFC) interface, a Peripheral Component Interconnect (PCI) interface, and / or a Peripheral Component Interconnect Express (PCIe) interface.

[0083] In the illustrated example, one or more input devices 622 are connected to the interface circuit 620. The input devices 622 enable a user (e.g., a human user, a machine user, etc.) and / or a device to input data and / or commands into the programmable circuit 612. The input devices 622 may include the gaze sensor 204, the eye tracking sensor 205, the LiDAR sensor 206, the sensor 208, and / or the microphone 213. Additionally or alternatively, the input devices 622 may be implemented by, for example, an audio sensor, a microphone, a camera, a keyboard, a button, a mouse, a touchscreen, a trackpad, a trackball, an isopoint device, and / or a voice recognition system.

[0084] One or more output devices 624 are also connected to the interface circuit 620 of the illustrated example. The output device 424 can be implemented by, for example, a display device such as display device 210 (e.g., a light emitting diode (LED), an organic light emitting diode (OLED), a liquid crystal display (LCD), a cathode ray tube (CRT) display, an in-place switching (IPS) display, a touch screen, etc.), a tactile output device, a printer, and / or a speaker such as speaker 211. Thus, the interface circuit 620 of the illustrated example typically includes a graphics driver card, a graphics driver chip, and / or a graphics processor circuit such as a GPU.

[0085] The interface circuitry 620 of the illustrated example also includes a communications device, e.g., a transmitter, a receiver, a transceiver, a modem, a residential gateway, a wireless access point, and / or a network interface for facilitating data exchange with external machines (e.g., any type of computing device) over a network 626. Communications can be, for example, via an Ethernet connection, a digital subscriber line (DSL) connection, a telephone line connection, a coaxial cable system, a satellite system, a beyond-line-of-site wireless system, a line-of-site wireless system, a cellular system, an optical connection, etc.

[0086] The programmable platform 600 of the depicted example also includes one or more mass storage disks or devices 628 for storing firmware, software, and / or data. Examples of such mass storage disks or devices 628 include magnetic storage devices (e.g., floppy disks, drives, HDDs, etc.), optical storage devices (e.g., Blu-ray disks, CDs, DVDs, etc.), RAID systems, and / or solid-state storage disks or devices such as flash memory devices and / or SSDs.

[0087] The machine-readable instructions 632, which may be implemented by the machine-readable instructions of FIG. 5, may be stored on at least one non-transitory computer-readable storage medium, such as the mass storage device 628, the volatile memory 614, the non-volatile memory 616, and / or a CD or DVD, which may be removable.

[0088] FIG. 7 is a block diagram of an exemplary implementation of the programmable circuit 612 of FIG. 6. In this example, the programmable circuit 612 of FIG. 6 is implemented by a microprocessor 700. For example, the microprocessor 700 may be a general-purpose microprocessor (e.g., a general-purpose microprocessor circuit). The microprocessor 700 executes some or all of the machine-readable instructions of the flowchart of FIG. 5 to effectively instantiate the circuit of FIG. 2 as a logic circuit that performs operations corresponding to those machine-readable instructions. In some such examples, the circuit of FIG. 2 is instantiated by a combination of the hardware circuitry of the microprocessor 700 and the machine-readable instructions. For example, the microprocessor 700 may be implemented by a multi-core hardware circuit such as a CPU, DSP, GPU, XPU, etc. While the microprocessor 700 may include any number of exemplary cores 702 (e.g., one core), the microprocessor 700 in this example is a multi-core semiconductor device including N cores. The cores 702 of the microprocessor 700 may operate independently or may cooperate to execute the machine-readable instructions. For example, a firmware program, an embedded software program, or machine code corresponding to a software program may be executed by one of the cores 702, or may be executed at the same time or at different times by more than one of the cores 702. In some examples, a firmware program, an embedded software program, or machine code corresponding to a software program is divided into threads and executed in parallel by two or more of the cores 702. A software program may correspond to some or all of the machine-readable instructions and / or operations represented by the flowchart of FIG.

[0089] The cores 702 may communicate via a first exemplary bus 704. In some examples, the first bus 704 may be implemented by a communication bus that provides communications associated with one or more of the cores 702. For example, the first bus 704 may be implemented by at least one of an Inter-Integrated Circuit (I2C) bus, a Serial Peripheral Interface (SPI) bus, a PCI bus, or a PCIe bus. Additionally or alternatively, the first bus 704 may be implemented by other types of computing or electrical buses. The cores 702 may obtain data, instructions, and / or signals from one or more external devices via the exemplary interface circuitry 706. The cores 702 may output data, instructions, and / or signals to one or more external devices via the interface circuitry 706. The cores 702 in this example include exemplary local memory 720 (e.g., a Level 1 (L1) cache that may be divided into an L1 data cache and an L1 instruction cache), but the microprocessor 700 also includes exemplary shared memory 710 (e.g., a Level 2 (L2) cache) that may be shared by the cores for fast access to data and / or instructions. Data and / or instructions may be transferred (e.g., shared) by writing to and / or reading from the shared memory 710. The local memory 720 of each of the cores 702, and the shared memory 710, may be part of a hierarchy of storage devices that includes multiple levels of cache memory and main memory (e.g., main memory 614, 616 of FIG. 6). Typically, memories at higher levels in the hierarchy exhibit slower access times and have smaller storage capacities than memories at lower levels. Changes at various levels of the cache hierarchy are managed (e.g., coordinated) by a cache coherence policy.

[0090] Each core 702 may be referred to as a CPU, DSP, GPU, etc., or other type of hardware circuit. Each core 702 includes a control unit circuit 714, an arithmetic logic (AL) circuit (sometimes referred to as an ALU) 716, multiple registers 718, a local memory 720, and a second exemplary bus 722. Other structures may exist. For example, each core 702 may include a vector unit circuit, a single instruction multiple data (SIMD) unit circuit, a load / store unit (LSU) circuit, a branch / jump unit circuit, a floating point unit (FPU) circuit, etc. The control unit circuit 714 includes semiconductor-based circuitry configured to control (e.g., coordinate) data movement within the corresponding core 702. The AL circuit 716 includes semiconductor-based circuitry configured to perform one or more mathematical and / or logical operations on data within the corresponding core 702. The AL circuit 716 in some examples performs integer-based operations. In another example, the AL circuit 716 also performs floating-point operations. In yet another example, the AL circuit 716 may include a first AL circuit that performs integer-based operations and a second AL circuit that performs floating-point operations. In some examples, the AL circuit 716 may be referred to as an Arithmetic Logic Unit (ALU). The registers 718 are semiconductor-based structures that store data and / or instructions, such as one or more results of operations performed by the AL circuit 716 of the corresponding core 702. For example, the registers 718 may include vector registers, SIMD registers, general-purpose registers, flag registers, segment registers, machine-specific registers, instruction pointer registers, control registers, debug registers, memory management registers, machine check registers, etc. The registers 718 may be arranged in banks as shown in FIG. 7. Alternatively, the registers 718 may be organized in any other arrangement, format, or structure, including being distributed throughout the core 702 to reduce access time. The second bus 722 may be implemented by at least one of an I2C bus, an SPI bus, a PCI bus, or a PCIe bus.

[0091] Each core 702 and / or, more generally, microprocessor 700 may include additional and / or alternative structures to those shown and described above. For example, one or more clock circuits, one or more power supplies, one or more power gates, one or more cache home agents (CHAs), one or more converged / common mesh stops (CMSs), one or more shifters (e.g., barrel shifters), and / or other circuits may be present. Microprocessor 700 is a semiconductor device fabricated to include many transistors interconnected to implement the structures described above within one or more integrated circuits (ICs) contained in one or more packages.

[0092] The programmable circuitry may include and / or cooperate with one or more accelerators (e.g., acceleration circuitry, hardware accelerators, etc.). In some examples, an accelerator is implemented by logic circuitry to perform a particular task more quickly and / or efficiently than can be performed by a general-purpose processor. Examples of accelerators include ASICs and FPGAs as discussed herein. GPUs, DSPs, and / or other programmable devices may also be accelerators. The accelerators may be on-board the microprocessor 800, may be in the same chip package as the microprocessor 800, and / or may be in one or more packages separate from the microprocessor 800.

[0093] 8 is a block diagram of another exemplary implementation of programmable circuit 612 of FIG. 6. In this example, programmable circuit 612 is implemented by FPGA circuit 800. For example, FPGA circuit 800 may be implemented by an FPGA. FPGA circuit 800 may be used to perform operations that might otherwise be executable by, for example, example microprocessor 700 of FIG. 7 by executing corresponding machine-readable instructions. However, because FPGA circuit 800, when configured, instantiates the operations and / or functions corresponding to the machine-readable instructions in hardware, it can often perform these operations / functions faster than can be performed by a general-purpose microprocessor executing corresponding software.

[0094] More specifically, in contrast to the above-described microprocessor 700 of FIG. 7 (which is a general-purpose device that can be programmed to execute some or all of the machine-readable instructions represented by the flowchart of FIG. 5, but whose interconnections and logic circuitry are fixed once fabricated), the example FPGA circuit 800 of FIG. 8 includes interconnections and logic circuitry that can be configured, structured, programmed, and / or interconnected in different ways after fabrication to instantiate some or all of the operations / functions corresponding to, for example, the machine-readable instructions represented by the flowchart of FIG. 2. In particular, FPGA circuit 800 can be thought of as an array of logic gates, interconnects, and switches. The switches are programmable to change how the logic gates are interconnected by the interconnections, effectively forming one or more dedicated logic circuits (unless FPGA circuit 800 is reprogrammed). The configured logic circuits enable the logic gates to cooperate in different ways to perform different operations on data received by the input circuits. These operations may correspond to some or all of the instructions (e.g., software and / or firmware) represented by the flowchart of FIG. 2. As such, FPGA circuit 800 may be configured and / or constructed to effectively instantiate some or all of the operations / functions corresponding to the machine-readable instructions of the flowchart of Figure 2 as special-purpose logic circuitry to perform the operations / functions corresponding to these software instructions in a dedicated manner similar to an ASIC. Thus, FPGA circuit 800 may perform the operations / functions corresponding to some or all of the machine-readable instructions of Figure 2 faster than a general-purpose microprocessor can.

[0095] In the example of FIG. 8 , FPGA circuit 800 is configured and / or constructed in response to being programmed (and / or reprogrammed one or more times) based on a binary file. In some examples, the binary file may be compiled and / or generated based on instructions in a hardware description language (HDL), such as Lucid, Very High Speed ​​Integrated Circuit (VHSIC) Hardware Description Language (VHDL), or Verilog. For example, a user (e.g., a human user, a machine user, etc.) writes code or a program in the HDL corresponding to one or more operations / functions; the code / program may be converted to a lower-level language as needed; and the code / program (e.g., the code / program in the lower-level language) may be converted into a binary file (e.g., by a compiler, a software application, etc.). In some examples, FPGA circuit 800 of FIG. 8 may access and / or load the binary file to cause FPGA circuit 800 of FIG. 8 to be configured and / or constructed to perform one or more operations / functions. For example, a binary file may be implemented by a bitstream (e.g., one or more computer-readable bits, one or more machine-readable bits, etc.), data (e.g., computer-readable data, machine-readable data, etc.), and / or machine-readable instructions accessible to FPGA circuit 800 of FIG. 8 to cause configuration and / or construction of FPGA circuit 800 of FIG. 8 or a portion thereof.

[0096] In some examples, the binary file is compiled, generated, translated, and / or otherwise output from a unified software platform utilized to program the FPGA. For example, the unified software platform may translate first instructions (e.g., code or program) corresponding to one or more operations / functions in a high-level language (e.g., C, C++, Python, etc.) into second instructions corresponding to one or more operations / functions in an HDL. In some such examples, the binary file is compiled, generated, and / or otherwise output from the unified software platform based on the second instructions. In some examples, the FPGA circuit 800 of FIG. 8 may access and / or load the binary file to cause the FPGA circuit 800 of FIG. 8 to be configured and / or constructed to perform one or more operations / functions. For example, a binary file may be implemented by a bitstream (e.g., one or more computer-readable bits, one or more machine-readable bits, etc.), data (e.g., computer-readable data, machine-readable data, etc.), and / or machine-readable instructions accessible to FPGA circuit 800 of FIG. 8 to cause configuration and / or construction of FPGA circuit 800 of FIG. 8 or a portion thereof.

[0097] The FPGA circuit 800 of FIG. 8 includes an example input / output (I / O) circuit 802 that obtains and / or outputs data to / from an example configuration circuit 804 and / or external hardware 806. For example, the configuration circuit 804 may be implemented by an interface circuit that may obtain a binary file that may be implemented with bitstreams, data, and / or machine-readable instructions for configuring the FPGA circuit 800 or a portion thereof. In some such examples, the configuration circuit 804 may obtain the binary file from a user, a machine (e.g., a hardware circuit (e.g., a programmable or dedicated circuit) that may implement an artificial intelligence / machine learning (AI / ML) model to generate the binary file), etc., or any combination thereof. In some examples, the external hardware 806 may be implemented by an external hardware circuit. For example, the external hardware 806 may be implemented by the microprocessor 700 of FIG. 7. The FPGA circuit 800 also includes an example logic gate circuit 808, a plurality of example configurable interconnects 810, and an array of example storage circuits 812. The logic gate circuits 808 and configurable interconnect 810 are configurable to instantiate one or more operations, which may correspond to at least a portion of the machine-readable instructions of FIG. 2 and / or other desired operations. The logic gate circuits 808 shown in FIG. 8 are fabricated in blocks or groups. Each block includes semiconductor-based electrical structures that can be configured into a logic circuit. In some examples, the electrical structures include logic gates (e.g., And gates, Or gates, Nor gates, etc.) that provide the building blocks of the logic circuit. Within each of the logic gate circuits 808 are electrically controllable switches (e.g., transistors) that enable configuration of the electrical structures and / or logic gates to form a circuit that performs a desired operation / function. The logic gate circuits 808 may also include other electrical structures, such as look-up tables (LUTs), registers (e.g., flip-flops or latches), multiplexers, etc.

[0098] The configurable interconnects 810 in the illustrated example are conductive paths, traces, or vias, etc., which may include electrically controllable switches (e.g., transistors), the state of which can be changed by programming (e.g., using an HDL instruction language) to activate or deactivate one or more connections between one or more of the logic gate circuits 808 to program a desired logic circuit.

[0099] The storage circuits 812 in the illustrated example are constructed to store the results of one or more of the operations performed by the corresponding logic gates. The storage circuits 812 may be implemented by registers or the like. In the illustrated example, the storage circuits 812 are distributed among the logic gate circuits 808 for ease of access and increased execution speed.

[0100] The example FPGA circuit 800 of FIG. 8 also includes example dedicated operations circuitry 814. In this example, the dedicated operations circuitry 814 includes dedicated circuitry 816 that can be called upon to implement commonly used functions, avoiding the need to program those functions in the field. Examples of such dedicated circuitry 816 include memory (e.g., DRAM) controller circuitry, PCIe controller circuitry, clock circuitry, transceiver circuitry, memory, and multiplier-accumulator circuitry. Other types of dedicated circuitry may also be present. In some examples, the FPGA circuit 800 may also include example general-purpose programmable circuitry 818, such as an example CPU 820 and / or an example DSP 822. Other general-purpose programmable circuitry 818, e.g., a GPU, XPU, etc., programmable to perform other operations, may also or alternatively be present.

[0101] 7 and 8 illustrate two exemplary implementations of the programmable circuit 612 of FIG. 6, many other approaches are contemplated. For example, the FPGA circuit may include an on-board CPU, such as one or more of the exemplary CPUs 720 of FIG. 7. Thus, the programmable circuit 612 of FIG. 6 may be further implemented by combining at least the exemplary microprocessor 700 of FIG. 7 and the exemplary FPGA circuit 800 of FIG. 8. In some such hybrid examples, one or more cores 702 of FIG. 7 may execute a first portion of the machine-readable instructions represented by the flowchart of FIG. 5 to perform a first operation / function, the FPGA circuit 800 of FIG. 8 may be configured and / or constructed to perform a second operation / function corresponding to a second portion of the machine-readable instructions represented by the flowchart of FIG. 5, and / or the ASIC may be configured and / or constructed to perform a third operation / function corresponding to a third portion of the machine-readable instructions represented by the flowchart of FIG. 5.

[0102] Thus, it should be understood that some or all of the circuitry of Figure 2 may be instantiated simultaneously or at different times. For example, the same and / or different portions of microprocessor 700 of Figure 7 may be programmed to execute portions of the machine-readable instructions simultaneously and / or at different times. In some examples, the same and / or different portions of FPGA circuit 800 of Figure 8 may be configured and / or constructed to perform operations / functions corresponding to portions of the machine-readable instructions simultaneously and / or at different times.

[0103] In some examples, some or all of the circuitry of FIG. 2 may be instantiated in one or more threads that execute simultaneously and / or serially, for example. For example, microprocessor 700 of FIG. 7 may execute machine-readable instructions in one or more threads that execute simultaneously and / or serially. In some examples, FPGA circuit 800 of FIG. 8 may be configured and / or constructed to perform operations / functions simultaneously and / or serially. Furthermore, in some examples, some or all of the circuitry of FIG. 2 may be implemented within one or more virtual machines and / or containers that execute on microprocessor 700 of FIG. 7.

[0104] In some examples, the programmable circuit 612 of Figure 6 may be in one or more packages. For example, the microprocessor 700 of Figure 7 and / or the FPGA circuit 800 of Figure 8 may be in one or more packages. In some examples, an XPU may be implemented by the programmable circuit 612 of Figure 6, and the programmable circuit 612 may be in one or more packages. For example, an XPU may include a CPU (e.g., the microprocessor 700 of Figure 7, the CPU 820 of Figure 8, etc.) in one package, a DSP (e.g., the DSP 822 of Figure 8) in another package, a GPU in yet another package, and an FPGA (e.g., the FPGA circuit 800 of Figure 8) in yet another package.

[0105] A block diagram illustrating an example software distribution platform 905 for distributing software, such as the example machine-readable instructions 632 of FIG. 6 (corresponding to the mixed reality program 216), to other hardware devices (e.g., hardware devices owned and / or operated by third parties other than the owner and / or operator of the software distribution platform) is shown in FIG. 9. The example software distribution platform 905 may be implemented by any computer server, data facility, cloud service, etc. capable of storing and transmitting software to other computing devices. These third parties may be customers of the entity that owns and / or operates the software distribution platform 905. For example, the entity that owns and / or operates the software distribution platform 905 may be a developer, seller, and / or licensor of software, such as the example machine-readable instructions 632 of FIG. 6. The third parties may also be consumers, users, retailers, OEMs, etc. that purchase and / or license the software for use and / or resale and / or sublicensing. In the illustrated example, the software distribution platform 905 includes one or more servers and one or more storage devices. The storage device stores machine-readable instructions 632, which may correspond to the example machine-readable instructions 500 of FIG. 5, as described above. One or more servers of the example software distribution platform 905 are in communication with the example network 910, which may correspond to the Internet and / or any one or more of any of the example networks described above. In some examples, the one or more servers transmit the software to a requestor in response to a request as part of a commercial transaction. Payment for the distribution, sale, and / or licensing of the software may be processed by one or more servers of the software distribution platform and / or a third-party payment entity. The server enables purchasers and / or licensors to download the machine-readable instructions 632 from the software distribution platform 905.For example, software that may correspond to the example machine-readable instructions 500 of FIG. 5 may be downloaded to the example processor platform 600, which will execute the machine-readable instructions 632 to implement the mixed reality program 216. In some examples, one or more servers of the software distribution platform 905 periodically source, transmit, and / or force updates to the software (e.g., the example machine-readable instructions 632 of FIG. 6) to ensure that improvements, patches, updates, etc. to the software are delivered to and applied to end-user devices.

[0106] From the foregoing, it will be appreciated that exemplary systems, methods, devices, and articles of manufacture are disclosed that help alleviate or reduce a person's anxiety during anxiety-inducing processes or situations, such as, for example, medical procedures, such as performing a blood draw. The examples disclosed herein utilize immersive technology to entertain or otherwise distract a person from the blood draw process. This helps reduce a person's fear or anxiety, thereby making them feel more comfortable in the anxiety-inducing situation. The exemplary methods and devices can also reduce pain or the perception of pain by distracting and / or entertaining the person during the blood draw process. Thus, the examples disclosed herein may lead to increased donor engagement, satisfaction, and retention (e.g., repeat donations). Furthermore, by reducing fear and / or anxiety, the exemplary methods and devices may help increase blood donations from certain demographics that traditionally or statistically have low blood donation rates.

[0107] Examples and exemplary combinations disclosed herein include:

[0108] Example 1 is a non-transitory machine-readable medium containing instructions that, when executed, cause a programmable circuit to present a virtual avatar on a display of a headset worn by a patient during a blood draw process. The display is at least partially transparent to allow the patient to view their real-world surroundings through the display and to make the virtual avatar appear as if it were within the real-world surroundings. The display is at least partially transparent to allow a medical professional to monitor the patient's eyes during the blood draw process. The virtual avatar is intended to distract the patient and reduce their anxiety. The instructions also cause the programmable circuit to detect objects and surfaces in the real-world environment, create a three-dimensional (3D) model of the real-world environment, present a first digital image on the display, the position of the first digital image being based on the 3D model such that the first digital image appears to be over one or more of the objects or surfaces in the real-world environment, determine a patient's focus based on a gaze direction of the patient's eyes, determine an amount of time the patient maintains focus, compare the amount of time to a threshold period, and present a second digital image on the display in place of the first digital image in response to the amount of time meeting the threshold. The position of the second digital image on the display is based on the 3D model such that the second digital image appears to be over one or more of the objects or surfaces in the real-world environment.

[0109] Example 2 includes the machine-readable medium of example 1, wherein the instructions, when executed, cause the programmable circuit to present a virtual avatar on a first portion of the display and a first digital image on a second portion of the display, the second portion being different from the first portion.

[0110] Example 3 includes the machine-readable medium of example 1 or example 2, wherein the instructions, when executed, cause the programmable circuit to animate a change from the first digital image to the second digital image.

[0111] Example 4 includes the machine-readable medium of Examples 1-3, wherein the instructions, when executed, cause the programmable circuit to identify flatness of objects and surfaces in the 3D model and identify a location of the second digital image based on the flatness.

[0112] Example 5 includes the machine-readable medium of any of Examples 1-4, wherein the instructions, when executed, cause the programmable circuit to present an animation of a moving object on a display to appear as if it were in a real-world environment and prompt the patient to follow the moving object with their eyes.

[0113] Example 6 includes the machine-readable medium of any of Examples 1-5, wherein the instructions, when executed, cause the programmable circuit to track the patient's gaze, assess the patient's activity level based on the gaze, and automatically present a sequence of additional digital images on the display when the activity level does not meet a threshold level of activity, wherein the threshold level of activity is based on time.

[0114] Example 7 includes the machine-readable medium of any of Examples 1-6, wherein the instructions cause the programmable circuit to present the virtual avatar in different positions on the display so that the virtual avatar appears to move about a real-world surrounding environment, thereby training the patient with gaze control.

[0115] Example 8 includes the machine-readable medium of any of Examples 1-7, where the instructions cause the programmable circuit to present audio instructions through a speaker.

[0116] Example 9 is a mixed reality headset for use during a blood collection process. The mixed reality headset includes a headband that fits around a person's head and a visor held by the headband. The visor is adapted to be positioned over the eyes of the person wearing the headband. The visor is at least partially transparent, allowing the person to view their real-world surroundings and allowing a medical professional to monitor the person's eyes. The mixed reality headset also includes a display device for displaying digital content on the visor, a memory, and programmable circuitry that executes instructions to: track objects and surfaces in the real-world surroundings and create a three-dimensional (3D) model of the real-world surroundings; cause the display device to present a first virtual object on the visor such that the first virtual object appears to be in the real-world surroundings; track the person's focus; determine an amount of time the person maintains focus; compare the amount of time with a threshold time; and, in response to the amount of time meeting the threshold time, cause the display device to present a change in the first virtual object on the visor.

[0117] Example 10 is the mixed reality headset of example 9, wherein the programmable circuitry causes the display device to display an avatar on the visor, the avatar to distract the person and reduce anxiety of the person.

[0118] Example 11 includes the mixed reality headset of example 10, further including a speaker. The programmable circuitry causes the speaker to provide audible instructions coordinated with the avatar.

[0119] Example 12 is a method for reducing anxiety in a person during a blood collection process. The method includes providing the person with a mixed reality headset before collecting blood from the person. The mixed reality headset includes glasses and a display device for displaying digital content on the glasses. The glasses enable a medical professional to monitor the person's eyes during the blood collection process. The method also includes initiating a mixed reality program on the mixed reality headset. The mixed reality program reduces anxiety by causing the display device to display a mixed reality environment having one or more virtual objects on the glasses such that the virtual objects appear to be located in the person's real-world environment, determining a gaze direction of the person's eyes, and causing changes in one or more of the virtual objects in the mixed reality environment based on the gaze direction of the person's eyes, thereby enabling the person to control one or more of the virtual objects. The method also includes collecting blood from the person while the person is exposed to the mixed reality program.

[0120] Example 13 includes the method of Example 12, wherein the mixed reality program is further for reducing anxiety by: detecting objects and surfaces in the real-world environment via sensors on the headset; creating a three-dimensional (3D) model of the real-world environment; determining a direction of orientation of the headset in the real-world environment; and causing a display device to display the virtual objects on the glasses based on the 3D model and the direction of orientation of the headset such that the virtual objects appear fixed relative to one or more of the objects or surfaces in the real-world environment.

[0121] Example 14 includes the method of Example 13, wherein the virtual object includes a first virtual object displayed on the first portion of the glasses such that the first virtual object appears to be on a surface in the real-world environment.

[0122] Example 15 includes the method of Example 14, wherein the mixed reality program is further for reducing anxiety by: determining an amount of time the person maintains a gaze direction on a portion of the glasses that includes the first virtual object, and comparing the amount of time to a threshold period.

[0123] Example 16 is the method of example 15, wherein the mixed reality program further , for reducing anxiety by causing the display to present an image of a second virtual object on the glasses in place of the first virtual object in response to the amount of time meeting a threshold.

[0124] Example 17 is the method of Example 15 or Example 16, wherein the mixed reality program further includes the method by causing an animation from the first virtual object to the second virtual object in response to the amount of time meeting a threshold.

[0125] Example 18 includes the method of any of Examples 12-17, wherein the mixed reality program further causes the display device to present a virtual avatar on the glasses to reduce anxiety, the virtual avatar providing instructions to the person for interacting with the mixed reality environment.

[0126] Example 19 includes the method of any of Examples 12-18, wherein the mixed reality program is further for reducing anxiety by activating a speaker on the mixed reality headset to provide audio instructions to the person.

[0127] Example 20 includes the method of any of Examples 12-19, wherein the person does not interact with the mixed reality environment through a handheld device.

[0128] Example 21 is a method that includes providing a person with a headset, placing the headset on the person's head, starting a mixed reality program on the headset, and performing a blood sampling process on the person while the person is exposed to the mixed reality program.

[0129] Example 22 includes the method of example 21, wherein the mixed reality program is interactive.

[0130] Example 23 includes the method of example 22, wherein the person interacts with the mixed reality program via gaze control.

[0131] Example 24 includes the method of any of Examples 21-23, wherein the mixed reality program displays digital content including an image of a plant.

[0132] Example 25 includes the method of any of Examples 21-24, wherein the mixed reality program is initiated before starting the blood collection process.

[0133] Example 26 is the method of any of Examples 21-25, including monitoring the person's eyes through clear glasses on a headset.

[0134] Example 27 is a non-transitory machine-readable storage medium containing instructions that, when executed, cause programmable circuitry in the headset to at least display digital content on the headset to a person wearing the headset during a blood collection process, wherein the digital content creates a mixed reality environment.

[0135] Example 28 includes the non-transitory machine-readable storage medium of example 27, wherein the digital content is interactive.

[0136] Example 29 includes the non-transitory machine-readable storage medium of Example 28, wherein the instructions cause the programmable circuit to determine a direction of a person's gaze and perform an action based on the person's gaze.

[0137] Example 30 is a headset comprising: glasses; a display device for displaying digital content on the glasses; a memory; a plurality of mixed reality programs in the memory; and programmable circuitry for executing instructions to: identify a duration of a medical procedure, select one of the plurality of mixed reality programs based on the duration, present the selected mixed reality program on the glasses, determine a line of sight of a person wearing the headset during the presentation of the selected mixed reality program, and modify the presentation of the mixed reality program based on the line of sight.

[0138] Example 31 includes the headset of example 30, wherein the glasses are clear, allowing the phlebotomist to monitor the person's eyes.

[0139] Example 32 includes the headset of example 30 or example 31, wherein the selected mixed reality program is interactive.

[0140] Example 33 includes the headset of example 32, wherein the digital content within the mixed reality program is controllable via eye control.

[0141] Example 34 includes the headset of (claim 33), wherein the headset includes an eye tracking sensor.

[0142] Example 35 is a method that includes exposing a person to a mixed reality environment during a medical procedure.

[0143] The following claims are hereby incorporated by reference into this detailed description. Although certain exemplary systems, methods, apparatus, and articles of manufacture are disclosed herein, the scope of coverage of this patent is not limited thereto. On the contrary, this patent encompasses all systems, methods, apparatus, and articles of manufacture that fairly fall within the scope of the claims of this patent.

Claims

1. A non-transitory machine-readable medium containing instructions that, when executed, cause a programmable circuit to: presenting a virtual avatar on a display of a headset worn by the patient during the blood collection process, the display allowing the patient to view a real-world environment through the display and at least partially transparent to allow the virtual avatar to appear as if it were within the real-world environment, the display being at least partially transparent to allow a medical professional to monitor the patient's eyes during the blood collection process, the virtual avatar intended to distract the patient and reduce anxiety of the patient; Detecting objects and surfaces in a real-world environment; Create a three-dimensional (3D) model of the real-world environment, presenting a first digital image on a display, the position of the first digital image being based on the 3D model such that the first digital image appears to be over one or more objects or surfaces in a real-world surrounding environment; determining a patient's focus based on the patient's eye gaze direction; Let the patient determine the amount of time they maintain focus. comparing the amount of time to a threshold period; responsive to the amount of time meeting a threshold, causing a second digital image to be presented on the display in place of the first digital image, the position of the second digital image on the display being based on the 3D model such that the second digital image appears to be over one or more of the objects or surfaces in the real-world surrounding environment; Non-transitory machine-readable media.

2. 10. The machine-readable medium of claim 1, wherein the instructions, when executed, cause the programmable circuit to present a virtual avatar on a first portion of the display and a first digital image on a second portion of the display, the second portion being different from the first portion.

3. 10. The machine-readable medium of claim 1, wherein the instructions, when executed, cause the programmable circuit to animate a change from a first digital image to a second digital image.

4. The instructions, when executed, cause the programmable circuit to Identifying objects and surface flatness in 3D models; Identifying the location of the second digital image based on flatness The machine-readable medium of claim 1 .

5. The instructions, when executed, cause the programmable circuit to Present animations of moving objects on the display so that they appear to be in a real-world environment, Ask the patient to follow a moving object with their eyes The machine-readable medium of claim 1 .

6. The instructions, when executed, cause the programmable circuit to Track the patient's gaze Evaluate the patient's activity level based on their gaze; automatically presenting a sequence of additional digital images on the display when the activity level does not meet a threshold level of activity, the threshold level of activity being time-based; The machine-readable medium of claim 1 .

7. 10. The machine-readable medium of claim 1, wherein the instructions cause the programmable circuit to present a virtual avatar at different positions on a display so that the virtual avatar appears to move around a real-world environment, thereby training the patient with gaze control.

8. 10. The machine-readable medium of claim 1, wherein the instructions cause the programmable circuit to present audio instructions through a speaker.

9. 1. A mixed reality headset for use during a blood collection process, comprising: a headband that is placed around a person's head; a visor carried by the headband, the visor adapted to be disposed over the eyes of a person wearing the headband, the visor being at least partially transparent to allow the person to see their real-world surroundings and to allow a medical professional to monitor the person's eyes; a display device for displaying digital content on the visor; Memory and 1. A programmable circuit comprising: Track objects and surfaces in real-world environments; Create a three-dimensional (3D) model of the real-world environment; causing the display device to present a first virtual object on the visor such that the first virtual object appears as if it were in a real-world surrounding environment; Tracking people's focus, Determine the amount of time a person maintains focus, comparing the amount of time to a threshold time; In response to the amount of time meeting the threshold time, causing the display device to present a change in the first virtual object on the visor. and programmable circuitry for executing instructions for A mixed reality headset comprising:

10. 10. The mixed reality headset of claim 9, wherein the programmable circuitry causes the display device to present an avatar on the visor, the avatar for distracting the person and reducing anxiety of the person.

11. The mixed reality headset of claim 10 further comprising a speaker, wherein the programmable circuitry causes the speaker to provide audible commands coordinated with the avatar.

12. 1. A method for reducing anxiety in a person during a blood collection process, comprising: providing a mixed reality headset to the person prior to collecting blood from the person, the mixed reality headset including glasses and a display device for displaying digital content on the glasses, the glasses enabling a medical professional to monitor the person's eyes during the blood collection process; starting a mixed reality program on the mixed reality headset, the mixed reality program comprising: causing a display device to display a mixed reality environment having one or more virtual objects on the glasses such that the virtual objects appear to be located within the person's real-world environment; Determining a gaze direction of a person's eye; to reduce anxiety by causing a change in one or more virtual objects in a mixed reality environment based on a gaze direction of the person's eyes, thereby enabling the person to control the one or more virtual objects; collecting blood from a person while the person is exposed to a mixed reality program; A method comprising:

13. Mixed reality programs are also Detecting objects and surfaces in a real-world environment via sensors on the headset; Creating a three-dimensional (3D) model of a real-world environment; determining a direction of orientation of the headset in a real-world environment; causing a display device to display the virtual object on the glasses based on the 3D model and a direction of orientation of the headset so that the virtual object appears fixed relative to one or more objects or surfaces in the real-world environment; 13. The method of claim 12, wherein the method is for reducing anxiety by

14. The method of claim 13 , wherein the virtual objects include a first virtual object displayed on a first portion of the glasses such that the first virtual object appears to be on a surface in the real-world environment.

15. Mixed reality programs are also determining an amount of time that the person maintains a gaze direction on a portion of the glasses that includes the first virtual object; comparing the amount of time to a threshold period; 15. The method of claim 14, wherein the method is for reducing anxiety by

16. 16. The method of claim 15, wherein the mixed reality program is further for reducing anxiety by causing the display to present an image of a second virtual object on the glasses in place of the first virtual object in response to the amount of time meeting a threshold.

17. 16. The method of claim 15, wherein the mixed reality program is further for reducing anxiety by causing an animation from the first virtual object to the second virtual object in response to the amount of time meeting a threshold.

18. 13. The method of claim 12, wherein the mixed reality program further reduces anxiety by causing the display device to present a virtual avatar on the glasses, the virtual avatar providing instructions to the person for interacting with the mixed reality environment.

19. 13. The method of claim 12, wherein the mixed reality program further activates speakers on the mixed reality headset to provide audio instructions to the person to reduce anxiety.

20. The method of claim 12 , wherein the person does not interact with the mixed reality environment via a handheld device.

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