A cognitive training device and method based on game content that alternately provides general brain stimulation and brain stimulation to specific areas.

The cognitive training device addresses the monotony of conventional methods by alternately providing general and specific brain stimulation within a game-like scenario, enhancing engagement and effectiveness through tailored, immersive training.

JP2026521347APending Publication Date: 2026-06-30NUNAPS INC +2

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NUNAPS INC
Filing Date
2024-05-24
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

Conventional cognitive training methods for patients with brain damage due to diseases like stroke or dementia are repetitive and often lead to boredom or lack of concentration, necessitating a more engaging and condition-specific approach.

Method used

A cognitive training device that alternates between general brain stimulation and targeted brain stimulation tasks within a game-like scenario, tailored to the user's health status, using a display module, input module, and control module to create immersive game content.

Benefits of technology

The device maintains user engagement and enhances cognitive training effectiveness by providing emotionally immersive and condition-specific training, preventing boredom and ensuring appropriate difficulty levels.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026521347000001_ABST
    Figure 2026521347000001_ABST
Patent Text Reader

Abstract

This disclosure relates to a cognitive training device and method, and may include a display module, a memory for storing a trainee's health status information, a plurality of multimedia contents, and a plurality of training tasks, an input module for receiving the trainee's responses, and a control module that selects a first multimedia content corresponding to the health status information from the plurality of multimedia contents, selects a first training task corresponding to the first multimedia content from the plurality of training tasks, arranges the first training tasks between the first multimedia contents to form game content, and outputs the game content via the display module to perform cognitive training operations.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present disclosure relates to an apparatus and method for providing cognitive training based on game content. More specifically, the present disclosure relates to an apparatus and method for providing cognitive training based on game content that alternately provides general brain stimulation and brain stimulation to a specific site.

Background Art

[0002] Patients with damaged parts of the brain due to diseases such as stroke, dementia, and old age are forced to face many inconveniences in their daily lives. In recent years, in order to treat such diseases, cognitive training for improving brain function using games such as virtual reality has been used.

[0003] However, conventionally, only simple repetition of cognitive training has been performed, and there have been cases where patients feel bored with the training or cannot concentrate for a long time.

[0004] Therefore, there is a growing need for an effective method for improving cognitive ability, and the importance of an apparatus and method for inducing patient immersion and improving such cognitive ability has increased.

Summary of the Invention

Problems to be Solved by the Invention

[0005] The present disclosure has been made in view of the above circumstances, and an object thereof is to provide an apparatus and method for providing cognitive training based on game content that alternately provides general brain stimulation and brain stimulation to a specific site.

[0006] The problems to be solved by the present disclosure are not limited to the problems mentioned above, and other problems not mentioned can be clearly understood by those skilled in the art from the following description.

Means for Solving the Problems

[0007] A cognitive training device according to this disclosure for achieving the technical challenges described above may include a display module, a memory for storing health status information of a trainee, multiple multimedia contents, and multiple training tasks, an input module for receiving the trainee's responses, and a control module that selects a first multimedia content corresponding to the health status information from the multiple multimedia contents, selects a first training task corresponding to the first multimedia content from the multiple training tasks, arranges the first training tasks between the first multimedia contents to form game content, and outputs the game content via the display module to perform cognitive training operations.

[0008] Furthermore, the cognitive training provision method performed by the control module of the device relating to this disclosure may include the steps of: acquiring health status information of a person being trained; selecting a first multimedia content corresponding to the health status information from among a plurality of already provided multimedia contents; selecting a first training task corresponding to the first multimedia content from among a plurality of training tasks; composing game content in which the first training tasks are arranged between the first multimedia contents; and performing cognitive training operations by outputting the game content via the display module of the device. [Effects of the Invention]

[0009] The cognitive training device disclosed herein provides cognitive training using game content composed of multiple episodes, thereby guiding trainees to maintain immersion and prevent them from feeling bored even during repeated cognitive training sessions.

[0010] Furthermore, the cognitive training device disclosed herein has the effect of inducing emotional immersion in the trainee by using game content that has a story that is similar to a situation caused by the trainee's illness or symptoms.

[0011] Furthermore, the cognitive training device disclosed herein enhances the cognitive training effect on the trainee by using alternating stimulation game content in which training tasks that provide brain stimulation to specific areas are placed between stories that provide overall brain stimulation to the trainee.

[0012] Furthermore, the cognitive training device disclosed herein has the effect of providing cognitive training that is appropriate to the trainee's condition by offering training tasks with adjusted difficulty levels. [Brief explanation of the drawing]

[0013] [Figure 1] This figure shows a block diagram of a cognitive training device according to an embodiment of the present disclosure. [Figure 2] This figure illustrates a method for providing cognitive training according to an embodiment of the present disclosure. [Figure 3] This is a diagram illustrating the multimedia content relating to the embodiments of this disclosure. [Figure 4] This figure illustrates the general brain stimulation training task according to the embodiments of this disclosure. [Figure 5] This figure illustrates a brain stimulation training task for a specific area according to an embodiment of the present disclosure. [Figure 6] This figure illustrates a first embodiment of a brain stimulation training task for a specific area according to the embodiments of the present disclosure. [Figure 7] This figure illustrates a second embodiment of the brain stimulation training task for a specific area according to the embodiments of the present disclosure. [Figure 8] This figure illustrates a method for structuring game content according to an embodiment of the present disclosure. [Modes for carrying out the invention]

[0014] Throughout the present disclosure, the same reference numerals denote the same components. The present disclosure does not describe all elements of each embodiment, and general content in the technical field to which the present disclosure pertains or overlapping content in embodiments is omitted. The terms "portion, module, member, block" used in the specification can be embodied by software or hardware, and in an embodiment, a plurality of "portions, modules, members, blocks" can be embodied as one component, or one "portion, module, member, block" can also include a plurality of components.

[0015] Throughout the specification, when it is stated that a certain portion is "connected" to another portion, this includes not only the case where they are directly connected but also the case where they are indirectly connected, and indirect connection includes being connected via a wireless communication network.

[0016] Also, when it is stated that a certain portion "includes" a certain component, this means that, unless otherwise stated to the contrary, it does not exclude other components but can further include other components.

[0017] Throughout the specification, when it is stated that a certain member is "above" another member, this includes not only the case where a certain member is in contact with another member but also the case where there is another member between the two members.

[0018] Terms such as first, second, etc. are used to distinguish one component from another component, and a component is not limited by the aforementioned terms.

[0019] Singular expressions include plural expressions unless there is a clear exception in the context.

[0020] At each stage, the identification code is used for convenience of explanation, and the identification code does not explain the order of each stage. Unless a specific order is clearly described in the context, each stage can be implemented in a different order from the described order.

[0021] Hereinafter, the working principle and embodiments of the present disclosure will be described with reference to the accompanying drawings.

[0022] In this specification, the "device according to the present disclosure" includes all various devices that can perform arithmetic processing and provide results to users. For example, the device according to the present disclosure can include all of a computer, a server device, and a mobile terminal, or can take any one form.

[0023] Here, the computer can include, for example, a notebook computer equipped with a web browser, a desktop, a laptop, a tablet PC, a slate PC, and the like.

[0024] The server device is a server that communicates with an external device and processes information, and can include an application server, a computing server, a database server, a file server, a game server, a mail server, a proxy server, and a web server, and the like.

[0025] The aforementioned portable terminal is, for example, a wireless communication device that ensures portability and mobility, and may include all kinds of handheld-based wireless communication devices such as PCS (Personal Communication System), GSM (Global System for Mobile communications), PDC (Personal Digital Cellular), PHS (Personal Handyphone System), PDA (Personal Digital Assistant), IMT (International Mobile Telecommunication)-2000, CDMA (Code Division Multiple Access)-2000, W-CDMA (W-Code Division Multiple Access), WiBro (Wireless Broadband Internet) terminals, and smartphones, as well as wearable devices such as watches, rings, bracelets, anklets, necklaces, glasses, contact lenses, or head-mounted devices (HMDs).

[0026] The artificial intelligence and related functions relating to this disclosure operate via a processor and memory. The processor can consist of one or more processors. In this case, one or more processors may be general-purpose processors such as CPUs, APs, and DSPs (Digital Signal Processors), graphics-dedicated processors such as GPUs and VPUs (Vision Processing Units), or artificial intelligence-dedicated processors such as NPUs. One or more processors are controlled to process input data according to predefined operating rules or artificial intelligence models stored in memory. Alternatively, if one or more processors are dedicated artificial intelligence processors, the dedicated artificial intelligence processors may be designed with hardware structures specialized for processing a particular artificial intelligence model.

[0027] In this specification, the term "task" may refer to the goals and / or objectives to be achieved by the user. For example, a task may include games or multimedia content. A computerized task may be rendered using computerized components, and the user may be given instructions regarding the goals or objectives for performing the computerized task. A task may require an individual to provide or withhold a response to a specific stimulus.

[0028] Figure 1 is a block diagram of a cognitive training device according to an embodiment of the present disclosure. Referring to Figure 1, the cognitive training device 100 may include a communication module 110, an input module 130, a display module 150, a memory 170, and a control module 190. Since the components shown in Figure 1 are not essential for realizing the cognitive training device 100 according to the present disclosure, the cognitive training device 100 described herein may have more or fewer components than those not described herein.

[0029] The cognitive training device 100 according to an embodiment of the present invention may include a variety of devices capable of performing computational processing. For example, the cognitive training device 100 may include a desktop PC, mobile phone, smartphone, laptop computer, PDA (personal digital assistant), PMP (portable multimedia player), slate PC, tablet PC, ultrabook, wearable device, and the like.

[0030] In one embodiment, the cognitive training device 100 may include a head-mounted device such as an HMD (Head Mounted Display) worn on the trainee's head to display images, smart glasses, or smart goggles, or a display device such as a mobile phone that can be placed on and used with a head-mounted device.

[0031] The communication module 110 communicates with at least one external device (such as a server) via wired or wireless connection. In particular, when performing wireless communication, it transmits and receives wireless signals using a communication network based on wireless internet technology.

[0032] Wireless internet technologies include, for example, WLAN (Wireless LAN), Wi-Fi (Wireless-Fidelity), Wi-Fi (Wireless Fidelity) Direct, DLNA (Registered Trademark) (Digital Living Network Alliance), WiBro (Wireless Broadband), WiMAX (World Interoperability for Microwave Access), HSDPA (High Speed ​​Downlink Packet Access), HSUPA (High Speed ​​Uplink Packet Access), LTE (Long Term Evolution), and LTE-A (Long Term Evolution-Advanced). The cognitive training device 100 transmits and receives data using at least one wireless internet technology, including internet technologies not mentioned above.

[0033] The communication module 110 is for short-range communication and uses Bluetooth® (registered trademark). TMShort-range communication can be supported using at least one of the following technologies: RFID (Radio Frequency Identification), Infrared Data Association (IrDA), UWB (Ultra Wideband), ZigBee (registered trademark), NFC (Near Field Communication), Wi-Fi (Wireless-Fidelity), Wi-Fi Direct, or Wireless USB (Wireless Universal Serial Bus). In this case, the short-range wireless communication network may be a Wireless Personal Area Network.

[0034] The input module 130 can acquire signals corresponding to the trainee's input. For example, the input module 130 can acquire the trainee's input for performing cognitive training, responses to cognitive training actions provided via the display module 150, and so on.

[0035] In this case, the input module 130 may include a keyboard, keypad, buttons, jog shuttle, and wheel. Furthermore, the trainee's input to the input module 130 may include, for example, button presses, touches, and drags.

[0036] The input module 130 may also consist of a separate module connected wirelessly or via a wired connection to the cognitive training device 100. For example, the cognitive training device 100 can provide the trainee with images for performing cognitive training via a display module 150 attached to the trainee's head, and can receive responses from the trainee via an input module 130, which consists of a separate module placed in the trainee's hand.

[0037] The display module 150 outputs video or images. For example, the display module 150 may include an LCD, OLED, or AMORED display. In one embodiment, if the display module 150 is embodied by a touchscreen, the display module 150 can also function as an input module 130. In this case, depending on the choice, a separate input module 130 may not be provided, or an input module 130 that performs limited functions such as volume control, power button, and home button may be provided. The display module 150 may also be provided in the form of a video output port that transmits video information to an external display device.

[0038] In one embodiment, the display module 150 may include a plurality of first and second displays corresponding to the trainee's eyeballs (left eye and right eye), respectively. Here, the first display can output a first image, and the second display can output a second image.

[0039] On the other hand, the disclosure is not limited thereto, and the display module 150 can be implemented as a single display. In this case, the display module 150 can output a first image to the left area of ​​the display and a second image to the right area of ​​the display.

[0040] Memory 170 stores various data (information), including at least one piece of data and at least one process necessary for providing a cognitive training method. For example, it can store a program for performing training, at least one piece of trainee information (personal information, health status information, response information, training results, etc.), measurement videos, and training videos as data. In addition, memory 170 can store various command words and algorithms for performing cognitive training actions.

[0041] Furthermore, the memory 170 may include at least one type of storage medium from among flash memory type, hard disk type, multimedia card micro type, card type memory (e.g., SD or XD memory), RAM (Random Access Memory), SRAM (Static Random Access Memory), ROM (Read-Only Memory), EEPROM (Electrically Erasable Programmable Read-Only Memory), PROM (Programmable Read-Only Memory), magnetic memory, magnetic disk, and optical disk. The memory 170 can also store information temporarily, permanently, or semi-permanently and can be provided as an internal or removable device.

[0042] The control module 190 controls the configuration within the cognitive training device 100 or processes and calculates various information, and controls the cognitive training operation to be performed based on at least one process stored in the memory 170.

[0043] The control module 190 can acquire health status information, including information about the trainee's illness or symptoms, and configure game content, including multimedia content and training tasks, that correspond to the trainee's illness or symptoms based on the acquired health status information. The control module 190 can then perform cognitive training actions using the configured game content. In one embodiment, the multimedia content may be based on a story in which a player, placed in a situation similar to one caused by a specific illness or symptom, acts to achieve a specific objective. The multimedia content can induce emotional immersion in the trainee and provide general brain stimulation. The training task may be cognitive training performed to improve a specific illness or symptom, and may be configured to provide brain stimulation to specific areas of the trainee's brain.

[0044] The control module 190 can be implemented using software, hardware, or a combination thereof. For example, in hardware form, the control module 190 can be implemented as an FPGA (field programmable gate array), an ASIC (Application Specific Integrated Circuit), a semiconductor chip, or various other forms of electronic circuitry. Alternatively, in software form, the control module 190 can be implemented using logic programs or various computer languages ​​implemented by the aforementioned hardware.

[0045] Unless otherwise stated in the following description, it can be understood that the operation of the cognitive training device 100 is controlled by the control module 190.

[0046] Thus, the cognitive training device 100 disclosed herein can induce emotional immersion in the trainee by using game content that has a story about a situation similar to one caused by the trainee's illness or symptoms.

[0047] On the other hand, the cognitive training device 100 can also be implemented to perform cognitive training operations via an external device, depending on the embodiment. For example, if the cognitive training device 100 is implemented by a server, the cognitive training device 100 can communicate with an external device via the communication module 110 to perform cognitive training operations. In this case, the operation of the cognitive training device 100 using the input module 130 and the display module 150 as described herein can be replaced by the operation of the display module and input module of an external device via the communication module 110.

[0048] Figure 2 is a diagram illustrating a cognitive training provision method according to an embodiment of the present disclosure. Referring to Figure 2, the cognitive training provision device 100 can acquire health status information of the trainee (S110). Specifically, the cognitive training provision device 100 can receive health status information from an external device via the communication module 110, or can receive input of health status information of the trainee via the input module 130. When health status information is stored in the memory 170, the cognitive training provision device 100 can load the health status information from the memory 170. Here, the health status information may include at least one piece of information relating to the trainee's health status, such as the trainee's illness, symptoms, or age.

[0049] The cognitive training device 100 can then select story-based multimedia content corresponding to health status information (S120). Specifically, the cognitive training device 100 can select multimedia content corresponding to health status information from among multiple multimedia content pieces that form a story corresponding to a disease and / or symptoms. Each of the multiple multimedia content pieces may include multiple video content pieces and multiple music content pieces. Each of the multiple multimedia content pieces may include a variety of content such as video, music, text, pictures, and sound.

[0050] For example, the cognitive training device 100 can select multimedia content in which a player who has lost their memory due to an accident takes various actions to achieve a given objective, in response to the health status information of a trainee whose memory has deteriorated due to a stroke. In other words, the cognitive training device 100 can select multimedia content that has a story similar to the situation caused by the trainee's illness or symptoms, so that the trainee can become emotionally immersed. As a result, the multimedia content has a warm-up effect that stimulates the trainee's brain in general, and the effectiveness of the training task can be maximized.

[0051] The cognitive training device 100 can then select a training task corresponding to the selected multimedia content (S130). Here, the training task may consist of cognitive training that stimulates a specific area of ​​the brain corresponding to a specific disease or symptom. For example, a training task corresponding to memory impairment may consist of cognitive training that stimulates the area of ​​the brain responsible for memory (e.g., the temporal lobe).

[0052] Specifically, the cognitive training device 100 can select a training task corresponding to the selected multimedia content based on matching information between the multimedia content and the training task. For example, the matching information can match training tasks such as the N-back test, climbing stairs, finding directions, and shopping with multimedia content that has a story corresponding to stroke. In other words, the matching information matches training tasks that can improve the cognitive abilities of a trainee who has the disease and / or symptoms corresponding to the multimedia content when they perform them. In one embodiment, the cognitive training device 100 can select at least one training task.

[0053] On the other hand, the disclosure is not limited thereto, and in some embodiments, the cognitive training device 100 may be embodied to select training tasks corresponding to health status information. In another embodiment, the cognitive training device 100 may be embodied to select training tasks corresponding to health status information and selected multimedia content.

[0054] The cognitive training device 100 can then configure game content in which training tasks are placed between selected multimedia content (S140). By placing at least one training task between multimedia content, the cognitive training device 100 can ensure that the trainee maintains immersion in the story of the multimedia content even when performing training tasks. For example, the cognitive training device 100 can configure game content so that the trainee cannot proceed to the next stage unless they complete a training task during the progression of the story within the multimedia content.

[0055] Furthermore, the cognitive training device 100 can output game content (S150). Specifically, the cognitive training device 100 can output game content via the display module 150. Alternatively, according to the embodiment, the cognitive training device 100 can transmit game content to an external device via the communication module 110.

[0056] Thus, the cognitive training device 100 according to this disclosure can increase the cognitive training effect on the trainee by using alternating stimulation game content in which training tasks that provide brain stimulation to specific areas are placed between stories that provide general brain stimulation to the trainee.

[0057] In the following sections, specific examples of game content will be explained using Figures 3 to 7. Furthermore, for easier understanding, the explanation will assume that the cognitive training device 100 provides game content that addresses stroke and memory impairment.

[0058] Figure 3 is a diagram illustrating multimedia content according to an embodiment of the present disclosure.

[0059] Referring to Figure 3, the cognitive training device 100 can select multimedia content based on a story in which "a player who has lost their memory while crashing onto Planet A repairs their spaceship and escapes," based on health status information including information about stroke and memory impairment. In other words, the cognitive training device 100 can select multimedia content of the story so that a trainee with memory impairment due to stroke can emotionally immerse themselves in the situation of a player who has lost their memory due to a crash. The multimedia content in Figure 3 can include various content such as images, music, text, and pictures related to the story, and the cognitive training device 100 can output the game content including the multimedia content to the display module 150. The trainee recognizes the multimedia content output via the display module 150 and responds via the input module 130 to advance the story.

[0060] Figure 4 is a diagram illustrating the general brain stimulation training task according to the embodiments of this disclosure.

[0061] In one embodiment, the cognitive training device 100 can provide not only cognitive training that stimulates specific areas of the brain corresponding to a disease and / or symptoms, but also cognitive training that stimulates general areas of the brain. That is, the training task may include a brain stimulation training task that stimulates specific areas of the brain corresponding to a disease and / or symptoms, and a general brain stimulation training task that stimulates general areas of the brain. Here, the general brain stimulation training task may be configured as part of a warm-up task to maximize the effect of the brain stimulation training task to the specific area rather than directly alleviating a specific disease or symptom. In one embodiment, the cognitive training device 100 can place both brain stimulation training tasks to the specific area and general brain stimulation training tasks between multimedia content selected for the composition of game content.

[0062] For example, the cognitive training device 100 can perform a grasping task as an example of a general brain stimulation training task. Referring to Figure 4, the cognitive training device 100 can output multimedia content corresponding to a situation where "a card key is required to enter a spaceship" via the display module 150. The cognitive training device 100 can then prompt the trainee to perform the grasping task while additionally outputting a card key image via the display module 150. The trainee can then transmit a response (e.g., drag and drop) using the input module 130 to move the card key image to the door lock. The cognitive training device 100 can then advance the story so that the player enters the interior of the spaceship, based on the trainee's response.

[0063] Figure 5 illustrates a brain stimulation training task for a specific area according to an embodiment of the present disclosure.

[0064] For example, the cognitive training device 100 can perform a stair-climbing task as an example of a brain stimulation training task targeting specific areas corresponding to stroke. Referring to Figure 5, the cognitive training device 100 can output multimedia content corresponding to a situation where "you must climb stairs to enter the cockpit of a spaceship" via the display module 150 and request the trainee to perform the stair-climbing task. The trainee can perform the stair-climbing task in response to the request. For example, if the cognitive training device 100 is implemented as an HMD, the trainee can climb stairs while wearing the cognitive training device 100, and the cognitive training device 100 can determine whether or not to perform the stair-climbing task based on the sensing results of the altimeter in the HMD. Alternatively, the cognitive training device 100 can also determine whether or not to perform the stair-climbing task based on whether or not it has received a completion response from the trainee or the user of the cognitive training device 100, without separate altitude sensing. The cognitive training device 100 can then advance the story so that the player enters the cockpit in response to the trainee's response.

[0065] Figures 6 and 7 illustrate the first and second embodiments of a brain stimulation training task for a specific area according to the embodiments of this disclosure.

[0066] For example, the cognitive training device 100 can perform an N-back as an example of a brain stimulation training task targeting specific areas corresponding to stroke. The N-back is a test that determines whether the Nth or earlier piece of information matches the current piece of information. Referring to Figure 6, the cognitive training device 100 can output multimedia content via the display module 150 that corresponds to a situation where "a problem must be solved in order to pilot a spaceship." The cognitive training device 100 can then request the trainee to perform a 2-back task while additionally outputting a 2-back task video via the display module 150. For example, referring to Figure 6, the cognitive training device 100 can sequentially display the numbers 6, 6, 8, 9, and 8 in stages, and from the third stage (stage 3) onwards, it can output a task that determines whether the second or earlier piece of information matches the current piece of information. If the trainee successfully completes the 2-back task, the cognitive training device 100 can advance the story in which the player pilots a spaceship and escapes from the planet.

[0067] On the other hand, the cognitive training device 100 can adjust the difficulty level of the game content depending on the embodiment. The cognitive training device 100 can adjust the difficulty level of the game content based on health status information, or adjust the difficulty level of the next game content based on previously performed training results information.

[0068] For example, both trainee A and trainee B are stroke patients, but trainee A may be more severely affected than trainee B. In this case, the cognitive training device 100 can set the difficulty level of the game content provided to trainee B to be higher than that provided to trainee A. For example, the cognitive training device 100 can set the difficulty level of the game content provided to trainee B to be higher by increasing the difficulty of the training tasks or by including a larger number of training tasks. The difficulty level of the training tasks can be changed by modifying the details of the training tasks. The cognitive training device 100 can also modify or add multimedia content to reflect the increased difficulty of the training tasks or the larger number of training tasks.

[0069] The cognitive training device 100 can provide an n-back task that is more difficult than the n-back task shown in Figure 6. Referring to Figure 7, the cognitive training device 100 can output multimedia content via the display module 150 that corresponds to a situation where "a problem must be solved in order to repair the spaceship." The cognitive training device 100 can then prompt the trainee to perform a 2-back task while additionally outputting a 2-back task video via the display module 150. For example, referring to Figure 7, the cognitive training device 100 can sequentially display the images "┌", "┐", "┌", "└", and "┐" for each stage, and output a task from the third stage (stage 3) onwards to determine whether the current image matches the image two or more images prior to it. If the trainee succeeds in the 2-back task, the cognitive training device 100 can advance the story in which the player repairs the spaceship and escapes from the planet.

[0070] On the other hand, methods for adjusting the difficulty of the n-back task are not limited to determining whether or not they are the same using numbers or pictures, but can be implemented in a variety of ways, such as increasing the number n or limiting the trainee's response time.

[0071] Thus, the cognitive training device 100 relating to this disclosure can provide cognitive training that is appropriate to the trainee's condition by providing training tasks with adjusted difficulty levels.

[0072] Figure 8 is a flowchart illustrating a method for structuring game content according to an embodiment of this disclosure. More specifically, Figure 8 is a flowchart illustrating a method for structuring game content consisting of multiple episodes.

[0073] Referring to Figure 8, the cognitive training device 100 can construct multiple episodes using multimedia content corresponding to health status information (S210). Specifically, the cognitive training device 100 can select multiple multimedia contents corresponding to health status information from among multiple multimedia contents that form stories corresponding to diseases and / or symptoms. The cognitive training device 100 can then construct the selected multimedia contents into episodes, which are either identical or smaller units. For example, in relation to the multimedia contents described above in Figures 3 to 7, the cognitive training device 100 can construct the entire multimedia content into a single episode, or divide it into two or more stories and construct it into multiple episodes.

[0074] In one embodiment, each of the multiple episodes may consist of separate stories. However, the disclosure is not limited thereto, and each of the multiple episodes may consist of interconnected stories, or only some of them may consist of separate stories.

[0075] The cognitive training device 100 can then select a training task corresponding to each of the multiple episodes (S220). Specifically, the cognitive training device 100 can select at least one training task corresponding to each of the multiple episodes. For example, when the cognitive training device 100 has configured the first and second episodes, there may be three types of training tasks: a first training task, a second training task, and a third training task. The cognitive training device 100 can then select the first training task for the first episode, and select both the first and second training tasks for the second episode. The third training task may be excluded from selection because it does not correspond to the diseases and / or symptoms of the first and second episodes.

[0076] Furthermore, the cognitive training device 100 can adjust the details of the selected training tasks to correspond to each of the multiple episodes. In the example described above, even if the first training task is selected for both the first and second episodes, the details of the first training task can be adjusted to suit each episode. For example, if the first episode includes problem-solving using numbers, the cognitive training device 100 can adjust the first training task to an n-back task using numbers. Similarly, if the second episode includes problem-solving using pictures, the cognitive training device 100 can adjust the first training task to an n-back task using pictures. In other words, in addition to adjusting the details of the training tasks to adjust the difficulty level as described above in Figures 6 and 7, the cognitive training device 100 can also adjust the details of the training tasks for each episode.

[0077] This prevents boredom or a decrease in immersion, as trainees do not perceive repeated tasks as simply repeating the same task, even when performing stimulation training tasks targeting specific brain regions.

[0078] Furthermore, the cognitive training device 100 can configure game content corresponding to each of the multiple episodes (S230). Specifically, for each of the multiple episodes, the cognitive training device 100 can configure game content such that the corresponding training task is placed between the multimedia content corresponding to that episode.

[0079] The cognitive training device 100 can then acquire training information of the trainee (S240). Here, the training information is information about previously conducted training and may include multimedia content information, training task information, episode information, training scores, etc. In one embodiment, the training information can be stored in the memory 170. On the other hand, if there is no training information, for example, when cognitive training is being performed for the first time, this step may be omitted.

[0080] Furthermore, the cognitive training device 100 can select one episode from among several based on the training information (S250). Specifically, the cognitive training device 100 can check the information of previous episodes included in the training information and select one episode from the remaining episodes excluding the previously performed episode.

[0081] If no training information is available, the cognitive training device 100 can select one episode from the entire set of episodes. In this case, the method of selecting an episode can be either random selection or, by default, setting a specific episode to be selected first.

[0082] The cognitive training device 100 can adjust the difficulty level of the training task based on the training information (S260). Specifically, the cognitive training device 100 can check the previous training score included in the training information and adjust the difficulty level of the training task to correspond to the previous training score. For example, if the previous training score is below a certain threshold, the cognitive training device 100 can lower the difficulty level of the training task. If the previous training score is above the threshold, the cognitive training device 100 can increase the difficulty level of the training task. On the other hand, the method of adjusting the difficulty level of the training task is not limited to the examples described above. For example, the cognitive training device 100 can also be implemented to divide the training results into multiple ranges and adjust the difficulty level of the training task to the difficulty level corresponding to each range.

[0083] If no training information is available, the difficulty level of the training task may be set to a default value. Alternatively, depending on the embodiment, the cognitive training device 100 can adjust the difficulty level of the training task based on health status information.

[0084] The cognitive training device 100 can provide the trainee with game content configured by the aforementioned operation. Specifically, the cognitive training device 100 can output game content via the display module 150. Alternatively, according to the embodiment, the cognitive training device 100 can transmit game content to an external device via the communication module 110.

[0085] On the other hand, the disclosed embodiments can be embodied in the form of a recording medium that stores computer-executable instruction words. The instruction words can be stored in the form of program code, and when executed by a processor, they can generate a program module that performs the operations of the disclosed embodiments. The recording medium can be embodied as a computer-readable recording medium.

[0086] Computer-readable recording media include all types of recording media that store instruction words that can be deciphered by a computer. Examples include ROM (Read Only Memory), RAM (Random Access Memory), magnetic tape, magnetic disks, flash memory, and optical data storage devices.

[0087] The disclosed embodiments have been described above with reference to the attached drawings. A person with ordinary skill in the art to which this disclosure pertains will understand that the disclosure may be carried out in forms different from the disclosed embodiments without altering the technical idea or essential features of the disclosure. The disclosed embodiments are illustrative and should not be construed restrictively.

Claims

1. Display module and A memory that stores the trainee's health status information, multiple multimedia contents, and multiple training tasks, An input module that receives the response of the person being trained, From among the multiple multimedia contents, a first multimedia content corresponding to the health status information is selected. From among the multiple training tasks, a first training task corresponding to the first multimedia content is selected, and the first training task is placed between the first multimedia content to constitute game content. A control module that outputs the game content via the display module and performs cognitive training operations, A cognitive training device that includes [this].

2. The aforementioned health status information is, The aforementioned trainee includes at least one of the following: disease, symptoms, and age, The control module is The cognitive training device according to claim 1, characterized in that it selects the first multimedia content, which includes a story corresponding to the disease and / or symptoms of the person being trained, based on the health status information.

3. The aforementioned training tasks are: The cognitive training device according to claim 1, characterized in that it includes a brain stimulation training task for a specific area of ​​the brain that stimulates a specific area of ​​the brain corresponding to a specific disease or symptom.

4. The control module is The cognitive training device according to claim 1, characterized in that it selects the first training task corresponding to the first multimedia content using matching information that matches the plurality of multimedia content and the plurality of training tasks based on disease and / or symptoms.

5. The aforementioned training tasks are: The cognitive training device according to claim 1, characterized in that it includes a general brain stimulation training task that stimulates general areas of the brain.

6. The control module is The cognitive training device according to claim 1, characterized in that it adjusts the difficulty level of at least one of the plurality of training tasks.

7. The control module is The cognitive training device according to claim 1, characterized in that it adjusts the difficulty level of the next cognitive training based on the results of the previous cognitive training of the person being trained.

8. In a method of providing cognitive training performed by a device control module, The stage of obtaining information on the health status of the trainees, The steps include selecting a first multimedia content that corresponds to the health status information from among several multimedia content already provided, A step of selecting a first training task corresponding to the first multimedia content from among multiple training tasks, The steps include: composing game content in which the first training task is placed between the first multimedia content pieces; The steps include: outputting the game content via the display module of the device to perform cognitive training; A method for providing cognitive training, including the provision of cognitive training.

9. The aforementioned health status information is, The aforementioned trainee includes at least one of the following: disease, symptoms, and age, The step of selecting the first multimedia content is: The cognitive training provision method according to claim 8, characterized in that it selects the first multimedia content, which includes a story corresponding to the illness and / or symptoms of the person being trained, based on the health status information.

10. The aforementioned training tasks are: The cognitive training method according to claim 8, characterized by including a brain stimulation training task for a specific area of ​​the brain that stimulates a specific area of ​​the brain corresponding to a specific disease or symptom.

11. The step of selecting the first training task is, The cognitive training provision method according to claim 8, characterized in that a first training task corresponding to a first multimedia content is selected using matching information that matches the plurality of multimedia content and the plurality of training tasks based on disease and / or symptoms.

12. The aforementioned training tasks are: The cognitive training method according to claim 8, characterized in that it includes a general brain stimulation training task that stimulates general areas of the brain.

13. The cognitive training method according to claim 8, further comprising the step of adjusting the difficulty level of at least one of the plurality of training tasks.

14. The cognitive training method according to claim 8, further comprising the step of adjusting the difficulty level of the next cognitive training based on the results of the trainee's previous cognitive training.

15. A computer-readable recording medium on which a computer program for performing the cognitive training method of claim 8 is recorded.