Neural Recovery Rehabilitation System Using Virtual Reality

The integrated neural rehabilitation system addresses the limitations of existing systems by combining virtual reality, motion capture, and tactile feedback with a stable support structure, enhancing the effectiveness and usability of neurological rehabilitation.

JP3251553UActive Publication Date: 2025-06-09プラサナラクシュミ バラジ +6
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Patent Information

Application Number
JP2025000577U
Authority / Receiving Office
JP · JP
Patent Type
Utility models
Current Assignee / Owner
Filing Date
2025-02-24
Publication Date
2025-06-09
Estimated Expiration
2035-02-24

AI Technical Summary

Technical Problem

Existing neurological rehabilitation systems lack integrated hardware, fail to capture full range of motion, and do not provide adequate tactile feedback, limiting their effectiveness and usability, especially for patients with severe postural disorders and movement disorders.

Method used

An integrated neural rehabilitation system using virtual reality, combining a head-mounted display, motion capture technology, tactile feedback devices, and a stable support structure, which provides immersive and adaptive therapy sessions with real-time data analysis and personalized feedback.

Benefits of technology

The system enhances the effectiveness and usability of neurological rehabilitation by providing accurate motion capture, meaningful tactile feedback, and a customizable support structure, enabling patients to actively participate in their recovery and improving motor function and independence.

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Abstract

Provided is a nerve rehabilitation system using virtual reality. 【Solution means】The nerve rehabilitation system using virtual reality according to the present invention includes a head-mounted display (102) composed of a gaze tracking sensor, a number of motion capture assemblies (104) attached to the user's hands and feet, a base station (106) attached to the user to acquire and transmit motion data, and a tactile feedback device (108) having an actuator attached to the user's body. These give various intensities and patterns of tactile stimuli to instruct the user's movements and promote correct motor functions.
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Description

Technical Field

[0001] The present disclosure relates to the field of neurological rehabilitation, and more particularly, to the design, structure, and operation of a neural recovery rehabilitation system using virtual reality. The present invention consists of the integration of motion capture technology, a tactile feedback device, and a virtual or augmented visual environment, and assists in the rehabilitation of people with neurological injuries or disorders.

Background Art

[0002] Extensive rehabilitation protocols targeting the repetition of movement patterns, postural control, and balance after neurological recovery are often required. Conventional rehabilitation has centered on instructions and observations by therapists' techniques, which is not only time-consuming but may not yield sufficient effects for patients. With the recent development of virtual reality, useful applications have been demonstrated in providing more immersive and motivating rehabilitation programs. However, existing systems often lack integrated hardware, cannot capture the full range of motion, or cannot apply important tactile feedback to reinforce correct movements. Furthermore, due to the lack of a customizable and stable support structure, the number of people who can control such devices well, especially those with severe postural disorders and movement disorders, may be limited. Considering such drawbacks, this specification proposes an integrated system that addresses the requirements by integrating the above-mentioned components of a head-mounted immersive display, a motion sensor (worn on the body), a tactile feedback actuator, and structural support stability into a single machine or machine-centered platform. This integration improves the effectiveness and usability of motion sensor rehabilitation by providing stable data analysis, accurate feedback, and safe positioning of the user.

[0003] Neurological rehabilitation is an important means for people who have suffered from stroke, traumatic brain injury, and other disorders affecting the central nervous system to regain function, mobility, and independence. Traditional physical therapy, in which therapists guide patients through repetitive exercises aimed at relearning motor functions and promoting neuroplasticity, has been used in previous treatment methods. Although millions of patients have benefited from such standard approaches, there are variations in their effectiveness due to dependence on the subjective judgment of the instructor, difficulty in evaluating progress in real time, and difficulty in maintaining high motivation during the long and difficult path to recovery. Special patient tasks such as walking and grasping are usually performed in a controlled clinical environment, receiving oral instructions and visual feedback from therapists or mirrors in the treatment room. While such interactions are beneficial, they are less likely to lead to the frequent engagement and detailed data tracking necessary for patients to improve over time scales of days or weeks.

[0004] To obtain better results, various technical solutions have been developed by medical professionals and researchers to overcome these problems. For example, robot-assisted therapy devices are made to provide advanced motion support. These can instruct specific movements to the patient's limbs and, in many cases, adjust the resistance according to the patient's progress. Robot devices have been shown to reduce the burden on therapists and enable repetitive and quantifiable movements, but they still generally have limitations in that they are expensive and require a large installation area, making them not practical in small-scale clinics or home environments. In fact, robot systems may provide excessive assistance, even reducing the user's functional engagement or inhibiting the user from learning the internal models underlying balance and motor control. The issue of such devices being redundant has led to an engagement problem for patients, where it is difficult to continue if the motivation is to mechanically perform the same new daily tasks, which are uninteresting and contextless.

[0005] As motion-sensing technology has become more accessible, some rehabilitation programs have begun using consumer-grade motion-sensing devices such as depth cameras, inertial sensors, or game consoles that convert a user's movement into movement on the screen. Early adopters of such devices projected the user's movement onto the TV screen using virtual avatars and provided biofeedback. On the one hand, this was a cheaper and at least less inconvenient option than a full robotic system. On the other hand, many rehabilitation specialists found it difficult to reproduce the immersion that is essential for motor relearning. The avatars on the screen had limitations in realism, tasks such as games could only be addressed partially, and the sensor accuracy was often insufficient for fine tracking of limb position (e.g., fine motor control is required for many tasks). Consumer-grade devices also provided little to no tactile feedback. Without tactile or force input, users may not be able to clearly understand how well they are performing or whether they need to change their movement strategy.

[0006] As virtual reality systems have become more robust, they have begun to address many of these limitations by enabling patients to enter immersive three-dimensional environments where they can engage in realistic or virtualized situations. Since tasks can reference real-world problems or virtualized fun goals, this has been a great way to motivate patients. Immersive scenarios that pique users' interest have led to increased willingness to complete longer rehabilitation sessions. However, early virtual reality systems encountered technical and practical barriers. High-end virtual reality hardware was expensive and required powerful computers, making it more suitable for laboratories than standard clinical environments. Head-mounted displays were somewhat cumbersome and heavy, which could be uncomfortable for extended use. Integrating software with accurate motion tracking, especially when measuring small joint and subtle weight changes for balance training, was difficult or relied on multiple third-party sensor arrays that were not always fully communicative.

[0007] In addition, a system that can be easily moved requires cumbersome harnesses that do not fit all body types, so patient eligibility was limited to a restricted subset of the potential patient population for virtual reality. People with very poor balance or significant movement restrictions generally could not access immersive virtual worlds for fear of stepping off, and therapists had to constantly provide physical support. Also, it meant that the group most likely to benefit from engaging and task-specific training was the only one not participating. The responsibility for retrofitting makeshift harnesses and handrails to existing large virtual reality setups lay with the clinic, leading to unmanageable patchwork modifications that were neither safe for users nor able to accurately capture motion data. Such ad-hoc integration reduced the accuracy of motion capture and could even become a bottleneck, hindering the user movements that this technology was supposed to enable.

[0008] This goal of detecting correct feedback was different from existing virtual reality-based rehabilitation solutions. Most systems conveyed visual cues on a screen or headset, but could not provide meaningful tactile or haptic feedback. This research in motor learning suggests that integrating multiple sensory modalities is beneficial. By using tactile signals, not only can a series of movements be confirmed as correct, but errors can also be corrected with immediate feedback. Without tactile signals, patients can only visually recognize mistakes, cannot kinematically notice mistakes immediately, and the time required to construct a corrected motor pathway may be prolonged. In other solutions, attempts were made to add form feedback using basic portable haptic controllers, but most of them were limited to reproducing the sound of pressing buttons and general buzzers, as opposed to systematically inducing limb positioning and muscle activation. The potential of the virtual reality environment was not fully utilized in tasks that require fine motor control and precise operation.

[0009] Second, the lack of an algorithm to adapt treatment tasks to the improvement of the user was considered. Many legacy virtual reality platforms provided fixed exercise programs or levels and had little ability to adapt. Therapists had to manually adjust the difficulty and nature of the user's tasks through repeated trial and error. Users who showed rapid progress or stagnation could not automatically adjust the treatment method on the spot, and the effectiveness of the practice sessions decreased. Without an adjustment function, frustration (when the task is too difficult) or boredom (when the task is too easy) occurred, and the opportunity to make the most of the therapy time was lost. Also, with a static approach, data collection was minimal or scattered across multiple devices, making it difficult to record detailed performance metrics due to the inability to smoothly exchange information.

[0010] Often, this major limitation of limited data collection and analysis has been a significant obstacle to long-term neurological rehabilitation. Traditional therapy sessions typically rely on subjective evaluations by therapists and anecdotal reports documenting what the patient has gained or what difficulties they have faced. However, even for skilled therapists, this process requires a certain level of human judgment and error, and quantitative measures for objectively representing improvements in behavior or comparing the effectiveness between different treatment methods are not always obtainable. Even when systems incorporate data collection, they often show general metrics such as the number of successful trials or completion times and are unable to record subtle aspects such as muscle activation, joint angles, and nuances of weight transfer. This gap has left clinicians lacking the information necessary to effectively personalize interventions or communicate clear results to insurance companies, patients, and families.

[0011] Furthermore, most available solutions, when adapted for clinical use, did not consider the comfort and individual ergonomics of patients with substantial degenerative conditions. When using straps, sensors, and harnesses, a one-size-fits-all approach may not be able to accommodate the precise support needs and body types of various users. As a result, most often, there are no pads or adjustable elements, leading to sessions that are painful in a short period. This has been exacerbated by the fact that the frequency with which patients can participate in in-person clinical sessions is severely limited by costs, insurance coverage, and geographical issues. Many potential users either adopt suboptimal setups at home or only participate in monitored sessions, resulting in longer recovery periods.

[0012] In addition to such drawbacks, the market for rehabilitation technologies was also fragmented. Clinics might purchase a virtual reality headset from one manufacturer, combine it with a motion tracking system from another vendor, and retrofit a harness from a third supplier. Such offerings were fragmented, creating problems with compatibility between competing software, cumbersome calibration, and a lack of a user-centered approach, making it difficult for both clinicians and patients to adopt. In some cases, the time required to set up and break down these systems was almost as long as the therapy sessions themselves. This had a significant impact on efficiency and could create frustration and fatigue for users who were already facing limitations in motor function and limited energy reserves. Overall, even though these technologies had provided solutions to some extent, they had not been able to transform the practice of neurological rehabilitation.

[0013] Therefore, there is clearly a need for an integrated intervention system that can effectively address these challenges by providing a rich, user-centered, and context-independent virtual environment, accurate and universal motion capture, qualitatively important and adaptive tactile feedback, and a stable yet modifiable subject frame. Such a system, in principle, needs to automatically collect data at a fine-grained level, adjust tasks in real-time based on the user's needs, and integrate hardware elements into a single software ecosystem. A single integrated design will make the non-compatibility between technologies a thing of the past, be easier to use, more reliable, and overall a better experience for patients and healthcare providers during treatment. By addressing such issues, patients with a wide range of neurological disorders will be able to efficiently re-educate their movements, acquire functional autonomy, and be motivated to persevere through the often difficult rehabilitation journey. SUMMARY OF THE INVENTION PROBLEMS TO BE SOLVED BY THE INVENTION

[0014] The core of the disclosed invention is an advanced rehabilitation system that rapidly and efficiently promotes neurological recovery. This can be achieved by adopting a head-mounted display that creates a surround effect through an augmented reality experience, a collection of body-mounted motion sensors for more accurately tracking the movements of participants, and a tactile feedback device that provides feedback in the form of tapping or vibration, enabling patients to continue to actively participate in the treatment experience. Also, since it is used on a safe harness assembly supported by an adjustable frame, a very diverse range of users can perform standing and walking movements regardless of their level of motor ability. The central processing unit of the system processes real-time data from the motion sensors, dynamically adapts virtual tasks, and creates a personalized therapy experience tailored to the user's progress. As a result, patients can be guided by visual and tactile feedback loops to encourage ideal movement patterns and minimize the risk of injury. The interactions enabled by this technology allow for multiple applications where measurable performance metrics are integrated into the brain-computer interface, enabling clinicians to optimize treatment protocols, leading to optimal outcomes.

[0015] Accordingly, an object of the present invention is to provide an integrated system that combines the most important aspects of state-of-the-art neurological rehabilitation by combining a sophisticated virtual reality environment, real-time motion capture, a stable tactile interface, and a stable structure for implementing therapies based thereon. Thereby, the present invention provides a high-precision treatment experience while providing entertainment, keeping the patient continuously engaged. By enabling the clinician to track the user's performance along various metrics including joint angles, muscle activation, and posture, but not limited thereto, this system better grasps the progress of recovery and enables a more accurate and data-driven intervention method. The present invention overcomes the integration challenges found in other existing solutions consisting of independent hardware and software components by combining them in a modular yet coherent manner, aiming to be easily utilized not only in clinical environments but also in home-based rehabilitation systems.

[0016] Another object of the present invention is to enhance the safety and comfort of users, especially those with severe balance and movement disorders. An adjustable harness and support frame are integrated to maintain an upright posture during the treatment session, allowing the user to focus on task execution without the risk of falling or getting injured. The system can be customized to adapt to various body types, and combined with a highly responsive tactile feedback mechanism and an immersive virtual reality environment, it enables a surprisingly individualized experience for various levels of impairment. The present invention aims to maximize neuroplasticity and functional recovery, and at the same time, minimize treatment stagnation and setbacks by developing realistic and controllable rehabilitation tasks adapted to the patient's development. Through such various considerations, the present invention aims to provide an overall and user-centered means for rehabilitation that fundamentally enhances the effectiveness and efficiency of conventional approaches.

Means for Solving the Problems

[0017] The present invention is for solving the above problems, and is a neural rehabilitation system using virtual reality, comprising: a head-mounted display configured to present an immersive virtual environment to a user; a motion capture assembly including a plurality of inertial measurement units attached to the hands and feet of the user to detect motion parameters; a base station for receiving motion data from the inertial measurement units; a wearable actuator disposed on the body of the user to provide tactile stimulation; a tactile feedback device composed of the wearable actuator and a feedback control module electrically connected to the base station; a stable support structure including a harness assembly for fixing the user in an upright posture; an adjustable frame for supporting the harness assembly and enabling movement assistance; a central processing unit mechanically coupled to the base station and the feedback control module; wherein the central processing unit is configured to adjust data transmission between the motion capture assembly and the tactile feedback device, and a mechanical interface connection portion that connects the adjustable frame to the motion capture assembly to ensure synchronized motion support; and wherein the harness assembly further includes adjustable straps and cushion supports to enhance the comfort and safety of the user during rehabilitation exercises, and wherein the adjustable frame includes lockable caster wheels to enable controlled mobility and positioning of the user, and wherein the wearable actuator of the tactile feedback device is configured to change the intensity and pattern of tactile stimulation based on the motion data of the user, and wherein the base station includes a wireless communication module for transmitting motion data to the central processing unit without a physical connection, which is characterized by the above.

[0018] Here, the head-mounted display is integrated with an eye-tracking sensor for monitoring the user's engagement and adjusting visual stimuli accordingly, the motion capture assembly triggers corrective haptic feedback when a deviation from a predetermined motion pattern is detected, and the central processing unit synchronizes changes in the virtual environment with the user's motion data to simulate a real-world rehabilitation scenario, which is characterized by this.

Brief Description of the Drawings

[0019] These and other features, aspects, and advantages of the present invention will be better understood by reading the following detailed description with reference to the accompanying drawings.

[0020] FIG. 1 is a block diagram of a virtual reality-based rehabilitation system for neurological recovery according to an embodiment of the present invention.

[0021] Furthermore, those skilled in the art will understand that the elements in the drawings are illustrated for simplicity and may not necessarily be drawn to scale. For example, the flowchart illustrates the system from the perspective of the most prominent steps involved to help improve the understanding of the aspects of the present disclosure. Additionally, regarding the structure of the device, one or more components of the device may be represented in the drawings by conventional symbols, and the drawings may show only the specific details appropriate for understanding the embodiments of the present disclosure so as not to obscure the drawings with details that will be readily apparent to those skilled in the art having the benefit of the description herein.

Mode for Carrying Out the Invention

[0022] Hereinafter, for the purpose of facilitating the understanding of the principle of the present invention, the embodiments illustrated in the drawings will be referred to and described using specific terms. Nevertheless, the limitation of the scope of the present invention is not intended thereby, and such changes and further modifications in the illustrated system, as well as such further applications of the principle of the present invention illustrated therein, are contemplated as would normally occur to those skilled in the relevant technical field of the present invention.

[0023] It will be understood by those skilled in the art that the foregoing general description and the following detailed description are exemplary and explanatory of the present invention and are not intended to be limiting.

[0024] References throughout this specification to "one aspect", "another aspect" or similar language mean that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment of the present disclosure. Thus, appearances of the phrases "in one embodiment", "in another embodiment" and similar language throughout this specification do not necessarily all refer to the same embodiment.

[0025] "Comprises", "comprising", or other variations thereof are intended to cover a non-exclusive inclusion, such that a process or system consisting of a list of steps does not include only those steps but may include other steps not expressly listed or inherent to such a process or system. Similarly, one or more devices or subsystems or elements or structures or components proceeded by "composed of..." do not, without more constraints, preclude the presence of other devices or other subsystems or other elements or other structures or other components or additional devices or additional subsystems or additional elements or additional structures or additional components.

[0026] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. The systems, systems, and examples provided herein are merely illustrative and not intended to be limiting.

[0027] Hereinafter, embodiments of the present disclosure will be described in detail with reference to the accompanying drawings.

[0028] Referring to FIG. 1, a block diagram of a virtual reality-based rehabilitation system for neurological recovery is shown. System 100 includes a head-mounted display (102) configured to present an immersive virtual environment to a user, a motion capture assembly (104) including a plurality of inertial measurement units attached to the user's hands and feet to detect motion parameters, a base station (106) for receiving motion data from the inertial measurement units, and a tactile feedback device (108): a set of wearable actuators (108a) disposed on the user's body to provide tactile stimuli, a feedback control module (110) electrically connected to the wearable actuators and the base station, a harness assembly (112a) adapted to fix the user in an upright posture, and a stability support structure (112) including an adjustable frame (112b) that supports the harness assembly and enables movement assistance; a central processing unit (114) mechanically coupled to the base station and the feedback control module, the central processing unit being configured to coordinate data transmission between the motion capture assembly and the tactile feedback device; and a mechanical interface connection (116) that couples the adjustable frame to the motion capture assembly to ensure synchronized motion assistance.

[0029] In one embodiment, the harness assembly (112a) further includes adjustable straps and cushioned supports to enhance the comfort and safety of the user during rehabilitation exercises, and the adjustable frame includes lockable caster wheels to enable controlled mobility and positioning of the user.

[0030] In one embodiment, the wearable actuator (108a) of the tactile feedback device is configured to vary the intensity and pattern of tactile stimuli based on the user's motion data, and the base station includes a wireless communication module for transmitting motion data to a central processing unit without a physical connection.

[0031] In one embodiment, the mechanical interface coupling (116) is adjustable in length to accommodate users of different heights and body sizes, and the harness assembly further includes adjustable straps and cushioned supports to enhance the comfort and safety of the user during rehabilitation exercises.

[0032] In one embodiment, the adjustable frame (112b) includes lockable caster wheels to enable controlled movement and positioning of the user, and the wearable actuator of the tactile feedback device is configured to vary the intensity and pattern of tactile stimuli based on the user's motion data.

[0033] In one embodiment, the central processing unit (114) is further configured to process motion data to generate adaptive rehabilitation tasks based on the user's performance, and the feedback control module dynamically adjusts the intensity of the tactile stimuli in response to the user's progress metrics.

[0034] In one embodiment, the head-mounted display (102) is integrated with an eye-tracking sensor to monitor the user's engagement and adjust visual stimuli accordingly, the motion capture assembly triggers corrective haptic feedback when a deviation from a predetermined motion pattern is detected, and the central processing unit synchronizes changes in the virtual environment with the user's motion data to simulate real-world rehabilitation scenarios.

[0035] In one embodiment, the central processing unit (114) synchronizes changes in the virtual environment with the user's motion data to simulate real-world rehabilitation scenarios, and the head-mounted display further comprises an adjustable lens setting for accommodating users with different vision capabilities.

[0036] In one embodiment, the wearable actuator (108a) is configured to provide a local vibration pattern targeting specific muscle groups for targeted rehabilitation, and the stability support structure includes pressure sensors that monitor the user's posture and provide feedback for posture correction.

[0037] In one embodiment, the motion capture (104) assembly includes a removable and washable sensor housing to maintain hygiene during extended use. Recent rehabilitation systems for this virtual reality-based neurological recovery are composed of both hardware components and algorithmic procedures to provide immersive and adaptive therapy sessions. The first product is a head-mounted display that immerses the user in a virtual world that can reproduce the real world and treatment situations. This is built with an eye-tracking sensor that can measure the degree of attention to the display. This is achieved by examining the gaze pattern and adaptively changing the stimuli on the screen, avoiding desensitization, and effectively personalizing visual stimuli to match the progress of each user to maintain motivation and engagement.

[0038] Visual immersion is also supported by a robust motion capture assembly. This assembly consists of multiple inertial measurement units attached to the user's limbs and continuously records motion parameters such as joint angles, accelerations, and orientation information. The communication module wirelessly transmits these measurements to the base station, eliminating the constraints of wired measurement acquisition. The base station sends the motion data to a central processing unit that adjusts multiple system elements in real time. This core central processing unit not only processes the sensor motion measurements received from the user but also facilitates the interpretation of data for creating rehabilitation tasks that adapt according to the user's performance measurements. When the motion capture data deviates from the ideal motion route, the system provides corrective tactile feedback to guide the participant into the appropriate form.

[0039] A series of wearable actuators are used to generate tactile stimuli at various locations on the user's body. These wearable actuators, worn on the arms, legs, or torso, target active muscle groups and correction movement goals and send tactile signals of various intensities and patterns. The vibration stimulus is adjusted based on the user's performance data collected in real time through an electronically connected feedback control module. When the user completes an action or moves along an ideal path in space, the actuator provides softer feedback. When the user deviates from the ideal performance, it is possible to guide the user's movement back to the path by providing a strong puff of air or changing the vibration pattern of the actuator. Such immediate and local reinforcement strengthens muscle memory and promotes appropriate neuromuscular coordination over the long term.

[0040] The user is supported by a stability support structure that includes a harness assembly and an adjustable frame to promote physical safety and an upright posture. The harness attachment includes adjustable harness straps and padded supports to enhance user comfort while minimizing pressure and injury sites during extended use. Wheels, which are assumed to be locked during use, are modularized on the base of the adjustable frame, allowing for controlled movement. The stability base includes pressure sensors that monitor the user's posture and provide tactile feedback to correct it if a deviation occurs or at least provide feedback within a virtual environment. Additionally, a mechanical interface linkage is designed to connect the adjustable frame and the motion capture assembly so that the alignment of the sensors is maintained as the subject's posture changes, enabling accurate tracking and subsequent analysis.

[0041] All data streams and stimuli are synchronized by an advanced algorithm framework located in the central processing unit. When motion data is received, the user's performance metrics are processed in a second stage to classify the current rehabilitation state. As the user shows continuous improvement, the environment viewed through the head-mounted display becomes increasingly difficult with the addition of complex movements and moving visual tasks. At the same time, the tactile feedback device calibrates the strength of the tactile feedback to provide an appropriate amount of assistance and challenge. In such cases, the user's mechanical interface connection stretches to accommodate body size and optimize sensor placement.

[0042] The head-mounted display provides lens options that can be adjusted for users with different vision levels. This adaptability enables a wider range of people, such as the elderly and those with special visual impairments, to use the system. Similarly, the removable and washable sensor housing of the inertial measurement unit allows for a hygienic design for high-frequency clinical use. The sensor can be removed and disinfected during treatment sessions and kept clean without compromising the performance of the entire system.

[0043] In conclusion, this virtual reality-based rehabilitation system enables a comprehensive treatment approach by integrating attractive visual cues, accurate motion tracking, and intense tactile feedback. By incorporating adjustable support for safety, adaptive visual and tactile feedback to engage interest, and a central intelligent central processing unit for real-time algorithm adjustment, it creates a dynamic user-centered environment. This comprehensive strategy not only promotes better motor recovery but also personalizes each user's rehabilitation process to their individual needs and pace of progress, leading to a cutting-edge approach to neurology.

[0044] In such an embodiment, the head-mounted display is adapted to immerse the user in a virtual environment targeted at improving motor skills, balance, and cognitive functions. A gaze-tracking sensor can also be incorporated into the display itself to track the user's engagement and dynamically update the elements on the screen. This system consists of a plurality of inertial measurement units installed on the user's hands and feet, providing real-time information on the orientation, speed, and acceleration of the hands and feet. These inertial measurement units are wirelessly transmitted to a base station, which collects the motion-related information and transfers it to a central processing unit. The tactile feedback device employs a group of wearable actuators arranged around the user's body, providing vibrations of various intensities and patterns. These actuators are linked to a feedback control module and can change the stimuli in real time based on the motion data collected from the user and their performance.

[0045] To ensure the user's safety and correct posture, a stable support structure with a harness assembly is provided. With adjustable straps and cushioned supports, the harness assembly can be comfortably fixed by people of various body builds in an upright position. The adjustable frame functions as a rigid support for the harness assembly, providing movement assistance and positioning. On the other hand, lockable caster wheels enable the entire system to be locked in place when moving from a clinical to a home environment. The motion capture assembly is coupled to the adjustable frame by a mechanical interface linkage that synchronizes the data collected by the inertial measurement units with the user's movements. This can avoid the mismatch between the actual body movements and the virtual world.

[0046] The central processing unit mechanically linked to the base station and the feedback control motherboard processes the input motion data while compiling the output feedback signal. The adaptive algorithm executed by the central processing unit can also dynamically update the tasks in the rehabilitation program based on the user's performance and progress obtained in real time. For example, the complexity of virtual tasks, the intensity of tactile feedback, and the visual parameters displayed on the head-mounted display can be adaptively changed. The overall picture of the innovation is integrated into a single system designed to provide a fully therapeutic rehabilitation experience that enhances engagement and strengthens plastic relationships while promoting accurate movement sequences in neurological and other various pathways of treatment.

[0047] In one embodiment, the adjustable frame extends upward from this chassis and includes an overhead beam or support rail that can move the harness assembly in the vertical or rotational directions. The mechanical interface linkage is attached along the side of the frame, and the placement of its sensors is tailored to the anatomical movable points of each user. Lockable casters at the corners of the base allow the user to easily change the position of the machine, and outriggers and wheel locks for stability help to firmly fix the machine as needed. The set of devices is designed so that the sensor housing can be removed for cleaning, enabling continuous hygiene management, especially in a clinical environment where it is used by multiple people.

[0048] The present invention disclosed in detail herein represents a unified neurological rehabilitation architecture that integrates virtual reality, motion tracking, haptic rendering, and mechanical actuations in the sense of a single mechanically structured rehabilitation. With an adjustable and safe patient posture framework, body surface sensors with non-contact functions, and adaptive rehabilitation guidelines, the purpose as a venture is to facilitate continuous development and ultimately improve the clinical outcomes of patients with neuropathology. Although specific embodiments are described, those skilled in the art should understand that variations, modifications, and equivalents of the embodiments are also intended to be included within the scope of the claims.

[0049] The present invention belongs to the technical field of virtual reality-based rehabilitation engineering and therapist therapy. More specifically, it is involved in the design and implementation of an immersive system for neurological rehabilitation that can interact with advanced sensors, process real-time data, and incorporate a tactile feedback mechanism. The present invention combines technologies called virtual reality technology and motion capture, and tactile cuing to achieve the purpose, meets the need for a dynamic and adaptive rehabilitation tool that enhances patient engagement and promotes better outcomes in neuromuscular and neurological rehabilitation environments.

[0050] The drawings and the foregoing description illustrate examples of embodiments. Those skilled in the art will be able to understand that it is quite possible to combine one or more of the described elements into one functional element. Alternatively, a particular element may be divided into a plurality of functional elements. Elements of one embodiment may be added to another embodiment. For example, the order of the steps described herein may be changed and is not limited to the modes described herein. Further, the acts in any flowchart need not be performed in the order shown, nor do all acts necessarily need to be performed. Also, acts that do not depend on other acts may be performed in parallel with other acts. The scope of the embodiments is in no way limited by these specific examples. Numerous variations are possible, whether or not explicitly shown herein, such as differences in structure, dimensions, the way of using materials, etc. The scope of the embodiments is as broad as at least given by the following claims.

[0051] As described above, with respect to specific embodiments, advantages, other advantages, and solutions to problems have been explained. However, advantages, advantages, solutions to problems, and components that may give rise to or make more prominent advantages, advantages, or solutions are not to be construed as important, essential, or essential features or components of any or all of the claims.

Claims

1. A neural recovery rehabilitation system using virtual reality, comprising: a head mounted display configured to present an immersive virtual environment to a user; a motion capture assembly including a plurality of inertial measurement units attached to the user's limbs for detecting motion parameters; a base station for receiving motion data from the inertial measurement unit; a wearable actuator placed on the user's body to provide tactile stimulation; a haptic feedback device comprising the wearable actuator and a feedback control module electrically connected to a base station; a stable support structure including a harness assembly that secures the user in an upright position; an adjustable frame for supporting the harness assembly and providing mobility assistance; a central processing unit mechanically coupled to the base station and the feedback control module; wherein the central processing unit is configured to coordinate data transmission between the motion capture assembly and the haptic feedback device; a mechanical interface connection connecting an adjustable frame to the motion capture assembly to ensure synchronized motion support; wherein the harness assembly further includes adjustable straps and a cushion support to enhance user comfort and safety during rehabilitation exercises; wherein the adjustable frame includes lockable caster wheels to allow for controlled mobility and positioning of a user; wherein the wearable actuator of the haptic feedback device is configured to vary an intensity and a pattern of haptic stimulation based on user motion data; Here, the base station includes a wireless communication module for transmitting motion data to the central processing unit without a physical connection, which is a nerve recovery rehabilitation system using virtual reality.

2. the head mounted display is integrated with an eye tracking sensor for monitoring user engagement and adjusting visual stimuli accordingly; the motion capture assembly triggers corrective haptic feedback when a deviation from a predetermined movement pattern is detected; 2. The virtual reality neural recovery rehabilitation system of claim 1, wherein the central processing unit synchronizes changes in the virtual environment with the user's motion data to simulate a real-world rehabilitation scenario.