Virtual reality system

The virtual reality system addresses the limitations of traditional stress reduction methods by offering a self-directed, immersive experience that reduces stress and anxiety through audio and visual signals, promoting relaxation and resilience.

WO2025056918A1PCT designated stage expired Publication Date: 2025-03-20THE VIRTUAL HIPPO LTD
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Patent Information

Application Number
PCT/GB2024/052388
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-13
Filing Date
2024-09-13
Publication Date
2025-03-20

AI Technical Summary

Technical Problem

Current stress reduction methods, such as hypnotherapy, require regular appointments with health professionals and may not be accessible due to scheduling constraints or the need for professional guidance, especially during the COVID-19 pandemic.

Method used

A virtual reality system that provides audio and visual signals to users, enhancing suggestibility and reducing stress, anxiety, and pain levels by leveraging natural responses to visual and sensory changes, allowing for convenient and self-directed use.

Benefits of technology

The system effectively lowers heart rate and stress levels, promotes relaxation, and builds long-term psychological resilience by engaging the parasympathetic nervous system, providing a safe and controlled transition out of the immersive experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

A virtual reality system for providing audio and / or visual signals to a user, wherein the system comprises a viewing screen and means for receiving and providing audio and / or visual means to a user, and wherein the audio and / or visual signals increase the suggestibility of the user and / or reduce the stress, anxiety and / or pain levels of the user, wherein the system is adapted to provide a gradual shift in the visual clarity and colour saturation that is observed by the user.
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Description

[0001] Virtual Reality System

[0002] The present invention relates to a virtual reality system for providing audio and / or visual signals to a user to reduce the stress of a user.

[0003] Current techniques that have involved the reduction of stress or pain of an individual have involved the use of processes such as hypnotherapy.

[0004] Hypnosis is typically carried out under the guidance of a health professional using techniques such as verbal repetition and / or associated guided imagery. During hypnotherapy it is important for a hypnotherapist to be present through the process. Thus, the individual receiving the hypnotherapy must make an appointment at a convenient time. This may mean that their sessions are not regular, depending on the availability of the professional.

[0005] In addition, the development of accessible digital health technologies has been found to complement and / or enhance traditional treatment pathways. This has been found to be particularly helpful since the COVID-19 pandemic. The development of accessible digital health technologies will need to overcome potential barriers such as user acceptance to ensure successfill implementation.

[0006] The present invention seeks to address the above problems. According to a first aspect there is provided a virtual reality system for providing audio and / or visual signals to a user, wherein the system comprises a viewing screen and means for receiving and providing audio and / or visual signals to the user, and wherein the audio and / or visual signals increase the suggestibility of the user and / or reduce the stress, anxiety and / or pain levels of the user,

[0007] Advantageously, the use of the system of the present invention can cause a lowering of an individual's heart rate and / or stress levels following the display of certain types of visual and / or audio signals. Advantageously, the system may be adapted to enhance immersion, absorption and relaxation, thus allowing for psychological and physiological benefits to the user.

[0008] Preferably, the system is adapted to provide a gradual shift in the visual clarity and / or colour saturation that is observed by the user.

[0009] Advantageously, the provision of a system that is adapted to provide a gradual shift in the visual clarity and colour saturation that is observed by the user helps the user's brain to transition slowly into the immersive experience, reducing the likelihood of sensory overload and enhancing the user's absorption into the virtual world.

[0010] In another embodiment, the system may be adapted such that the visual elements of the virtual reality (VR) environment are gradually blurred while reducing colour saturation. Preferably, the system may be adapted to slowly sharpen the image that the user can see and increase the colour intensity observed by the user which deepens the user's immersion into the virtual world. Advantageously, the system may be adapted to leverage the brain of the user's natural response to visual and sensory changes, thus encouraging a deeper engagement with the virtual reality content and facilitating a more profound state of relaxation.

[0011] In another embodiment, the system may be adapted to include a reverse process wherein the visual elements that are observed by the user gradually become less sharp and the colour saturation decreases as the session comes to an end. Typically, the reverse process provides the user with a safe exit from the VR environment. Advantageously, this assists in preventing dissociation which can be a potential risk when a user transitions too quickly from a deeply immersive virtual environment back to reality. Advantageously, the reverse process slowly reintroduces the user to a less immersive visual state allowing the user's brain to adjust to the change, thus minimising the risk of dissociation and ensuring that the user can return to a normal state of awareness in a safe and controlled manner.

[0012] Preferably, the system may be adapted to allow the user to transition into and out of the VR environment in a manner that is safe to the user, wherein the visual and / or audio signals are adjusted to assist with the transition. It is preferred that the assembly is a headset assembly comprising a headpiece.

[0013] Preferably, the system is programmed with software to provide an audio and / or visual signal to the individual. Advantageously, the audio and / or visual signal increases relaxation of the individual.

[0014] In one embodiment, the headset assembly comprises a left earpiece and a right earpiece. Preferably, when the headset assembly is in an operational position on the user's head, the viewing screen is positioned at the level of the user's eyes, preferably the left earpiece is adjacent to the user's left ear and the right earpiece is adjacent to the user's right ear. Preferably, the system comprises an audio-visual component configured for interconnection with a video source and an audio source, having a video display and one or more audio speakers. Preferably, the system comprises a left audio speaker and a right audio speaker supported by the audio-visual component

[0015] Preferably, the system is programmed to increase the modulation of the somatosensory brain processing areas and decrease the activity in the self-referential neural circuitry of the brain of an individual.

[0016] In one embodiment, the system is adapted so that the audio and / or visual signals represent an outdoor scene. Advantageously, the provision of audio and / or visual signals that represents an outdoor scene enables the engagement of the parasympathetic branch of the autonomic nervous system. In another embodiment, the system is adapted so that a user observes a representation of hills, mountains and / or the sea. Advantageously, the representation of the hills, mountains and / or sea provides an image to the user which is distant in the horizon and produces a calming effect on the user by initiating the parasympathetic response.

[0017] In one embodiment, the system is adapted so that a use- sees a virtual realistic representation of their body sitting in a chair. Advantageously, this virtual representation enhances the immersion of the user into the representation and assists in ensuring that the user does not have a negative dissociative response to the environment In a further embodiment, the system is adapted so that the user sees a representation of sunset and / or sunrise and / or slow-moving clouds which direct the gaze of the user from left to right Advantageously, the representation of the sunrise, sunset and / or slow-moving clouds engages left and right brain processing of the user. This representation also symbolises transition and change to the user.

[0018] In another embodiment, the system is adapted so that the user sees the movement of leaves. Advantageously, the representation of the movement of leaves causes the user to direct their breathing to improve their vagal tone.

[0019] In one embodiment, the system is adapted so that the user hears a female voice. Advantageously, this has the effect of causing release of the hormone oxytocin within the user.

[0020] In a further embodiment, the system is adapted so that the user hears a birdsong and / or the sound of rain falling and / or the sound of the wind. Advantageously, these sounds promote relaxation within the user.

[0021] In one embodiment, the system is adapted so that the user sees an orb of relaxing light energy. Advantageously, this visual signal provides a visual suggestion to the user of relaxing light energy pouring through the body and out into the ground.

[0022] In one embodiment, the system is adapted so that the use- can change the colours in the environment. Advantageously, this allows the user to perceive that they are in control and enables a neuroplastic shift to other areas in which someone may fed out of control.

[0023] In another embodiment, flic system may be adapted to include one or more fractal growth elements wherein a user is provided with virtual seeds that they can drop into the VR environment, which then grow into intricate fractal patterns as the user interacts with them.

[0024] In another embodiment, the system may be adapted such that the user observes dynamic visual elements that are selected from the double helix structure (based on a DNA model), a quantum wave representation, a torus knot, and / or a golden spiral. Advantageously, the system may be used by an individual at a time that is convenient for them. Advantageously, the system may be used by an individual without the presence of a professional.

[0025] Advantageously, the use of the system in accordance with the invention provides audio and visual signals that reduce the stress and / or anxiety levels of the participants and may reduce pain that the participant is experiencing. Preferably, the system may be adapted such that the user may be fully immersed into the VR experience, enhancing the user's sensory absorption into the experience such that it is more believable to the user, thus reducing the amount of stress and / or anxiety

[0026] Advantageously, the system of the present invention does not rely on an individual's ability to immerse or absorb themselves in their own internal experience or imagination. Typically, the system uses the technique of suggestion and / or other psychological techniques that are embedded auditorily or visually into a VR experience such that the individual using the headset assembly is immersed by the VR environment and therefore their suggestibility may be increased.

[0027] Typically, the system uses visual imagery to increase an individual's relaxation by harnessing modulation of the somatosensory brain processing areas and by causing decreased activity in the self-referential neural circuitry.

[0028] Advantageously, the system of the present invention does not require the presence of another individual when it is used, does not require eye closure of the individual using the headset and does not rely on the ability of an individual to internally absorb or use their imagination during the use of the headset assembly.

[0029] Preferably, the system is adapted to provide for “immersion within immersion”, wherein a secondary layer of immersive experience is added to the VR experience. Typically, within the initial VR environment, the user can find and interact with a virtual object, such as a pair of glasses. Advantageously, the second layer of immersion deepens the user's engagement, creating a multi-layered sensory experience that significantly enhances the overall impact of the relaxation techniques used.

[0030] According to a second aspect there is provided a method of reducing stress and / or anxiety in a user, the method comprising the step of providing an audio and / or visual stimulus to a user using a system according to the first aspect.

[0031] Preferably, the method comprises the step of providing a gradual shift in the visual clarity and colour saturation that is observed by the user. Advantageously, the provision of a method that is adapted to provide a gradual shift in the visual clarity and colour saturation that is observed by the user helps the user's brain to transition slowly into the immersive experience, reducing the likelihood of sensory overload and enhancing the user's absorption into the virtual world.

[0032] Preferably, the method comprises a step wherein the visual elements of the virtual reality (VR) environment are gradually blurred while reducing colour saturation. Preferably, the method comprises a step wherein the image that the user can see is slowly sharpened and the colour intensity observed by the user is increased which deepens the user's immersion into the virtual world. Advantageously, the system may be adapted to leverage the brain of the user's natural response to visual and sensory changes, thus encouraging a deeper engagement with file virtual reality content and facilitating a more profound state of relaxation.

[0033] In another embodiment, method comprises the step of including a reverse process wherein the visual elements that are observed by the user gradually become less sharp and the colour saturation decreases as the session comes to an end. Typically, the reverse process provides the user with a safe exit from the VR environment. Advantageously, this assists in preventing dissociation which can be a potential risk when a user transitions too quickly from a deeply immersive virtual environment back to reality. Advantageously, the reverse process slowly reintroduces the user to a less immersive visual state allowing the user's brain to adjust to the change, this minimising the risk of dissociation and ensuring that the user can return to a normal state of awareness in a safe and controlled manner. Preferably, the method allows the user to transition into and out of the VR environment in a maimer that is safe to the user, wherein the visual and / or audio signals are adjusted to assist with the transition.

[0034] Preferably, the method comprises the steps of providing an audio and / or visual stimulus to a user over a period of time, wherein the headset assembly is worn by the user and the audio and / or visual stimulus is applied each day for a preset time interval.

[0035] In one embodiment, the method comprises the steps of providing an audio and / or visual stimulus to a user over a period of fourteen days, wherein the headset assembly is worn by the user and the audio and / or visual stimulus is applied for twice a day in ten-minute intervals.

[0036] Advantageously, the repeated use of the system has the advantage that it not only reduces immediate stress but also builds long-term psychological resilience. This resilience is developed through the repeated engagement of the parasympathetic nervous system, leading to sustained reductions in stress responses over time.

[0037] Preferably, the audio and / or visual stimulus that may be applied is as defined in the first aspect

[0038] The invention will now be discussed by way of example and with reference to the accompanying drawing wherein:

[0039] Figure 1 is a schematic view of a headset that may be used with the system according to an embodiment of the invention; and

[0040] Figures 2a to 2c show views that the user may see using the system according to an embodiment of the invention, wherein Figure 2a shows a blurred image of a tree, Figure 2b is a blurred but slightly clearer image of a tree and Figure 2c is a sharp image of a tree that a user may observe using the system of the invention.

[0041] With reference to Figure 1 there is provided a virtual reality system 1 for providing audio and / or visual signals to a user, wherein the system comprises a viewing screen 3 and means for receiving and providing audio and / or visual signals, wherein the audio and / or visual signals increase the suggestibility of the user and / or reduce the stress, anxiety and / or pain levels of the user.

[0042] Advantageously, the use of the system of the present invention can cause a lowering of an individual's heart rate and / or stress levels following the display of certain types of visual and / or audio signals.

[0043] In the embodiment shown in Figure 1, the system comprises a headset assembly 2 comprising a headpiece.

[0044] The system may be adapted to provide a gradual shift in the visual clarity and colour saturation that is observed by the user.

[0045] The system 1 is programmed with software to provide an audio and / or visual signal to the individual. Advantageously, the audio and / or visual signal increases relaxation of the individual.

[0046] With reference to Figure 1, the headset assembly comprises a left earpiece and a right earpiece. When the headset assembly 2 is in an operational position on the user's head, the viewing screen 3 is positioned at the level of the user's eyes, the left earpiece is adjacent to the user's left ear and the right earpiece is adjacent to the user's right ear. The system comprises an audio-visual component configured for interconnection with a video source and an audio source, having a video display and one or more audio speakers. In one example, the system comprises a left audio speaker and a right audio speaker supported by the audio-visual component

[0047] The headset assembly comprises a strap 4 for placement over the user's head to hold the system in place. The strap may comprise a pad element 5 which may rest at the back of the user's head when worn to provide comfort to the user. The headset assembly may be attached to a computer by wireless or a wired connection. The headset assembly may be connected to one or more controllers that may be operated by a user, for example, by means of a Bluetooth connection. The headset assembly may be connected using Bluetooth to a smartwatch which is worn by the user to monitor the heart rate variability of the user. In one example, the headset assembly may be a PICO Neo 3 headset. The skilled person would understand that other similar types of headset may be used in accordance with the present invention.

[0048] In some embodiments, the system may comprise a viewing screen provided on a computer, tablet or mobile phone device.

[0049] In use, the user places the headset assembly over their head with the viewing screen positioned at the user's eyes and the left and right ear pieces placed over the user's left and right ears, respectively.

[0050] The headset assembly is typically programmed such that when it has been placed over the user's head, the user can see and hear audio and visual signals that are designed to increase an individual's relaxation by harnessing the modulation of the somatosensory brain processing areas and by causing decreased activity in the self-referential neural circuitry.

[0051] In one example, the system is programmed such that the user sees an environment that is a ‘natural’ outdoor scene. Advantageously, the representation of a natural environment to the user has been found to provide for a better response and enable engagement of the parasympathetic branch of the autonomic nervous system. The participant has a virtual realistic representation of their body sitting in an armchair to enable them to look down and see the virtual body roughly where their actual body should be. Advantageously, this representation has been found to enhance the immersion of the user within the programme and ensure that there is not a negative dissociative response to the environment

[0052] In one embodiment, the system is adapted so that the user may see an oak tree to the right of the armchair which advantageously enhances a balanced emotional response to the environment.

[0053] In one embodiment, the system is adapted so that the user sees small hills and / or mountains with a view of the sea on the horizon. Advantageously, the representation of a distant horizon and the sea results in a psychological perspective that causes a calming effect within the user. The system may be adapted such that the user sees flowers having dew on them. Advantageously, this may mitigate against the symptoms of hay fever.

[0054] The system may be adapted so that the user may see a representation of sunset and sunrise with slow moving clouds which direct the gaze from left to right so as to engage left and right brain processing. Sunrise and sunset have been shown to be mood enhancers and can have a significantly positive effect on psychological processes.

[0055] The system may be adapted so that the environment that the user sees may also include a representation of an eagle (in some embodiments the user may also see additional flocks of birds) slowly gliding which advantageously enhances gaze modulation.

[0056] The system may also be adapted so that throughout the experience the virtual representation of the breeze and movement of leaves covertly direct breathing to improve vagal tone. The system may also be adapted such that the user hears the tone of the female audio voice which may stimulate the release of the hormone oxytocin enhancing the overall desired effect of the experience.

[0057] The system may also be adapted so that the user is aware of a background sound of birdsong in the experience which has also been shown to have a positive cognitive effect. Additionally, there are natural sounds of breeze blowing through leaves to enhance immersion and feelings of relaxation.

[0058] In one embodiment, the system is programmed so that the user sees an orb of relaxing light energy. Advantageously, this visual signal provides a visual suggestion to the user of relaxing light energy pouring through the body and out into the ground.

[0059] The system may be adapted such that the user sees and / or hears an interactive musical orb, a virtual Zen sand garden, fractal growth elements, geometric shapes and / or a visual representation of relaxing energy entering the body. Together, these components create a multi-layered, deeply engaging environment that promotes stress reduction, resilience, and emotional well-being. The system of the present invention may be adapted such that it allows for users to be fully immersed within the virtual reality experience, enhancing their sensory absorption. Advantageously, the system is adapted to provide for immersion that allows the user to become fully engaged with the visual and auditory stimuli presented. It has been found that such immersive experiences can significantly alter sensory perception, making the experience more believable and effective in reducing stress.

[0060] The sense of immersion using the system of the present invention is typically deepened using a technique that overlays a square of blur in front of the user's gaze, which gradually decreases in opacity and increases in sharpness as the user becomes more engaged. This effect is achieved through a UI Canvas with a blur shader applied to a square Image component, controlled by a Unity script that adjusts the transparency and sharpness over time.

[0061] Figure 2 shows a representation of this feature of the invention, wherein Figure 2a shows a blurred representation of a tree observed using the system, Figure 2b is a blurred but slightly sharper image of a tree observed using the system, and Figure 2b is a sharp image of a tree observed using the system of the invention.

[0062] In the embodiment wherein the system is adapted to provide a visual representation of relaxing energy within the VR environment, the energy is depicted as a soothing entity that approaches the user and visually pours into their body. This technique simulates a physical sensation of relaxation by interacting with the brain's somatosensory cortex, which processes sensory information. The brain interprets these visual cues as real physical sensations, leading to a profound sense of relaxation. The immersive nature of the VR environment, combined with these visual cues has been found to trigger actual physiological responses, making the user feel as though the relaxing energy is tangibly entering their body. This process is supported by the decoupling of the somatosensory cortex from its usual stress- related activity, facilitated by the immersive VR environment The visual representation of relaxing energy entering the body is executed using Unity's Particle System and custom shaders. The Particle System emits particles along a spline-based path, simulating energy flow that is visually represented through changes in colour and intensity. The particles’ movement and appearance are dynamically controlled using custom shaders written in Unity's ShaderLab language, which adjust the colour gradient and transparency based on the particles' proximity to the user's virtual body.

[0063] The system is preferably adapted to provide for “immersion within immersion”. The "immersion within immersion" concept introduces a secondary layer of immersive experience. In this embodiment, within the initial VR environment a user can find and interact with a virtual object, such as a pair of glasses. When the user puts on these virtual glasses, they are transported into an entirely different immersive environment, such as an underwater world. This second layer of immersion deepens the user's engagement, creating a multi-layered sensory experience that significantly enhances the overall impact of the relaxation techniques used.

[0064] The "immersion within immersion" feature of an embodiment of the system of the invention is implemented using Unity's Scene Management and Layering systems. The primary VR environmait acts as the main scene, with the secondary immersive environment (e.g., an underwater scene) loaded as an additive scene. This transition is triggered by user interaction with virtual objects, such as a pair of glasses. Additive scene loading is optimized through pre-loading techniques, ensuring minimal lag during transitions. The user's viewpoint is seamlessly transitioned, with the system handling the activation and deactivation of objects to maintain performance. The "immersion within immersion" concept, where users transition between different immersive layers within a single VR session, involves a complex interaction of Unity's Scene Management and Layering systems which have been programmed in advance.

[0065] The methodical management of immersive transitions using additive scene loading and controlled viewpoint changes advantageously ensures a seamless experience for the user when using the system of the invention, allowing a user to remain folly immersed even when transitioning between different VR environments.

[0066] In one embodiment, the system comprises a “reverse process” wherein the images and sounds that the user hears are adapted to aid the user's transition out of the VR experience. The reverse process advantageously provides a safe exit strategy that is achieved by reversing the immersion process by gradually increasing the blur (for example, such that the visual elements become less sharp) and decreasing the colour saturation as the session concludes. This approach is controlled by custom scripts that manipulate the UI canvas and post-processing effects to ensure a smooth transition out of the immersive environment The system uses a combination of shaders and postprocessing effects to control these transitions.

[0067] Typically, the images observed by the user during the VR experience may be adapted and programmed to aid the user. For example, the underwater environment, complete with calming visuals and hypnotic shoals of fish, is chosen for its tranquil and mesmerizing qualities. Research has found that water and rhythmic, repetitive visual stimuli can induce a trance-like state, reducing stress and enhancing mental clarity (Jamieson & Burgess, 2014). The interactive musical orb is designed with musical chords and motifs mapped onto it, each corresponding to specific visual and auditory cues. As the user moves their hand around the orb, they trigger these chords and motifs, creating harmonious sounds. Users can also create their own melodies above these chords, enabling a personalized musical experience. This design allows individuals with no prior musical training to create harmonious music, significantly enhancing their sense of control and self-efficacy. The orb specifically utilizes the sounds of a cello and a piano — two instruments known for their profound emotional impact, which are linked to the release of oxytocin, a hormone associated with trust, bonding, and relaxation. The ability to create music in real-time fosters a deep sense of accomplishment and relaxation.

[0068] The system may also be adapted to include fractal growth elements wherein a user is provided with virtual seeds that they can drop into the VR environment, which then grow into intricate fractal patterns as the user interacts with them. Fractals are complex geometric shapes that are self-similar across different scales and are known to have a calming effect on the human mind. Research has shown that exposure to fractal patterns can reduce stress by up to 60% due to their resonance with the brain's natural rhythms, promoting a state of relaxation and mental clarity (Mandelbrot, 1982). Furthermore, the act of planting seeds that grow into fractals symbolizes the growth of new ideas or positive suggestions, such as resilience, increased coping mechanisms, and emotional strength. As users watch these fractals evolve, they subconsciously reinforce these positive concepts in their minds. This process is aligned with the principles of suggestion in hypnotherapy, where visual metaphors encourage personal growth and the development of new coping strategies. The fractal growth elements are generated using a recursive algorithm based on the Fibonacci sequence, implemented in C# within Unity. In this embodiment, the Fibonacci sequence is used to calculate the position and size of each vertex in the fractal patterns. Unity's Mesh class dynamically creates and updates the fractal shapes in real-time as users interact with virtual seeds. Each iteration of the Fibonacci sequence dictates the scaling and positioning of the mesh vertices, ensuring that the fractals grow in harmony with natural proportions.

[0069] The system may be adapted such that the user observes one or more dynamic visual element selected from the double helix structure (based on a DNA model), a quantum wave representation, a torus knot and / or a golden spiral.

[0070] The double helix structure is a visual model that may be distinguished by its continuous, real-time folding and transformation within a constrained 3D space. The system may be adapted such that the user observes a form of a double helix without distortions. Advantageously, the system is adapted to avoid chaotic motions that are often seen when translating complex structures into interactive VR settings. Advantageously, this approach allows for seamless real-time manipulation while maintaining visual and structural integrity, providing an interactive user experience. The model of the double helix structure that may be observed using the system of the invention provides for a real-time evolution of the helix, while avoiding issues like computational strain or mesh distortion.

[0071] The system may be adapted to allow the user to visualise a real-time, fully interactive 3D quantum wave that evolves continuously based on user input and environmental factors in VR, offering a dynamic representation of quantum phenomena. Thus, the system may be adapted to provide for the integration of real-time rendering of the quantum wave in response to user interaction. The design allows for fluid transitions in a VR environment without significant computational demand.

[0072] The system may also be adapted to allow a user to observe the real-time dynamic twisting and rotating of a torus knot, preserving its geometric precision as it evolves. The torus knot that may be observed using the system of the present invention continuously rotates and deforms while maintaining its structural integrity in a virtual environment Advantageously, the system of the present invention allows the complex shape of the torus knot to be rendered without introducing artifacts or distortions in real time. The system may also be adapted to allow the user to observe that real-time unfolding and manipulation of a golden spiral within a 3D environment. The spiral is adapted such that it dynamically evolves based on user input while maintaining the mathematical precision of the Fibonacci sequence. The continuous transformation of the spiral remains proportionally accurate to the Fibonacci sequence.

[0073] The system may be adapted such that the user sees a snow orb of relaxing energy. The snow orb of relaxing energy may be further enhanced by the inclusion of geometric shapes associated with harmony, balance, and spiritual connectivity. In the VR environment, the geometric shapes within the snow orb are adapted to promote a sense of unity and peace within the user. The visual patterns engage the brain's aesthetic appreciation centre, linked to feelings of well-being and relaxation. By incorporating geometry, the experience taps into ancient symbols of healing and balance, adding a spiritual layer to the relaxation process.

[0074] The system may be further adapted such that the user sees a virtual Zen sand garden within the VR environment. Advantageously, this introduces a meditative element that promotes mindfulness, contemplation, and a sense of calm. Typically, the user may interact with the sand by raking it into patterns and designs that reflect the user's mental state. Advantageously, this act of raking, even in a virtual setting, helps focus the mind, reduce anxiety, and promote a meditative state. This feature retains the benefits of real-life Zen gardens while making them accessible in a folly immersive format. The repetitive, meditative action of raking the sand is supported by research indicating that such activities can lower heart rate, reduce cortisol levels, and promote relaxation.

[0075] The inclusion of a virtual Zen sand garden advantageously allows users to engage in meditative practices within a fully immersive VR setting, enhancing focused attention and reducing anxiety. The use of fractal growth elements introduces a unique way for users to interact with nature-inspired patterns that promote mental clarity, relaxation, and the growth of positive ideas such as resilience and coping strategies.

[0076] Advantageously, the addition of geometric shapes in a snow orb connects users to the symbols of harmony and balance. The "immersion within immersion" feature amplifies the user's engagement by introducing a secondary immersive environment, making the experience more absorbing and effective. The visual representation of relaxing energy entering the body, combined with the interactive musical orb, further enhances the therapeutic efficacy by engaging the brain's sensory and emotional processing systems.

[0077] Advantageously, the system is designed to interact with the brain's neural mechanisms by facilitating the decoupling of the somatosensory cortex from its typical stress responses. This allows the brain to shift away from stress-related activity and towards a state of relaxation. Additionally, the use of the system reduces activity in the anterior cingulate cortex (ACC) and dorsolateral prefrontal cortex (DLPFC), regions associated with self-referential thinking and critical assessment. By reducing activity in these areas, the experience diminishes selfchatter and mind wandering promoting a peaceful mental trance like state, further enhancing relaxation.

[0078] The use of the system of the invention may be repeated over time. Advantageously, the repeated use of the system has the advantage that it not only reduces immediate stress but also builds long-term psychological resilience. This resilience is developed through the repeated engagement of the parasympathetic nervous system, leading to sustained reductions in stress responses over time. The use of the system fosters a learned relaxation response, where the user's brain becomes conditioned to enter a relaxed state more easily, even outside the VR environment. This conditioning is supported by neuroplasticity, where the brain adapts and strengthens neural pathways associated with relaxation.

[0079] The auditory component of the system of the invention may include female-modulated speech, which has been linked to increased oxytocin levels — a hormone associated with trust, bonding, and relaxation. The calming tone of the female voice complements the visual elements, further enhancing the user's relaxation and contributing to the overall effectiveness of the experience.

[0080] Preferably, the system of the invention may provide a multi-layered approach to immersion, integration of fractal patterns, sacred geometry, and the "immersion within immersion" concept These features collectively create a deeply engaging and therapeutic environment that transcends traditional relaxation techniques.

[0081] The system may also be adapted to include an interactive element whereby the participant can change the colours in the environment - this is synonymous with perceived control and subconsciously affirms that the participant can be in control - this enables neuroplastic shift to other areas in which the user may feel out of control. In this embodiment, the system is programmed to allow the user to interact with the VR environment

[0082] In use, the user wears the headset assembly 2 of the system 1 of the invention. The system receives audio and / or visual signals which are provided to the user via the headset assembly. The audio and / or visual signals are adapted to lower the stress levels of the user.

[0083] In use, the system is typically adapted to provide a gradual shift in the visual clarity and / or colour saturation that is observed by the user.

[0084] Advantageously, the provision of a system that is adapted to provide a gradual shift in the visual clarity and colour saturation that is observed by the user helps the user's brain to transition slowly into the immersive experience, reducing the likelihood of sensory overload and enhancing the user's absorption into the virtual world.

[0085] In use, the system is typically adapted such that the visual elements of the virtual reality (VR) environment are gradually blurred while reducing colour saturation. Advantageously, the system may be adapted to slowly sharpen the image that the user can see and increase the colour intensity observed by the user which deepens the user's immersion into the virtual world. Advantageously, the system may be adapted to leverage the brain of the user's natural response to visual and sensory changes, thus encouraging a deeper engagement with the virtual reality content and facilitating a more profound state of relaxation.

[0086] In use, the system may be adapted to allow the user to transition into and out of the VR environment in a manner that is safe to the user, wherein the visual and / or audio signals are adjusted to assist with the transition.

[0087] The technique of managing immersion by overlaying a dynamic blur and controlling colour saturation, combined with a safe exit strategy provides a system that allows a user to manage the transitions experienced the VR process to prevent dissociation. Typically, this may be achieved with strategic use of Unity's UI Canvas, custom shaders, and post-processing effects, all working together to enhance user safety. The present invention advantageously provides a system that recognizes the potential for dissociation during transitions and provides a solution that smoothly manages the user's sensory experience, wherein the system has been adapted to account for the psychological needs of the user.

[0088] Example 1

[0089] Forty volunteer participants were recruited to take part in a study using the system comprising the headset assembly of the present invention. The volunteers were chosen from a range of backgrounds and did not have any significant known health conditions. The study was set up to take place over thirty days. Three appointment dates were set up and scheduled to take place on days one, fifteen and twenty nine of the study.

[0090] During the initial appointment each volunteer was provided with a smartwatch to track their heart rate variability (HRV) via an app provided on the smart watch. The participants were to wear the smartwatch consistently over the thirty day period. During the thirty day period the participants were asked to continue with their usual daily routines.

[0091] A second appointment with each participant was scheduled to take place on day fifteen. During the second appointment the heart rate variability data of the individuals was noted to provide a baseline HRV value for each participant. Participants were also asked to subjectively rate their perceived stress over the past fourteen days using the numerical measure Perceived Stress Scale (PSS). During the second appointment the participants were provided with the headset assembly according to the invention. The participants were provided with a virtual reality headset (in this example a PICO Neo 3 headset was used). The headset assembly was set up such that it would only provide access to the software which was designed to relax the participant during use of file headset assembly. The headset was set up so that the participant did not have access to any other virtual reality environment and could not connect to the internet using the headset. The participants were asked to use the headset with the programme twice a day for ten minutes each time. This was to be carried out for fourteen days.

[0092] A third appointment was arranged for day twenty nine of the programme. During the third appointment the HRV data was analysed. Participants were also asked to subjectively rate their perceived stress over the past fourteen days using a numerical scale measure such as Perceived Stress Scale (PSS-10).

[0093] The Perceived Stress Scale (PSS) is an assessment tool that was developed in 1983. (Cohen, S., Kamarck, T., & Mermelstein, R. (1994). Perceived stress scale. Measuring stress: A guide for health and social scientists, 10(2), 1-2). The participants were asked ten questions relating to the level of stress that they were feeling and were to provide an answer rating 1 , 2, 3 or 4 (with 4 being very stressed and 0 being no stress). A rating of 4 meant that the user was stresses very often and a rating of 0 meant that the user was never stressed. The questions were worded so that the user could give one of five answers, i.e. 0 = never stressed, 1 = almost never stressed, 2 = sometimes stressed, 3 = fairly often stressed, and 4 = very often stressed. The scores were inverted for questions 4, 5, 7 and 8 which were questions relating to positive feelings. After answering the ten questions the scores for all questions were calculated and scores between 0 and 13 were considered to be low stress, scores from 14 to 26 were considered to be moderate stress and scores from 27 to 40 were considered to be high perceived stress.

[0094] An analysis was carried out to compare the baseline HRV readings with the second HRV reading obtained following use of the headset, and to compare the baseline PSS measures with the second PSS measure following use of the headset The data was analysed using a paired t-test to compare each dependant variable in independent variable level 1 and level 2 conditions.

[0095] The results of the study can be seen in Table 1 below:

[0096] Table 1

[0097] From the results of Table 1 it can be seen that for the majority of the participants, following use of the headset over the above period their perceived stress levels were reduced.

[0098] A statistical analysis was carried out using data from the tests that were carried out. A paired t-test was determined using participant scores and an analysis was carried out using SPSS software. The results of the statistical analysis are provided below:

[0099] PSS Means, Standard Deviations and Paired Sample T Test

[0100] Descriptives Descriptives

[0101] [Dataset 3]

[0102] T-TEST PAIRS=PSS10SCOREBEFORE WITH AFTERPSS (PAIRED) / CRITERIA=CI (.9500)

[0103] In another experiment, a statistical analysis was carried out to analyse the results following the measurement of the heart rate variability of the user.

[0104] CORRELATIONS / VARIABLES = PSSIOSCOREBEFORE AVERAGE BEFORE

[0105] The results show demonstrate that the use of the system of the invention resulted in a reduction in the stress of the participants.

[0106] The analysis has taken into account variables that could explain differences in the results that were obtained. However, the reductions were so great that the effect of the system of the invention was shown to have a large effect on the participant's perceived stress.

[0107] A series of further studies were conducted to evaluate the feasibility, usability, and efficacy of the system of the present invention. The studies assessed the tool's potential in reducing stress through immersive VR experiences and gathered user feedback for further development

[0108] Example 2

[0109] A study was developed with the aim of exploring the perceptions and attitudes towards the use of VR for stress reduction among a mixed demographic of participants. Focus groups and semi-structured interviews were conducted with participants from diverse age groups and professional backgrounds.

[0110] The results of the study were that the participants consistently reported that the VR experience using the system of the invention facilitated greater ease of relaxation compared to traditional methods like meditation. The immersive nature of the system of the invention allowed the participants to disengage from everyday stress factors effectively.

[0111] The virtual environment was perceived as an important factor in creating a sense of escape from daily stress. Participants noted that the serene and distraction-free settings in VR provided an immersive experience that contributed to their stress refief.

[0112] The VR experience using the system of the invention was seen as empowering, providing participants with a tool they could control and use to manage their stress. This sense of personal agency enhanced their feelings of self-efficacy in handling stress.

[0113] This thematic analysis revealed a broad interest and acceptance of VR for stress reduction within the participants that took part in the study.

[0114] Example 3

[0115] A further study was carried out with the aim of evaluating the feasibility and initial efficacy of the system of the invention in reducing perceived stress among educational professionals.

[0116] A study was conducted with 35 participants from various educational settings over a 30-day period. Participants used the system of the invention daily for 15-20 minutes during a 14- day intervention phase. The Perceived Stress Scale (PSS-10) was administered at baseline and post-intervention. Qualitative data were collected through semi-structured interviews and a focus group. Heart Rate Variability (HRV) was measured using Fitbit devices.

[0117] The results of the study showed a significant reduction in perceived stress. The mean PSS-10 score decreased from 17.14 (SD = 6.90) at baseline to 9.74 (SD = 6.34) post-intervention (p < 0.001).

[0118] It was found that the use of a system according to the invention provided an effective distraction from work-related stress, allowing participants to disengage from stress factors. The participants reported feeling emotionally calmer and more centred after using the system of the invention, particularly after stressful workdays. A further study was carried out to assess the efficacy of the system of the invention in reducing stress among personnel working in professions where the stress levels experienced can be high.

[0119] Thirty-one participants used the system of the invention for 10 minutes per session, 2-3 times per week, over a 2-3-week period. The PSS-10 was used to measure perceived stress before and after the intervention. A paired t-test was conducted to evaluate changes.

[0120] The results of the study showed that a significant reduction in perceived stress was observed. The mean PSS-10 score decreased from 20.84 (SD = 7.08) at baseline to 12.48 (SD = 7.44) post-intervention. The mean reduction was 8.35 points (p < 0.0001).

[0121] Participants reported that the system of the invention provided a valuable respite from high- stress work environments. The immersive nature allowed them to temporarily disengage from stress factors, which is crucial given the high-pressure nature of their roles.

[0122] A further study was carried out using the same methodology as described above using the system of the invention, wherein nine participants used system of the invention during sessions as in the Example 4. The PSS-10 was used to measure perceived stress before and after the intervention.

[0123] The results of the study are shown in Table 2 below:

[0124] Table 2 From the above, scores ranging from 0 to 13 relate to low stress, scores ranging from 14 to 26 relate to moderate stress and scores ranging from 27 to 40 relate to high perceived stress.

[0125] From the above, it can be seen that there was a significant reduction of perceived stress over the course of the study.

[0126] Example 6

[0127] A further study was carried out using the same methodology as described above using the system of the invention, wherein seventeen participants used system of the invention during sessions as in the Example 4. The PSS-10 was used to measure perceived stress before and after the intervention.

[0128] The results of the study are shown in Table 3 below:

[0129] Table 3

[0130] From the above, scores ranging from 0 to 13 relate to low stress, scores ranging from 14 to 26 relate to moderate stress and scores ranging from 27 to 40 relate to high perceived stress.

[0131] From the above, it can be seen that there was a significant reduction of perceived stress over the course of the study. Example 7

[0132] A further study was carried out using the same methodology as described above using the system of the invention, wherein eight participants used system of the invention during sessions as in the Example 4. The PSS- 10 was used to measure perceived stress before and after the intervention.

[0133] The results of the study are shown in Table 4 below:

[0134] Table 4

[0135] From the above, scores ranging from 0 to 13 relate to low stress, scores ranging from 14 to 26 relate to moderate stress and scores ranging from 27 to 40 relate to high perceived stress.

[0136] From the above, it can be seen that there was a significant reduction of perceived stress over the course of the study.

[0137] The series of studies carried out demonstrate the feasibility, acceptability, and efficacy of the system of the present invention across various high-stress professions. Significant reductions in perceived stress were observed among the participants of the studies and qualitative feedback received from the participants indicates that the system of the invention was well- received, with users appreciating its immersive nature and ease of use.

Claims

Claims1. A virtual reality system for providing audio and / or visual signals to a user, wherein the system comprises an assembly having a viewing screen and means for receiving and providing audio and / or visual means to a user, and wherein the audio and / or visual signals increase the suggestibility of the user and / or reduce the stress, anxiety and / or pain levels of the user.

2. A system according to claim 1, wherein the system is adapted to provide a gradual shift in the visual clarity and colour saturation that is observed by the user.

3. A system according to claim 1 or 2, wherein the system may be adapted such that the visual elements of the virtual reality (VR) environment are gradually blurred while reducing colour saturation.

4. A system according to claim 1, 2 or 3, wherein the system may be adapted to include a reverse process wherein the visual elements that are observed by the user gradually become less sharp and the colour saturation decreases as the session comes to an end.

5. A system according to any preceding claim, wherein the assembly is a headset assembly comprising a headpiece.

6. A system according to any preceding claim, wherein the system is programmed with software to provide an audio and / or visual signal to the individual.

7. A system according to any preceding claim, wherein the system comprises an audiovisual component configured for interconnection with a video source and an audio source, having a video display and one or more audio speakers.

8. A system according to any preceding claim, wherein the system is programmed to increase the modulation of the somatosensory brain processing areas and decrease the activity in the self-referential neural circuitry of the brain of an individual.

9. A system according to any preceding claim, wherein the system is adapted so that the audio and / or visual signal represents an outdoor scene.

10. A system according to claim 9, wherein the system is adapted so that a user sees a representation of hills, mountains and / or the sea.11 A system according to claim 9 or 10, wherein the system is adapted so that the user sees a representation of sunset and / or sunrise and / or slow moving clouds which direct the gaze of the use from left to right.

12. A system according to any preceding claim, wherein the system is adapted so that the user hears a female voice.

13. A system according to any preceding claim, wherein the system is adapted so that the user sees an orb of light energy.

14. A system according to any preceding claim, wherein the systen is adapted so that the user can interact with and / or change the colours in the environment.

15. A system according to any preceding claim, wherein the system may be adapted to include fractal growth elements.

16. A system according to any preceding claim, wherein the system may be adapted such that the use observes one or more visual elements that are selected from the double helix structure, a quantum wave representation, a torus knot and / or a golden spiral.

17. A system according to any preceding claim, wherein the system is adapted to provide for immersion within immersion, wherein the system introduces a secondary layer within the immersive experience.

18. A method of reducing stress and / or anxiety in a use, the method comprising the step of providing an audio and / or visual stimulus to a use using a system according to any one of claims 1 to 17.

19. A method according to claim 18, wherein the method comprises the step of providing a gradual shift in the visual clarity and colour saturation that is observed by a user.

20. A method according to claim 18 or 19, wherein the method comprises a step wherein the visual elements of the virtual reality environment are gradually blurred while reducing colour saturation.

21. A method according to claim 18, 19 or 20, wherein the method comprises the step of including a reverse process wherein the visual elements that are observed by the user gradually become less sharp and the colour saturation decreases as the session comes to an end.

22. A method according to any one of claims 18 to 21, wherein the method comprises the step of providing an audio and / or visual stimulus to a user over a period of time, wherein the audio and / or visual stimulus is applied each day at a regular time interval.

23. A method according to claim 22, wherein the method comprises the steps of providing an audio and / or visual stimulus to a user over a period of fourteen days, wherein the audio and / or visual stimulus applied for twice a day in ten minute intervals.

24. A method of any one of claims 18 to 23, wherein the user wears a headset assembly.

25. A method according to any one of claims 18 to 24, wherein the audio and / or visual stimulus was as defined in any one of claims 1 to 17.

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